Exemplo n.º 1
0
class LoadGameWindow:
    """
    Loads an in game window for handling saved games
    """
    def __init__(self,
                 x_pos=CONFIG.WINDOW_WIDTH // 2,
                 y_pos=CONFIG.WINDOW_HEIGHT // 2,
                 width=0.5 * CONFIG.WINDOW_WIDTH,
                 height=0.8 * CONFIG.WINDOW_HEIGHT):
        self.x_pos = x_pos
        self.y_pos = y_pos
        self.width = width
        self.height = height
        self.list = [fn.replace('.save', '') for fn in os.listdir(SAVE_FOLDER)]
        self.file_list = List(self.x_pos, self.y_pos, self.list)
        self.background = pygame.Surface((
            self.width,
            self.height,
        ))
        self.background.fill(BG_COLOR_2)

        common_y = self.y_pos + self.height // 2 - 3 * CONFIG.CHARACTER_SIZE
        self.back_button = Button(self.x_pos + self.width // 4 - 15, common_y,
                                  'BACK')
        self.load_button = Button(
            self.x_pos + self.width // 4 - self.back_button.width - 15,
            common_y, 'LOAD')

    def display(self, screen):
        """
        :returns bool: true if the window is still opened, false if it can be closed
        """
        screen.blit(self.background, (
            self.x_pos - self.width // 2,
            self.y_pos - self.height // 2,
        ))
        self.load_button.display(screen)
        self.back_button.display(screen)
        self.file_list.display(screen)

        if self.load_button.state == ButtonState.RELEASED:
            return False
        elif self.back_button.state == ButtonState.RELEASED:
            return False
        return True
Exemplo n.º 2
0
class MainMenuScreen(Screen):
    def __init__(self):
        self.logo = self.logo = pygame.image.load(IMAGE_FOLDER + 'logo.png')
        self.logo_size = self.logo.get_rect().size
        self.show_game_loader = False
        self.game_loader = LoadGameWindow()

        button_margin = 50
        self.new_game_button = Button(
            96, CONFIG.WINDOW_HEIGHT - 96 - 3 * button_margin, 'NEW GAME')
        self.load_game_button = Button(
            96, CONFIG.WINDOW_HEIGHT - 96 - 2 * button_margin, 'LOAD GAME')
        self.settings_button = Button(
            96, CONFIG.WINDOW_HEIGHT - 96 - button_margin, 'SETTINGS')
        self.exit_button = Button(96, CONFIG.WINDOW_HEIGHT - 96, 'EXIT')

    def display(self, screen):
        screen.blit(self.logo, (
            CONFIG.WINDOW_WIDTH - self.logo_size[0],
            0,
        ))
        self.new_game_button.display(screen)
        self.load_game_button.display(screen)
        self.settings_button.display(screen)
        self.exit_button.display(screen)

        if self.show_game_loader:
            self.show_game_loader = self.game_loader.display(screen)
        else:
            if self.game_loader.file_list.selected_index != -1:
                CONFIG.SAVE_GAME = self.game_loader.list[
                    self.game_loader.file_list.selected_index] + '.save'
                self.game_loader.file_list.selected_index = -1  # Unselect the current save file
                return Screens.GAME

        # Check buttons
        if self.exit_button.state == ButtonState.RELEASED:
            return Screens.EXIT
        if self.new_game_button.state == ButtonState.RELEASED:
            return Screens.GAME
        if self.load_game_button.state == ButtonState.RELEASED:
            self.show_game_loader = True
            return Screens.MAIN_MENU
        if self.settings_button.state == ButtonState.RELEASED:
            return Screens.SETTINGS

        return Screens.MAIN_MENU
Exemplo n.º 3
0
class SettingsScreen(Screen):
    def __init__(self, last_screen_enum=None):
        self.last_screen_enum = last_screen_enum

        label_margin = 75
        self.labels = [(
            RM.readable_font.render('CONTROLS', 1, (255, 255, 255)),
            (75, 50),
        ),
                       (
                           RM.readable_font.render('UP', 1, (240, 240, 240)),
                           (75, 50 + 2 * label_margin),
                       ),
                       (
                           RM.readable_font.render('DOWN', 1, (240, 240, 240)),
                           (75, 50 + 3 * label_margin),
                       ),
                       (
                           RM.readable_font.render('RIGHT', 1,
                                                   (240, 240, 240)),
                           (75, 50 + 4 * label_margin),
                       ),
                       (
                           RM.readable_font.render('LEFT', 1, (240, 240, 240)),
                           (75, 50 + 5 * label_margin),
                       )]
        self.buttons = [(Button(2 * 75,
                                40 + 2 * label_margin,
                                label=pygame.key.name(CONFIG.KEY_UP),
                                font_family=RM.readable_font), 'Up'),
                        (Button(2 * 75,
                                40 + 3 * label_margin,
                                label=pygame.key.name(CONFIG.KEY_DOWN),
                                font_family=RM.readable_font), 'Down'),
                        (Button(2 * 75,
                                40 + 4 * label_margin,
                                label=pygame.key.name(CONFIG.KEY_RIGHT),
                                font_family=RM.readable_font), 'Right'),
                        (Button(2 * 75,
                                40 + 5 * label_margin,
                                label=pygame.key.name(CONFIG.KEY_LEFT),
                                font_family=RM.readable_font), 'Left')]
        self.back_button = Button(50,
                                  CONFIG.WINDOW_HEIGHT -
                                  4 * CONFIG.CHARACTER_SIZE,
                                  label='BACK')

    def check_for_choosing_key(self, button, label):
        if button.state == ButtonState.RELEASED:
            in_key_choosing = True

            while in_key_choosing:
                for event in pygame.event.get():
                    if event.type != pygame.KEYDOWN:
                        continue
                    if event.key == pygame.locals.K_ESCAPE:
                        in_key_choosing = False
                        break

                    button.set_label(pygame.key.name(KEYBOARD[event.key]),
                                     RM.readable_font)
                    in_key_choosing = False

                    # Change key in configuration, too
                    if label == 'Up':
                        CONFIG.KEY_UP = KEYBOARD[event.key]
                    elif label == 'Down':
                        CONFIG.KEY_DOWN = KEYBOARD[event.key]
                    elif label == 'Right':
                        CONFIG.KEY_RIGHT = KEYBOARD[event.key]
                    elif label == 'Left':
                        CONFIG.KEY_LEFT = KEYBOARD[event.key]
                    CONFIG.save()
                    break

    def display(self, screen):
        for label in self.labels:
            screen.blit(label[0], label[1])
        for button, button_label in self.buttons:
            self.check_for_choosing_key(button, button_label)
            button.display(screen)

        self.back_button.display(screen)

        if self.back_button.state == ButtonState.RELEASED:
            return Screens.MAIN_MENU if self.last_screen_enum is None else self.last_screen_enum
        return Screens.SETTINGS
Exemplo n.º 4
0
class GameScreen(Screen):

    def __init__(self):
        self.subscreen = GameSubScreen.START_MENU
        self.map = Map(MAP_FOLDER + CONFIG.CURRENT_LEVEL + '.tcm')  # Stores the current map
        self.player = Player(len(self.map.layers[4].tiles[0]), 32)
        self.bot = Bot(len(self.map.layers[4].tiles[0]) + 32, 32)
        self.in_game_menu_bg = None

        # In game menu elements
        button_margin = 50
        self.in_game_resume_button = Button(96, CONFIG.WINDOW_HEIGHT - 96 - 3 * button_margin, label='RESUME')
        self.in_game_save_button = Button(96, CONFIG.WINDOW_HEIGHT - 96 - 2 * button_margin, label='SAVE GAME')
        self.in_game_exit_button = Button(96, CONFIG.WINDOW_HEIGHT - 96 - button_margin, label='EXIT')

        if CONFIG.SAVE_GAME != '':
            load_save_game(self)
            CONFIG.SAVE_GAME = ''

    def display_start_menu(self, screen):
        self.subscreen = GameSubScreen.GAME
        return Screens.GAME

    def display_in_game_menu(self, screen):
        screen.blit(self.in_game_menu_bg, (0, 0))
        self.in_game_resume_button.display(screen)
        self.in_game_save_button.display(screen)
        self.in_game_exit_button.display(screen)

        if self.in_game_exit_button.state == ButtonState.RELEASED:
            return Screens.MAIN_MENU
        elif self.in_game_resume_button.state == ButtonState.RELEASED:
            self.subscreen = GameSubScreen.GAME
            return Screens.GAME
        elif self.in_game_save_button.state == ButtonState.RELEASED:
            save_game(self)
            return Screens.GAME
        return Screens.GAME

    def display_game(self, screen):
        self.map.draw(screen, self.player, 0, 5)
        self.bot.display(screen, self.map, self.player)
        self.player.display(screen, self.map)
        self.map.draw(screen, self.player, 5, 8)

        if pygame.key.get_pressed()[pygame.locals.K_ESCAPE]:

            # Save game screenshot as a background
            pygame.image.save(screen, IMAGE_FOLDER + 'screenshot.png')
            self.in_game_menu_bg = pygame.image.load(IMAGE_FOLDER + 'screenshot.png')
            self.in_game_menu_bg.set_alpha(150)

            self.subscreen = GameSubScreen.IN_GAME_MENU
            return Screens.GAME
        return Screens.GAME

    def display(self, screen):
        if self.subscreen == GameSubScreen.GAME:
            return self.display_game(screen)
        elif self.subscreen == GameSubScreen.START_MENU:
            return self.display_start_menu(screen)
        else:
            return self.display_in_game_menu(screen)
        return Screens.GAME