コード例 #1
0
    def __init__(self, rect, shadow_dist, sys_font):
        self.rect = rect
        self.sys_font = sys_font
        self.shadow_dist = shadow_dist

        self.in_focus = False

        # render stuff
        edge_buffer = rect.width * 0.05
        self.rect_edge_buffer = rect.width * 0.01
        max_text_size = (sys_font.size("AAAAAAAA")[0] * 4,
                         sys_font.size("AAAAAAAA")[1] * 4)
        player_rect_width = max_text_size[0] + self.rect_edge_buffer * 2

        self.background = pygame.Surface(rect.size, pygame.SRCALPHA)
        self.background.fill((0, 0, 0, 100))
        self.bounding_rect = pygame.Rect(
            (edge_buffer, edge_buffer * 2),
            (self.background.get_width() - edge_buffer * 2,
             self.background.get_height() - edge_buffer * 3))
        self.player_rect = pygame.Rect(
            (self.bounding_rect.centerx - player_rect_width / 2,
             self.bounding_rect.top), (player_rect_width, max_text_size[1]))

        self.title_text = TextRenderer(
            sys_font, 2, (rect.centerx, rect.top + max_text_size[1] / 2),
            shadow_dist)

        plus_text, plus_text_shadow = ShadowedPressable.make_pressable_key(
            "[+] to add", sys_font, 1)
        self.plus_text = ShadowedPressable(
            plus_text.convert_alpha(), plus_text_shadow,
            (rect.centerx * 1.75, rect.height * 0.45), shadow_dist / 2)
        minus_text, minus_text_shadow = ShadowedPressable.make_pressable_key(
            "[-] to subtract", sys_font, 1)
        self.minus_text = ShadowedPressable(
            minus_text.convert_alpha(), minus_text_shadow,
            (rect.centerx * 1.75, rect.height * 0.5), shadow_dist / 2)
        enter_text, enter_text_shadow = ShadowedPressable.make_pressable_key(
            "[ENTER] to proceed", sys_font, 1)
        self.enter_text = ShadowedPressable(
            enter_text.convert_alpha(), enter_text_shadow,
            (rect.centerx * 1.75, rect.height * 0.6), shadow_dist / 2)

        # list stuff
        self.list = []
        self.addEntry()
        self.addEntry()
        self.selected = self.list[0]

        # sound stuff
        self.press_sound = pygame.mixer.Sound("SFX/press_soft.wav")
        self.release_sound = pygame.mixer.Sound("SFX/release.wav")

        # outward facing stuff
        self.pf = self.list[0]
        self.pj = self.list[1]
コード例 #2
0
ファイル: textRenderer.py プロジェクト: longbowrocks/bous
 def render(self, target, string, color=None):
     if color is None: color = self.color
     text, shadow = ShadowedPressable.make_pressable_key(string,
                                                         self.font,
                                                         self.scale,
                                                         color=color)
     ShadowedPressable(text, shadow, self.center,
                       self.shadow_dist).render(target)
コード例 #3
0
ファイル: hud.py プロジェクト: gasnew/fjspace
  def __init__(self, top_rect, bottom_rect, shadow_dist, sys_font):
    self.top_rect = top_rect
    self.bottom_rect = bottom_rect
    self.shadow_dist = shadow_dist

    self.timer_text = TextRenderer(sys_font, 2, (top_rect.centerx, top_rect.bottom - top_rect.height * 0.2), shadow_dist / 2)
    self.perc_f_text = TextRenderer(sys_font, 4, (top_rect.width / 4, top_rect.centery), shadow_dist, color = GameColor.J.Med)
    self.perc_j_text = TextRenderer(sys_font, 4, (top_rect.width * 3 / 4, top_rect.centery), shadow_dist, color = GameColor.F.Med)

    menu_text, menu_text_shadow = ShadowedPressable.make_pressable_key("[1] menu", sys_font, 1, GameColor.F.Dark)
    self.menu_text = ShadowedPressable(menu_text.convert_alpha(), menu_text_shadow, (top_rect.width * 0.05, top_rect.height * 0.13), 0)
コード例 #4
0
ファイル: menu.py プロジェクト: gasnew/fjspace
    def __init__(self,
                 sys_font,
                 shadow_dist,
                 key,
                 title,
                 hold_time,
                 callback,
                 color=None):
        self.sys_font = sys_font
        self.shadow_dist = shadow_dist
        self.title = title
        self.hold_time = hold_time
        self.callback = callback
        self.color = color

        self.hold_timer = 1

        key, key_shadow = ShadowedPressable.make_pressable_key(
            key, sys_font, 4)
        self.key_text = ShadowedPressable(key.convert_alpha(), key_shadow,
                                          (0, 0), shadow_dist)
        self.title_text = TextRenderer(sys_font, 4, (0, 0), shadow_dist)
コード例 #5
0
ファイル: match.py プロジェクト: gasnew/fjspace
    def __init__(self, AGREE_TIME, WIN_TIME, COOLDOWN_TIME, STALE_TIME,
                 TOTAL_TIME, FAILURE_TIME, NUM_WINS, keys, p_list_rect,
                 scoreboard_rect, top_rect, top_rect_left, top_rect_right,
                 game_rect, bottom_rect, shadow_dist, sys_font):
        # -- IMPORTS --
        self.keys = keys
        self.top_rect_left = top_rect_left
        self.top_rect_right = top_rect_right
        self.bottom_rect = bottom_rect
        self.AGREE_TIME = AGREE_TIME
        self.NUM_WINS = NUM_WINS
        self.shadow_dist = shadow_dist

        # -- MATCH INFO --
        self.match_num = 0
        self.big_f_agree = self.big_j_agree = 0
        self.f_wins = self.j_wins = 0
        self.score_streak = 0

        # -- NECESSARY CLASSES --
        self.p_list = PlayerList(p_list_rect, shadow_dist, sys_font)
        self.game = Game(WIN_TIME, COOLDOWN_TIME, STALE_TIME, TOTAL_TIME,
                         FAILURE_TIME, self.keys, game_rect, shadow_dist,
                         sys_font)
        self.wheel = Wheel(game_rect, shadow_dist, sys_font)
        self.hud = Hud(top_rect, bottom_rect, shadow_dist, sys_font)
        self.scoreboard = Scoreboard(scoreboard_rect, shadow_dist, sys_font,
                                     self.p_list)
        self.menu = Menu(p_list_rect, self.keys, shadow_dist, sys_font)
        self.match_state = MatchState(MatchState.PLAYER_LIST,
                                      self.state_response)

        # -- MENU ACTIONS --
        self.menu.add_item(
            "[2]", "PRACTICE MODE", 0.5,
            lambda: self.match_state.set_state(MatchState.PRACTICE_MODE))
        self.menu.add_item(
            "[3]", "RESET MATCHUP", 0.5,
            lambda: self.match_state.set_state(MatchState.NEW_OPPONENT,
                                               same_match=True))
        self.menu.add_item(
            "[4]", "NEXT OPPONENT", 0.5,
            lambda: self.match_state.set_state(MatchState.NEW_OPPONENT,
                                               next=True))
        self.menu.add_item(
            "[5]", "CHANGE PLAYERS", 0.5,
            lambda: self.match_state.set_state(MatchState.PLAYER_LIST))

        # -- RENDERING --
        # bottom bar
        self.f_name_text = TextRenderer(
            sys_font, 2, (top_rect_left.centerx, bottom_rect.centery),
            shadow_dist)
        self.j_name_text = TextRenderer(
            sys_font, 2, (top_rect_right.centerx, bottom_rect.centery),
            shadow_dist)
        self.streak_text = TextRenderer(
            sys_font, 1, (bottom_rect.width * 0.08,
                          bottom_rect.centery + bottom_rect.height * 0.25),
            shadow_dist)

        self.practice_mode_text = TextRenderer(sys_font, 2, bottom_rect.center,
                                               0)
        self.practice_inst_rect = Rect(
            (game_rect.left + game_rect.height * 0.05,
             game_rect.top + game_rect.height * 0.05),
            (game_rect.width, game_rect.height * 0.25))
        self.practice_inst_0 = ShadowedPressable.make_pressable_key(
            "1. Hold your key to build your bar.", sys_font, 1,
            GameColor.Pink)[0].convert_alpha()
        self.practice_inst_1 = ShadowedPressable.make_pressable_key(
            "2. Press [SPACE] to reset moving bars.", sys_font, 1,
            GameColor.Cyan)[0].convert_alpha()
        self.practice_inst_2 = ShadowedPressable.make_pressable_key(
            "3. Build the biggest bar to win!", sys_font, 1,
            GameColor.Yellow)[0].convert_alpha()

        # vs
        self.new_match_text = TextRenderer(
            sys_font, 4,
            (game_rect.centerx, game_rect.top + game_rect.height / 6),
            shadow_dist, GameColor.White)

        self.vs_left_bar = Rect((0, game_rect.y + game_rect.height / 3),
                                (top_rect_left.width, game_rect.height / 5))
        self.vs_right_bar = Rect(
            (game_rect.centerx, self.vs_left_bar.bottom),
            (self.vs_left_bar.width, self.vs_left_bar.height))
        vs_par_width = game_rect.height / 7
        self.vs_parallelogram = ((game_rect.centerx, self.vs_left_bar.top),
                                 (game_rect.centerx - vs_par_width,
                                  self.vs_right_bar.bottom),
                                 (game_rect.centerx, self.vs_right_bar.bottom),
                                 (game_rect.centerx + vs_par_width,
                                  self.vs_left_bar.top))
        self.f_name_big_text = TextRenderer(
            sys_font, 4, (top_rect_left.centerx + shadow_dist,
                          self.vs_left_bar.centery + shadow_dist), shadow_dist,
            GameColor.F.Dark)
        self.j_name_big_text = TextRenderer(
            sys_font, 4, (top_rect_right.centerx + shadow_dist,
                          self.vs_right_bar.centery + shadow_dist),
            shadow_dist, GameColor.J.Dark)
        self.vs_text = TextRenderer(sys_font, 2,
                                    (game_rect.centerx + shadow_dist,
                                     self.vs_left_bar.bottom + shadow_dist),
                                    shadow_dist)
        self.vs_left_bar.move_ip((top_rect_left.width, 0))

        big_f, big_f_shadow = ShadowedPressable.make_pressable_key(
            "[F]", sys_font, 4)
        self.big_f = ShadowedPressable(
            big_f.convert_alpha(), big_f_shadow,
            (top_rect_left.centerx, game_rect.top + game_rect.height * 0.85),
            shadow_dist)
        big_j, big_j_shadow = ShadowedPressable.make_pressable_key(
            "[J]", sys_font, 4)
        self.big_j = ShadowedPressable(
            big_j.convert_alpha(), big_j_shadow,
            (top_rect_right.centerx, game_rect.top + game_rect.height * 0.85),
            shadow_dist)

        # counter
        self.counter = TextRenderer(sys_font, 4, game_rect.center, shadow_dist)
        self.ready_text = TextRenderer(
            sys_font, 2,
            (game_rect.centerx, game_rect.top + game_rect.height * 0.35),
            shadow_dist)

        # win rects
        win_rect_size = top_rect.height * 0.15
        self.win_rect = Rect(top_rect.centerx - win_rect_size / 2,
                             win_rect_size, win_rect_size, win_rect_size)
        self.win_rect_shadows = [
            self.win_rect.move(self.win_rect.width * 2 * idx, 0)
            for idx in [-3, -2, -1, 1, 2, 3]
        ]
        self.f_win_rects = []
        self.j_win_rects = []

        # win text
        self.f_win_loss_text = TextRenderer(
            sys_font, 4,
            (top_rect_left.centerx, game_rect.top + game_rect.height * 0.35),
            shadow_dist)
        self.j_win_loss_text = TextRenderer(
            sys_font, 4,
            (top_rect_right.centerx, game_rect.top + game_rect.height * 0.35),
            shadow_dist)
        self.f_plus_minus_text = TextRenderer(
            sys_font, 4,
            (top_rect_left.centerx, game_rect.top + game_rect.height * 0.65),
            shadow_dist)
        self.j_plus_minus_text = TextRenderer(
            sys_font, 4,
            (top_rect_right.centerx, game_rect.top + game_rect.height * 0.65),
            shadow_dist)
        self.f_enc_cons_text = TextRenderer(
            sys_font, 1,
            (top_rect_left.centerx, game_rect.top + game_rect.height * 0.5),
            shadow_dist / 8)
        self.j_enc_cons_text = TextRenderer(
            sys_font, 1,
            (top_rect_right.centerx, game_rect.top + game_rect.height * 0.5),
            shadow_dist / 8)

        # tweens
        self.vs_bar_w = Tweener(
            {
                "retracted": 0,
                "extended": top_rect_left.width
            }, "retracted")
        self.f_name_big_x = Tweener(
            {
                "out": 0,
                "in": self.f_name_big_text.center[0]
            }, "out")
        self.j_name_big_x = Tweener(
            {
                "out": game_rect.right,
                "in": self.j_name_big_text.center[0]
            }, "out")

        # -- SOUND --
        self.vs_sound = pygame.mixer.Sound("SFX/VS.wav")
        self.timer_sound = pygame.mixer.Sound("SFX/beep.wav")
        self.begin_sound = pygame.mixer.Sound("SFX/begin_game.wav")
        self.climax_sound = pygame.mixer.Sound("SFX/climax.wav")
        self.victory_sounds = [
            pygame.mixer.Sound("SFX/vic{0}.wav".format(i)) for i in range(3)
        ]
        self.win_sound = pygame.mixer.Sound("SFX/win.wav")

        self.reset()