def __init__(self, surface): self.surface = surface self.state = PLACE_TILE # todo: remove this shit self.gameSurfaceRect = g.gameSurface.get_rect() self.gameSurfaceRect.top = 16 self.gameSurfaceRect.left = 16 ############## # PLACE TILE # ############## # selected tile self.selectedTileX = 0 self.selectedTileY = 0 self.selectedTileSurface = pygame.Surface((PIC_X, PIC_Y)) self.selectedTileRect = pygame.Rect((632, 175, 32, 32)) # tileset self.tilesetOffsetX = 0 self.tilesetOffsetY = 0 self.tilesetImg = pygame.image.load(g.dataPath + '/tilesets/Tiles1.bmp').convert_alpha() self.tilesetImgRect = self.tilesetImg.get_rect() self.tilesetSurfaceRect = pygame.Rect((540, 212, PIC_X*6, PIC_Y*4)) #buttons # scroll, save, cancel, clear layer # - scroll buttons (place them near self.tileSurfaceRect) btnScrollLeft = pygUI.pygButton((self.tilesetSurfaceRect.x, (self.tilesetSurfaceRect.y+self.tilesetSurfaceRect.height), 32, 32), fgcolor=(255, 255, 255), normal=g.dataPath + '/gui/button_left_normal.png', down=g.dataPath + '/gui/button_left_down.png', highlight=g.dataPath + '/gui/button_left_highlight.png') btnScrollRight = pygUI.pygButton((self.tilesetSurfaceRect.x + (self.tilesetSurfaceRect.width-32), (self.tilesetSurfaceRect.y+self.tilesetSurfaceRect.height), 32, 32), fgcolor=(255, 255, 255), normal=g.dataPath + '/gui/button_right_normal.png', down=g.dataPath + '/gui/button_right_down.png', highlight=g.dataPath + '/gui/button_right_highlight.png') btnScrollUp = pygUI.pygButton((self.tilesetSurfaceRect.x + (self.tilesetSurfaceRect.width), self.tilesetSurfaceRect.y, 32, 32), fgcolor=(255, 255, 255), normal=g.dataPath + '/gui/button_up_normal.png', down=g.dataPath + '/gui/button_up_normal.png', highlight=g.dataPath + '/gui/button_up_highlight.png') btnScrollDown = pygUI.pygButton((self.tilesetSurfaceRect.x + (self.tilesetSurfaceRect.width), (self.tilesetSurfaceRect.y+self.tilesetSurfaceRect.height-32), 32, 32), fgcolor=(255, 255, 255), normal=g.dataPath + '/gui/button_down_normal.png', down=g.dataPath + '/gui/button_down_normal.png', highlight=g.dataPath + '/gui/button_down_highlight.png') self.tileButtons = (btnScrollLeft, btnScrollRight, btnScrollUp, btnScrollDown) ############## # PLACE WARP # ############## # input self.inpWarpMapID = pygUI.pygInputField((573, 250, 150, 20), "Map ID", 20, (255, 255, 255)) self.inpWarpX = pygUI.pygInputField((573, 300, 150, 20), "X", 20, (255, 255, 255)) self.inpWarpY = pygUI.pygInputField((573, 340, 150, 20), "Y", 20, (255, 255, 255)) self.inpWarpMapID.restricted = '1234567890' self.inpWarpX.restricted = '1234567890' self.inpWarpY.restricted = '1234567890' # labels self.lblWarpLeftClick = pygUI.pygLabel((496, 190, 304, 10), "Left click to add warp", align=pygUI.ALIGN_CENTER) self.lblWarpRightClick = pygUI.pygLabel((496, 210, 304, 10), "Right click to remove warp", align=pygUI.ALIGN_CENTER)
def __init__(self, graphicsEngine): self.graphicsEngine = graphicsEngine self.state = GUI_STATS self.background = pygame.image.load(g.dataPath + '/gui/game_background.png') g.guiSurface.blit(self.background, (0, 0)) # events self.pressedKeys = [] # game GUIs self.mapEditorGUI = MapEditorGUI(g.guiSurface) # input fields (TODO: dont hardcode placement) self.inpChat = pygUI.pygInputField((16, 384, 480, 20), "", 40, (255, 255, 255)) self.inpChat.restricted = '\'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!"#$%&\\\'()*+,-./:;<=>?@[\]^_`{|}~\'' self.listLog = pygUI.pygList((16, 420, 480, 164), (255, 255, 255)) # TEMPORARY: MAP EDITOR self.label1 = pygUI.pygLabel((544, 150, 20, 20), "Selected tile:") # GUI self.app = gui.App() self.guiContainer = GUIContainer(self, align=-1, valign=-1) self.guiContainer.updateEngines() self.app.init(self.guiContainer) # dialogs self.quitDialog = QuitDialog()
def __init__(self, surface): self.surface = surface self.state = PLACE_TILE # todo: remove this shit self.gameSurfaceRect = g.gameSurface.get_rect() self.gameSurfaceRect.top = 16 self.gameSurfaceRect.left = 16 ############## # PLACE TILE # ############## # selected tile self.selectedTileX = 0 self.selectedTileY = 0 self.selectedTileSurface = pygame.Surface((PIC_X, PIC_Y)) self.selectedTileRect = pygame.Rect((632, 175, 32, 32)) # tileset self.tilesetOffsetX = 0 self.tilesetOffsetY = 0 self.tilesetImg = pygame.image.load( g.dataPath + '/tilesets/Tiles1.bmp').convert_alpha() self.tilesetImgRect = self.tilesetImg.get_rect() self.tilesetSurfaceRect = pygame.Rect((540, 212, PIC_X * 6, PIC_Y * 4)) #buttons # scroll, save, cancel, clear layer # - scroll buttons (place them near self.tileSurfaceRect) btnScrollLeft = pygUI.pygButton( (self.tilesetSurfaceRect.x, (self.tilesetSurfaceRect.y + self.tilesetSurfaceRect.height), 32, 32), fgcolor=(255, 255, 255), normal=g.dataPath + '/gui/button_left_normal.png', down=g.dataPath + '/gui/button_left_down.png', highlight=g.dataPath + '/gui/button_left_highlight.png') btnScrollRight = pygUI.pygButton( (self.tilesetSurfaceRect.x + (self.tilesetSurfaceRect.width - 32), (self.tilesetSurfaceRect.y + self.tilesetSurfaceRect.height), 32, 32), fgcolor=(255, 255, 255), normal=g.dataPath + '/gui/button_right_normal.png', down=g.dataPath + '/gui/button_right_down.png', highlight=g.dataPath + '/gui/button_right_highlight.png') btnScrollUp = pygUI.pygButton( (self.tilesetSurfaceRect.x + (self.tilesetSurfaceRect.width), self.tilesetSurfaceRect.y, 32, 32), fgcolor=(255, 255, 255), normal=g.dataPath + '/gui/button_up_normal.png', down=g.dataPath + '/gui/button_up_normal.png', highlight=g.dataPath + '/gui/button_up_highlight.png') btnScrollDown = pygUI.pygButton( (self.tilesetSurfaceRect.x + (self.tilesetSurfaceRect.width), (self.tilesetSurfaceRect.y + self.tilesetSurfaceRect.height - 32), 32, 32), fgcolor=(255, 255, 255), normal=g.dataPath + '/gui/button_down_normal.png', down=g.dataPath + '/gui/button_down_normal.png', highlight=g.dataPath + '/gui/button_down_highlight.png') self.tileButtons = (btnScrollLeft, btnScrollRight, btnScrollUp, btnScrollDown) ############## # PLACE WARP # ############## # input self.inpWarpMapID = pygUI.pygInputField((573, 250, 150, 20), "Map ID", 20, (255, 255, 255)) self.inpWarpX = pygUI.pygInputField((573, 300, 150, 20), "X", 20, (255, 255, 255)) self.inpWarpY = pygUI.pygInputField((573, 340, 150, 20), "Y", 20, (255, 255, 255)) self.inpWarpMapID.restricted = '1234567890' self.inpWarpX.restricted = '1234567890' self.inpWarpY.restricted = '1234567890' # labels self.lblWarpLeftClick = pygUI.pygLabel((496, 190, 304, 10), "Left click to add warp", align=pygUI.ALIGN_CENTER) self.lblWarpRightClick = pygUI.pygLabel((496, 210, 304, 10), "Right click to remove warp", align=pygUI.ALIGN_CENTER)