def initIcnText(s,screenSize): s.icnTextLevel = IcnTextBox(0.01*screenSize[0],0, .2*screenSize[0],.07*screenSize[1] ,"LEVEL 0") s.icnTextScore = IcnTextBox(.75*screenSize[0],0, .2*screenSize[0],.07*screenSize[1], "SCORE 0 ") s.icnTextBottom = IcnTextDisplayer(.17*screenSize[0], .93 * screenSize[1], .8*screenSize[0], .05* screenSize[1], "CLICK ON FUELS TO FILL THE ROCKET, FUELS CAN BE ADDED UP.", s.TEXT_COLOR_BOTTOM ) s.icnTextRocket = IcnTextBox(650.0/800.0*screenSize[0],105.0/600.0*screenSize[1], 90.0/800.0*screenSize[0],30.0/600.0*screenSize[1], "FILL TO") s.arrIcnText = [s.icnTextLevel,s.icnTextScore,s.icnTextRocket] pass
def drawUpdate(me, timeElapsed): if (me.textCount is me.textCountTo): #if(me.stateRender is me.STATE_RENDER_ENABLED): me.renderDisable() return False me.renderEnable() me.textCount = min((me.textCount + 20.0 * timeElapsed), me.textCountTo) contentNew = me.contentTo[0:int(me.textCount)] IcnTextBox.setContent(me, contentNew) pass
def drawUpdate(me, timeElapsed): if(me.textCount is me.textCountTo) : #if(me.stateRender is me.STATE_RENDER_ENABLED): me.renderDisable() return False me.renderEnable() me.textCount = min ( (me.textCount + 20.0*timeElapsed), me.textCountTo ) contentNew = me.contentTo[0:int(me.textCount)] IcnTextBox.setContent(me,contentNew) pass
def initIcnText(s, screenSize): s.icnTextHelp1 = IcnTextBox(100.0 / 800.0 * screenSize[0], 150.0 / 600.0 * screenSize[1], 600.0 / 800.0 * screenSize[0], 50.0 / 600.0 * screenSize[1], "HOW TO PLAY") s.icnTextHelp2 = IcnTextBox( 100.0 / 800.0 * screenSize[0], 250.0 / 600.0 * screenSize[1], 600.0 / 800.0 * screenSize[0], 50.0 / 600.0 * screenSize[1], "FILL THE ROCKET TO SPECIFIED FRACTIONS AND LAUNCH!") s.icnTextHelp3 = IcnTextBox( 100.0 / 800.0 * screenSize[0], 300.0 / 600.0 * screenSize[1], 600.0 / 800.0 * screenSize[0], 50.0 / 600.0 * screenSize[1], "CLICK ON FUELS TO FILL THE ROCKET, FUELS CAN BE ADDED UP.") s.arrIcnText = [s.icnTextHelp1, s.icnTextHelp2, s.icnTextHelp3] pass
def __init__(self): pygame.mixer.pre_init(44100, -16, 1, 512 * 2) pygame.display.init() pygame.font.init() pygame.mixer.init(44100) pygame.mouse.set_visible(False) width = pygame.display.Info().current_w height = pygame.display.Info().current_h if float(width) / float(height) == float(4) / float(3): screenSize = (width, height) else: screenSize = (800, 600) TextureLoader.screenSize = screenSize self.screen = pygame.display.set_mode(screenSize, pygame.DOUBLEBUF) SoundManager.init() # SoundManager.EVENT_MUSIC_BACKGROUND() DrawHelper.init(screenSize[0], screenSize[1]) self.myFont = pygame.font.Font( os.path.join('assets', 'Minecraftia.ttf'), 24) IcnTextBox.setFont(self.myFont) self.isRunning = True self.isRenderFirstFrame = True self.myState = self.STATE_MENU self.lockRender = threading.Lock() self.savePath = os.path.join('assets', 'save.json') self.clock = pygame.time.Clock( ) # Set up a clock for managing the frame rate. self.scnMenu = SceneMenu(screenSize) self.scnGame = SceneGame(screenSize) self.scnWin = SceneWin(screenSize) self.scnHelp = SceneHelp(screenSize) self.registerEvents(self.scnMenu, self.scnGame, self.scnWin, self.scnHelp) self.dicScenes = { self.STATE_MENU: self.scnMenu, self.STATE_GAME: self.scnGame, self.STATE_WIN_SCREEN: self.scnWin, self.STATE_HELP: self.scnHelp }
def __init__(self): pygame.mixer.pre_init(44100, -16, 1, 512*2) pygame.display.init() pygame.font.init() pygame.mixer.init(44100) pygame.mouse.set_visible(False) width = pygame.display.Info().current_w height = pygame.display.Info().current_h if(float(width)/float(height) == float(4)/float(3)): screenSize = (width,height) else: screenSize = (800,600) TextureLoader.screenSize =screenSize self.screen = pygame.display.set_mode(screenSize, pygame.FULLSCREEN) SoundManager.init() SoundManager.EVENT_MUSIC_BACKGROUND() DrawHelper.init(screenSize[0],screenSize[1]) self.myFont = pygame.font.Font(os.path.join('assets', 'Minecraftia.ttf') , 24) IcnTextBox.setFont( self.myFont) self.isRunning = True self.isRenderFirstFrame = True self.myState = self.STATE_MENU self.lockRender = threading.Lock() self.savePath = os.path.join('assets', 'save.json') self.clock = pygame.time.Clock()# Set up a clock for managing the frame rate. self.scnMenu = SceneMenu(screenSize) self.scnGame = SceneGame(screenSize) self.scnWin = SceneWin(screenSize) self.scnHelp = SceneHelp(screenSize) self.registerEvents(self.scnMenu,self.scnGame,self.scnWin,self.scnHelp) self.dicScenes ={self.STATE_MENU: self.scnMenu, self.STATE_GAME: self.scnGame , self.STATE_WIN_SCREEN: self.scnWin, self.STATE_HELP: self.scnHelp}
def __init__(me,x,y,w,h, content, color ): IcnTextBox.__init__(me,x,y,w,h,"", color) me.display(content )
def __init__(s, x, y, w, h): IcnBasic.__init__(s, x, y, w, h) height = h * .5 s.posDen = h * .5 s.icnTextNum = IcnTextBox(0, 0, w, height, "0") s.icnTextDen = IcnTextBox(0, 0 + s.posDen, w, height, "1")
def __init__(me, x, y, w, h, content, color): IcnTextBox.__init__(me, x, y, w, h, "", color) me.display(content)