class DoorSprite(pygame.sprite.Sprite, DoorObserver): def __init__(self, door_model: DoorModel, orientation: str, tile_sprite: TileSprite, tile_model: TileModel, id: Tuple[int, int, str]): super().__init__() self.orientation = orientation self._game: GameStateModel = GameStateModel.instance() self._current_player = self._game.players_turn self._button = None self.tile_model = tile_model self.id = id self.door_model = door_model self.door_model.add_observer(self) self.open = self.door_model.door_status == DoorStatusEnum.OPEN self.closed = self.door_model.door_status == DoorStatusEnum.CLOSED self.destroyed = self.door_model.door_status == DoorStatusEnum.DESTROYED self.marker = None self.tile_sprite = tile_sprite self._prev_x = self.tile_sprite.rect.x self._prev_y = self.tile_sprite.rect.y self.button_input = RectButton( self.tile_sprite.rect.x + 100, self.tile_sprite.rect.y + 100, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Interact", Color.GREEN2)) pygame.draw.rect(self.button_input.image, Color.YELLOW, [0, 0, 100, 25], 3) self.button_input.disable() self.menu_shown = False @property def direction(self) -> str: return self.id[2] @property def player(self) -> PlayerModel: return self._current_player @property def button(self): return self._button @button.setter def button(self, button): self._button = button def update(self, event_queue): diff_x = self.tile_sprite.rect.x - self._prev_x diff_y = self.tile_sprite.rect.y - self._prev_y self._button.rect.move_ip((diff_x, diff_y)) self._prev_x = self.tile_sprite.rect.x self._prev_y = self.tile_sprite.rect.y self.button_input.rect.x = self.tile_sprite.rect.x + 100 self.button_input.rect.y = self.tile_sprite.rect.y + 100 for event in event_queue: if event.type == pygame.MOUSEBUTTONUP: if not ((self.button_input.rect.x <= pygame.mouse.get_pos()[0] <= self.button_input.rect.x + 100) and (self.button_input.rect.y <= pygame.mouse.get_pos()[1] <= self.button_input.rect.y + 25)): self.button_input.disable() self._button.update(event_queue) self.button_input.update(event_queue) def door_status_changed(self, status: DoorStatusEnum): if status == DoorStatusEnum.DESTROYED: self.destroyed = True self.open = False self.closed = False elif status == DoorStatusEnum.CLOSED: self.closed = True self.open = False self.destroyed = False elif status == DoorStatusEnum.OPEN: self.open = True self.closed = False self.destroyed = False else: raise Exception("Door status ERROR") def draw(self, screen): self.button.draw(screen) x_offset1 = 0 y_offset1 = 0 if self.menu_shown: if self.button_input.enabled: screen.blit(self.button_input.image, self.button_input.rect) if self.orientation == "vertical": x_offset1 = -22 y_offset1 = 40 if self.orientation == "horizontal": x_offset1 = 34 y_offset1 = -18 if self.destroyed: self.marker = RectLabel(self.button.rect.x + x_offset1, self.button.rect.y + y_offset1, 50, 50, "media/Threat_Markers/damageMarker.png") self.marker.draw(screen) if self.open: self.marker = RectLabel(self.button.rect.x + x_offset1, self.button.rect.y + y_offset1, 50, 50, "media/Door_Markers/Open_Door.png") self.marker.draw(screen) if self.closed: self.marker = RectLabel(self.button.rect.x + x_offset1, self.button.rect.y + y_offset1, 50, 50, "media/Door_Markers/Closed_Door.png") self.marker.draw(screen)
class DodgePrompt(object): """Prompt for the player deciding whether to dodge or not.""" def __init__(self): self.bg = pygame.image.load(WOOD) self.frame = pygame.image.load(FRAME) self.frame = pygame.transform.scale(self.frame, (400, 100)) self.accept_button = RectButton( 550 - 75, 310, 75, 50, Color.ORANGE, 0, Text(pygame.font.SysFont('Agency FB', 25), "Accept", Color.GREEN2)) self.accept_button.change_bg_image(WOOD) self.accept_button.add_frame(FRAME) self.deny_button = RectButton( 550 + 200, 310, 75, 50, Color.ORANGE, 0, Text(pygame.font.SysFont('Agency FB', 25), "Deny", Color.GREEN2)) self.deny_button.change_bg_image(WOOD) self.deny_button.add_frame(FRAME) self.accept_button.on_click(self._accept_on_click) self.deny_button.on_click(self._deny_on_click) self.background = RectLabel( 550, 300, 200, 75, Color.GREY, 0, Text(pygame.font.SysFont('Agency FB', 25), "Dodge?", Color.GREEN2)) self.background.change_bg_image(WOOD) self.background.add_frame(FRAME) self.enabled = False self.disable() def enable(self): self.deny_button.enable() self.accept_button.enable() self.accept_button.on_click(self._accept_on_click) self.deny_button.on_click(self._deny_on_click) self.enabled = True def disable(self): self.deny_button.disable() self.accept_button.disable() self.accept_button.on_click(None) self.deny_button.on_click(None) self.enabled = False def _send_reply_event(self, reply: bool): if Networking.get_instance().is_host: Networking.get_instance().send_to_all_client( DodgeReplyEvent(reply)) else: Networking.get_instance().send_to_server(DodgeReplyEvent(reply)) def _deny_on_click(self): self.disable() self._send_reply_event(False) def _accept_on_click(self): self.disable() self._send_reply_event(True) def update(self, event_queue: EventQueue): self.background.update(event_queue) self.accept_button.update(event_queue) self.deny_button.update(event_queue) def draw(self, screen): if self.enabled: self.background.draw(screen) self.accept_button.draw(screen) self.deny_button.draw(screen)
class CommandNotification(object): """Displays the command status to the targeted players (source and target)""" def __init__(self): self._source = None self._target = None self._notification = RectLabel( 500, 0, 350, 75, Color.GREY, 0, Text(pygame.font.SysFont('Agency FB', 30), f"Commanding: None", Color.GREEN2)) self._notification.change_bg_image(WOOD) self._notification.add_frame(FRAME) self._wait_command = RectLabel( 500, 400, 300, 50, Color.GREY, 0, Text(pygame.font.SysFont('Agency FB', 30), f"Commanded by: None", Color.GREEN2)) self._wait_command.change_bg_image(WOOD) self._wait_command.add_frame(FRAME) self._init_end_command_btn() self._is_source = False self._is_target = False def _init_end_command_btn(self): # End command button self._end_command_btn = RectButton( 1080, 450, 200, 50, background=Color.ORANGE, txt_obj=Text(pygame.font.SysFont('Agency FB', 23), "END COMMAND", Color.GREEN2)) self._end_command_btn.change_bg_image(WOOD) self._end_command_btn.add_frame(FRAME) self._end_command_btn.on_click(self.end_command) def end_command(self): event = StopCommandEvent(self._source) if Networking.get_instance().is_host: Networking.get_instance().send_to_all_client(event) else: Networking.get_instance().send_to_server(event) @property def command(self) -> Tuple[PlayerModel, PlayerModel]: return self._source, self._target @command.setter def command(self, command: Tuple[PlayerModel, PlayerModel]): (self._source, self._target) = command source_msg = "Commanding: None" target_msg = "Commanded by: None" if self._target: source_msg = f"Commanding: {self._target.nickname}" if self._source: target_msg = f"Commanded by: {self._source.nickname}" self._notification.change_text( Text(pygame.font.SysFont('Agency FB', 30), source_msg, Color.ORANGE)) self._notification.change_bg_image(WOOD) self._notification.add_frame(FRAME) self._wait_command.change_text( Text(pygame.font.SysFont('Agency FB', 30), target_msg, Color.ORANGE)) self._wait_command.change_bg_image(WOOD) self._wait_command.add_frame(FRAME) @property def is_source(self) -> bool: return self._is_source @is_source.setter def is_source(self, source: bool): self._is_source = source @property def is_target(self) -> bool: return self._is_target @is_target.setter def is_target(self, target: bool): self._is_target = target def update(self, event_queue: EventQueue): if self.is_source: self._notification.update(event_queue) self._end_command_btn.update(event_queue) elif self.is_target: self._wait_command.update(event_queue) def draw(self, screen): if self.is_source: self._notification.draw(screen) self._end_command_btn.draw(screen) elif self.is_target: self._wait_command.draw(screen)
class TileSprite(Interactable, TileObserver): """Graphical representation of a Tile and controls.""" def __init__(self, image: pygame.Surface, fire_image: pygame.Surface, smoke_image: pygame.Surface, x, y, x_offset, y_offset, row, column): self.index = 0 self.sprite_grp = pygame.sprite.Group() self.image = image self._highlight_color = None self.row = row self.column = column self._fire_image = fire_image self._smoke_image = smoke_image self._non_highlight_image = image.copy() self._blank_image = image.copy() self.counter = 80 self.explosion = False self.explosion_image = image.copy() self.explosion_image.blit(pygame.image.load(EXPLOSION), (0, 0, 128, 128)) self.explosion_image.get_rect().move_ip(x_offset, y_offset) self.fire_deck_gun = False self.fire_deck_gun_image = image.copy() self.fire_deck_gun_image.blit( pygame.transform.scale(pygame.image.load(WATER), (128, 128)), (0, 0, 128, 128)) self.fire_deck_gun_image.get_rect().move_ip(x_offset, y_offset) # Initialize if place is Fire, Smoke or Safe tile = GameStateModel.instance().game_board.get_tile_at(row, column) status = tile.space_status is_hotspot = tile.is_hotspot self.tile_status_changed(status, is_hotspot) Interactable.__init__(self, self.image.get_rect()) self.rect = self.image.get_rect().move(x_offset, y_offset) self.mouse_rect = pygame.Rect(self.rect).move(x, y) self._is_hovered = False self._mouse_pos = (0, 0) # For keeping track of previous location. self.is_scrolling = False # ------- POP-UP MENU -------- # self.identify_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Identify", Color.GREEN2)) pygame.draw.rect(self.identify_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.move_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Move Here", Color.GREEN2)) pygame.draw.rect(self.move_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.extinguish_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Extinguish", Color.GREEN2)) pygame.draw.rect(self.extinguish_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.pickup_victim_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Carry Victim", Color.GREEN2)) pygame.draw.rect(self.pickup_victim_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.drop_victim_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Leave Victim", Color.GREEN2)) pygame.draw.rect(self.drop_victim_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.lead_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Lead Victim", Color.GREEN2)) pygame.draw.rect(self.lead_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.change_crew_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Change Crew", Color.GREEN2)) pygame.draw.rect(self.change_crew_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.stop_lead_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Leave Victim", Color.GREEN2)) pygame.draw.rect(self.stop_lead_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.drive_ambulance_here_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Drive Ambulance Here", Color.GREEN2)) pygame.draw.rect(self.drive_ambulance_here_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.drive_engine_here_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Drive Engine Here", Color.GREEN2)) pygame.draw.rect(self.drive_engine_here_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.ride_vehicle_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Ride Vehicle", Color.GREEN2)) pygame.draw.rect(self.ride_vehicle_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.remove_hazmat_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Remove Hazmat", Color.GREEN2)) pygame.draw.rect(self.remove_hazmat_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.dismount_vehicle_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Dismount Vehicle", Color.GREEN2)) pygame.draw.rect(self.dismount_vehicle_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.fire_deck_gun_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Fire Deck Gun", Color.GREEN2)) pygame.draw.rect(self.fire_deck_gun_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.resuscitate_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Resuscitate", Color.GREEN2)) pygame.draw.rect(self.resuscitate_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.command_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Command", Color.GREEN2)) pygame.draw.rect(self.command_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.pickup_hazmat_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Pickup Hazmat", Color.GREEN2)) pygame.draw.rect(self.pickup_hazmat_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.drop_hazmat_button = RectButton( self.rect.x, self.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 15), "Drop Hazmat", Color.GREEN2)) pygame.draw.rect(self.drop_hazmat_button.image, Color.YELLOW, [0, 0, 100, 25], 3) self.disable_all() def __str__(self): return f"TileSprite at: {self.row},{self.column}" def _draw_hightlight(self): self.image.blit(self._non_highlight_image, (0, 0)) hover = pygame.Surface( (self._non_highlight_image.get_width(), self._non_highlight_image.get_height())).convert_alpha() if self._highlight_color: hover.fill(self._highlight_color) hover.set_alpha(10) self.image.blit(hover, (0, 0), special_flags=pygame.BLEND_RGBA_MULT) @property def highlight_color(self): return self._highlight_color @highlight_color.setter def highlight_color(self, color: Tuple[int, int, int]): self._highlight_color = color def hover(self): if self._is_enabled: mouse = pygame.mouse.get_pos() rect = self.rect x_max = rect.x + rect.w x_min = rect.x y_max = rect.y + rect.h y_min = rect.y return x_max > mouse[0] > x_min and y_max > mouse[1] > y_min else: return False def disable_all(self): # Disable all buttons self.identify_button.disable() self.move_button.disable() self.extinguish_button.disable() self.pickup_victim_button.disable() self.drop_victim_button.disable() self.drive_ambulance_here_button.disable() self.drive_engine_here_button.disable() self.ride_vehicle_button.disable() self.dismount_vehicle_button.disable() self.command_button.disable() self.remove_hazmat_button.disable() self.pickup_hazmat_button.disable() self.drop_hazmat_button.disable() self.resuscitate_button.disable() self.lead_button.disable() self.stop_lead_button.disable() self.fire_deck_gun_button.disable() self.change_crew_button.disable() # Important! Reset the on_clicks self.identify_button.on_click(None) self.move_button.on_click(None) self.extinguish_button.on_click(None) self.pickup_victim_button.on_click(None) self.drop_victim_button.on_click(None) self.drive_ambulance_here_button.on_click(None) self.drive_engine_here_button.on_click(None) self.ride_vehicle_button.on_click(None) self.dismount_vehicle_button.on_click(None) self.command_button.on_click(None) self.remove_hazmat_button.on_click(None) self.pickup_hazmat_button.on_click(None) self.drop_hazmat_button.on_click(None) self.resuscitate_button.on_click(None) self.lead_button.on_click(None) self.stop_lead_button.on_click(None) self.fire_deck_gun_button.on_click(None) self.change_crew_button.on_click(None) def is_clicked(self): if not self.hover(): return False for event in EventQueue.get_instance(): if event.type == pygame.MOUSEBUTTONUP and event.button == 1: return True return False def enable(self): """ Enables the event hook :return: """ self._is_enabled = True def disable(self): """ Disables the event hook :return: """ self._is_enabled = False def _scroll(self): """Move this Sprite in the direction of the scroll.""" current_mouse_pos = pygame.mouse.get_pos() pressed = pygame.mouse.get_pressed()[2] # right click movement = (current_mouse_pos[0] - self._mouse_pos[0], current_mouse_pos[1] - self._mouse_pos[1]) if pressed: grid = self.groups()[0] if (grid.rect.left < current_mouse_pos[0] < grid.rect.right and grid.rect.top < current_mouse_pos[1] < grid.rect.bottom): self.rect.move_ip(movement) self.mouse_rect.move_ip(movement) self._mouse_pos = current_mouse_pos def draw(self, screen: pygame.Surface): if self.explosion: screen.blit(self.explosion_image, self.rect) self.counter -= 1 if self.counter == 0: self.explosion = False self.counter = 80 screen.blit(self.image, self.rect) elif self.fire_deck_gun: screen.blit(self.fire_deck_gun_image, self.rect) self.counter -= 1 if self.counter == 0: self.fire_deck_gun = False self.counter = 80 screen.blit(self.image, self.rect) else: self._draw_hightlight() screen.blit(self.image, self.rect) def draw_menu(self, screen: pygame.Surface): offset = 0 inc = 30 if self.move_button.enabled: self.draw_btn(self.move_button, offset, screen) offset += inc if self.extinguish_button.enabled: self.draw_btn(self.extinguish_button, offset, screen) offset += inc if self.pickup_victim_button.enabled: self.draw_btn(self.pickup_victim_button, offset, screen) offset += inc elif self.drop_victim_button.enabled: self.draw_btn(self.drop_victim_button, offset, screen) offset += inc if self.drive_ambulance_here_button.enabled: self.draw_btn(self.drive_ambulance_here_button, offset, screen) offset += inc if self.drive_engine_here_button.enabled: self.draw_btn(self.drive_engine_here_button, offset, screen) offset += inc if self.identify_button.enabled: self.draw_btn(self.identify_button, offset, screen) offset += inc if self.ride_vehicle_button.enabled: self.draw_btn(self.ride_vehicle_button, offset, screen) offset += inc if self.dismount_vehicle_button.enabled: self.draw_btn(self.dismount_vehicle_button, offset, screen) offset += inc if self.remove_hazmat_button.enabled: self.draw_btn(self.remove_hazmat_button, offset, screen) offset += inc if self.pickup_hazmat_button.enabled: self.draw_btn(self.pickup_hazmat_button, offset, screen) offset += inc elif self.drop_hazmat_button.enabled: self.draw_btn(self.drop_hazmat_button, offset, screen) offset += inc if self.resuscitate_button.enabled: self.draw_btn(self.resuscitate_button, offset, screen) offset += inc if self.fire_deck_gun_button.enabled: screen.blit(self.fire_deck_gun_button.image, self.fire_deck_gun_button.rect) self.fire_deck_gun_button.rect.x = self.rect.x self.fire_deck_gun_button.rect.y = self.rect.y + offset offset += inc if self.change_crew_button.enabled: screen.blit(self.change_crew_button.image, self.change_crew_button.rect) self.change_crew_button.rect.x = self.rect.x self.change_crew_button.rect.y = self.rect.y + offset offset += inc if self.command_button.enabled: self.draw_btn(self.command_button, offset, screen) offset += inc if self.lead_button.enabled: self.draw_btn(self.lead_button, offset, screen) offset += inc if self.stop_lead_button.enabled: self.draw_btn(self.stop_lead_button, offset, screen) offset += inc def draw_btn(self, button: RectButton, offset: int, screen: pygame.Surface): screen.blit(button.image, button.rect) button.rect.x = self.rect.x button.rect.y = self.rect.y + offset def update(self, event_queue: EventQueue): self.sprite_grp.update(event_queue) self.drive_ambulance_here_button.update(event_queue) self.drop_victim_button.update(event_queue) self.extinguish_button.update(event_queue) self.pickup_victim_button.update(event_queue) self.move_button.update(event_queue) self.identify_button.update(event_queue) self.ride_vehicle_button.update(event_queue) self.dismount_vehicle_button.update(event_queue) self.drive_engine_here_button.update(event_queue) self.command_button.update(event_queue) self.remove_hazmat_button.update(event_queue) self.drop_hazmat_button.update(event_queue) self.pickup_hazmat_button.update(event_queue) self.resuscitate_button.update(event_queue) self.fire_deck_gun_button.update(event_queue) self.lead_button.update(event_queue) self.stop_lead_button.update(event_queue) self.change_crew_button.update(event_queue) self._scroll() if self.is_clicked(): self.click() def tile_status_changed(self, status: SpaceStatusEnum, is_hotspot: bool): new_surf = pygame.Surface([ self._non_highlight_image.get_width(), self._non_highlight_image.get_height() ]) self._non_highlight_image = self._blank_image.copy() new_surf = pygame.Surface.convert_alpha(new_surf) new_surf.fill((0, 0, 0, 0), None, pygame.BLEND_RGBA_MULT) if status == SpaceStatusEnum.FIRE: image_file = FileImporter.import_image( "media/All Markers/fire.png") new_surf.blit(image_file, (0, 0)) elif status == SpaceStatusEnum.SMOKE: image_file = FileImporter.import_image( "media/All Markers/smoke.png") new_surf.blit(image_file, (0, 0)) if is_hotspot: hs_img = FileImporter.import_image( "media/all_markers/hot_spot.png") new_surf.blit(hs_img, (0, 0)) self._non_highlight_image.blit(new_surf, (0, 0)) def tile_assoc_models_changed(self, assoc_models: List[Model]): pass
class WallSprite(pygame.sprite.Sprite, WallObserver): def __init__(self, wall_model: WallModel, orientation: str, tile_sprite: TileSprite, tile_model: TileModel, id: Tuple[int, int, str]): super().__init__() self.orientation = orientation self._game: GameStateModel = GameStateModel.instance() self._current_player = self._game.players_turn self._button = None self.tile_model = tile_model self.id = id self.wall_model = wall_model self.wall_model.add_observer(self) self.damaged = self.wall_model.wall_status == WallStatusEnum.DAMAGED self.destroyed = self.wall_model.wall_status == WallStatusEnum.DESTROYED self.tile_sprite = tile_sprite self._prev_x = self.tile_sprite.rect.x self._prev_y = self.tile_sprite.rect.y self.button_input = RectButton( self.tile_sprite.rect.x, self.tile_sprite.rect.y, 100, 25, Color.WOOD, 0, Text(pygame.font.SysFont('Agency FB', 20), "Chop Wall", Color.GREEN2)) pygame.draw.rect(self.button_input.image, Color.YELLOW, [0, 0, 100, 25], 3) self.button_input.disable() self.can_chop = False @property def direction(self) -> str: return self.id[2] @property def wall(self): return self.wall_model @property def player(self) -> PlayerModel: return self._current_player @property def button(self): return self._button @button.setter def button(self, button): self._button = button def update(self, event_queue): diff_x = self.tile_sprite.rect.x - self._prev_x diff_y = self.tile_sprite.rect.y - self._prev_y self._button.rect.move_ip((diff_x, diff_y)) self._prev_x = self.tile_sprite.rect.x self._prev_y = self.tile_sprite.rect.y self.button_input.rect.x = self.tile_sprite.rect.x + 14 self.button_input.rect.y = self.tile_sprite.rect.y + 50 for event in event_queue: if event.type == pygame.MOUSEBUTTONUP: if not ((self.button_input.rect.x <= pygame.mouse.get_pos()[0] <= self.button_input.rect.x + 100) and (self.button_input.rect.y <= pygame.mouse.get_pos()[1] <= self.button_input.rect.y + 25)): self.button_input.disable() self.can_chop = False self._button.update(event_queue) self.button_input.update(event_queue) def wall_status_changed(self, status: WallStatusEnum): if status == WallStatusEnum.DAMAGED: self.damaged = True elif status == WallStatusEnum.DESTROYED: self.damaged = False self.destroyed = True def draw_menu(self, screen): self.button.draw(screen) if self.can_chop: self.button_input.draw(screen) def draw(self, screen): x_offset1 = 0 if self.orientation == "vertical" else 25 y_offset1 = 0 if self.orientation == "horizontal" else 25 x_offset2 = 0 if self.orientation == "vertical" else 50 y_offset2 = 0 if self.orientation == "horizontal" else 50 if self.damaged: marker = RectLabel(self.button.rect.x + x_offset1, self.button.rect.y + y_offset1, 28, 28, "media/Threat_Markers/damageMarker.png") marker.draw(screen) elif self.destroyed: marker = RectLabel(self.button.rect.x + x_offset2, self.button.rect.y + y_offset2, 28, 28, "media/Threat_Markers/damageMarker.png") marker.draw(screen) marker = RectLabel(self.button.rect.x + x_offset1, self.button.rect.y + y_offset1, 28, 28, "media/Threat_Markers/damageMarker.png") marker.draw(screen) def disable_chop(self): self.can_chop = False def enable_chop(self): self.can_chop = True
class PermissionPrompt(object): """Prompt for the player deciding whether to allow to be commanded or not.""" def __init__(self): self.accept_button = RectButton( 500 - 75, 310, 75, 50, Color.ORANGE, 0, Text(pygame.font.SysFont('Agency FB', 20), "Accept", Color.GREEN2)) self.accept_button.change_bg_image(WOOD) self.accept_button.add_frame(FRAME) self.deny_button = RectButton( 500 + 300, 310, 75, 50, Color.ORANGE, 0, Text(pygame.font.SysFont('Agency FB', 20), "Deny", Color.GREEN2)) self.deny_button.change_bg_image(WOOD) self.deny_button.add_frame(FRAME) self.accept_button.on_click(self._accept_on_click) self.deny_button.on_click(self._deny_on_click) self._source = None self._target = None self.background = RectLabel( 500, 300, 300, 75, Color.GREY, 0, Text(pygame.font.SysFont('Agency FB', 20), "Permission?", Color.GREEN2)) self.background.change_bg_image(WOOD) self.background.add_frame(FRAME) self._enabled = False def _send_reply_event(self, reply: bool): if Networking.get_instance().is_host: Networking.get_instance().send_to_all_client( PermissionReplyEvent(reply, self._source, self._target)) else: Networking.get_instance().send_to_server( PermissionReplyEvent(reply, self._source, self._target)) def _deny_on_click(self): self.enabled = False self._send_reply_event(False) def _accept_on_click(self): self.enabled = False self._send_reply_event(True) def update(self, event_queue: EventQueue): if self._enabled: self.background.update(event_queue) self.accept_button.update(event_queue) self.deny_button.update(event_queue) def draw(self, screen): if self._enabled: self.background.draw(screen) self.accept_button.draw(screen) self.deny_button.draw(screen) @property def enabled(self) -> bool: return self._enabled @enabled.setter def enabled(self, enable: bool): self._enabled = enable @property def command(self) -> Tuple[PlayerModel, PlayerModel]: return self._source, self._target @command.setter def command(self, command: Tuple[PlayerModel, PlayerModel]): self._source = command[0] self._target = command[1] self.background.change_text( Text(pygame.font.SysFont('Agency FB', 20), f"{self._source.nickname} wants to command you", Color.GREEN2)) self.background.change_bg_image(WOOD) self.background.add_frame(FRAME)