Exemplo n.º 1
0
 def render(self, renderObj, opened):
     y = 1010
     count = self.scroll
     for message in reversed(self.messages):
         if count > 0:
             count -= 1
             continue
         y -= 60
         if y > 500 or opened and y > -60:
             if opened:
                 alpha = 255
             else:
                 if self.messages[message] <= CHAT_MESSAGE_FADEOUT_DURATION:
                     alpha = 255 * (self.messages[message] /
                                    CHAT_MESSAGE_FADEOUT_DURATION)
                 else:
                     alpha = 255
             surface = pygame.Surface((1420, 60))
             surface.fill((0, 0, 0))
             surface.set_alpha(120 * (alpha / 255))
             renderObj.window.surface.blit(surface, (10, y))
             renderObj.text(FONT,
                            56,
                            message[1:],
                            True, (255, 255, 255),
                            None,
                            renderObj.window.surface,
                            x=12,
                            y=y + 2,
                            blit=True,
                            alpha=alpha)
Exemplo n.º 2
0
 def __init__(self, level, main):
     self.level = level
     self.window = main.window
     self.main = main
     self.red = pygame.Surface((1, 1))
     self.red.fill((255, 0, 0))
     self.lastSize = BLOCK_SIZE
Exemplo n.º 3
0
 def colorTexture(self, texture, color=(255, 0, 0), alpha=100):
     surface = pygame.Surface((texture.get_width(), texture.get_height()))
     surface.convert()
     surface.fill(color)
     surface.set_alpha(alpha)
     rTexture = texture.copy()
     rTexture.blit(surface, (0, 0))
     return rTexture
Exemplo n.º 4
0
 def grid(self, x, y, distance=BLOCK_SIZE, size=None):
     distance = int(distance)
     surface = pygame.Surface(self.window.size)
     surface.fill((255, 255, 255))
     surface.set_colorkey((255, 255, 255))
     blocksX = int(list(self.window.START_SURFACE_SIZE)[0] / distance + 3)
     blocksY = int(list(self.window.START_SURFACE_SIZE)[1] / distance + 3)
     if blocksX / 2 == int(blocksX / 2):
         x += 0.5
     if blocksY / 2 == int(blocksY / 2):
         y += 0.5
     startPosX = (x - int(x)) * -distance
     startPosY = (y - int(y)) * -distance
     sizeX = blocksX * distance
     sizeY = blocksY * distance
     if size == None:
         size = distance
     blitStartPosX = -(list(self.window.START_SURFACE_SIZE)[0] - sizeX) / 2
     blitStartPosY = -(list(self.window.START_SURFACE_SIZE)[1] - sizeY) / 2
     for blockY in range(blocksY):
         for blockX in range(blocksX):
             blitPosX = startPosX + blockX * distance - blitStartPosX
             blitPosY = startPosY + blockY * distance - blitStartPosY
             screenBlitPosX, screenBlitPosY = self.window.getScreenCoords(
                 blitPosX, blitPosY)
             pygame.draw.lines(surface, (0, 0, 0), False,
                               [[screenBlitPosX + size, screenBlitPosY],
                                [screenBlitPosX, screenBlitPosY],
                                [screenBlitPosX, screenBlitPosY + size]])
     for gui in self.window.guiHandler.allGuis:
         x1, y1 = self.window.getScreenCoords(gui.x, gui.y)
         x2, y2 = self.window.getScreenCoords(gui.x + gui.width,
                                              gui.y + gui.height)
         pygame.draw.polygon(surface, (255, 255, 255),
                             [[x1, y1], [x2, y1], [x2, y2], [x1, y2]])
     for graphics in self.main.levelSelection.graphics, self.main.editor.blockSelection.graphics:
         for graphic in graphics:
             if graphic.isOpen or graphic.isChanging:
                 vertices = []
                 for vertex in graphic.renderVertices:
                     coords = self.window.getScreenCoords(
                         vertex[0], vertex[1])
                     vertices.append([coords[0], coords[1]])
                 pygame.draw.polygon(surface, (255, 255, 255), vertices)
     if self.main.editing and self.main.editor.playerCoords != []:
         screenCoords = []
         for coord in self.main.editor.playerCoords:
             screenCoords.append(list(self.window.getScreenCoords(*coord)))
         pygame.draw.polygon(surface, (255, 255, 255), screenCoords)
     if self.window.screenSurfaces == []:
         self.window.screenSurfaces.append(surface)
     else:
         self.window.screenSurfaces[0] = surface
Exemplo n.º 5
0
 def render(self):
     if self.alpha == 255:
         pygame.draw.polygon(self.main.window.surface, (150, 150, 150),
                             self.coords)
     else:
         if self.alpha != 0:
             surface = pygame.Surface(
                 (PLAYER_SIZE[0] * 2 + 1, PLAYER_SIZE[1] * 2 + 1))
             surface.fill((150, 150, 150))
             surface.set_alpha(self.alpha)
             self.main.window.surface.blit(surface, self.coords[0])
     if self.main.playing or not self.go:
         self.lifesObj.render(self.renderObj, self.alpha)
     self.chat.render()
Exemplo n.º 6
0
 def __getFrameAsSurface(self, frame):
     image = frame.to_image()
     mode = image.mode
     size = image.size
     data = image.tobytes()
     if pygame.K_F11 > 1000:
         osurface = pyg.image.fromstring(data, size, mode)
         surface = pygame.Surface(size).convert()
         for y in range(list(size)[1]):
             for x in range(list(size)[0]):
                 surface.set_at((x, y), pygame.Color(osurface.get_at(
                     (x, y))))
     else:
         surface = pygame.image.fromstring(data, size, mode).convert()
         if self.colorkey != None:
             return setColorkey(self.colorkey, surface)
     return surface
Exemplo n.º 7
0
 def mix(self, texture, color, factor, lineWidth, returnSurface=False):
     if bool(factor):
         if texture == None:
             width, height = self.main.blocks.size
         else:
             width = texture.get_width()
             height = texture.get_height()
         surface = pygame.Surface((width, height))
         surface.fill((0, 0, 0))
         surface.set_colorkey((0, 0, 0))
         pygame.draw.polygon(
             surface, color,
             [[0, 0], [width, 0], [width, height], [0, height]], lineWidth)
         if returnSurface:
             return surface
         else:
             texture.blit(surface, (0, 0))
     return texture
Exemplo n.º 8
0
 def block(self,
           block,
           x,
           y,
           bigger=False,
           useNormalTexture=False,
           blockCoords=[-1, -1]):
     hasOverlay = False
     try:
         overlayNumber = self.main.blocks.blocks[block[0]].overlay[str(
             blockCoords)]
         overlay = self.main.blocks.blocks[
             block[0]].overlayResources[overlayNumber]
         if self.main.blocks.blocks[
                 block[0]].overlays[overlayNumber].endswith("mkv"):
             overlaySurface = overlay.surface
         else:
             overlaySurface = overlay
         hasOverlay = True
     except KeyError:
         overlay = None
     if useNormalTexture:
         texture = self.main.blocks.blocks[block[0]].texture
         if texture != None:
             texture = texture.copy()
             if hasOverlay:
                 texture.blit(overlaySurface, (0, 0))
     else:
         texture = self.main.blocks.blocks[block[0]].resizedTexture
         if texture != None and hasOverlay:
             texture.blit(
                 pygame.transform.scale(overlaySurface,
                                        self.main.blocks.size), (0, 0))
     if self.main.playing and block[1] != []:
         distanceToBlock = [
             x + BLOCK_SIZE / 2 - self.main.player.center[0],
             y + BLOCK_SIZE / 2 - self.main.player.center[1]
         ]
         for i in range(2):
             if distanceToBlock[i] < 0:
                 distanceToBlock[i] = -distanceToBlock[i]
         distanceColor = (distanceToBlock[0] + distanceToBlock[1]) / 4
         if distanceColor > 255:
             distanceColor = 255
         distanceColor = 255 - distanceColor
         if texture == None:
             playTexture = pygame.Surface((BLOCK_SIZE, BLOCK_SIZE))
             playTexture.fill((255, 255, 255))
         else:
             playTexture = texture
         if block[1][2] != self.main.blocks.blocks[block[0]].death and (
                 not block[1][1]
                 or not self.main.blocks.blocks[block[0]].solid):
             texture = self.colorTexture(playTexture, (255, 0, 0),
                                         distanceColor)
         elif (block[1][1] != self.main.blocks.blocks[block[0]].solid
               and not block[1][1]) or (
                   block[1][2] == False and
                   block[1][2] != self.main.blocks.blocks[block[0]].death
                   and (not block[1][1]
                        or not self.main.blocks.blocks[block[0]].solid)):
             texture = self.colorTexture(playTexture, (255, 255, 255),
                                         distanceColor)
     if block[1] != []:
         if texture != None:
             texture = self.rotate(texture, int(block[1][0]))
         if self.main.editing and self.main.editor.active:
             texture = self.mix(texture, (255, 0, 0), int(block[1][2]), 20,
                                texture == None)
             texture = self.mix(texture, (255, 255, 255),
                                1 - int(block[1][1]), 10, texture == None)
     if self.main.editing and self.main.editor.active:
         if texture == None:
             if useNormalTexture:
                 texture = pygame.Surface((BLOCK_SIZE, BLOCK_SIZE))
             else:
                 texture = pygame.Surface(self.main.blocks.size)
             texture.fill((255, 255, 255))
         texture = self.mix(
             self.mix(texture, (255, 0, 0),
                      self.main.blocks.blocks[block[0]].death, 20,
                      texture == None), (255, 255, 255),
             not self.main.blocks.blocks[block[0]].solid, 10,
             texture == None)
         if self.main.editor.selection != None and self.main.editor.selection[0][0] <= blockCoords[0] and self.main.editor.selection[0][1] <= blockCoords[1] \
            and self.main.editor.selection[1][0] >= blockCoords[0] and self.main.editor.selection[1][1] >= blockCoords[1]:
             texture = self.colorTexture(texture, (100, 100, 255))
     if texture != None:
         if not bigger:
             self.window.surface.blit(texture, (x, y))
         else:
             self.window.surface.blit(
                 pygame.transform.scale(texture,
                                        (BLOCK_SIZE + 20, BLOCK_SIZE + 20)),
                 (x - 10, y - 10))