Exemplo n.º 1
0
 def __init__(self, x, y, width, height, move=True):
      # Initialise the sprite module
     pygame.sprite.Sprite.__init__(self, self.containers)
     
     self.type = "Trigger Right"
     
     # Make the image
     self.image = pygame.Surface((width, height), pygame.SRCALPHA)
     self.image.fill((0, 0, 0, 0))
     
     pygame.draw.rect(self.image, (255, 80, 21), self.image.get_rect(), 3)
     
     left_arrow = pygame.image.load(get_image("Gameplay_Objects\\right_arrow.png"))
     
     self.image.blit(left_arrow, (width / 2 - left_arrow.get_width() / 2, height / 2 - left_arrow.get_height() / 2))
     
     self.rect = pygame.Rect((x, y), (width, height))
     
     self.x = x
     self.y = y
     
     self.width = width
     self.height = height
     
     self.move = move
Exemplo n.º 2
0
def resize_image(width, height, location):
    image = pygame.image.load(get_image(location)).convert_alpha()
    if width == 0:
        width = image.get_width()
    if height == 0:
        height = image.get_height()
    image = pygame.transform.scale(image, (width, height))
    return image
Exemplo n.º 3
0
 def __init__(self, x, y, move=True):
     # Initialise the sprite module
     pygame.sprite.Sprite.__init__(self, self.containers)
     
     self.type = "Black Hole"
     # Make the image
     self.image = pygame.image.load(get_image("Gameplay_Objects\\black_hole.png"))
     
     self.rect = self.image.get_rect()
     self.rect.center = x, y
     
     self.mass = 5
     
     self.x = x
     self.y = y
     
     self.move = move
Exemplo n.º 4
0
 def __init__(self, screen, image):
     image = "Static_Images/Cutscenes/" + image
     self.image = pygame.image.load(get_image(image)).convert_alpha()
     if screen.get_width() > screen.get_height():
         width = int(screen.get_height() / self.image.get_height() * self.image.get_width())
         height = int(screen.get_height())
         self.image = pygame.transform.scale(self.image, (width, height))
         
     # If the window is taller than it is wide
     # Resize the cutscene so it fits horizontally
     elif screen.get_width() < screen.get_height():
         width = int(screen.get_width())
         height = int(screen.get_width() / self.image.get_width() * screen.get_height())
         self.image = pygame.transform.scale(self.image, (width, height))
     else:
         width = int(screen.get_width())
         height = int(screen.get_height())
         self.image = pygame.transform.scale(self.image, (width, height))
Exemplo n.º 5
0
 def __init__(self, x, y, width, height):
      # Initialise the sprite module
     pygame.sprite.Sprite.__init__(self, self.containers)
     # Make the image
     self.image = pygame.Surface((width, height), pygame.SRCALPHA)
     self.image.fill((0, 0, 0, 0))
     
     # Make the image
     clouds = pygame.image.load(get_image("Gameplay_Objects\\clouds.png"))
     self.image.blit(clouds, (0, 0))
     #pygame.draw.rect(self.image, (255, 0, 0), self.image.get_rect(), 3)
     
     self.rect = pygame.Rect((x, y), (width, height))
     
     self.x = x
     self.y = y
     
     self.width = width
     self.height = height
     
     self.move = False
Exemplo n.º 6
0
 def __init__(self, screen, x, y, width=0, height=0, image="button.png"):
     # Initialise the sprite module
     pygame.sprite.Sprite.__init__(self, self.containers)
     # Load the image
     self.image = pygame.image.load(get_image(image)).convert_alpha()
     
     # Set up the rect for drawing
     # if the width or height is 0, that is the default width or height for the image
     if width == 0:
         rect_width = self.image.get_width()
     else:
         rect_width = width
     
     if height == 0:
         rect_height = self.image.get_height()
     else:
         rect_height = height
         
     self.rect = pygame.Rect(0, 0, rect_width, rect_height)
     self.rect.center = eval(x, {"width":screen.get_width()}), eval(y, {"height":screen.get_height()})
     
     # Stores the equations for positions
     self.position_formula = x, y
Exemplo n.º 7
0
    def __init__(self, x, y, angle, velocity):
        logging.debug("Initialising player")
        logging.info("Player position: " + str(x) + ", " + str(y))
        logging.info("Player vector (Magnitude, direction): " + str(velocity) + ", " + str(angle))
        # Initialise the sprite module
        pygame.sprite.Sprite.__init__(self, self.containers)
        # Make the image
        self.image = pygame.image.load(get_image("Gameplay_Objects\\planet.png"))
        
        self.rect = self.image.get_rect()
        self.rect.center = x, y
        
        self.mass = 1
        self.x, self.y = x, y
        self.velocity = velocity
        self.angle = angle
        self.lastangle = self.angle
        
        #work out the position of where this object would have been 1 frame ago
        self.lastpos = (self.x + (math.sin(self.angle + 3.14159265359)*self.velocity), self.y - (math.cos(self.angle + 3.14159265359)*self.velocity))

        self.killed = False;
        
        self.finish = False
Exemplo n.º 8
0
def run_menu():
    logging.info("Initialising pygame")
    # Initialise pygame modules
    pygame.init()
    
    logging.info("Loading music")
    music = Music("Menu")
    music.play_music()
    
    logging.info("Creating new screen, overriding old")
    logging.info("Screen size: " + str(SCREEN_SIZE))
    logging.info("Screen flags: pygame.FULLSCREEN")
    # Create screen with size START_SIZE and allow resizing, give it an icon
    old_screen = pygame.display.get_surface()
    if old_screen:
        old_size = old_screen.get_size()
        screen = pygame.display.set_mode((max(old_size[0], MAX_SIZE[0]), max(old_size[1], MAX_SIZE[1])), old_screen.get_flags())
        
    # Create the screen
    else:
        screen = pygame.display.set_mode(SCREEN_SIZE, pygame.FULLSCREEN)
    pygame.display.set_icon(pygame.image.load(get_image("Static_Images\\icon.png")))
    
    # Hide the mouse
    pygame.mouse.set_visible(0)
    
    # Create a group to control and contain the button and image sprites
    static_items = pygame.sprite.Group()
    Button.containers = static_items
    Image.containers = static_items
    
    logging.info("Creating menu buttons")
    # Create the buttons
    start_button = Button(screen, "Start", "self.exit = True", "width/2", "((height - 220) / 8) * 1 + 220", init_command="self.exit = False")
    options_button = Button(screen, "Help", "", "width/2", "((height - 220) / 8) * 3 + 220", type="about")
    quit_button = Button(screen, "Quit", "import sys; sys.exit()", "width/2", "((height - 220) / 8) * 5 + 220")
    
    logging.info("Creating title")
    # Create the title
    Image(screen, "width/2", "120", image="Static_Images\\game_title.png")
    
    logging.info("Creating clock")
    # This is used to cap the framerate
    clock = pygame.time.Clock()
    
    logging.info("Creating mouse")
    mouse = Mouse()
    
    logging.info("Running menu event loop")
    # Run the menu
    while not start_button.exit:
        # Clear the screen
        screen.fill(BACKGROUND)
        
        # Run through events
        for event in pygame.event.get():
            # If close pressed then quit game
            if event.type == pygame.QUIT:
                logging.info("Close pressed, closing")
                sys.exit()
            # If screen is resized then move items to new positions
            if event.type == pygame.VIDEORESIZE:
                logging.debug("Screen resized, requested size: " + str(event.size[0]) + ", " + str(event.size[1]))
                # maintain the flags of the surface
                old_screen = pygame.display.get_surface()
                screen = pygame.display.set_mode((max(event.size[0], 400), max(event.size[1], 400)), old_screen.get_flags())
                logging.info("Moving item positions")
                for item in static_items:
                    item.update_pos(screen)
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_F11:
                    logging.debug("Fullscreen activated")
                    # get the flags of the surface
                    old_screen = pygame.display.get_surface()
                    
                    logging.info("Resizing screen")
                    screen = pygame.display.set_mode((START_SIZE[0], START_SIZE[1]) if old_screen.get_flags() == pygame.FULLSCREEN else SCREEN_SIZE, 
                    pygame.RESIZABLE if old_screen.get_flags() == pygame.FULLSCREEN else pygame.FULLSCREEN)
                    
   
        # Update and draw the static items
        for item in static_items:
            pressed = item.update(pygame.mouse.get_pos(), pygame.mouse.get_pressed(), screen)
            if pressed:
                if item.type == "about":
                    for item in ["help1", "help2", "help3", "help4"]:
                        cut = Cutscene(screen, "../" + item + ".png")
                        show_cutscene = True
                        while show_cutscene:
                            screen.fill((0, 0, 0))
                            screen.blit(cut.image, (screen.get_width() / 2 - cut.image.get_width() / 2, screen.get_height() / 2 - cut.image.get_height() / 2))
                            pygame.display.update()
                            for event in pygame.event.get():
                                if event.type == pygame.QUIT:
                                    sys.exit()
                                if event.type == pygame.KEYDOWN:
                                    show_cutscene = False
                                # If the window is resized then update all objects
                                if event.type == pygame.VIDEORESIZE:
                                    old_screen = pygame.display.get_surface()
                                    screen = pygame.display.set_mode((max(event.size[0], 700), max(event.size[1], 500)), old_screen.get_flags())
                                    side.update_pos(screen)
                                    play_area.update_size(screen)
        static_items.draw(screen)
        
        # Draw mouse
        if pygame.mouse.get_focused(): screen.blit(mouse.image, pygame.mouse.get_pos())
        
        # Draw frame
        pygame.display.update()
        
        # Play music
        music.play_music()
    
    # if the song playing is from the menu songs then stop the music
    if music.song in music.songs:
        music.stop_music()
Exemplo n.º 9
0
 def __init__(self, screen, text, command, x, y, width=0, height=0, image="Buttons\\button.png", highlight_image="Buttons\\button_highlighted.png", pressed_image="Buttons\\button_pressed.png", init_command="", text_size=24, text_align="center", image_align="center", type="Button", press_method="click"):
     # Initialise the sprite module
     pygame.sprite.Sprite.__init__(self, self.containers)
     # Make the image
     self.image = resize_image(width, height, image)
     
     self.image_align = image_align
     
     # Set up the rect for drawing
     # if the width or height is 0, that is the default width or height for the image
     if width == 0:
         self.rect_width = self.image.get_width()
     else:
         self.rect_width = width
     
     if height == 0:
         self.rect_height = self.image.get_height()
     else:
         self.rect_height = height
         
     self.rect = pygame.Rect(0, 0, self.rect_width, self.rect_height)
     if self.image_align == "center":
         self.rect.center = eval(x, {"width":screen.get_width()}), eval(y, {"height":screen.get_height()})
     elif self.image_align == "topleft":
         self.rect.topleft = eval(x, {"width":screen.get_width()}), eval(y, {"height":screen.get_height()})
     
     # Stores the equations for positions
     self.position_formula = x, y
     
     # Store the images
     self.plain_image = resize_image(width, height, image)
     self.highlight_image = resize_image(width, height, highlight_image)
     self.pressed_image = resize_image(width, height, pressed_image)
     
     # This gets whether the mouse pressed self
     self.pressed = 0
     
     self.text_size = text_size
     self.text = text
     self.text_align = text_align
     self.image_locations = [get_image(image), get_image(highlight_image), get_image(pressed_image)]
     self.type = type
     
     font = pygame.font.Font(get_font('arial.ttf'), text_size)
     font_surface = font.render(text, 1, (0, 0, 0))
     font_size = font.size(text)
     if text_align == "center":
         self.plain_image.blit(font_surface, (self.image.get_width() / 2 - font_size[0] / 2, self.image.get_height() / 2 - font_size[1] / 2))
         self.highlight_image.blit(font_surface, (self.image.get_width() / 2 - font_size[0] / 2, self.image.get_height() / 2 - font_size[1] / 2))
         self.pressed_image.blit(font_surface, (self.image.get_width() / 2 - font_size[0] / 2, self.image.get_height() / 2 - font_size[1] / 2))
     elif text_align == "left":
         self.plain_image.blit(font_surface, (20, self.image.get_height() / 2 - font_size[1] / 2))
         self.highlight_image.blit(font_surface, (20, self.image.get_height() / 2 - font_size[1] / 2))
         self.pressed_image.blit(font_surface, (20, self.image.get_height() / 2 - font_size[1] / 2))
         
     # This is the command run when the button is pressed
     self.command = command
     self.init_command = init_command
     
     self.press_method = press_method
     
     # Run the init_command
     self.run_init_command()