class Section(Dialog): def __init__(self, master, title: str, gameplay: FourInARowGameplay): Dialog.__init__(self, master, bg_color=BLUE) self.master = master self.gameplay = gameplay arrow = pygame.transform.flip(RESOURCES.IMG["arrow"], True, False) self.button_back = ImageButton(self, img=arrow, width=50, callback=self.stop, active_offset=(0, 5), highlight_color=YELLOW) self.title = Text(title) def place_objects(self) -> None: self.button_back.move(left=self.frame.left + 5, top=self.frame.top + 5) self.title.move(centerx=self.frame.centerx, top=self.frame.top + 10) def on_start_loop(self) -> None: self.frame.size = self.frame.width, self.master.buttons.height self.frame.move(right=0, top=self.master.buttons.top) self.frame.animate_move(self, speed=50, at_every_frame=self.place_objects, left=10, top=self.frame.top) def on_quit(self) -> None: self.frame.animate_move(self, speed=50, at_every_frame=self.place_objects, right=0, top=self.frame.top)
class ConfirmPayement(Window): def __init__(self, master): Window.__init__(self, master=master, bg_music=master.bg_music) self.bg = RectangleShape(*self.size, (0, 0, 0, 170)) self.frame = RectangleShape(0.50 * self.width, 0.50 * self.height, GREEN, outline=3) self.text = Text("Are you sure you want\nto buy this car ?", (RESOURCES.FONT["algerian"], 60), justify=Text.T_CENTER) self.button_yes = Button(self, "Yes", self.text.font, bg=GREEN, hover_bg=GREEN_LIGHT, active_bg=GREEN_DARK, hover_sound=RESOURCES.SFX["select"], on_click_sound=RESOURCES.SFX["validate"], highlight_color=YELLOW, callback=self.buy) self.button_red_cross = ImageButton( self, img=RESOURCES.IMG["red_cross"], active_img=RESOURCES.IMG["red_cross_hover"], hover_sound=RESOURCES.SFX["select"], on_click_sound=RESOURCES.SFX["back"], callback=self.stop, highlight_color=YELLOW) self.buyed = False self.bind_key(pygame.K_ESCAPE, lambda event: self.stop(sound=RESOURCES.SFX["back"])) self.bind_joystick( 0, "B", lambda event: self.stop(sound=RESOURCES.SFX["back"])) def place_objects(self): self.text.center = self.frame.center = self.center self.button_red_cross.move(left=self.frame.left + 5, top=self.frame.top + 5) self.button_yes.move(bottom=self.frame.bottom - 10, centerx=self.frame.centerx) def set_grid(self): self.button_red_cross.set_obj_on_side(on_bottom=self.button_yes) self.button_yes.set_obj_on_side(on_top=self.button_red_cross) def buy(self): self.buyed = True self.stop()
class Garage(Window): def __init__(self): Window.__init__(self, bg_color=GRAY, bg_music=RESOURCES.MUSIC["garage"]) params_for_all_buttons = { "bg": GREEN, "hover_bg": GREEN_LIGHT, "active_bg": GREEN_DARK, "highlight_color": YELLOW, "hover_sound": RESOURCES.SFX["select"], } params_for_button_except_back = { "on_click_sound": RESOURCES.SFX["validate"], "disabled_sound": RESOURCES.SFX["block"], "disabled_bg": GRAY_LIGHT, } params_for_button_except_back.update(params_for_all_buttons) params_for_car_viewer = { k: params_for_button_except_back[k] for k in ["hover_sound", "on_click_sound"] } self.button_back = ImageButton(self, RESOURCES.IMG["blue_arrow"], **params_for_all_buttons, on_click_sound=RESOURCES.SFX["back"], callback=self.stop) self.car_viewer = CarViewer(self, SAVE["car"], **params_for_car_viewer) size_progress_bar = (300, 30) self.speed_bar = ProgressBar(*size_progress_bar, TRANSPARENT, GREEN) self.maniability_bar = ProgressBar(*size_progress_bar, TRANSPARENT, GREEN) self.braking_bar = ProgressBar(*size_progress_bar, TRANSPARENT, GREEN) self.left_arrow = ImageButton( self, img=RESOURCES.IMG["left_arrow"], active_img=RESOURCES.IMG["left_arrow_hover"], **params_for_button_except_back, callback=self.car_viewer.decrease_id) self.right_arrow = ImageButton( self, img=RESOURCES.IMG["right_arrow"], active_img=RESOURCES.IMG["right_arrow_hover"], **params_for_button_except_back, callback=self.car_viewer.increase_id) for arrow in [self.left_arrow, self.right_arrow]: arrow.take_focus(False) self.button_price = Button(self, font=(RESOURCES.FONT["algerian"], 40), img=Image(RESOURCES.IMG["piece"], size=40), compound="right", callback=self.buy_car, **params_for_button_except_back) self.button_play = Button(self, "Play", font=(RESOURCES.FONT["algerian"], 70), callback=self.play, **params_for_button_except_back) self.text_money = Text(format_number(SAVE["money"]), (RESOURCES.FONT["algerian"], 50), YELLOW, img=Image(RESOURCES.IMG["piece"], height=40), compound="right") self.text_highscore = Text( "Highscore: {}".format(format_number(SAVE["highscore"])), (RESOURCES.FONT["algerian"], 50), YELLOW) self.padlock = Image(RESOURCES.IMG["padlock"]) self.bind_key(pygame.K_ESCAPE, lambda event: self.stop(sound=RESOURCES.SFX["back"])) self.bind_joystick( 0, "B", lambda event: self.stop(sound=RESOURCES.SFX["back"])) def update(self): self.left_arrow.set_visibility(self.car_viewer.id > 1) self.right_arrow.set_visibility( self.car_viewer.id < len(self.car_viewer)) if not SAVE["owned_cars"][self.car_viewer.id]: self.padlock.show() price = self.car_viewer["price"] if isinstance(price, int): self.button_price.show() self.button_price.text = format_number(price) self.button_price.state = Button.NORMAL if SAVE[ "money"] >= price else Button.DISABLED else: self.button_price.hide() self.button_play.state = Button.DISABLED else: self.padlock.hide() self.button_price.hide() self.button_play.state = Button.NORMAL SAVE["car"] = self.car_viewer.id max_s = self.car_viewer.max_speed min_a = self.car_viewer.min_acceleration max_m = self.car_viewer.max_maniability min_b = self.car_viewer.min_braking s = self.car_viewer["max_speed"] a = self.car_viewer["acceleration"] m = self.car_viewer["maniability"] b = self.car_viewer["braking"] self.speed_bar.percent = (s + min_a) / (max_s + a) self.maniability_bar.percent = m / max_m self.braking_bar.percent = min_b / b def place_objects(self): self.button_back.topleft = (5, 5) self.car_viewer.move(center=self.center) self.padlock.center = self.car_viewer.center self.braking_bar.move(bottom=self.car_viewer.top - 40, centerx=self.car_viewer.centerx + 100) self.maniability_bar.move(bottom=self.braking_bar.top - 10, centerx=self.car_viewer.centerx + 100) self.speed_bar.move(bottom=self.maniability_bar.top - 10, centerx=self.car_viewer.centerx + 100) self.speed_bar.show_label("Speed/Acc.", ProgressBar.S_LEFT, font=(RESOURCES.FONT["algerian"], 40)) self.maniability_bar.show_label("Maniability", ProgressBar.S_LEFT, font=(RESOURCES.FONT["algerian"], 40)) self.braking_bar.show_label("Braking", ProgressBar.S_LEFT, font=(RESOURCES.FONT["algerian"], 40)) self.left_arrow.move(left=self.left + 50, centery=self.centery) self.right_arrow.move(right=self.right - 50, centery=self.centery) self.button_price.move(centerx=self.centerx, top=self.car_viewer.bottom + 25) self.button_play.move(bottom=self.bottom - 50, right=self.right - 10) self.text_money.move(top=5, right=self.right - 10) self.text_highscore.move(bottom=self.bottom - 50, left=5) def set_grid(self): self.button_back.set_obj_on_side(on_bottom=self.car_viewer) self.car_viewer.set_obj_on_side(on_top=self.button_back, on_bottom=self.button_price) self.button_price.set_obj_on_side(on_top=self.car_viewer, on_bottom=self.button_play) self.button_play.set_obj_on_side(on_top=self.button_price) def buy_car(self): confirm_window = ConfirmPayement(self) confirm_window.mainloop() if confirm_window.buyed: SAVE["money"] -= self.car_viewer["price"] SAVE["owned_cars"][self.car_viewer.id] = True self.text_money.message = format_number(SAVE["money"]) if Clickable.MODE != Clickable.MODE_MOUSE: self.car_viewer.focus_set() def play(self): environment_chooser = EnvironmentChooser(self) environment_chooser.mainloop() self.text_money.message = format_number(SAVE["money"]) self.text_highscore.message = "Highscore: {}".format( format_number(SAVE["highscore"]))
class Gameplay(Window): def __init__(self, player: int): Window.__init__(self, bg_color=(0, 200, 255), bg_music=RESOURCES.MUSIC["gameplay"]) self.player_id = player self.button_back = ImageButton(self, RESOURCES.IMG["arrow_blue"], rotate=180, size=50, callback=self.stop, highlight_color=YELLOW) self.player_grid = PlayerNavy(self, self.client_socket) self.opposite_grid = OppositeNavy(self, self.client_socket) self.ai = AI() self.turn_checker = TurnArrow() self.restart = False self.bind_key(pygame.K_ESCAPE, lambda event: self.stop()) self.text_finish = Text("Finish !!!", font=(None, 120), color=WHITE) self.game_finished = False def start(self, navy_setup: Sequence[Dict[str, Any]], ai_setup=None) -> None: self.player_grid.load_setup(navy_setup) self.opposite_grid.ai_setup = ai_setup or list() self.turn_checker.turn = self.get_default_turn() self.game_finished = self.restart = False self.ai.reset() self.mainloop() def on_quit(self) -> None: self.player_grid.reset() self.opposite_grid.reset() self.objects.set_focus(None) def update(self): self.text_finish.set_visibility(self.game_finished) if self.game_finished: return if self.player_grid.destroyed(): self.opposite_grid.set_box_clickable(False) self.highlight_ships( self.opposite_grid.show_all_non_destroyed_ships()) self.after(3000, lambda victory=False: self.finish(victory)) self.game_finished = True elif self.opposite_grid.destroyed(): self.opposite_grid.set_box_clickable(False) self.player_grid.send_non_destroyed_ships() self.after(3000, lambda victory=True: self.finish(victory)) self.game_finished = True elif self.client_socket.connected(): if self.client_socket.recv("attack"): self.hit_a_box(self.player_grid, json.loads(self.client_socket.get("attack"))) elif self.client_socket.recv("quit"): self.finish(None) def get_default_turn(self) -> bool: if not self.client_socket.connected(): return True if self.player_id == 1: my_turn = random.choice([True, False]) self.client_socket.send("turn", not my_turn) return my_turn result = self.client_socket.wait_for("turn") if result == "quit": return False return bool(self.client_socket.get("turn")) def finish(self, victory: bool): FinishWindow(self, victory).mainloop() self.stop() def highlight_ships(self, ships: Sequence[Ship]): for ship in ships: for box in ship.boxes_covered: box.hover = not box.hover self.after(500, lambda: self.highlight_ships(ships)) def place_objects(self): self.button_back.move(x=20, y=20) self.text_finish.move(y=20, centerx=self.centerx) self.player_grid.move(x=20, centery=self.centery) self.opposite_grid.move(right=self.right - 20, centery=self.centery) self.turn_checker.resize_all_sprites(width=self.opposite_grid.left - self.player_grid.right - 150) self.turn_checker.move(center=self.center) def hit_a_box(self, navy: Navy, box: Union[Tuple[int, int], Box]): if isinstance(box, (list, tuple)): box = navy.get_box(*box) hitted = navy.box_hit(box) if navy.destroyed(): return turn = hitted if navy == self.opposite_grid else not hitted if turn is False: self.opposite_grid.set_box_clickable(False) wait_time = 1000 if turn != self.turn_checker.turn else 0 self.after(wait_time, lambda: self.set_turn(turn)) def set_turn(self, turn: bool): self.turn_checker.turn = turn if self.turn_checker.turn is True: self.opposite_grid.set_box_clickable(True) if self.turn_checker.turn is False and not self.client_socket.connected( ) and not self.player_grid.destroyed(): self.after( 1000, lambda: self.hit_a_box( self.player_grid, self.ai.play(self.player_grid.map)))
class NavySetup(Window): def __init__(self): Window.__init__(self, bg_color=(0, 200, 255)) self.gameplay = Gameplay() self.enemy_quit_window = EnemyQuitGame(self) self.transition = GameSetupTransition() self.count_down = CountDown(self, 60, "Time left: {seconds}", font=(None, 70), color=WHITE) self.start_count_down = lambda: self.count_down.start( at_end=self.timeout) if self.client_socket.connected() else None self.button_back = ImageButton(self, RESOURCES.IMG["arrow_blue"], rotate=180, size=50, callback=self.stop) self.navy_grid = Grid(self, bg_color=(0, 157, 255)) self.__boxes_dict = {(i, j): BoxSetup(self, size=BOX_SIZE, pos=(i, j)) for i in range(NB_LINES_BOXES) for j in range(NB_COLUMNS_BOXES)} self.__boxes_list = list(self.__boxes_dict.values()) self.navy_grid.place_multiple(self.__boxes_dict) self.ships_list = DrawableListVertical(offset=70, justify="left") for ship_name, ship_infos in SHIPS.items(): ship_line = DrawableListHorizontal(offset=ship_infos["offset"]) for _ in range(ship_infos["nb"]): ship_line.add(ShipSetup(self, ship_name, ship_infos["size"])) self.ships_list.add(ship_line) option_size = 50 self.button_restart = Button(self, img=Image(RESOURCES.IMG["reload_blue"], size=option_size), callback=self.reinit_all_ships) self.button_random = Button(self, img=Image(RESOURCES.IMG["random"], size=option_size), callback=self.shuffle) self.button_play = Button(self, "Play", font=(None, 40), callback=self.play) @property def ships(self) -> Sequence[ShipSetup]: return self.ships_list.drawable @property def boxes(self) -> Sequence[BoxSetup]: return self.__boxes_list def start(self, player_id: int) -> None: self.gameplay.player_id = player_id self.mainloop(transition=self.transition) def on_start_loop(self) -> None: self.start_count_down() def on_quit(self) -> None: self.reinit_all_ships() def place_objects(self) -> None: self.button_back.move(x=20, y=20) self.count_down.move(top=20, right=self.right - 20) self.navy_grid.move(x=20, centery=self.centery) self.ships_list.move(left=self.navy_grid.right + 100, top=self.navy_grid.top + 30) self.button_restart.move(left=self.navy_grid.right + 20, bottom=self.navy_grid.bottom) self.button_random.move(left=self.button_restart.right + 20, bottom=self.navy_grid.bottom) self.button_play.move(right=self.right - 20, bottom=self.bottom - 20) for ship in self.ships: ship.default_center = ship.center def update(self): self.button_play.state = Button.NORMAL if all( ship.on_map for ship in self.ships) else Button.DISABLED if self.client_socket.recv("quit"): self.count_down.stop() self.enemy_quit_window.mainloop() self.stop() def create_setup(self) -> Sequence[dict[str, dict[str, Any]]]: setup = list() for ship in self.ships: setup.append({ "name": ship.name, "orient": ship.orient, "boxes": [box.pos for box in ship.boxes_covered] }) return setup def timeout(self): for ship in filter(lambda ship: not ship.on_map, self.ships): self.set_random_position_for_ship(ship) self.play() def play(self): if not all(ship.on_map for ship in self.ships): return if not self.client_socket.connected(): ai_navy_setup = NavySetup() ai_navy_setup.shuffle() ai_setup = ai_navy_setup.create_setup() else: ai_setup = None self.count_down.stop() self.client_socket.send("ready") WaitEnemy(self).mainloop() self.gameplay.start(self.create_setup(), ai_setup=ai_setup) self.reinit_all_ships() if self.gameplay.restart: self.start_count_down() else: self.stop() def reinit_all_ships(self): for ship in self.ships: ship.center = ship.default_center ship.orient = ShipSetup.HORIZONTAL ship.clear() def get_box(self, line: int, column: float) -> BoxSetup: return self.__boxes_dict.get((line, column)) def remove_boxes_highlight(self): for box in self.boxes: box.hover = False box.state = Button.NORMAL def get_valid_highlighted_boxes(self) -> Sequence[BoxSetup]: return list( filter(lambda box: box.hover and box.state == Button.NORMAL, self.boxes)) def highlight_boxes(self, ship: ShipSetup) -> None: boxes = list() for box in self.boxes: self.highlight_one_box(ship, box, len(boxes)) if box.hover is True: boxes.append(box) if len(boxes) != ship.ship_size or any(not self.valid_box(ship, box) for box in boxes): for box in boxes: box.state = Button.DISABLED def highlight_one_box(self, ship: ShipSetup, box: BoxSetup, nb_boxes_covered: int) -> None: box.hover = False box.state = Button.NORMAL if nb_boxes_covered == ship.ship_size: return if ship.orient == ShipSetup.HORIZONTAL: if (box.top <= ship.centery <= box.bottom) is False: return if ship.left > box.centerx or ship.right < box.centerx: return else: if (box.left <= ship.centerx <= box.right) is False: return if ship.top > box.centery or ship.bottom < box.centery: return box.hover = True def valid_box(self, ship: ShipSetup, box: BoxSetup) -> bool: line, column = box.pos offsets = [(-1, -1), (0, -1), (1, -1), (-1, 0), (0, 0), (1, 0), (-1, 1), (0, 1), (1, 1)] for u, v in offsets: box = self.get_box(line + u, column + v) if box is None: continue if box.ship is not None and box.ship != ship: return False return True def shuffle(self) -> None: self.reinit_all_ships() for ship in self.ships: self.set_random_position_for_ship(ship) def set_random_position_for_ship(self, ship: ShipSetup) -> None: ship.orient = random.choice([ShipSetup.HORIZONTAL, ShipSetup.VERTICAL]) first_box = random.choice(self.get_available_boxes(ship)) boxes = [first_box] for i in range(1, ship.ship_size): u = first_box.pos[ 0] + i if ship.orient == ShipSetup.VERTICAL else first_box.pos[ 0] v = first_box.pos[ 1] + i if ship.orient == ShipSetup.HORIZONTAL else first_box.pos[ 1] boxes.append(self.get_box(u, v)) ship.place_ship_on_map(boxes) def get_available_boxes(self, ship: ShipSetup): available_boxes = list() for box in self.boxes: if not self.valid_box(ship, box): continue line, column = box.pos valid = True for i in range(1, ship.ship_size): u = line + i if ship.orient == ShipSetup.VERTICAL else line v = column + i if ship.orient == ShipSetup.HORIZONTAL else column b = self.get_box(u, v) if b is None or (not self.valid_box(ship, b)): valid = False break if valid: available_boxes.append(box) return available_boxes
class Options(Window): def __init__(self, master: Window): Window.__init__(self, master=master, bg_music=master.bg_music) self.frame = RectangleShape(0.60 * self.width, 0.60 * self.height, GREEN, outline=3) self.title = Text("Options", font=(RESOURCES.FONT["algerian"], 70)) self.options_font = (RESOURCES.FONT["algerian"], 40) self.case_font = (RESOURCES.FONT["algerian"], 30) self.control_font = ("calibri", 20) params_for_all_scales = { "width": 0.45 * self.frame.w, "color": TRANSPARENT, "scale_color": GREEN_DARK, "from_": 0, "to": 100, "outline": 3, } params_for_all_buttons = { "highlight_color": YELLOW, "hover_sound": RESOURCES.SFX["select"], "disabled_sound": RESOURCES.SFX["block"] } params_for_option_buttons = { "on_click_sound": RESOURCES.SFX["validate"] } params_for_buttons = { "bg": GRAY_DARK, "fg": WHITE, "hover_bg": GRAY, "active_bg": BLACK } params_for_reset_button = { "bg": RED, "fg": WHITE, "hover_bg": RED_LIGHT, "active_bg": RED_DARK, } self.button_back = ImageButton(self, img=RESOURCES.IMG["blue_arrow"], on_click_sound=RESOURCES.SFX["back"], callback=self.stop, **params_for_all_buttons) self.button_change_page = Button(self, ">>", font=self.case_font, callback=self.change_page, **params_for_all_buttons, **params_for_option_buttons, **params_for_buttons) self.nb_pages = 2 self.page = 1 ## PAGE 1 ## valid_img = Image(RESOURCES.IMG["green_valid"]) self.text_music = Text("Music:", self.options_font) self.cb_music = CheckBox(self, 30, 30, TRANSPARENT, image=valid_img, value=self.get_music_state(), callback=self.set_music_state, **params_for_all_buttons, **params_for_option_buttons) self.scale_music = Scale( self, **params_for_all_scales, **params_for_all_buttons, height=self.cb_music.height, default=Window.music_volume() * 100, callback=lambda value, percent: Window.set_music_volume(percent)) self.text_sound = Text("SFX:", self.options_font) self.cb_sound = CheckBox(self, 30, 30, TRANSPARENT, image=valid_img, value=self.get_sound_state(), callback=self.set_sound_state, **params_for_all_buttons, **params_for_option_buttons) self.scale_sound = Scale( self, **params_for_all_scales, **params_for_all_buttons, height=self.cb_sound.height, default=Window.sound_volume() * 100, callback=lambda value, percent: Window.set_sound_volume(percent)) self.text_fps = Text("FPS:", self.options_font) self.cb_show_fps = CheckBox(self, 30, 30, TRANSPARENT, image=valid_img, value=Window.fps_is_shown(), callback=self.show_fps, **params_for_all_buttons, **params_for_option_buttons) self.button_reset = Button(self, "Reset Save", font=(RESOURCES.FONT["algerian"], 30), callback=SAVE.reset, state=Button.DISABLED, **params_for_all_buttons, **params_for_option_buttons, **params_for_reset_button) ## PAGE 2 ## self.text_acceleration = Text("Accélérer:", self.options_font) self.button_auto_acceleration = Button( self, font=self.case_font, callback=lambda: SAVE.update(auto_acceleration=not SAVE[ "auto_acceleration"]), **params_for_all_buttons, **params_for_option_buttons, **params_for_buttons) self.button_acceleration = Button( self, font=self.control_font, callback=lambda: self.choose_key("speed_up"), **params_for_all_buttons, **params_for_option_buttons, **params_for_buttons) self.text_brake = Text("Freiner:", self.options_font) self.button_brake = Button(self, font=self.control_font, callback=lambda: self.choose_key("brake"), **params_for_all_buttons, **params_for_option_buttons, **params_for_buttons) self.text_move_up = Text("Aller en haut:", self.options_font) self.button_move_up = Button(self, font=self.control_font, callback=lambda: self.choose_key("up"), **params_for_all_buttons, **params_for_option_buttons, **params_for_buttons) self.text_move_down = Text("Aller en bas:", self.options_font) self.button_move_down = Button( self, font=self.control_font, callback=lambda: self.choose_key("down"), **params_for_all_buttons, **params_for_option_buttons, **params_for_buttons) self.bind_key(pygame.K_ESCAPE, lambda event: self.stop(sound=RESOURCES.SFX["back"])) self.bind_joystick( 0, "B", lambda event: self.stop(sound=RESOURCES.SFX["back"])) def on_quit(self): SAVE.dump() def change_page(self): self.page = (self.page % self.nb_pages) + 1 def update(self): self.hide_all(without=[ self.frame, self.title, self.button_back, self.button_change_page ]) if self.page == 1: self.text_music.show() self.text_sound.show() for checkbox, scale in [(self.cb_music, self.scale_music), (self.cb_sound, self.scale_sound)]: checkbox.show() if checkbox.value is True: scale.show() checkbox.set_obj_on_side(on_right=scale) else: checkbox.set_obj_on_side(on_right=self.button_change_page) self.text_fps.show() self.cb_show_fps.show() self.button_reset.show() self.button_back.set_obj_on_side(on_bottom=self.cb_music, on_right=self.cb_music) self.button_change_page.set_obj_on_side(on_top=self.cb_show_fps, on_left=self.button_reset) elif self.page == 2: self.text_acceleration.show() self.button_auto_acceleration.text = "Automatique" if SAVE[ "auto_acceleration"] else "Manuel" self.button_auto_acceleration.show() control_text_format = "Key: {key}\nJoystick: {joy}" if not SAVE["auto_acceleration"]: self.button_acceleration.text = control_text_format.format( **SAVE["controls"]["speed_up"]) self.button_acceleration.move( left=self.button_auto_acceleration.right + 10, centery=self.button_auto_acceleration.centery) self.button_acceleration.show() self.button_auto_acceleration.set_obj_on_side( on_right=self.button_acceleration) else: self.button_auto_acceleration.set_obj_on_side( on_right=self.button_back) fields = [ (self.text_brake, self.button_brake, "brake"), (self.text_move_up, self.button_move_up, "up"), (self.text_move_down, self.button_move_down, "down"), ] for text, button, action in fields: text.show() button.text = control_text_format.format( **SAVE["controls"][action]) button.show() self.button_back.set_obj_on_side( on_bottom=self.button_auto_acceleration, on_right=self.button_auto_acceleration) self.button_change_page.set_obj_on_side( on_top=self.button_move_down, on_left=self.button_move_down) def place_objects(self): self.frame.move(center=self.center) self.title.move(top=self.frame.top + 10, centerx=self.frame.centerx) self.button_back.move(top=self.frame.top + 5, left=self.frame.left + 5) self.button_change_page.move(bottom=self.frame.bottom - 5, right=self.frame.right - 5) ## PAGE 1 ## self.text_music.move(left=self.frame.left + 10, top=self.title.bottom + 10) self.text_sound.move(right=self.text_music.right, top=self.text_music.bottom + 5) self.cb_music.move(left=self.text_music.right + 10, centery=self.text_music.centery) self.cb_sound.move(left=self.text_music.right + 10, centery=self.text_sound.centery) self.scale_music.move(centerx=self.frame.centerx, centery=self.cb_music.centery) self.scale_music.show_value(Scale.S_RIGHT, font=self.case_font) self.scale_sound.move(centerx=self.frame.centerx, centery=self.cb_sound.centery) self.scale_sound.show_value(Scale.S_RIGHT, font=self.case_font) self.text_fps.move(right=self.text_music.right, top=self.text_sound.bottom + 50) self.cb_show_fps.move(left=self.text_fps.right + 10, centery=self.text_fps.centery) self.button_reset.move(bottom=self.frame.bottom - 5, left=self.frame.left + 5) ## PAGE 2 ## self.text_acceleration.move(left=self.frame.left + 10, top=self.title.bottom + 50) self.button_auto_acceleration.move( left=self.text_acceleration.right + 10, centery=self.text_acceleration.centery) self.text_brake.move(left=self.text_acceleration.left, top=self.text_acceleration.bottom + 50) self.button_brake.move(left=self.text_brake.right + 10, centery=self.text_brake.centery) self.text_move_up.move(left=self.text_acceleration.left, top=self.text_brake.bottom + 50) self.button_move_up.move(left=self.text_move_up.right + 10, centery=self.text_move_up.centery) self.text_move_down.move(left=self.text_acceleration.left, top=self.text_move_up.bottom + 50) self.button_move_down.move(left=self.text_move_down.right + 10, centery=self.text_move_down.centery) def set_grid(self): ## PAGE 1 ## self.cb_music.set_obj_on_side(on_top=self.button_back, on_left=self.button_back, on_bottom=self.cb_sound) self.scale_music.set_obj_on_side(on_top=self.button_back, on_left=self.cb_music, on_bottom=self.scale_sound, on_right=self.button_change_page) self.cb_sound.set_obj_on_side(on_top=self.cb_music, on_left=self.button_back, on_bottom=self.cb_show_fps) self.scale_sound.set_obj_on_side(on_top=self.scale_music, on_left=self.cb_sound, on_bottom=self.cb_show_fps, on_right=self.button_change_page) self.cb_show_fps.set_obj_on_side(on_left=self.button_back, on_top=self.cb_sound, on_bottom=self.button_reset, on_right=self.button_change_page) self.button_reset.set_obj_on_side(on_left=self.button_back, on_top=self.cb_show_fps, on_right=self.button_change_page) ## PAGE 2 ## self.button_auto_acceleration.set_obj_on_side( on_top=self.button_back, on_left=self.button_back, on_bottom=self.button_brake) self.button_acceleration.set_obj_on_side( on_top=self.button_back, on_left=self.button_auto_acceleration, on_bottom=self.button_brake, on_right=self.button_change_page) self.button_brake.set_obj_on_side(on_top=self.button_auto_acceleration, on_left=self.button_back, on_bottom=self.button_move_up, on_right=self.button_change_page) self.button_move_up.set_obj_on_side(on_top=self.button_brake, on_left=self.button_back, on_bottom=self.button_move_down, on_right=self.button_change_page) self.button_move_down.set_obj_on_side( on_top=self.button_move_up, on_left=self.button_back, on_bottom=self.button_change_page, on_right=self.button_change_page) def choose_key(self, action: str): AssignmentPrompt(self, action).mainloop()