Exemplo n.º 1
0
    def __init__(self, fonts, camera):
        self.fonts = fonts
        self.background_image = pygame.Surface(
            camera.dimensions
        )  # pygame.image.load("images/menu_background.png").convert()
        self.background_image.fill(pygame.Color("#F0F0F0"))

        main_menu_title_string = "Vania"
        self.main_menu_title_text_render = self.fonts["julee_128"].render(
            main_menu_title_string, True, pygame.Color("#000000"))
        self.title_text_position = self.main_menu_title_text_render.get_rect(
            centerx=camera.dimensions[0] * 0.5,
            centery=camera.dimensions[1] * 0.2)

        button_menu_vertical_start = camera.screen_rect.centery + (
            0.2 * camera.dimensions[1])
        button_menu_spacing = 64

        play_game_button_rect = pygame.Rect((0, 0), (150, 35))
        play_game_button_rect.centerx = camera.screen_rect.centerx
        play_game_button_rect.centery = button_menu_vertical_start
        self.play_game_button = UTTextButton(play_game_button_rect,
                                             "Play Game", fonts, "default_16")

        edit_map_button_rect = pygame.Rect((0, 0), (150, 35))
        edit_map_button_rect.centerx = camera.screen_rect.centerx
        edit_map_button_rect.centery = button_menu_vertical_start + button_menu_spacing
        self.edit_map_button = UTTextButton(edit_map_button_rect, "Edit Map",
                                            fonts, "default_16")
    def __init__(self, good, position, fonts, player):
        self.fonts = fonts
        self.player = player
        self.position = position
        self.good = good[0]
        self.good_text = self.good.name
        self.good_value = good[1]
        affordable_max = int(self.player.gold / self.good_value)
        cargo_space_max = self.player.space_in_hold
        slider_max = min(affordable_max, cargo_space_max)
        self.test_slider = UISlider(
            [self.position[0] + 80, self.position[1], 150, 20],
            [0, slider_max], 0, self.fonts, 0)
        self.buy_string = "Buy: " + str(
            self.good_value * self.test_slider.get_value() * -1)
        self.buy_button = UTTextButton(
            [self.position[0] + 240, self.position[1], 80, 20],
            self.buy_string, self.fonts, 0)

        self.text_colour = pygame.Color(255, 255, 255)

        self.should_redraw_all_lines = False

        self.good_text_render = self.fonts[0].render(self.good_text, True,
                                                     self.text_colour)
Exemplo n.º 3
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    def __init__(self, fonts, screen_data, characters):

        self.menu_results = [0, 0]

        self.portraits = self.load_portrait_table("images/portraits_small.png",
                                                  32, 48, False)
        self.background_image = pygame.image.load(
            "images/menu_background.png").convert()

        self.back_button = UTTextButton([437, 465, 150, 35], "Back", fonts, 1)

        self.title_text_render = fonts[3].render("Choose a character", True,
                                                 pygame.Color("#000000"))
        self.title_text_render_rect = self.title_text_render.get_rect(
            centerx=screen_data.screen_size[0] * 0.5, centery=64)

        self.characters = characters

        self.character_buttons = []
        character_index = 0
        for character in self.characters:
            character_button = UTCharacterButton(
                [387, 128 + (character_index * 64), 250, 52], character, fonts,
                character_index, self.portraits)

            self.character_buttons.append(character_button)
            character_index += 1
    def __init__(self, window_rect, fonts, player, all_goods, port):

        self.port = port
        self.all_goods = all_goods
        self.window_rect = window_rect
        self.fonts = fonts
        self.back_ground_colour = pygame.Color(25, 25, 25)
        self.text_colour = pygame.Color(255, 255, 255)

        self.player = player

        self.should_exit = False

        self.window_title_str = "Buy Goods"
        self.button_text_render = self.fonts[1].render(self.window_title_str,
                                                       True, self.text_colour)

        self.all_good_ui_lines = []
        counter = 0
        for good in self.port.buy_goods_and_prices:
            self.all_good_ui_lines.append(
                BuyGoodUILine(good, [
                    self.window_rect[0] + 40, self.window_rect[1] + 50 +
                    (counter * 25)
                ], fonts, player))
            counter += 1
        self.done_button = UTTextButton([
            self.window_rect[0] + self.window_rect[2] / 2 - 35,
            self.window_rect[1] + self.window_rect[3] - 30, 70, 20
        ], "Done", fonts, 0)
Exemplo n.º 5
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    def __init__(self, fonts):
        self.show_menu = True
        self.show_high_scores = False
        self.start_game = False

        self.background_image = pygame.image.load("images/menu_background.png")

        self.play_game_button = UTTextButton([325, 490, 150, 35], "Play Game",
                                             fonts, 1)
        self.high_scores_button = UTTextButton([325, 545, 150, 35],
                                               "High Scores", fonts, 1)

        self.is_running = True
Exemplo n.º 6
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    def __init__(self, window_rect, fonts, port, player):
        self.window_rect = window_rect
        self.fonts = fonts
        self.background_colour = pygame.Color("#1A1A1A")
        self.text_colour = pygame.Color("#FFFFFF")
        self.port = port
        self.player = player

        self.window_title_str = self.port.name

        self.should_exit = False
        self.should_open_buy_goods_window = False
        self.should_open_sell_goods_window = False

        self.repair_cost = (self.player.max_health - self.player.health) * -2

        self.title_text_render = self.fonts[1].render(self.window_title_str,
                                                      True, self.text_colour)
        self.export_text_render = self.fonts[0].render(
            "Exports: " + self.port.export, True, self.text_colour)

        self.buy_button = UTTextButton(
            [self.window_rect[0] + 40, self.window_rect[1] + 80, 70, 20],
            "Buy Goods", fonts, 0)
        self.sell_button = UTTextButton(
            [self.window_rect[0] + 40, self.window_rect[1] + 110, 70, 20],
            "Sell Goods", fonts, 0)
        self.repair_button = UTTextButton(
            [self.window_rect[0] + 40, self.window_rect[1] + 140, 70, 20],
            "Repair: " + str(self.repair_cost), fonts, 0)
        if abs(self.repair_cost) > self.player.gold:
            self.repair_button.disable()
        self.done_button = UTTextButton(
            [self.window_rect[0] + 40, self.window_rect[1] + 180, 70, 20],
            "Done", fonts, 0)
Exemplo n.º 7
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    def __init__(self, fonts):
        self.showMenu = True
        self.showEditor = False

        self.isStartGameSelected = True
        self.isRunEditorSelected = False
        self.startGame = False

        self.backgroundImage = pygame.image.load(
            "images/menu_background.png").convert()

        self.playGameButton = UTTextButton([437, 465, 150, 35], "Play Game",
                                           fonts, "bod_pstc_32")
        self.editMapButton = UTTextButton([437, 515, 150, 35], "Edit Map",
                                          fonts, "bod_pstc_32")
Exemplo n.º 8
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    def __init__(self, fonts):
        self.show_menu = True
        self.show_editor = False

        self.is_start_game_selected = True
        self.is_run_editor_selected = False
        self.start_game = False

        self.background_image = pygame.image.load(
            "images/menu_background.png").convert()

        self.play_game_button = UTTextButton([437, 465, 150, 35], "Play Game",
                                             fonts, 1)
        self.edit_map_button = UTTextButton([437, 515, 150, 35], "Edit Map",
                                            fonts, 1)
    def __init__(self, window_rect, fonts):
        self.window_rect = window_rect
        self.fonts = fonts
        self.background_colour = pygame.Color("#191919")
        self.text_colour = pygame.Color("#FFFFFF")

        self.window_title_str = "Instructions"

        self.should_exit = False

        self.done_button = UTTextButton([
            self.window_rect[0] + (self.window_rect[2] / 2) + 45,
            self.window_rect[1] + self.window_rect[3] - 30, 70, 20
        ], "Done", fonts, 0)

        self.instructions_text1 = "Arrow keys to scroll map"
        self.instructions_text2 = "Left mouse click to select tile"
        self.instructions_text3 = "Right mouse click to place tile"
        self.instructions_text4 = "'>' and '<' to rotate selected tile"
        self.instructions_text5 = "F5 to save map"

        self.instructions_text6 = " Challenge 1 "
        self.instructions_text7 = "-------------"
        self.instructions_text8 = "Create a new island on the map and save it."

        self.window_x_centre = self.window_rect[0] + self.window_rect[2] * 0.5

        self.title_text_render = self.fonts[1].render(self.window_title_str,
                                                      True, self.text_colour)
        self.instructions_text_render1 = self.fonts[0].render(
            self.instructions_text1, True, self.text_colour)
        self.instructions_text_render2 = self.fonts[0].render(
            self.instructions_text2, True, self.text_colour)
        self.instructions_text_render3 = self.fonts[0].render(
            self.instructions_text3, True, self.text_colour)
        self.instructions_text_render4 = self.fonts[0].render(
            self.instructions_text4, True, self.text_colour)
        self.instructions_text_render5 = self.fonts[0].render(
            self.instructions_text5, True, self.text_colour)

        self.instructions_text_render6 = self.fonts[0].render(
            self.instructions_text6, True, self.text_colour)
        self.instructions_text_render7 = self.fonts[0].render(
            self.instructions_text7, True, self.text_colour)
        self.instructions_text_render8 = self.fonts[0].render(
            self.instructions_text8, True, self.text_colour)
    def __init__(self, window_rect, fonts):
        self.windowRect = window_rect
        self.fonts = fonts
        self.backGroundColour = pygame.Color(25, 25, 25)
        self.textColour = pygame.Color(255, 255, 255)

        self.windowTitleStr = "Instructions"

        self.shouldExit = False

        self.doneButton = UTTextButton([
            self.windowRect[0] + (self.windowRect[2] / 2) + 45,
            self.windowRect[1] + self.windowRect[3] - 30, 70, 20
        ], "Done", fonts, "default_16")

        self.instructionsText1 = "Arrow keys to scroll map"
        self.instructionsText2 = "Left mouse click to select tile"
        self.instructionsText3 = "Right mouse click to place tile"
        self.instructionsText4 = "'>' and '<' to rotate selected tile"
        self.instructionsText5 = "F5 to save map"

        self.instructionsText6 = " Challenge 1 "
        self.instructionsText7 = "-------------"
        self.instructionsText8 = "Create a new island on the map and save it."

        self.windowXCentre = self.windowRect[0] + self.windowRect[2] * 0.5

        self.title_text_render = None

        self.instructionsTextRender1 = self.fonts["default_16"].render(
            self.instructionsText1, True, self.textColour)
        self.instructionsTextRender2 = self.fonts["default_16"].render(
            self.instructionsText2, True, self.textColour)
        self.instructionsTextRender3 = self.fonts["default_16"].render(
            self.instructionsText3, True, self.textColour)
        self.instructionsTextRender4 = self.fonts["default_16"].render(
            self.instructionsText4, True, self.textColour)
        self.instructionsTextRender5 = self.fonts["default_16"].render(
            self.instructionsText5, True, self.textColour)

        self.instructionsTextRender6 = self.fonts["default_16"].render(
            self.instructionsText6, True, self.textColour)
        self.instructionsTextRender7 = self.fonts["default_16"].render(
            self.instructionsText7, True, self.textColour)
        self.instructionsTextRender8 = self.fonts["default_16"].render(
            self.instructionsText8, True, self.textColour)
Exemplo n.º 11
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class HighScores:
    def __init__(self, fonts, screen_data, characters):
        self.menu_results = [0, 0]
        self.portraits = self.load_portrait_table("images/portraits_small.png",
                                                  32, 48, False)
        self.background_image = pygame.image.load(
            "images/menu_background.png").convert()

        self.back_button = UTTextButton([437, 465, 150, 35], "Back", fonts, 1)
        self.title_text_render = fonts[3].render("High Scores", True,
                                                 pygame.Color("#000000"))
        self.title_text_render_rect = self.title_text_render.get_rect(
            centerx=screen_data.screen_size[0] * 0.5, centery=64)
        self.characters = characters
        self.characters.sort(key=attrgetter('score'), reverse=True)

        self.character_score_entries = []
        character_index = 0
        for character in self.characters:
            character_button = UIHighScoreEntry(
                [362, 128 + (character_index * 64), 300, 52], character, fonts,
                character_index, self.portraits)
            self.character_score_entries.append(character_button)
            character_index += 1

    def run(self, screen):
        self.menu_results = [0, 0]
        for event in pygame.event.get():
            self.back_button.handle_input_event(event)
            # if event.type == QUIT:
            # running = False

        screen.blit(self.background_image, (0, 0))  # draw the background
        screen.blit(self.title_text_render, self.title_text_render_rect)

        self.back_button.update()
        if self.back_button.was_pressed():
            self.menu_results = [1, 0]
        self.back_button.draw(screen)

        for high_score_entry in self.character_score_entries:
            high_score_entry.draw(screen)

        return self.menu_results

    @staticmethod
    def load_portrait_table(filename, width, height, use_transparency):
        if use_transparency:
            image = pygame.image.load(filename).convert_alpha()
        else:
            image = pygame.image.load(filename).convert()
        image_width, image_height = image.get_size()
        tile_table = []
        for tile_x in range(0, int(image_width / width)):
            line = []
            tile_table.append(line)
            for tile_y in range(0, int(image_height / height)):
                rect = (tile_x * width, tile_y * height, width, height)
                line.append(image.subsurface(rect))
        return tile_table
Exemplo n.º 12
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    def __init__(self, good_and_quantity, sell_goods_and_prices, position, fonts, player):
        self.fonts = fonts
        self.player = player
        self.position = position
        self.good_and_quantity = good_and_quantity
        self.good_text = good_and_quantity[0].name

        self.good_value = 0
        for good in sell_goods_and_prices:
            if good[0].name == good_and_quantity[0].name:
                self.good_value = good[1]
        self.test_slider = UISlider([self.position[0] + 80, self.position[1], 150, 20],
                                    [0, self.good_and_quantity[1]], 0, self.fonts, 0)
        self.sell_string = "Sell: +" + str(self.good_value * self.test_slider.get_value())
        self.sell_button = UTTextButton([self.position[0] + 240, self.position[1], 80, 20],
                                        self.sell_string, self.fonts, 0)

        self.text_colour = pygame.Color("#FFFFFF")
        
        self.should_redraw_all_lines = False

        self.good_text_render = self.fonts[0].render(self.good_text, True, self.text_colour)
Exemplo n.º 13
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    def __init__(self, fonts):
        self.show_menu = True
        self.show_editor = False

        self.is_start_game_selected = True
        self.is_run_editor_selected = False
        self.start_game = False

        self.background_image = pygame.image.load("images/menu_background.png")

        main_menu_title_string = "Nautical Adventure"
        self.main_menu_title_text_render = fonts[2].render(
            main_menu_title_string, True, pygame.Color(255, 255, 255))

        self.play_game_button = UTTextButton([437, 465, 150, 35], "Play Game",
                                             fonts, 1)
        self.edit_map_button = UTTextButton([437, 515, 150, 35], "Edit Map",
                                            fonts, 1)

        # self.buy_goods_window = BuyGoodsWindow([100, 100, 400, 350], fonts)

        self.running = True
Exemplo n.º 14
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    def __init__(self, fonts, screen_data, characters):
        self.menu_results = [0, 0]
        self.portraits = self.load_portrait_table("images/portraits_small.png",
                                                  32, 48, False)
        self.background_image = pygame.image.load(
            "images/menu_background.png").convert()

        self.back_button = UTTextButton([437, 465, 150, 35], "Back", fonts, 1)
        self.title_text_render = fonts[3].render("High Scores", True,
                                                 pygame.Color("#000000"))
        self.title_text_render_rect = self.title_text_render.get_rect(
            centerx=screen_data.screen_size[0] * 0.5, centery=64)
        self.characters = characters
        self.characters.sort(key=attrgetter('score'), reverse=True)

        self.character_score_entries = []
        character_index = 0
        for character in self.characters:
            character_button = UIHighScoreEntry(
                [362, 128 + (character_index * 64), 300, 52], character, fonts,
                character_index, self.portraits)
            self.character_score_entries.append(character_button)
            character_index += 1
    def __init__(self, window_rect, fonts):
        self.window_rect = window_rect
        self.fonts = fonts
        self.background_colour = pygame.Color("#191919")
        self.text_colour = pygame.Color("#FFFFFF")
        
        self.window_title_str = "Instructions"

        self.should_exit = False

        self.done_button = UTTextButton([self.window_rect[0] + (self.window_rect[2] / 2) + 45,
                                         self.window_rect[1] + self.window_rect[3] - 30,
                                         70, 20],
                                        "Done", self.fonts, "default_16")

        self.instructions_text1 = "Arrow keys to scroll map"
        self.instructions_text2 = "Left mouse click to select tile"
        self.instructions_text3 = "Right mouse click to place tile"
        self.instructions_text4 = "'0' and '1' to change the layer of tiles to edit"
        self.instructions_text5 = "'[' and ']' to switch to the next set of tiles"
        self.instructions_text6 = "F5 or quit with X to save the map"

        self.window_x_centre = self.window_rect[0] + self.window_rect[2] * 0.5

        self.title_text_render = self.fonts["default_32"].render(self.window_title_str, True, self.text_colour)
        self.instructions_text_render1 = self.fonts["default_12"].render(self.instructions_text1, True,
                                                                         self.text_colour)
        self.instructions_text_render2 = self.fonts["default_12"].render(self.instructions_text2, True,
                                                                         self.text_colour)
        self.instructions_text_render3 = self.fonts["default_12"].render(self.instructions_text3, True,
                                                                         self.text_colour)
        self.instructions_text_render4 = self.fonts["default_12"].render(self.instructions_text4, True,
                                                                         self.text_colour)
        self.instructions_text_render5 = self.fonts["default_12"].render(self.instructions_text5, True,
                                                                         self.text_colour)
        self.instructions_text_render6 = self.fonts["default_12"].render(self.instructions_text6, True,
                                                                         self.text_colour)
    def __init__(self, window_rect, fonts):
        self.window_rect = window_rect
        self.fonts = fonts
        self.background_colour = pygame.Color("#222222")
        self.text_colour = pygame.Color("#FFFFFF")
        
        self.window_title_str = "Instructions"

        self.should_exit = False

        self.done_button = UTTextButton([self.window_rect[0] + (self.window_rect[2] / 2) + 45,
                                         self.window_rect[1] + self.window_rect[3] - 30, 70, 20], "Done", fonts, 0)

        self.title_text_render = None

        self.instructions_text_1 = "Arrow keys to scroll map"
        self.instructions_text_2 = "Left mouse click to select tile from palette"
        self.instructions_text_3 = "Right mouse click to place tile"
        self.instructions_text_4 = "'>' and '<' to rotate selected tile"
        self.instructions_text_5 = "F5 or quit to save map"

        self.instructions_text_6 = " Challenge 1 "
        self.instructions_text_7 = "-------------"
        self.instructions_text_8 = "Add a rocket launcher guard to the map"

        self.window_x_centre = self.window_rect[0] + self.window_rect[2] * 0.5

        self.instructions_text_render_1 = self.fonts[0].render(self.instructions_text_1, True, self.text_colour)
        self.instructions_text_render_2 = self.fonts[0].render(self.instructions_text_2, True, self.text_colour)
        self.instructions_text_render_3 = self.fonts[0].render(self.instructions_text_3, True, self.text_colour)
        self.instructions_text_render_4 = self.fonts[0].render(self.instructions_text_4, True, self.text_colour)
        self.instructions_text_render_5 = self.fonts[0].render(self.instructions_text_5, True, self.text_colour)

        self.instructions_text_render_6 = self.fonts[0].render(self.instructions_text_6, True, self.text_colour)
        self.instructions_text_render_7 = self.fonts[0].render(self.instructions_text_7, True, self.text_colour)
        self.instructions_text_render_8 = self.fonts[0].render(self.instructions_text_8, True, self.text_colour)
Exemplo n.º 17
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    def __init__(self):
        pygame.init()
        os.environ['SDL_VIDEO_CENTERED'] = '1'
        screen_width, screen_height = 1000, 600
        self.window_panel = pygame.display.set_mode((screen_width, screen_height))

        self.w, self.h = 800, 500
        pygame.display.set_caption("Robot Arm Simulator")
        self.cx, self.cy = self.w // 2, self.h // 2
        self.fov = min(self.w, self.h)
        self.screen = pygame.Surface((self.w, self.h))

        self.clock = pygame.time.Clock()
        self.cam = Cam((self.w, self.h), (0, -600, -600))
        pygame.event.get()
        pygame.mouse.get_rel()

        self.cubes = [Cube("Square Base", (0, -22.5, 0), (110, 45, 110), (0, 0, 0)),
                      Cube("Rotating Base", (0, 0, 0), (80, 35, 80), (0, -40, 0)),  # -40
                      Cube("Upper Arm", (0, -40, 0), (25, 150, 15), (0, -107, 0)),  # -40 then offset -107
                      Cube("Lower Arm", (-23, -187.5, 0), (190, 15, 15), (-59, 0, 0)),
                      Cube("Wrist", (-162, 0, 0), (15, 60, 15), (0, -22.5, 0)),
                      Cube("Gripper", (-15, -45, 0), (15, 15, 15), (0, 0, 0)),
                      Cube("stackable_cube_1", (-282, -15, -82), (30, 30, 30)),
                      Cube("stackable_cube_2", (-251, -15, 52), (30, 30, 30)),
                      Cube("stackable_cube_3", (-112, -15, 82), (30, 30, 30)),
                      Cube("target", (-200, 0, 0), (10, 1, 10))]

        self.fonts = [pygame.font.Font(pygame.font.match_font('gillsanscondensed'), 24),
                      pygame.font.Font(pygame.font.match_font('gillsanscondensed'), 16)]

        self.frame_average_range = 10
        self.last_three_frames = deque([1000.0] * self.frame_average_range)

        self.ui_buttons = []
        self.play_button = UTTextButton((25, 525, 100, 50), "Play", self.fonts, 0)
        self.ui_buttons.append(self.play_button)
        self.reset_button = UTTextButton((150, 525, 100, 50), "Reset", self.fonts, 0)
        self.ui_buttons.append(self.reset_button)

        self.optimise_arm_info_button = UTTextButton((275, 525, 200, 50), "Optimise Arm Len.", self.fonts, 0)
        self.ui_buttons.append(self.optimise_arm_info_button)

        self.arm = ArmSimulator(self.cubes)

        self.gravity = 100.0

        self.playing = False
class MapEditorInstructionsWindow:
    def __init__(self, window_rect, fonts):
        self.window_rect = window_rect
        self.fonts = fonts
        self.background_colour = pygame.Color("#222222")
        self.text_colour = pygame.Color("#FFFFFF")
        
        self.window_title_str = "Instructions"

        self.should_exit = False

        self.done_button = UTTextButton([self.window_rect[0] + (self.window_rect[2] / 2) + 45,
                                         self.window_rect[1] + self.window_rect[3] - 30, 70, 20], "Done", fonts, 0)

        self.title_text_render = None

        self.instructions_text_1 = "Arrow keys to scroll map"
        self.instructions_text_2 = "Left mouse click to select tile from palette"
        self.instructions_text_3 = "Right mouse click to place tile"
        self.instructions_text_4 = "'>' and '<' to rotate selected tile"
        self.instructions_text_5 = "F5 or quit to save map"

        self.instructions_text_6 = " Challenge 1 "
        self.instructions_text_7 = "-------------"
        self.instructions_text_8 = "Add a rocket launcher guard to the map"

        self.window_x_centre = self.window_rect[0] + self.window_rect[2] * 0.5

        self.instructions_text_render_1 = self.fonts[0].render(self.instructions_text_1, True, self.text_colour)
        self.instructions_text_render_2 = self.fonts[0].render(self.instructions_text_2, True, self.text_colour)
        self.instructions_text_render_3 = self.fonts[0].render(self.instructions_text_3, True, self.text_colour)
        self.instructions_text_render_4 = self.fonts[0].render(self.instructions_text_4, True, self.text_colour)
        self.instructions_text_render_5 = self.fonts[0].render(self.instructions_text_5, True, self.text_colour)

        self.instructions_text_render_6 = self.fonts[0].render(self.instructions_text_6, True, self.text_colour)
        self.instructions_text_render_7 = self.fonts[0].render(self.instructions_text_7, True, self.text_colour)
        self.instructions_text_render_8 = self.fonts[0].render(self.instructions_text_8, True, self.text_colour)

    def handle_input_event(self, event):
        self.done_button.handle_input_event(event)

    def update(self):
        self.done_button.update()
        if self.done_button.was_pressed():
            self.should_exit = True

    def is_inside(self, screen_pos):
        is_inside = False
        if self.window_rect[0] <= screen_pos[0] <= self.window_rect[0] + self.window_rect[2]:
            if self.window_rect[1] <= screen_pos[1] <= self.window_rect[1] + self.window_rect[3]:
                is_inside = True
        return is_inside

    def draw(self, screen):
        # noinspection PyArgumentList
        pygame.draw.rect(screen, self.background_colour, pygame.Rect(self.window_rect[0], self.window_rect[1],
                                                                     self.window_rect[2], self.window_rect[3]), 0)
        self.title_text_render = self.fonts[1].render(self.window_title_str, True, self.text_colour)
        screen.blit(self.title_text_render,
                    self.title_text_render.get_rect(centerx=self.window_rect[0] + self.window_rect[2] * 0.5,
                                                    centery=self.window_rect[1] + 24))

        screen.blit(self.instructions_text_render_1,
                    self.instructions_text_render_1.get_rect(centerx=self.window_x_centre,
                                                             centery=self.window_rect[1] + 50))
        screen.blit(self.instructions_text_render_2,
                    self.instructions_text_render_2.get_rect(centerx=self.window_x_centre,
                                                             centery=self.window_rect[1] + 64))
        screen.blit(self.instructions_text_render_3,
                    self.instructions_text_render_3.get_rect(centerx=self.window_x_centre,
                                                             centery=self.window_rect[1] + 78))
        screen.blit(self.instructions_text_render_4,
                    self.instructions_text_render_4.get_rect(centerx=self.window_x_centre,
                                                             centery=self.window_rect[1] + 92))
        screen.blit(self.instructions_text_render_5,
                    self.instructions_text_render_5.get_rect(centerx=self.window_x_centre,
                                                             centery=self.window_rect[1] + 106))

        screen.blit(self.instructions_text_render_6,
                    self.instructions_text_render_6.get_rect(centerx=self.window_x_centre,
                                                             centery=self.window_rect[1] + 134))
        screen.blit(self.instructions_text_render_7,
                    self.instructions_text_render_7.get_rect(centerx=self.window_x_centre,
                                                             centery=self.window_rect[1] + 148))

        screen.blit(self.instructions_text_render_8,
                    self.instructions_text_render_8.get_rect(centerx=self.window_x_centre,
                                                             centery=self.window_rect[1] + 176))

        self.done_button.draw(screen)
Exemplo n.º 19
0
class SellGoodUILine:
    def __init__(self, good_and_quantity, sell_goods_and_prices, position, fonts, player):
        self.fonts = fonts
        self.player = player
        self.position = position
        self.good_and_quantity = good_and_quantity
        self.good_text = good_and_quantity[0].name

        self.good_value = 0
        for good in sell_goods_and_prices:
            if good[0].name == good_and_quantity[0].name:
                self.good_value = good[1]
        self.test_slider = UISlider([self.position[0] + 80, self.position[1], 150, 20],
                                    [0, self.good_and_quantity[1]], 0, self.fonts, 0)
        self.sell_string = "Sell: +" + str(self.good_value * self.test_slider.get_value())
        self.sell_button = UTTextButton([self.position[0] + 240, self.position[1], 80, 20],
                                        self.sell_string, self.fonts, 0)

        self.text_colour = pygame.Color("#FFFFFF")
        
        self.should_redraw_all_lines = False

        self.good_text_render = self.fonts[0].render(self.good_text, True, self.text_colour)

    def redraw(self):
        self.should_redraw_all_lines = False
        self.test_slider.set_max(self.good_and_quantity[1])
        self.sell_string = "Sell: +" + str(self.good_value * self.test_slider.get_value())
        self.sell_button.set_text(self.sell_string)

    def handle_input_event(self, event):
        self.test_slider.handle_input_event(event)
        self.sell_button.handle_input_event(event)

    def update(self):
        self.test_slider.update()
        self.sell_button.update()

        self.sell_string = "Sell: +" + str(self.good_value * self.test_slider.get_value())
        self.sell_button.set_text(self.sell_string)
        
        if self.sell_button.was_pressed():
            self.player.gold = self.player.gold + (self.good_value * self.test_slider.get_value())
            self.should_redraw_all_lines = True
            self.player.remove_goods([self.good_and_quantity[0], self.test_slider.get_value()])

    def draw(self, screen):
        self.test_slider.draw(screen)
        self.sell_button.draw(screen)

        screen.blit(self.good_text_render, self.good_text_render.get_rect(centerx=self.position[0],
                                                                          centery=self.position[1] + 10))
Exemplo n.º 20
0
class MainMenu:
    def __init__(self, fonts):
        self.show_menu = True
        self.show_high_scores = False
        self.start_game = False

        self.background_image = pygame.image.load("images/menu_background.png")

        self.play_game_button = UTTextButton([325, 490, 150, 35], "Play Game",
                                             fonts, 1)
        self.high_scores_button = UTTextButton([325, 545, 150, 35],
                                               "High Scores", fonts, 1)

        self.is_running = True

    def run(self, screen, background, fonts, screen_data):
        is_main_menu_and_index = [0, 0]
        for event in pygame.event.get():
            self.play_game_button.handle_input_event(event)
            self.high_scores_button.handle_input_event(event)

            if event.type == QUIT:
                self.is_running = False

        self.play_game_button.update()
        self.high_scores_button.update()

        if self.play_game_button.was_pressed():
            self.start_game = True
            self.show_menu = False

        if self.high_scores_button.was_pressed():
            self.show_high_scores = True
            self.show_menu = False

        screen.blit(background, (0, 0))  # clear the background to black
        screen.blit(self.background_image, (0, 0))  # draw the background

        main_menu_title_string = "Pac-Man"
        main_menu_title_text_render = fonts[0].render(main_menu_title_string,
                                                      True,
                                                      pygame.Color("#FFFF00"))
        screen.blit(
            main_menu_title_text_render,
            main_menu_title_text_render.get_rect(
                centerx=screen_data.screen_size[0] * 0.5,
                centery=screen_data.screen_size[1] * 0.10))

        self.play_game_button.draw(screen)
        self.high_scores_button.draw(screen)

        if self.show_high_scores:
            is_main_menu_and_index[0] = 2
            self.show_menu = True
            self.show_high_scores = False
            self.start_game = False
        elif self.start_game:
            is_main_menu_and_index[0] = 1
            self.show_menu = True
            self.show_high_scores = False
            self.start_game = False
        elif not self.is_running:
            is_main_menu_and_index[0] = 3
        else:
            is_main_menu_and_index[0] = 0

        return is_main_menu_and_index
Exemplo n.º 21
0
class MainMenu:
    def __init__(self, fonts):
        self.show_menu = True
        self.show_editor = False

        self.is_start_game_selected = True
        self.is_run_editor_selected = False
        self.start_game = False

        self.background_image = pygame.image.load(
            "images/menu_background.png").convert()

        self.play_game_button = UTTextButton([437, 465, 150, 35], "Play Game",
                                             fonts, 1)
        self.edit_map_button = UTTextButton([437, 515, 150, 35], "Edit Map",
                                            fonts, 1)

    def run(self, screen, fonts, screen_data):
        is_main_menu_and_index = [0, 0]
        for event in pygame.event.get():
            self.play_game_button.handle_input_event(event)
            self.edit_map_button.handle_input_event(event)

        self.play_game_button.update()
        self.edit_map_button.update()

        if self.play_game_button.was_pressed():
            self.start_game = True
            self.show_menu = False

        if self.edit_map_button.was_pressed():
            self.show_editor = True
            self.show_menu = False

        screen.blit(self.background_image, (0, 0))  # draw the background

        main_menu_title_string = "Time Runs"
        main_menu_title_text_render = fonts[2].render(main_menu_title_string,
                                                      True,
                                                      pygame.Color("#FFFFFF"))
        screen.blit(
            main_menu_title_text_render,
            main_menu_title_text_render.get_rect(
                centerx=screen_data.screen_size[0] * 0.5, centery=128))

        self.play_game_button.draw(screen)
        self.edit_map_button.draw(screen)

        if self.show_editor:
            is_main_menu_and_index[0] = 2

        elif self.start_game:
            is_main_menu_and_index[0] = 1
        else:
            is_main_menu_and_index[0] = 0

        return is_main_menu_and_index
class BuyGoodUILine:
    def __init__(self, good, position, fonts, player):
        self.fonts = fonts
        self.player = player
        self.position = position
        self.good = good[0]
        self.good_text = self.good.name
        self.good_value = good[1]
        affordable_max = int(self.player.gold / self.good_value)
        cargo_space_max = self.player.space_in_hold
        slider_max = min(affordable_max, cargo_space_max)
        self.test_slider = UISlider(
            [self.position[0] + 80, self.position[1], 150, 20],
            [0, slider_max], 0, self.fonts, 0)
        self.buy_string = "Buy: " + str(
            self.good_value * self.test_slider.get_value() * -1)
        self.buy_button = UTTextButton(
            [self.position[0] + 240, self.position[1], 80, 20],
            self.buy_string, self.fonts, 0)

        self.text_colour = pygame.Color(255, 255, 255)

        self.should_redraw_all_lines = False

        self.good_text_render = self.fonts[0].render(self.good_text, True,
                                                     self.text_colour)

    def redraw(self):
        self.should_redraw_all_lines = False
        affordable_max = int(self.player.gold / self.good_value)
        cargo_space_max = self.player.space_in_hold
        slider_max = min(affordable_max, cargo_space_max)
        self.test_slider.set_max(slider_max)
        self.buy_string = "Buy: " + str(
            self.good_value * self.test_slider.get_value() * -1)
        self.buy_button.set_text(self.buy_string)

    def handle_input_event(self, event):
        self.test_slider.handle_input_event(event)
        self.buy_button.handle_input_event(event)

    def update(self):
        self.test_slider.update()
        self.buy_button.update()

        self.buy_string = "Buy: " + str(
            self.good_value * self.test_slider.get_value() * -1)
        self.buy_button.set_text(self.buy_string)
        if (self.good_value * self.test_slider.get_value()) > self.player.gold:
            self.buy_button.disable()

        if self.buy_button.was_pressed():
            self.player.gold = self.player.gold - (
                self.good_value * self.test_slider.get_value())
            self.should_redraw_all_lines = True
            self.player.add_goods([self.good, self.test_slider.get_value()])

    def draw(self, screen):
        self.test_slider.draw(screen)
        self.buy_button.draw(screen)

        screen.blit(
            self.good_text_render,
            self.good_text_render.get_rect(centerx=self.position[0],
                                           centery=self.position[1] + 10))
class MapEditorInstructionsWindow:
    def __init__(self, window_rect, fonts):
        self.window_rect = window_rect
        self.fonts = fonts
        self.background_colour = pygame.Color("#191919")
        self.text_colour = pygame.Color("#FFFFFF")
        
        self.window_title_str = "Instructions"

        self.should_exit = False

        self.done_button = UTTextButton([self.window_rect[0] + (self.window_rect[2] / 2) + 45,
                                         self.window_rect[1] + self.window_rect[3] - 30,
                                         70, 20],
                                        "Done", self.fonts, "default_16")

        self.instructions_text1 = "Arrow keys to scroll map"
        self.instructions_text2 = "Left mouse click to select tile"
        self.instructions_text3 = "Right mouse click to place tile"
        self.instructions_text4 = "'0' and '1' to change the layer of tiles to edit"
        self.instructions_text5 = "'[' and ']' to switch to the next set of tiles"
        self.instructions_text6 = "F5 or quit with X to save the map"

        self.window_x_centre = self.window_rect[0] + self.window_rect[2] * 0.5

        self.title_text_render = self.fonts["default_32"].render(self.window_title_str, True, self.text_colour)
        self.instructions_text_render1 = self.fonts["default_12"].render(self.instructions_text1, True,
                                                                         self.text_colour)
        self.instructions_text_render2 = self.fonts["default_12"].render(self.instructions_text2, True,
                                                                         self.text_colour)
        self.instructions_text_render3 = self.fonts["default_12"].render(self.instructions_text3, True,
                                                                         self.text_colour)
        self.instructions_text_render4 = self.fonts["default_12"].render(self.instructions_text4, True,
                                                                         self.text_colour)
        self.instructions_text_render5 = self.fonts["default_12"].render(self.instructions_text5, True,
                                                                         self.text_colour)
        self.instructions_text_render6 = self.fonts["default_12"].render(self.instructions_text6, True,
                                                                         self.text_colour)

    def handle_input_event(self, event):
        self.done_button.handle_input_event(event)

    def update(self):
        self.done_button.update()

        if self.done_button.was_pressed():
            self.should_exit = True

    def is_inside(self, screen_pos):
        is_inside = False
        if self.window_rect[0] <= screen_pos[0] <= self.window_rect[0] + self.window_rect[2]:
            if self.window_rect[1] <= screen_pos[1] <= self.window_rect[1] + self.window_rect[3]:
                is_inside = True
        return is_inside

    def draw(self, screen):
        pygame.draw.rect(screen, self.background_colour,
                         pygame.Rect(self.window_rect[0], self.window_rect[1],
                                     self.window_rect[2], self.window_rect[3]), 0)

        screen.blit(self.title_text_render,
                    self.title_text_render.get_rect(centerx=self.window_rect[0] + self.window_rect[2] * 0.5,
                                                    centery=self.window_rect[1] + 24))
        screen.blit(self.instructions_text_render1,
                    self.instructions_text_render1.get_rect(centerx=self.window_x_centre,
                                                            centery=self.window_rect[1] + 50))
        screen.blit(self.instructions_text_render2,
                    self.instructions_text_render2.get_rect(centerx=self.window_x_centre,
                                                            centery=self.window_rect[1] + 64))
        screen.blit(self.instructions_text_render3,
                    self.instructions_text_render3.get_rect(centerx=self.window_x_centre,
                                                            centery=self.window_rect[1] + 78))
        screen.blit(self.instructions_text_render4,
                    self.instructions_text_render4.get_rect(centerx=self.window_x_centre,
                                                            centery=self.window_rect[1] + 92))
        screen.blit(self.instructions_text_render5,
                    self.instructions_text_render5.get_rect(centerx=self.window_x_centre,
                                                            centery=self.window_rect[1] + 106))
        screen.blit(self.instructions_text_render6,
                    self.instructions_text_render6.get_rect(centerx=self.window_x_centre,
                                                            centery=self.window_rect[1] + 120))

        self.done_button.draw(screen)
Exemplo n.º 24
0
class MainMenu:
    def __init__(self, fonts):
        self.show_menu = True
        self.show_editor = False

        self.is_start_game_selected = True
        self.is_run_editor_selected = False
        self.start_game = False

        self.background_image = pygame.image.load("images/menu_background.png")

        main_menu_title_string = "Nautical Adventure"
        self.main_menu_title_text_render = fonts[2].render(
            main_menu_title_string, True, pygame.Color(255, 255, 255))

        self.play_game_button = UTTextButton([437, 465, 150, 35], "Play Game",
                                             fonts, 1)
        self.edit_map_button = UTTextButton([437, 515, 150, 35], "Edit Map",
                                            fonts, 1)

        # self.buy_goods_window = BuyGoodsWindow([100, 100, 400, 350], fonts)

        self.running = True

    def run(self, screen, screen_data):
        is_main_menu_and_index = [0, 0]
        for event in pygame.event.get():
            self.play_game_button.handle_input_event(event)
            self.edit_map_button.handle_input_event(event)
            # self.buy_goods_window.handle_input_event(event)
            if event.type == QUIT:
                self.running = False

        self.play_game_button.update()
        self.edit_map_button.update()
        # self.buy_goods_window.update()

        if self.play_game_button.was_pressed():
            self.start_game = True
            self.show_menu = False

        if self.edit_map_button.was_pressed():
            self.show_editor = True
            self.show_menu = False

        screen.blit(self.background_image, (0, 0))  # draw the background

        screen.blit(
            self.main_menu_title_text_render,  # draw the menu title
            self.main_menu_title_text_render.get_rect(
                centerx=screen_data.screen_size[0] * 0.5,
                centery=screen_data.screen_size[1] * 0.05))

        self.play_game_button.draw(screen)
        self.edit_map_button.draw(screen)
        # self.buy_goods_window.draw(screen)

        if self.show_editor:
            is_main_menu_and_index[0] = 2
        elif self.start_game:
            is_main_menu_and_index[0] = 1
        elif not self.running:
            is_main_menu_and_index[0] = 3
        else:
            is_main_menu_and_index[0] = 0

        return is_main_menu_and_index
class MapEditorInstructionsWindow:
    def __init__(self, window_rect, fonts):
        self.windowRect = window_rect
        self.fonts = fonts
        self.backGroundColour = pygame.Color(25, 25, 25)
        self.textColour = pygame.Color(255, 255, 255)

        self.windowTitleStr = "Instructions"

        self.shouldExit = False

        self.doneButton = UTTextButton([
            self.windowRect[0] + (self.windowRect[2] / 2) + 45,
            self.windowRect[1] + self.windowRect[3] - 30, 70, 20
        ], "Done", fonts, "default_16")

        self.instructionsText1 = "Arrow keys to scroll map"
        self.instructionsText2 = "Left mouse click to select tile"
        self.instructionsText3 = "Right mouse click to place tile"
        self.instructionsText4 = "'>' and '<' to rotate selected tile"
        self.instructionsText5 = "F5 to save map"

        self.instructionsText6 = " Challenge 1 "
        self.instructionsText7 = "-------------"
        self.instructionsText8 = "Create a new island on the map and save it."

        self.windowXCentre = self.windowRect[0] + self.windowRect[2] * 0.5

        self.title_text_render = None

        self.instructionsTextRender1 = self.fonts["default_16"].render(
            self.instructionsText1, True, self.textColour)
        self.instructionsTextRender2 = self.fonts["default_16"].render(
            self.instructionsText2, True, self.textColour)
        self.instructionsTextRender3 = self.fonts["default_16"].render(
            self.instructionsText3, True, self.textColour)
        self.instructionsTextRender4 = self.fonts["default_16"].render(
            self.instructionsText4, True, self.textColour)
        self.instructionsTextRender5 = self.fonts["default_16"].render(
            self.instructionsText5, True, self.textColour)

        self.instructionsTextRender6 = self.fonts["default_16"].render(
            self.instructionsText6, True, self.textColour)
        self.instructionsTextRender7 = self.fonts["default_16"].render(
            self.instructionsText7, True, self.textColour)
        self.instructionsTextRender8 = self.fonts["default_16"].render(
            self.instructionsText8, True, self.textColour)

    def handle_input_event(self, event):
        self.doneButton.handle_input_event(event)

    def update(self):
        self.doneButton.update()

        if self.doneButton.was_pressed():
            self.shouldExit = True

    def is_inside(self, screen_pos):
        is_inside = False
        if self.windowRect[0] <= screen_pos[
                0] <= self.windowRect[0] + self.windowRect[2]:
            if self.windowRect[1] <= screen_pos[
                    1] <= self.windowRect[1] + self.windowRect[3]:
                is_inside = True
        return is_inside

    def draw(self, screen):
        pygame.draw.rect(
            screen, self.backGroundColour,
            pygame.Rect(self.windowRect[0], self.windowRect[1],
                        self.windowRect[2], self.windowRect[3]), 0)

        self.title_text_render = self.fonts["bod_pstc_32"].render(
            self.windowTitleStr, True, self.textColour)
        screen.blit(
            self.title_text_render,
            self.title_text_render.get_rect(centerx=self.windowRect[0] +
                                            self.windowRect[2] * 0.5,
                                            centery=self.windowRect[1] + 24))

        screen.blit(
            self.instructionsTextRender1,
            self.instructionsTextRender1.get_rect(centerx=self.windowXCentre,
                                                  centery=self.windowRect[1] +
                                                  50))
        screen.blit(
            self.instructionsTextRender2,
            self.instructionsTextRender2.get_rect(centerx=self.windowXCentre,
                                                  centery=self.windowRect[1] +
                                                  64))
        screen.blit(
            self.instructionsTextRender3,
            self.instructionsTextRender3.get_rect(centerx=self.windowXCentre,
                                                  centery=self.windowRect[1] +
                                                  78))
        screen.blit(
            self.instructionsTextRender4,
            self.instructionsTextRender4.get_rect(centerx=self.windowXCentre,
                                                  centery=self.windowRect[1] +
                                                  92))
        screen.blit(
            self.instructionsTextRender5,
            self.instructionsTextRender5.get_rect(centerx=self.windowXCentre,
                                                  centery=self.windowRect[1] +
                                                  106))

        screen.blit(
            self.instructionsTextRender6,
            self.instructionsTextRender6.get_rect(centerx=self.windowXCentre,
                                                  centery=self.windowRect[1] +
                                                  134))
        screen.blit(
            self.instructionsTextRender7,
            self.instructionsTextRender7.get_rect(centerx=self.windowXCentre,
                                                  centery=self.windowRect[1] +
                                                  148))

        screen.blit(
            self.instructionsTextRender8,
            self.instructionsTextRender8.get_rect(centerx=self.windowXCentre,
                                                  centery=self.windowRect[1] +
                                                  176))

        self.doneButton.draw(screen)
class BuyGoodsWindow:
    def __init__(self, window_rect, fonts, player, all_goods, port):

        self.port = port
        self.all_goods = all_goods
        self.window_rect = window_rect
        self.fonts = fonts
        self.back_ground_colour = pygame.Color(25, 25, 25)
        self.text_colour = pygame.Color(255, 255, 255)

        self.player = player

        self.should_exit = False

        self.window_title_str = "Buy Goods"
        self.button_text_render = self.fonts[1].render(self.window_title_str,
                                                       True, self.text_colour)

        self.all_good_ui_lines = []
        counter = 0
        for good in self.port.buy_goods_and_prices:
            self.all_good_ui_lines.append(
                BuyGoodUILine(good, [
                    self.window_rect[0] + 40, self.window_rect[1] + 50 +
                    (counter * 25)
                ], fonts, player))
            counter += 1
        self.done_button = UTTextButton([
            self.window_rect[0] + self.window_rect[2] / 2 - 35,
            self.window_rect[1] + self.window_rect[3] - 30, 70, 20
        ], "Done", fonts, 0)

    def handle_input_event(self, event):
        for ui_line in self.all_good_ui_lines:
            ui_line.handle_input_event(event)
        self.done_button.handle_input_event(event)

    def redraw_all_lines(self):
        for ui_line in self.all_good_ui_lines:
            ui_line.redraw()

    def update(self):
        for ui_line in self.all_good_ui_lines:
            ui_line.update()

        self.done_button.update()

        if self.done_button.was_pressed():
            self.should_exit = True
        redraw_all_lines = False
        for ui_line in self.all_good_ui_lines:
            if ui_line.should_redraw_all_lines:
                redraw_all_lines = True
        if redraw_all_lines:
            self.redraw_all_lines()

    def is_inside(self, screen_pos):
        is_inside = False
        if self.window_rect[0] <= screen_pos[
                0] <= self.window_rect[0] + self.window_rect[2]:
            if self.window_rect[1] <= screen_pos[
                    1] <= self.window_rect[1] + self.window_rect[3]:
                is_inside = True
        return is_inside

    def draw(self, screen):
        pygame.draw.rect(
            screen, self.back_ground_colour,
            pygame.Rect(self.window_rect[0], self.window_rect[1],
                        self.window_rect[2], self.window_rect[3]), 0)

        screen.blit(
            self.button_text_render,
            self.button_text_render.get_rect(centerx=self.window_rect[0] +
                                             self.window_rect[2] * 0.5,
                                             centery=self.window_rect[1] + 24))

        for ui_line in self.all_good_ui_lines:
            ui_line.draw(screen)

        self.done_button.draw(screen)
Exemplo n.º 27
0
class MainMenu:
    def __init__(self, fonts):
        self.showMenu = True
        self.showEditor = False

        self.isStartGameSelected = True
        self.isRunEditorSelected = False
        self.startGame = False

        self.backgroundImage = pygame.image.load(
            "images/menu_background.png").convert()

        self.playGameButton = UTTextButton([437, 465, 150, 35], "Play Game",
                                           fonts, "bod_pstc_32")
        self.editMapButton = UTTextButton([437, 515, 150, 35], "Edit Map",
                                          fonts, "bod_pstc_32")

    def run(self, screen, fonts, screen_data):
        is_main_menu_and_index = [0, 0]
        running = True
        for event in pygame.event.get():
            self.playGameButton.handle_input_event(event)
            self.editMapButton.handle_input_event(event)

            if event.type == QUIT:
                running = False

        self.playGameButton.update()
        self.editMapButton.update()

        if self.playGameButton.was_pressed():
            self.startGame = True
            self.showMenu = False

        if self.editMapButton.was_pressed():
            self.showEditor = True
            self.showMenu = False

        screen.blit(self.backgroundImage, (0, 0))  # draw the background

        main_menu_title_string = "MAXIMUM GUNISHMENT"
        main_menu_title_text_render = fonts["bod_pstc_150"].render(
            main_menu_title_string, True, pygame.Color(255, 255, 255))
        screen.blit(
            main_menu_title_text_render,
            main_menu_title_text_render.get_rect(
                centerx=screen_data.screenSize[0] * 0.5, centery=128))

        self.playGameButton.draw(screen)
        self.editMapButton.draw(screen)

        if self.showEditor:
            is_main_menu_and_index[0] = 2

        elif self.startGame:
            is_main_menu_and_index[0] = 1
        else:
            is_main_menu_and_index[0] = 0

        if not running:
            is_main_menu_and_index[0] = 3

        return is_main_menu_and_index
Exemplo n.º 28
0
class PortUIWindow:
    def __init__(self, window_rect, fonts, port, player):
        self.window_rect = window_rect
        self.fonts = fonts
        self.background_colour = pygame.Color("#1A1A1A")
        self.text_colour = pygame.Color("#FFFFFF")
        self.port = port
        self.player = player

        self.window_title_str = self.port.name

        self.should_exit = False
        self.should_open_buy_goods_window = False
        self.should_open_sell_goods_window = False

        self.repair_cost = (self.player.max_health - self.player.health) * -2

        self.title_text_render = self.fonts[1].render(self.window_title_str,
                                                      True, self.text_colour)
        self.export_text_render = self.fonts[0].render(
            "Exports: " + self.port.export, True, self.text_colour)

        self.buy_button = UTTextButton(
            [self.window_rect[0] + 40, self.window_rect[1] + 80, 70, 20],
            "Buy Goods", fonts, 0)
        self.sell_button = UTTextButton(
            [self.window_rect[0] + 40, self.window_rect[1] + 110, 70, 20],
            "Sell Goods", fonts, 0)
        self.repair_button = UTTextButton(
            [self.window_rect[0] + 40, self.window_rect[1] + 140, 70, 20],
            "Repair: " + str(self.repair_cost), fonts, 0)
        if abs(self.repair_cost) > self.player.gold:
            self.repair_button.disable()
        self.done_button = UTTextButton(
            [self.window_rect[0] + 40, self.window_rect[1] + 180, 70, 20],
            "Done", fonts, 0)

    def handle_input_event(self, event):
        self.buy_button.handle_input_event(event)
        self.sell_button.handle_input_event(event)
        self.repair_button.handle_input_event(event)
        self.done_button.handle_input_event(event)

    def update(self):
        self.buy_button.update()
        self.sell_button.update()
        self.repair_button.update()
        self.done_button.update()

        if self.done_button.was_pressed():
            self.should_exit = True

        if self.buy_button.was_pressed():
            self.should_open_buy_goods_window = True

        if self.sell_button.was_pressed():
            self.should_open_sell_goods_window = True

        if self.repair_button.was_pressed():
            self.player.gold = self.player.gold + self.repair_cost
            self.player.health = self.player.max_health
            self.repair_cost = (self.player.max_health -
                                self.player.health) * -2
            self.repair_button.set_text("Repair: " + str(self.repair_cost))

    def is_inside(self, screen_pos):
        is_inside = False
        if self.window_rect[0] <= screen_pos[
                0] <= self.window_rect[0] + self.window_rect[2]:
            if self.window_rect[1] <= screen_pos[
                    1] <= self.window_rect[1] + self.window_rect[3]:
                is_inside = True
        return is_inside

    def draw(self, screen):
        pygame.draw.rect(
            screen, self.background_colour,
            pygame.Rect(self.window_rect[0], self.window_rect[1],
                        self.window_rect[2], self.window_rect[3]), 0)

        screen.blit(
            self.title_text_render,
            self.title_text_render.get_rect(centerx=self.window_rect[0] +
                                            self.window_rect[2] * 0.5,
                                            centery=self.window_rect[1] + 24))

        screen.blit(
            self.export_text_render,
            self.export_text_render.get_rect(centerx=self.window_rect[0] +
                                             self.window_rect[2] * 0.5,
                                             centery=self.window_rect[1] + 50))

        self.buy_button.draw(screen)
        self.sell_button.draw(screen)
        self.repair_button.draw(screen)
        self.done_button.draw(screen)
Exemplo n.º 29
0
class SimulatorApp:

    def __init__(self):
        pygame.init()
        os.environ['SDL_VIDEO_CENTERED'] = '1'
        screen_width, screen_height = 1000, 600
        self.window_panel = pygame.display.set_mode((screen_width, screen_height))

        self.w, self.h = 800, 500
        pygame.display.set_caption("Robot Arm Simulator")
        self.cx, self.cy = self.w // 2, self.h // 2
        self.fov = min(self.w, self.h)
        self.screen = pygame.Surface((self.w, self.h))

        self.clock = pygame.time.Clock()
        self.cam = Cam((self.w, self.h), (0, -600, -600))
        pygame.event.get()
        pygame.mouse.get_rel()

        self.cubes = [Cube("Square Base", (0, -22.5, 0), (110, 45, 110), (0, 0, 0)),
                      Cube("Rotating Base", (0, 0, 0), (80, 35, 80), (0, -40, 0)),  # -40
                      Cube("Upper Arm", (0, -40, 0), (25, 150, 15), (0, -107, 0)),  # -40 then offset -107
                      Cube("Lower Arm", (-23, -187.5, 0), (190, 15, 15), (-59, 0, 0)),
                      Cube("Wrist", (-162, 0, 0), (15, 60, 15), (0, -22.5, 0)),
                      Cube("Gripper", (-15, -45, 0), (15, 15, 15), (0, 0, 0)),
                      Cube("stackable_cube_1", (-282, -15, -82), (30, 30, 30)),
                      Cube("stackable_cube_2", (-251, -15, 52), (30, 30, 30)),
                      Cube("stackable_cube_3", (-112, -15, 82), (30, 30, 30)),
                      Cube("target", (-200, 0, 0), (10, 1, 10))]

        self.fonts = [pygame.font.Font(pygame.font.match_font('gillsanscondensed'), 24),
                      pygame.font.Font(pygame.font.match_font('gillsanscondensed'), 16)]

        self.frame_average_range = 10
        self.last_three_frames = deque([1000.0] * self.frame_average_range)

        self.ui_buttons = []
        self.play_button = UTTextButton((25, 525, 100, 50), "Play", self.fonts, 0)
        self.ui_buttons.append(self.play_button)
        self.reset_button = UTTextButton((150, 525, 100, 50), "Reset", self.fonts, 0)
        self.ui_buttons.append(self.reset_button)

        self.optimise_arm_info_button = UTTextButton((275, 525, 200, 50), "Optimise Arm Len.", self.fonts, 0)
        self.ui_buttons.append(self.optimise_arm_info_button)

        self.arm = ArmSimulator(self.cubes)

        self.gravity = 100.0

        self.playing = False

    @staticmethod
    def check_cube_collisions(cube_a, cube_b):
        # check the X axis
        if (abs(cube_a.get_position()[0] - cube_b.get_position()[0]) < cube_a.get_half_dimensions()[0] +
                cube_b.get_half_dimensions()[
                    0]):
            # check the Y axis
            if (abs(cube_a.get_position()[1] - cube_b.get_position()[1]) < cube_a.get_half_dimensions()[1] +
                    cube_b.get_half_dimensions()[1]):
                # check the Z axis
                if (abs(cube_a.get_position()[2] - cube_b.get_position()[2]) < cube_a.get_half_dimensions()[2] +
                        cube_b.get_half_dimensions()[2]):
                    return True

        return False

    @staticmethod
    def try_optimise_arm_info(arm, cubes):
        found_base = 0
        found_l1 = 0
        found_l2 = 0
        found_l3 = 0

        # Final Total Error: 26.62675167617352
        # Base Offset: 36
        # L1: 179
        # L2: 162
        # L3: 69

        # Final Total Error: 27.91442848959052
        # Base Offset: 40
        # L1: 175
        # L2: 163
        # L3: 70

        # Base Range tested so far
        # 25 -> 40

        test_positions = [[82, 282, 30], [-52, 251, 30], [-82, 112, 30],
                          [82, 282, 100], [-52, 251, 100], [-82, 112, 50]]
        min_total_error = 100000000.0

        for base_offset in range(36, 37):
            arm.z_offset_for_base = base_offset
            for L1 in range(165, 181):
                for L2 in range(150, 171):
                    for L3 in range(60, 71):
                        total_error = 0
                        for position in test_positions:
                            x, y, z = position
                            adjusted_z = z - arm.z_offset_for_base
                            angles = [0, 0, 0]
                            if not game.kinematics.adj_length_solve(L1, L2, L3, x, y, adjusted_z, angles):
                                print("Failed to find solution")
                            angle4 = math.pi / 2 - (angles[2] + angles[1])
                            cubes[1].set_rotation(0, angles[0], 0)
                            cubes[2].set_rotation(0, 0, angles[1])
                            cubes[3].set_rotation(0, 0, angles[2])
                            cubes[4].set_rotation(0, 0, angle4)

                            for obj in cubes:
                                obj.update()
                                obj.apply_final_transform()

                            found_x = -cubes[5].get_position()[2]
                            found_y = -cubes[5].get_position()[0]
                            found_z = -cubes[5].get_position()[1] - arm.gripper_half_depth
                            total_error += abs(x - found_x) + abs(y - found_y) + abs(z - found_z)
                        if total_error < min_total_error:
                            min_total_error = total_error
                            found_l1 = L1
                            found_l2 = L2
                            found_l3 = L3
                            found_base = base_offset
                            print("Min Total Error: " + str(min_total_error))
                            print("Base Offset: " + str(found_base))
                            print("L1: " + str(found_l1))
                            print("L2: " + str(found_l2))
                            print("L3: " + str(found_l3))

        print("Final Total Error: " + str(min_total_error))
        print("Base Offset: " + str(found_base))
        print("L1: " + str(found_l1))
        print("L2: " + str(found_l2))
        print("L3: " + str(found_l3))

    def run(self):
        while True:
            dt = self.clock.tick() / 1000
            self.arm.update(dt)
            if self.play_button.was_pressed():
                if not self.playing:
                    self.playing = True
                    robot_arm_routine(self.arm)

                else:
                    self.playing = False
                    self.arm.reset()
                    self.cubes[6].set_position([-282, -15, -82])
                    self.cubes[7].set_position([-251, -15, 52])
                    self.cubes[8].set_position([-112, -15, 82])
            if self.reset_button.was_pressed():
                self.playing = False
                self.arm.reset()
                self.cubes[6].set_position([-282, -15, -82])
                self.cubes[7].set_position([-251, -15, 52])
                self.cubes[8].set_position([-112, -15, 82])

            if self.optimise_arm_info_button.was_pressed():
                self.playing = False
                self.try_optimise_arm_info(self.arm, self.cubes)

            for i in range(6, 9):
                cube_a = self.cubes[i]
                collided_with_ground_or_cube = True
                if cube_a.parent is None:  # don't collide if we are on the arm
                    if (-cube_a.get_position()[1]) - cube_a.get_half_dimensions()[1] > 0.0:
                        collided = False
                        for j in range(6, 9):
                            cube_b = self.cubes[j]
                            if cube_a != cube_b:
                                if self.check_cube_collisions(cube_a, cube_b):
                                    collided = True
                        if not collided:
                            collided_with_ground_or_cube = False

                if not collided_with_ground_or_cube:
                    current_position = cube_a.get_position()
                    current_position[1] += self.gravity * dt
                    cube_a.set_position(current_position)

                    # subject to gravity

            for obj in self.cubes:
                obj.update()

            for event in pygame.event.get():
                if event.type == QUIT:
                    pygame.quit()
                    sys.exit()
                if event.type == KEYDOWN:
                    if event.key == K_ESCAPE:
                        pygame.quit()
                        sys.exit()

                self.cam.events(event)

                for button in self.ui_buttons:
                    button.handle_input_event(event)

            self.window_panel.fill((128, 128, 128))
            self.screen.fill((0, 0, 0))

            face_list = []
            face_colour = []
            depth = []

            for obj in self.cubes:
                obj.apply_final_transform()
                vert_list = []
                screen_coords = []
                for x, y, z, q in obj.final_vertices:
                    x -= self.cam.pos[0]
                    y -= self.cam.pos[1]
                    z -= self.cam.pos[2]
                    x, z = rotate2d((x, z), self.cam.rot[0])
                    y, z = rotate2d((y, z), self.cam.rot[1])
                    vert_list += [[x, y, z]]
                    f = self.fov / z
                    x, y = x * f, y * f
                    screen_coords += [(self.cx + int(x), self.cy + int(y))]

                for f in range(len(obj.faces)):
                    face = obj.faces[f]

                    on_screen = False
                    for i in face:
                        x, y = screen_coords[i]
                        if vert_list[i][2] > 0 and 0 < x < self.w and 0 < y < self.h:
                            on_screen = True
                            break

                    if on_screen:
                        coords = [screen_coords[i] for i in face]
                        face_list += [coords]
                        face_colour += [obj.colours[f]]
                        depth += [sum(sum(vert_list[j][i] / len(face) for j in face) ** 2 for i in range(3))]

            # drawing of all faces
            order = sorted(range(len(face_list)), key=lambda k: depth[k], reverse=True)
            for i in order:
                pygame.draw.polygon(self.screen, face_colour[i], face_list[i])

            # frames per second calculation
            if dt > 0.0:
                self.last_three_frames.popleft()
                self.last_three_frames.append(1.0 / dt)
            average_fps = sum(self.last_three_frames) / self.frame_average_range
            fps_string = "FPS: " + "{:.2f}".format(average_fps)
            fps_text_render = self.fonts[0].render(fps_string, True, pygame.Color(255, 255, 255))
            self.screen.blit(fps_text_render, fps_text_render.get_rect(centerx=self.w - 60, centery=24))

            self.window_panel.blit(self.screen, (0, 0))

            for button in self.ui_buttons:
                button.update()
                button.draw(self.window_panel)

            cube1_pos_title_str = "Cube 1"
            cube1_pos_str = "Pos: [{:.0f}, {:.0f}, {:.0f}]".format(-self.cubes[6].get_position()[0],
                                                                   -self.cubes[6].get_position()[2],
                                                                   -self.cubes[6].get_position()[1])
            cube1_dimensions_str = "Dimensions: [30,30,30]"
            cube1_pos_title_render = self.fonts[0].render(cube1_pos_title_str, True, pygame.Color(255, 255, 255))
            cube1_pos_str_render = self.fonts[0].render(cube1_pos_str, True, pygame.Color(255, 255, 255))
            cube1_dimensions_str_render = self.fonts[0].render(cube1_dimensions_str, True, pygame.Color(255, 255, 255))
            self.window_panel.blit(cube1_pos_title_render, cube1_pos_title_render.get_rect(centerx=900, centery=32))
            self.window_panel.blit(cube1_pos_str_render, cube1_pos_str_render.get_rect(centerx=900, centery=58))
            self.window_panel.blit(cube1_dimensions_str_render, cube1_dimensions_str_render.get_rect(centerx=900,
                                                                                                     centery=84))

            cube2_pos_title_str = "Cube 2"
            cube2_pos_str = "Pos: [{:.0f}, {:.0f}, {:.0f}]".format(-self.cubes[7].get_position()[0],
                                                                   -self.cubes[7].get_position()[2],
                                                                   -self.cubes[7].get_position()[1])
            cube2_dimensions_str = "Dimensions: [30,30,30]"
            cube2_pos_title_render = self.fonts[0].render(cube2_pos_title_str, True, pygame.Color(255, 255, 255))
            cube2_pos_str_render = self.fonts[0].render(cube2_pos_str, True, pygame.Color(255, 255, 255))
            cube2_dimensions_str_render = self.fonts[0].render(cube2_dimensions_str, True, pygame.Color(255, 255, 255))
            self.window_panel.blit(cube2_pos_title_render, cube2_pos_title_render.get_rect(centerx=900, centery=142))
            self.window_panel.blit(cube2_pos_str_render, cube2_pos_str_render.get_rect(centerx=900, centery=168))
            self.window_panel.blit(cube2_dimensions_str_render,
                                   cube2_dimensions_str_render.get_rect(centerx=900, centery=194))

            cube3_pos_title_str = "Cube 3"
            cube3_pos_str = "Pos: [{:.0f}, {:.0f}, {:.0f}]".format(-self.cubes[8].get_position()[0],
                                                                   -self.cubes[8].get_position()[2],
                                                                   -self.cubes[8].get_position()[1])
            cube3_dimensions_str = "Dimensions: [30,30,30]"
            cube3_pos_title_render = self.fonts[0].render(cube3_pos_title_str, True, pygame.Color(255, 255, 255))
            cube3_pos_str_render = self.fonts[0].render(cube3_pos_str, True, pygame.Color(255, 255, 255))
            cube3_dimensions_str_render = self.fonts[0].render(cube3_dimensions_str, True, pygame.Color(255, 255, 255))
            self.window_panel.blit(cube3_pos_title_render, cube3_pos_title_render.get_rect(centerx=900, centery=252))
            self.window_panel.blit(cube3_pos_str_render, cube3_pos_str_render.get_rect(centerx=900, centery=278))
            self.window_panel.blit(cube3_dimensions_str_render,
                                   cube3_dimensions_str_render.get_rect(centerx=900, centery=304))

            target_pos_title_str = "Stack Target"
            target_pos_str = "Pos: [{:.0f}, {:.0f}, {:.0f}]".format(-self.cubes[9].get_position()[0],
                                                                    -self.cubes[9].get_position()[2],
                                                                    -self.cubes[9].get_position()[1])
            target_pos_title_render = self.fonts[0].render(target_pos_title_str, True, pygame.Color(255, 255, 255))
            target_pos_str_render = self.fonts[0].render(target_pos_str, True, pygame.Color(255, 255, 255))
            self.window_panel.blit(target_pos_title_render, target_pos_title_render.get_rect(centerx=900, centery=362))
            self.window_panel.blit(target_pos_str_render, target_pos_str_render.get_rect(centerx=900, centery=388))

            instructions_str = "Left click view panel and move mouse to rotate view"
            instructions_str_render = self.fonts[1].render(instructions_str, True, pygame.Color(255, 255, 255))
            self.window_panel.blit(instructions_str_render, instructions_str_render.get_rect(centerx=800, centery=525))

            pygame.display.flip()

            key = pygame.key.get_pressed()
            self.cam.update(dt, key)
Exemplo n.º 30
0
class MainMenu:
    def __init__(self, fonts, camera):
        self.fonts = fonts
        self.background_image = pygame.Surface(
            camera.dimensions
        )  # pygame.image.load("images/menu_background.png").convert()
        self.background_image.fill(pygame.Color("#F0F0F0"))

        main_menu_title_string = "Vania"
        self.main_menu_title_text_render = self.fonts["julee_128"].render(
            main_menu_title_string, True, pygame.Color("#000000"))
        self.title_text_position = self.main_menu_title_text_render.get_rect(
            centerx=camera.dimensions[0] * 0.5,
            centery=camera.dimensions[1] * 0.2)

        button_menu_vertical_start = camera.screen_rect.centery + (
            0.2 * camera.dimensions[1])
        button_menu_spacing = 64

        play_game_button_rect = pygame.Rect((0, 0), (150, 35))
        play_game_button_rect.centerx = camera.screen_rect.centerx
        play_game_button_rect.centery = button_menu_vertical_start
        self.play_game_button = UTTextButton(play_game_button_rect,
                                             "Play Game", fonts, "default_16")

        edit_map_button_rect = pygame.Rect((0, 0), (150, 35))
        edit_map_button_rect.centerx = camera.screen_rect.centerx
        edit_map_button_rect.centery = button_menu_vertical_start + button_menu_spacing
        self.edit_map_button = UTTextButton(edit_map_button_rect, "Edit Map",
                                            fonts, "default_16")

    def run(self, screen):
        is_main_menu_and_index = [0, 0]
        for event in pygame.event.get():
            self.play_game_button.handle_input_event(event)
            self.edit_map_button.handle_input_event(event)
            if event.type == pygame.QUIT:
                is_main_menu_and_index[0] = 3
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    is_main_menu_and_index[0] = 3

        self.play_game_button.update()
        self.edit_map_button.update()

        if self.play_game_button.was_pressed():
            is_main_menu_and_index[0] = 1
        if self.edit_map_button.was_pressed():
            is_main_menu_and_index[0] = 2

        screen.blit(self.background_image, (0, 0))  # draw the background
        screen.blit(self.main_menu_title_text_render, self.title_text_position)
        self.play_game_button.draw(screen)
        self.edit_map_button.draw(screen)

        return is_main_menu_and_index