Exemplo n.º 1
0
def add_sprite(game_state, num, mirror = False):
    splice_canvas = game_state.get('splice_canvas')
    screen_size = game_state.get('screen_size')
    location_x = 0

    if num == "1":
        location_x = 0.4 * splice_canvas.w
    elif num == "2":
        location_x = 0.8 * splice_canvas.w
    else:
        return game_state
    tempsprite = ImageSprite(location_x, (0.5 * splice_canvas.h), game_state.get('active_sprite' + num))
    
    if mirror == True:
        tempsprite.image = pygame.transform.flip(tempsprite.image, True, False)
        tempsprite.origimage = pygame.transform.flip(tempsprite.origimage, True, False)

    factor = 0.8 * splice_canvas.y / tempsprite.orig_height

    tempsprite.scale = 1000 * factor

    tempsprite.rect.center = (location_x, (0.5 * splice_canvas.h))
    tempsprite.update_sprite()
       
    splice_sprites.add(tempsprite)
    return game_state
def workshop_loop(game_state):
    """The workshop screen loop.
    """
    built_sprites = game_state.get('built_sprites')
    if len(built_sprites) > 2:  # should be > 2, 0 for testing end game screen
        game_state = end_game(game_state)
        return game_state

    #remove all sprites from previous time screen was open
    general_sprites.empty()
    scrollable_sprites.empty()
    left_sprite.empty()
    right_sprite.empty()
    game_state.update({'active_sprite1': None, 'active_sprite2': None})

    game_surface = game_state.get('game_surface')
    clock = game_state.get('clock')
    fps = game_state.get('fps')
    click = game_state.get('click_sound')
    size = game_state.get('screen_size')
    screen_width = size[0]
    screen_height = size[1]

    toast_stack = game_state.get('toast_stack')
    available_funds = game_state.get('available_funds')
    company = game_state.get('company_name')

    held_down = False

    scroll_surface = pygame.surface.Surface(
        (screen_width * 0.2, screen_height * 0.8))
    scroll_rect = scroll_surface.get_rect(x=50, y=50)

    background_image = ImageSprite(0, 0,
                                   os.getcwd() + '/data/imgbase/workshop.png')
    general_sprites.add(background_image)

    #little hacky
    f = pygame.font.SysFont(None, 30)
    rendered_company_name_width = f.render(company, True,
                                           (0, 0, 0)).get_size()[0]
    general_sprites.add(
        TextSprite((screen_width * 0.31) + (250 * 0.5) -
                   (rendered_company_name_width * 0.5), screen_height * 0.32,
                   rendered_company_name_width, screen_height * 0.2, company))

    general_sprites.add(
        ButtonSprite(screen_width * 0.8, screen_height * 0.05, 'QUIT',
                     quit_game, []), )
    splice_button.add(
        ButtonSprite(screen_width * 0.4,
                     screen_height * 0.5,
                     'Splice!',
                     start_splicer, [],
                     color=(0, 255, 0),
                     text_color=(0, 0, 0)))

    items = os.listdir(os.getcwd() + '/data/pixel-components')

    x = 10
    y = 10

    general_sprites.add(
        ButtonSprite(50,
                     50 - 20,
                     'Up',
                     scroll_up, [scroll_surface],
                     w=screen_width * 0.2))
    general_sprites.add(
        ButtonSprite(50, screen_height * 0.8 + 50, 'Down', scroll_down,
                     [scroll_surface], screen_width * 0.2))

    for item in sorted(items):
        item_file = os.getcwd() + '/data/pixel-components/' + item
        temp_item = ButtonImageSprite(x,
                                      y,
                                      item_file,
                                      add_to_workbench, [item_file],
                                      w=100,
                                      h=100)
        temp_item.rect.centerx = x + (temp_item.w / 2)
        scrollable_sprites.add(temp_item)
        item_text = item[6:-4]
        scrollable_sprites.add(
            ButtonSprite(x + 110,
                         y + 40,
                         item_text,
                         add_to_workbench, [item_file],
                         w=100))
        y += 125

    frame_x = screen_width - 356
    frame_y = screen_height - 155

    for keepsake_entry in built_sprites:
        keepsake = keepsake_entry.get('sprite')
        keepsake.rect.x = frame_x
        keepsake.rect.y = frame_y - keepsake.rect.h
        general_sprites.add(keepsake)

        keepsake_name = keepsake_entry.get('name')
        general_sprites.add(
            TextSprite(frame_x, frame_y, screen_width * 0.1,
                       screen_height * 0.05, keepsake_name))

        frame_x += screen_width * 0.1
        frame_y += screen_height * 0.05

    # Want to refactor this body into seperate functions.
    while not game_state.get('screen_done'):

        # Handle events.
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                quit_game(game_state)

            elif event.type == pygame.MOUSEBUTTONDOWN:
                if scroll_rect.collidepoint(event.pos) and event.button == 4:
                    scroll_up(game_state, scroll_surface)
                elif scroll_rect.collidepoint(event.pos) and event.button == 5:
                    scroll_down(game_state, scroll_surface)
                elif (event.button == 1):
                    held_down = True
                    b = button_at_point(general_sprites, event.pos)
                    c = button_at_point(scrollable_sprites,
                                        (event.pos[0] - 50, event.pos[1] - 50))
                    if b:
                        click.play()
                        game_state = b.on_click(game_state)

                    if c and scroll_rect.collidepoint(event.pos):
                        click.play()
                        game_state = c.on_click(game_state)
            elif event.type == pygame.MOUSEBUTTONUP:
                if event.button == 1:
                    held_down = False

        # Needed to hold down up and down scroll buttons
        if held_down:
            b = button_at_point(general_sprites, pygame.mouse.get_pos())
            b2 = button_at_point(splice_button, pygame.mouse.get_pos())
            if b:
                game_state = b.on_click(game_state)
            elif b2:
                game_state = b2.on_click(game_state)

        # Update.
        toast_stack.update()

        # Display.
        game_surface.fill((255, 0, 0))
        scroll_surface.fill((200, 200, 200))

        general_sprites.draw(game_surface)

        # only draw splice button if both sprites present
        if len(left_sprite.sprites()) and len(right_sprite.sprites()):
            splice_button.draw(game_surface)

        # draw scrollable items (hacky, obvs)
        offset = scrollable_sprites.sprites()[0].rect.y - 10
        for i, s in enumerate(scrollable_sprites.sprites()):
            bg = pygame.Surface((screen_width * 0.2, 125))
            if i % 2:
                bg.fill((150, 150, 150))
            else:
                bg.fill((50, 50, 50))
            scroll_surface.blit(bg, (0, (i * 125) + offset))
            scroll_surface.blit(s.image, s.rect)

        left_sprite.draw(game_surface)
        right_sprite.draw(game_surface)
        toast_stack.draw(game_surface)
        game_surface.blit(scroll_surface, (50, 50))

        funds_string = "Lifetime earnings: £{0:.2f}".format(available_funds)
        rendered_text = pygame.font.SysFont(None,
                                            25).render(funds_string, True,
                                                       (0, 0, 0))
        game_surface.blit(rendered_text,
                          (screen_width * 0.7, screen_height * 0.1))

        pygame.display.update()

        clock.tick(fps)

    return game_state
Exemplo n.º 3
0
def main_menu_loop(game_state):
    """The main menu screen loop.
    """

    game_surface = game_state.get('game_surface')
    clock = game_state.get('clock')
    fps = game_state.get('fps')
    screen_size = game_state.get('screen_size')
    screen_width = screen_size[0]
    screen_height = screen_size[1]
    framecount = 1

    #toast_stack = game_state.get('toast_stack')
    logo_sprites = pygame.sprite.OrderedUpdates()
    logo = ImageSprite(screen_width * 0.315, screen_height * 0.15,
                       os.getcwd() + "/images/Tank.png")
    logo.rect.centerx = (screen_width / 2)
    logo_sprites.add(logo)

    # company_name = game_state.get('company_name')
    # input_font = pygame.font.Font("ARCADECLASSIC.TTF", 40)
    # input_width, input_height = 0.1* screen_width, 0.0625*screen_height

    # company_name_input = InputBox(
    #     (0.5*screen_width) - (0.5*input_width),
    #     0.68*screen_height,
    #     input_width + 10,
    #     input_height + 10,
    #     input_font,
    #     (0, 0, 255),
    #     (255, 255, 0),
    #     center_x=0.5*screen_width,
    #     text=company_name,
    #     max_width=500
    # )
    # company_name_input.active = True

    # Main group of sprites to display.
    all_sprites = pygame.sprite.OrderedUpdates()
    all_sprites.add(
        ButtonSprite((screen_width * 0.455), (screen_height * 0.8), 'Play!',
                     start_game, []),
        ButtonSprite(
            (screen_width * 0.455),
            (screen_height * 0.9),
            'Quit',
            quit_game,
            [],
        ),
    )

    # prompt = TextSprite((0.43*screen_width) , 0.62 *screen_height, 400, 30, "Enter Company Name", text_color=(255,255,255), arcade_font=True)
    # prompt.rect.centerx = (screen_width/2)
    # name_prompt = pygame.sprite.Group()
    # name_prompt.add(prompt)

    # Want to refactor this body into seperate functions.
    while not game_state.get('screen_done'):

        # Handle events.
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                quit_game(game_state)

            elif event.type == pygame.MOUSEBUTTONDOWN:
                b = button_at_point(all_sprites, event.pos)
                if b:
                    game_state = b.on_click(game_state)

            # elif event.type == pygame.KEYDOWN:
            #     if event.key == pygame.K_RETURN:
            #         game_state.update({'company_name': company_name_input.text})
            #         start_game(game_state)
            #     else:
            #         company_name_input.event_handle(event) #Input Box Class has inbuilt event handling function for key down events.

        # Update.
        all_sprites.update()
        #toast_stack.update()

        # Display.
        game_surface.fill((0, 0, 0))
        logo_sprites.draw(game_surface)
        all_sprites.draw(game_surface)

        pygame.display.update()

        clock.tick(fps)

    return game_state
Exemplo n.º 4
0
def arena_loop(game_state):
    """The arena screen loop."""

    game_surface = game_state.get('game_surface')
    clock = game_state.get('clock')
    fps = game_state.get('fps')
    size = game_state.get('screen_size')
    screen_width = size[0]
    screen_height = size[1]

    background_image = ImageSprite(0, 0,
                                   os.getcwd() + '/images/Background.png')
    general_sprites.add(background_image)

    general_sprites.add(
        ButtonSprite(screen_width * 0.8, screen_height * 0.05, 'QUIT',
                     quit_game, []), )

    tank1 = ImageSprite(0, 0, os.getcwd() + '/images/Tank.png')
    tank2 = ImageSprite(300, 0, os.getcwd() + '/images/Tank.png')
    tank_sprites.add(tank1, tank2)

    while not game_state.get('screen_done'):

        # Handle events.
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                quit_game(game_state)

            elif event.type == pygame.MOUSEBUTTONDOWN:

                b = button_at_point(general_sprites, event.pos)
                if b:
                    game_state = b.on_click(game_state)

            elif event.type == pygame.KEYDOWN:
                keys = pygame.key.get_pressed()
                if keys[pygame.K_RIGHT]:
                    tank1.move((10, 0))
                elif keys[pygame.K_LEFT]:
                    tank1.move((-10, 0))
                elif keys[pygame.K_UP]:
                    tank1.move((0, -10))
                elif keys[pygame.K_DOWN]:
                    tank1.move((0, 10))
                elif keys[pygame.K_d]:
                    tank2.move((10, 0))
                elif keys[pygame.K_a]:
                    tank2.move((-10, 0))
                elif keys[pygame.K_w]:
                    tank2.move((0, -10))
                elif keys[pygame.K_s]:
                    tank2.move((0, 10))

        # Display.
        game_surface.fill((255, 0, 0))

        general_sprites.draw(game_surface)
        tank_sprites.draw(game_surface)

        pygame.display.update()

        clock.tick(fps)

    return game_state
Exemplo n.º 5
0
    def init_image(self):
        self.image = pygame.Surface((self.w, self.h))
        self.image.fill((150, 150, 150))

        loaded_img = pygame.image.load(self.img_path)
        self.image.blit(loaded_img, (0, 0))

        name = self.product.get('name')

        # Display the article title.
        title = self.title_font.render(name, True, self.text_color)
        pos = ((self.w * 0.25) - (title.get_size()[0] * 0.5), (self.h * 0.2))
        self.image.blit(title, pos)

        # Generate a tagline.
        tagline_template = random.choice(tagline_templates)
        tagline_text = tagline_template.format(self.company, name)
        tagline_text_box = TextSprite(self.x, self.y, (self.w * 0.6),
                                      (self.h * 0.9), tagline_text)
        self.image.blit(tagline_text_box.image,
                        ((self.w * 0.05), (self.h * 0.3)))

        # Display the product image
        product_image = ImageSprite(0, 0, self.product.get('img'))
        scaled_image = aspect_scale(product_image.image,
                                    ((self.w * 0.4), (self.h * 0.4)))
        self.image.blit(scaled_image, ((self.w * 0.65), (self.h * 0.3)))
        scaled_w, scaled_h = scaled_image.get_size()
        box_rect = pygame.Rect((self.w * 0.65), (self.h * 0.3), scaled_w,
                               scaled_h)
        pygame.draw.rect(self.image, (50, 50, 50), box_rect, 2)

        # Choose a type of review
        # suuuper quick hacky way of percentage choices
        choice_list = [
            'good',
            'good',
            'good',
            'medium',
            'medium',
            'medium',
            'medium',
            'medium',
            'bad',
        ]
        review_type = random.choice(choice_list)
        if (random.random() < 0.05):
            review_type = 'very_bad'
        self.review_type = review_type

        # Display the reviews with their scores.
        reviews = get_reviews(review_type)
        y_offset = self.h * 0.45
        for review in reviews:
            score = review.get('score')
            text = review.get('text') + '  ' + str(score) + '/10'
            review_text_box = TextSprite(self.x, self.y, (self.w * 0.5),
                                         (self.h * 0.5), text)
            self.image.blit(review_text_box.image,
                            ((self.w * 0.075), y_offset))
            y_offset += 50

        self.original_image = self.image
        self.original_scale = (self.w, self.h)
        self.current_modifier = 0.004
        self.image = pygame.transform.scale(self.image,
                                            self.get_current_scale())