def render(self, clock, screen, p): screen.fill(self.background_color) count = 0 self.selectDurakMusic() if self.durak > 0: durak_text = tt.render_text( "S", "El Jugador " + str(self.durak) + " es el Rey de los Idiotas!", self.white) else: durak_text = tt.render_text( "M", "No levanto mi sombrero ante un idiota!", self.white) while not self.st_done: fools_hat = pygame.image.load( st.current_dir() + "/data/other/fool.png").convert_alpha() term_text = tt.render_text( "S", ">Presione SPACE para volver al menu...", self.white_to_bg_fade[count % len(self.white_to_bg_fade)]) screen.blit(term_text, (p[0] / 2 - term_text.get_width() // 2, p[1] - term_text.get_height() - 100 // 2)) screen.blit(durak_text, (p[0] / 2 - durak_text.get_width() // 2, p[1] // 2 - durak_text.get_height() // 2)) screen.blit(fools_hat, (p[0] / 2 - fools_hat.get_width() // 2, p[1] - 380 - fools_hat.get_height() // 2)) pygame.display.flip() count += 1 clock.tick(5) [ self.get_event(event, pygame.key.get_pressed()) for event in pygame.event.get() ]
def render(self, clock, screen, p): pygame.mixer.music.load("data/other/menu_intro.mp3") pygame.mixer.music.play(1, 0.0) screen.fill(self.background_color) text_logo = tt.render_text("L", "Durak", self.white) screen.blit(text_logo, (p[0] / 2 - text_logo.get_width() // 2, p[1] / 2 - text_logo.get_height() // 2)) count = 0 while not self.st_done: term_text = tt.render_text( "S", ">Presione cualquier tecla para continuar...", self.white_to_bg_fade[count % len(self.white_to_bg_fade)]) screen.blit(term_text, (p[0] / 2 - term_text.get_width() // 2, p[1] - 100 / 2 - term_text.get_height() // 2)) pygame.display.flip() count += 1 clock.tick(5) [ self.get_event(event, pygame.key.get_pressed()) for event in pygame.event.get() ]
def generarCantidades(self): cant_Textos = list( map( lambda i: tt.render_text( "T", str(self.jugadores[i].mostrarCantidad()), self.white), [i for i in range(1, 6)])) cant_Textos.insert( 0, tt.render_text("S", str(self.jugadores[0].mostrarCantidad()), self.white)) return cant_Textos
def render(self, clock, screen, p): if not self.st_done: screen.fill(self.background_color) string = "Saltar el tutorial?" screen.blit(self.fondo.getImg(), (self.fondo.getX(), self.fondo.getY())) question_text = tt.render_text("S", string, self.white) screen.blit(question_text, (290, 200)) while not self.st_done: pygame.display.update() screen.blit(self.skip.getImg(), (self.skip.getX(), self.skip.getY())) screen.blit(self.show_tut.getImg(), (self.show_tut.getX(), self.show_tut.getY())) [ self.get_event(event, pygame.key.get_pressed()) for event in pygame.event.get() ] temp = pygame.image.load( st.current_dir() + "/data/other/game_start3.png").convert_alpha() temp = pygame.transform.scale(temp, (800, 500)) screen.blit(temp, (0, 0)) pygame.time.delay(600) pygame.display.update()
def render(self, clock, screen, p): screen.fill(self.background_color) # dibuja zonas donde funcionan los clicks #pygame.draw.rect(screen, (255,255,255),(102,154,135,181)) #pygame.draw.rect(screen, (255,255,255),(322,154,135,181)) #pygame.draw.rect(screen, (255,255,255),(552,154,135,181)) boton1 = self.images[1] boton2 = self.images[1] boton3 = self.images[1] boton1_text = tt.render_text("S", ">JUGAR", self.white) boton2_text = tt.render_text("S", ">CREDITOS", self.white) boton3_text = tt.render_text("S", ">SALIR", self.white) screen.blit(boton1_text, (112, 135)) screen.blit(boton2_text, (330, 135)) screen.blit(boton3_text, (562, 135)) while not self.st_done: screen.blit(boton1, (70, 120)) screen.blit(boton2, (290, 120)) screen.blit(boton3, (520, 120)) pygame.display.update() if self.b1.collidepoint(pygame.mouse.get_pos()): boton1 = self.images[0] else: boton1 = self.images[1] if self.b2.collidepoint(pygame.mouse.get_pos()): boton2 = self.images[0] else: boton2 = self.images[1] if self.b3.collidepoint(pygame.mouse.get_pos()): boton3 = self.images[0] else: boton3 = self.images[1] [ self.get_event(event, pygame.key.get_pressed()) for event in pygame.event.get() ]
def render(self, clock, screen, p): screen.fill(self.background_color): screen.blit(pause_text, (p[0]/2 - pause_text.get_width()//2, 20)) term_text = tt.render_text("S", ">Presione SPACE para volver a jugar...", self.white_to_bg_fade[count % len(self.white_to_bg_fade)]) screen.blit(term_text, (p[0]/2 - term_text.get_width() // 2, p[1] - term_text.get_height() - 100// 2)) pygame.display.flip() count += 1 clock.tick(5) [self.get_event(event, pygame.key.get_pressed(), screen) for event in pygame.event.get()]
def menu_screen(): menu = True print("Capte una clave, estoy en menu") while menu: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() screen.fill(background_color) S_text = tt.render_text("T", "lmao se supone que esto es el menu!", white) screen.blit(S_text, (width / 2 - S_text.get_width() // 2, height / 2 - S_text.get_height() // 2)) pygame.display.update()
def render(self, clock, screen, p): screen.fill(self.background_color) screen.blit(self.logo_utfsm, (p[0] / 2 - self.logo_utfsm.get_width() // 2, p[1] - 380 - self.logo_utfsm.get_height() // 2)) main_text = tt.render_text("M", "Integrantes:", self.white) screen.blit(main_text, (p[0] / 2 - main_text.get_width() // 2, p[1] / 2 + 50 - main_text.get_height() // 2)) i1_text = tt.render_text("S", ">" + self.integrante1 + " " + self.rol_int1, self.white) screen.blit(i1_text, (200, 350)) i2_text = tt.render_text( "S", ">" + self.integrante2 + " " + self.rol_int2, self.white) screen.blit(i2_text, (200, 370)) paralelo_text = tt.render_text("S", "Paralelo: " + self.paralelo, self.white) screen.blit(paralelo_text, (200, 250)) count = 0 while not self.st_done: term_text = tt.render_text( "S", ">Presione ENTER para volver al menu...", self.white_to_bg_fade[count % len(self.white_to_bg_fade)]) screen.blit(term_text, (p[0] / 2 - term_text.get_width() // 2, p[1] - 100 / 2 - term_text.get_height() // 2)) pygame.display.flip() count += 1 clock.tick(5) [ self.get_event(event, pygame.key.get_pressed()) for event in pygame.event.get() ]
def render(self, clock, screen, p): screen.fill(self.background_color) self.touchCard = pygame.mixer.Sound('data/other/card-flip.wav') # Muestra los strings en posiciones indicadas strings = [(">JUGAR", 112), (">CREDITOS", 330), (">SALIR", 562)] [(lambda t: screen.blit(tt.render_text("S", t[0], self.white), (t[1], 135)))(t) for t in strings] while not self.st_done: # Muestra los naipes - botones en posiciones indicadas [(lambda b: screen.blit(b.getImg(), (b.getX(), b.getY())))(b) for b in self.botones] pygame.display.update() [ self.get_event(event, pygame.key.get_pressed()) for event in pygame.event.get() ]
def render(self, clock, screen, p): self.i = 0 self.createBG() curr = self.bg_array[0] while not self.st_done: screen.blit(curr, (0, 0)) question_text = tt.render_text( "S", self.strings[self.i], self.background_color) screen.blit(self.fondo.getImg(), (self.fondo.getX(), self.fondo.getY())) screen.blit(question_text, (self.fondo.getRekt().center[0] - question_text.get_width() // 2, self.fondo.getRekt().center[1] - question_text.get_height() // 2)) self.mostrarFlechas(screen) # Explicación de cantidades if self.i == 4: curr = self.bg_array[1] # Explicación sobre cartas de jugador if self.i == 8: curr = self.bg_array[2] # Explicación sobre los oponentes if self.i == 12: curr = self.bg_array[0] # Explicación sobre el ataque/defensa if self.i == 19: curr = self.bg_array[3] # Explicación sobre UP/DOWN y uso de botones if self.i == 21: curr = self.bg_array[4] # Expliaciones que quedan. if self.i == 32: curr = self.bg_array[0] pygame.display.update() [self.get_event(event, pygame.key.get_pressed()) for event in pygame.event.get()] # Pantalla de "loading..." temp = pygame.image.load( st.current_dir() + "/data/other/game_start3.png").convert_alpha() temp = pygame.transform.scale(temp, (800, 500)) screen.blit(temp, (0, 0)) pygame.display.update()
def render(self, clock, screen, p): #se inicia sin pausar el juego self.gameMusic() self.mode_pause = True screen.fill(self.background_color) # Inicializa valores para el juego self.gameStart(screen) # Mano del humano muestra 3 cartas self.cant_Textos = self.generarCantidades() self.refreshUI(screen) #Mientras el juego sigue: while not self.st_done: if self.mode_pause: #Dibuja mano de jugador, que siempre permanece en la pantalla. self.cardOnScreen(screen, self.manoVisible[0], (self.u1.getX(), self.u1.getY())) self.cardOnScreen(screen, self.manoVisible[1], (self.u2.getX(), self.u2.getY())) self.cardOnScreen(screen, self.manoVisible[2], (self.u3.getX(), self.u3.getY())) self.mostrarOponentes(screen) # Debajo de cada carta, se imprime la cantidad de naipes de cada jugador. self.mostrarCantidadNaipes(screen, self.cant_Textos) # Muestra la trump self.mostrarTrump(screen) # Muestra las felchas self.mostrarFlechas(screen) # Muestra el boton tomar self.mostrarTomar(screen) # Muestra el boton pasar self.mostrarPasar(screen) # Muestra el boton de pausar,musica y sonidos self.mostrarOptions(screen) pygame.display.update() if self.boolAtq: self.checkTurn(self.atacante, screen) if not ((self.atacante == 0 and self.boolAtq) or ((self.defensor == 0 and not self.boolAtq) and self.boolDfs) and not self.checkGame()): if not self.endTurn: self.turnoCPU(screen) if self.boolAtq: self.checkTurn(self.atacante, screen) #Una vez que termine la ronda, borramos las cartas de la zona de ataque, y reiniciamos el turno. if (len(self.cartasJugadas["ataque"]) == 6 and self.boolAtq) or self.endTurn: self.game(screen) screen.fill(self.background_color) else: #El jugador presionó SPACE o usó el botón en la pantalla, para pausar el juego. pause_text = tt.render_text("M", "PAUSE", self.white) count = 0 while not self.mode_pause: #Se rellena la pantalla, formando un arco, que no cubre zona de ataque central, conservando las cartas. self.updateParcial(screen, p) screen.blit(pause_text, (p[0] / 2 - pause_text.get_width() // 2, 20)) term_text = tt.render_text( "S", ">Presione SPACE para volver a jugar...", self.white_to_bg_fade[count % len(self.white_to_bg_fade)]) screen.blit(term_text, (p[0] / 2 - term_text.get_width() // 2, p[1] - term_text.get_height() - 100 // 2)) pygame.display.flip() count += 1 clock.tick(5) [ self.get_event(event, pygame.key.get_pressed(), screen) for event in pygame.event.get() ] [ self.get_event(event, pygame.key.get_pressed(), screen) for event in pygame.event.get() ] self.updateParcial(screen, p) self.updateZonaHumano(screen, p)
def mostrarTrump(self, screen): trumpImg = self.t1.getImg() trump_text = tt.render_text("T", "Triunfo: " + self.trump.printNaipe(), self.white) screen.blit(trump_text, (self.t1.getX() - 65, self.t1.getY() - 18)) screen.blit(trumpImg, (self.t1.getX(), self.t1.getY()))
def actualizarMano(self, indice): nuevo_texto = tt.render_text( "T", str(self.jugadores[indice].mostrarCantidad()), self.white) self.cant_Textos.remove(self.cant_Textos[indice]) self.cant_Textos.insert(indice, nuevo_texto)