Пример #1
0
def start_resultmode(result, money):
    global all_sprites, resultmode_fon, resultmode_money_group, resultmode_score_group, resultmode_total_group
    global resultmode_menu_button, resultmode_return_button, resultmode_bonus, finish

    pygame.mixer.music.stop()
    finish.play()

    all_sprites = Group()

    resultmode_fon = Sprite()
    resultmode_fon.image = pygame.image.load(
        'data/Images/game_over_stuff/gameover.png')
    resultmode_fon.rect = resultmode_fon.image.get_rect()
    resultmode_fon.rect.x = 182
    resultmode_fon.rect.y = 50
    all_sprites.add(resultmode_fon)

    resultmode_menu_button = Sprite()
    resultmode_menu_button.image = pygame.image.load(
        'data/Images/game_over_stuff/menu button.png')
    resultmode_menu_button.rect = resultmode_menu_button.image.get_rect()
    resultmode_menu_button.rect.x = 182 + 45
    resultmode_menu_button.rect.y = 470
    all_sprites.add(resultmode_menu_button)

    resultmode_return_button = Sprite()
    resultmode_return_button.image = pygame.image.load(
        'data/Images/game_over_stuff/return button.png')
    resultmode_return_button.rect = resultmode_return_button.image.get_rect()
    resultmode_return_button.rect.x = 400
    resultmode_return_button.rect.y = 470
    all_sprites.add(resultmode_return_button)

    all_sprites.draw(main_screen)

    resultmode_score_group = Group()
    transform_number(result, resultmode_score_group, (175 + 182, 205))
    resultmode_score_group.draw(main_screen)

    resultmode_money_group = Group()
    x = transform_number(
        str(money) + '+', resultmode_money_group, (150 + 182, 290))
    resultmode_money_group.draw(main_screen)

    bonus = int(result * 0.02)
    resultmode_bonus = Group()
    transform_number(bonus, resultmode_bonus, (x, 290))
    resultmode_bonus.draw(main_screen)

    resultmode_total_group = Group()
    transform_number(money + bonus, resultmode_total_group, (150 + 182, 395))
    resultmode_total_group.draw(main_screen)

    pygame.display.flip()

    if data['high score'] < result:
        data['high score'] = result
    data['money'] += money + bonus
Пример #2
0
def render_center_info(board_render):
    center_info_surface = Surface((250, 250))
    match = board_render.match
    group = LayeredUpdates()

    # Background
    info_rect = Rect(0, 0, 250, 250)
    info_rect.center = board_render.surface.get_rect().center
    pygame.draw.rect(center_info_surface, (0, 0, 0), info_rect)

    current_path = os.path.dirname(os.path.realpath(__file__))
    font_path = os.path.join(
        current_path, "..", "..", "resources", "fonts", "SourceSans3-Semibold.ttf"
    )
    font = Font(font_path, 30)
    large_font = Font(font_path, 42)

    # Round Title
    round_text = "{} {}".format("East" if match.east_prevalent else "South", match.round_number)
    round_surface = font.render(round_text, True, (255, 255, 255))
    round_sprite = Sprite()
    round_sprite.image = round_surface
    round_sprite.rect = round_surface.get_rect()
    round_sprite.rect.center = info_rect.center
    round_sprite.rect.y -= (round_surface.get_rect().height // 2)
    round_sprite.layer = 1
    group.add(round_sprite)

    # Tiles Left in Wall
    tile_count_surface = large_font.render(str(len(match.current_board.wall)), True, (255, 255, 255))
    wall_remaining_sprite = Sprite()
    wall_remaining_sprite.image = tile_count_surface
    wall_remaining_sprite.rect = tile_count_surface.get_rect()
    wall_remaining_sprite.rect.center = info_rect.center
    wall_remaining_sprite.rect.y += (tile_count_surface.get_rect().height // 3)
    wall_remaining_sprite.layer = 1
    group.add(wall_remaining_sprite)

    # Wind Markers
    create_wind_markers(match, info_rect, group)

    # Turn Marker
    create_turn_marker(match, info_rect, group)

    # Riichi Markers
    create_riichi_markers(match, info_rect, group)

    background_sprite = Sprite()
    background_sprite.rect = info_rect
    background_sprite.image = center_info_surface
    background_sprite.layer = 0
    group.add(background_sprite)
    return group
Пример #3
0
def create_turn_marker(board, parent_rect, group):
    MARKER_OFFSET = 20
    MARKER_WIDTH = 5
    current_turn = board.current_board.current_turn
    if current_turn % 2 == 0:
        marker_size = (parent_rect.width - MARKER_OFFSET, MARKER_WIDTH)
    else:
        marker_size = (MARKER_WIDTH, parent_rect.width - MARKER_OFFSET)
    marker_size_half = (marker_size[0] / 2, marker_size[1] / 2)
    parent_half_width = parent_rect.width / 2
    parent_half_height = parent_rect.height / 2
    SEAT_OFFSETS = [
        (0, parent_half_height - marker_size_half[1]),
        (parent_half_width - marker_size_half[0], 0),
        (0, -parent_half_height + marker_size_half[1]),
        (-parent_half_width + marker_size_half[0], 0),
    ]

    turn_marker_surface = Surface(marker_size)
    turn_marker_surface.fill((255, 255, 255))
    sprite = Sprite()
    sprite.rect = turn_marker_surface.get_rect()
    sprite.image = turn_marker_surface
    sprite.rect.center = parent_rect.center
    sprite.rect.x += SEAT_OFFSETS[current_turn][0]
    sprite.rect.y += SEAT_OFFSETS[current_turn][1]
    sprite.layer = 2
    group.add(sprite)
Пример #4
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 def select(self):
     self.selected = True
     select = Sprite()
     select.image = pygame.image.load("images/Selected.png").convert_alpha()
     select.rect = self.rect
     select._layer = 5
     self.add(select)
Пример #5
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 def mark(self):
     self.marked = True
     mark = Sprite()
     mark.image = pygame.image.load("images/Mark.png").convert_alpha()
     mark.rect = self.rect
     mark._layer = 4
     self.add(mark)
Пример #6
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 def __init__(self, tile, camera, wx=0, wy=0, color=Color(255, 255, 255)):
     self.size = TileService.size
     GameObject.__init__(self, self.size, self.size, wx, wy)
     sprite = Sprite()
     sprite.image = TileService.getTile(tile, color)
     sprite.rect = (wx, wy, self.size, self.size)
     self.addSprites(sprite, camera)
Пример #7
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    def prep_lives(self):
        for x in range(self.stats.lives_left):
            temp = ImageRect(self.screen, "pac_man_right_1", 18, 18)
            life = Sprite()
            life.image = temp.image

            temp.rect.x = x * 18
            temp.rect.bottom = self.screen_rect.bottom - 1
            life.rect = temp.rect
            self.lives.add(life)
Пример #8
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    def create_grid(self, layer_id, group):
        layer_level = self.mapa_atual["layers"][layer_id]
        index_item = -1
        for celula in layer_level["grid"]:
            index_item += 1
            if celula == '0':
                continue

            y = index_item // layer_level["gridCellsY"]
            x = index_item % layer_level["gridCellsX"]
            celula_bloco = Sprite(group)
            celula_bloco.image = scale(
                self.tilemap_level.clip_sprite(0, 0, 16, 16), (32, 32))
            celula_bloco.rect = Rect(x * 32, y * 32, 32, 32)
Пример #9
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def render_bot_icons(board_render):
    ICON_SIZE = (50, 50)
    group = LayeredUpdates()

    SEAT_POS = [
        None, (board_render.surface.get_width() - ICON_SIZE[0] - 10, 80),
        (460 - ICON_SIZE[0] - 10, 10), (10, 80)
    ]

    game_view = board_render.match.game_manager.get_active_view()

    icon_cache = game_view.bot_icon_cache
    ais = game_view.ai_list
    ai_icons = []
    dud_ai_icon = pygame.Surface(ICON_SIZE, pygame.SRCALPHA)
    load_image_resource("dudB.png", dud_ai_icon, size=ICON_SIZE)
    for i in range(4):
        for icon in icon_cache:
            if icon['ai'] == ais[i]:
                surface = pygame.Surface(ICON_SIZE, pygame.SRCALPHA)
                load_image_resource(icon['icon'], surface, size=ICON_SIZE)
                ai_icons += [surface]
                break

    is_story_mode = hasattr(game_view, "match_dict")
    for seat in range(4):
        if seat == 0:
            continue
        sprite = Sprite()
        sprite.rect = (SEAT_POS[seat], ICON_SIZE)
        sprite.layer = 0
        if is_story_mode and seat != 2:
            sprite.image = dud_ai_icon
        else:
            sprite.image = ai_icons[seat]
        group.add(sprite)
    return group
Пример #10
0
def create_wind_markers(match, parent_rect, group):
    current_path = os.path.dirname(os.path.realpath(__file__))
    font_path = os.path.join(
        current_path, "..", "..", "resources", "fonts", "SourceSans3-Semibold.ttf"
    )
    font = Font(font_path, 40)
    MARKER_SIZE = (40, 40)
    MARKER_SIZE_HALF = (MARKER_SIZE[0] / 2, MARKER_SIZE[1] / 2)
    MARKER_OFFSET = 40
    parent_half_width = parent_rect.width / 2
    parent_half_height = parent_rect.height / 2
    SEAT_OFFSETS = [
        (0, parent_half_height - MARKER_SIZE_HALF[1] - MARKER_OFFSET),
        (parent_half_width - MARKER_SIZE_HALF[0] - MARKER_OFFSET, 0),
        (0, -parent_half_height + MARKER_SIZE_HALF[1] + MARKER_OFFSET),
        (-parent_half_width + MARKER_SIZE_HALF[0] + MARKER_OFFSET, 0),
    ]
    WIND_ORDERS = [
        ["E", "S", "W", "N"],
        ["N", "E", "S", "W"],
        ["W", "N", "E", "S"],
        ["S", "W", "N", "E"],
    ]
    current_east_seat = match.current_board.current_dealer
    wind_order = WIND_ORDERS[current_east_seat]

    for i in range(4):
        wind = wind_order[i]
        background_surface = Surface(MARKER_SIZE)
        if i == current_east_seat:
            background_color = (255, 0, 0)
        else:
            background_color = (100, 100, 100)
        background_surface.fill(background_color)
        font_surface = font.render(wind, True, (255, 255, 255))
        font_width, font_height = font.size(wind)
        background_surface.blit(
            font_surface,
            ((MARKER_SIZE[0] - font_width) / 2, (MARKER_SIZE[1] - font_height) / 2),
        )

        sprite = Sprite()
        sprite.rect = background_surface.get_rect()
        sprite.image = background_surface
        sprite.rect.center = parent_rect.center
        sprite.rect.x += SEAT_OFFSETS[i][0]
        sprite.rect.y += SEAT_OFFSETS[i][1]
        sprite.layer = 2
        group.add(sprite)
Пример #11
0
def start_menumode():
    global fon, menumode_start_btn, menumode_info_btn, menumode_shop_btn, jar, all_sprites, process_mode, menumode_money_sprites
    global menumode_high_score_sprites, background_music_playing

    process_mode = 'menu'

    fon = pygame.transform.scale(
        pygame.image.load('data/images/menu/main_menu.png'), (width, height))
    main_screen.blit(fon, (0, 0))

    menumode_start_btn = StartButton()
    menumode_info_btn = InfoButton()
    menumode_shop_btn = ShopButton()
    jar = MenuJar()

    all_sprites = Group()
    all_sprites.add(menumode_start_btn)
    all_sprites.add(menumode_info_btn)
    all_sprites.add(menumode_shop_btn)
    all_sprites.add(jar)

    menumode_money_sprites = Group()
    transform_number(data['money'], menumode_money_sprites, (90, 20))
    menumode_money_sprites.draw(main_screen)

    menumode_high_score_sprites = Group()
    x = 1000 - 25 * (len(str(data['high score'])) + 1)
    transform_number(data['high score'], menumode_high_score_sprites, (x, 20))
    menumode_high_score_sprites.draw(main_screen)

    high_score = Sprite()
    high_score.image = pygame.image.load('data/Images/menu/high_score.png')
    high_score.mask = pygame.mask.from_surface(high_score.image)
    high_score.rect = high_score.image.get_rect()
    high_score.mask = pygame.mask.from_surface(high_score.image)
    high_score.rect.x = 760 - 25 * (len(str(data['high score'])) - 1)
    high_score.rect.y = 20
    all_sprites.add(high_score)
    all_sprites.draw(main_screen)

    pygame.display.flip()

    if not background_music_playing:
        pygame.mixer.music.load('data/Music/Background.mp3')
        pygame.mixer.music.play(-1)
        background_music_playing = True
Пример #12
0
def create_riichi_markers(match, parent_rect, group):
    MARKER_OFFSET = 60
    MARKER_Y_OFFSET = 10
    MARKER_WIDTH = 15

    i = -1
    for player in match.players:
        i += 1
        if not player.riichi_declared:
            continue

        if i % 2 == 0:
            marker_size = (parent_rect.width - MARKER_OFFSET, MARKER_WIDTH)
        else:
            marker_size = (MARKER_WIDTH, parent_rect.width - MARKER_OFFSET)
        marker_size_half = (marker_size[0] / 2, marker_size[1] / 2)
        parent_half_width = parent_rect.width / 2
        parent_half_height = parent_rect.height / 2
        SEAT_OFFSETS = [
            (0, parent_half_height - marker_size_half[1] - MARKER_Y_OFFSET),
            (parent_half_width - marker_size_half[0] - MARKER_Y_OFFSET, 0),
            (0, -parent_half_height + marker_size_half[1] + MARKER_Y_OFFSET),
            (-parent_half_width + marker_size_half[0] + MARKER_Y_OFFSET, 0),
        ]

        riichi_marker_surface = Surface(marker_size)
        marker_rect = riichi_marker_surface.get_rect()
        riichi_marker_surface.fill((255, 255, 255))
        pygame.draw.circle(
            riichi_marker_surface,
            (255, 0, 0),
            (marker_rect.width / 2, marker_rect.height / 2),
            5,
        )
        sprite = Sprite()
        sprite.rect = marker_rect
        sprite.image = riichi_marker_surface
        sprite.rect.center = parent_rect.center
        sprite.rect.x += SEAT_OFFSETS[i][0]
        sprite.rect.y += SEAT_OFFSETS[i][1]
        sprite.layer = 2
        group.add(sprite)
Пример #13
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 def __init__(self, tile, camera, wx=0, wy=0, color=Color(255,255,255)):
     self.size = TileService.size
     GameObject.__init__(self, self.size, self.size, wx, wy)
     sprite = Sprite()
     sprite.image = TileService.getTile(tile, color)
     sprite.rect = (
         wx,
         wy,
         self.size,
         self.size
     )
     self.addSprites(sprite, camera)
     Keyboard.on(Keyboard.keymap['TICK'], self.passTurn, CHARACTER_INPUT_GROUP)
     Keyboard.on(Keyboard.keymap['MOVE_UP'], partial(self.moveCharacter,0,-1*self.size), CHARACTER_INPUT_GROUP);
     Keyboard.on(Keyboard.keymap['MOVE_RIGHT'], partial(self.moveCharacter,1*self.size,0), CHARACTER_INPUT_GROUP);
     Keyboard.on(Keyboard.keymap['MOVE_LEFT'], partial(self.moveCharacter,-1*self.size,0), CHARACTER_INPUT_GROUP);
     Keyboard.on(Keyboard.keymap['MOVE_DOWN'], partial(self.moveCharacter,0,1*self.size), CHARACTER_INPUT_GROUP);
     Keyboard.on(Keyboard.keymap['MOVE_UP_RIGHT'], partial(self.moveCharacter,1*self.size,-1*self.size), CHARACTER_INPUT_GROUP);
     Keyboard.on(Keyboard.keymap['MOVE_UP_LEFT'], partial(self.moveCharacter,-1*self.size,-1*self.size), CHARACTER_INPUT_GROUP);
     Keyboard.on(Keyboard.keymap['MOVE_DOWN_RIGHT'], partial(self.moveCharacter,1*self.size,1*self.size), CHARACTER_INPUT_GROUP);
     Keyboard.on(Keyboard.keymap['MOVE_DOWN_LEFT'], partial(self.moveCharacter,-1*self.size,1*self.size), CHARACTER_INPUT_GROUP);
def collapse_layer(old_layer, new_layer, num_tiles=(2, 2)):
    """Collapse a single layer by joining num_tiles into one tile. A new layer
    is returned.
    
    The old_layer argument is the layer to process.
    
    The new_layer argument is the layer to build.
    
    The num_tiles argument is a tuple representing the number of tiles in the X
    and Y axes to join.
    
    If a map area is sparse (fewer tiles than num_tiles[0] * num_tiles[1]) the
    tiles will be kept as they are.
    
    If tiles with different characteristics are joined, the results can be
    unexpected. These characteristics include some flags, depth, colorkey. This
    can be avoided by pre-processing the map to convert all images so they have
    compatible characteristics.
    """
    from pygame.sprite import Sprite
    from gummworld2 import Vec2d
    
    # New layer dimensions.
    num_tiles = Vec2d(num_tiles)
    tw, th = (old_layer.tile_width, old_layer.tile_height) * num_tiles
    mw, mh = (old_layer.width, old_layer.height) // num_tiles
    if mw * num_tiles.x != old_layer.pixel_width:
        mw += 1
    if mh * num_tiles.y != old_layer.pixel_height:
        mh += 1
    # Poke the right values into new_layer.
    cell_size = max(tw, th) * 2
    new_layer.objects = spatialhash.SpatialHash(cell_size)
    new_layer.width = mw
    new_layer.height = mh
    new_layer.tile_width = tw
    new_layer.tile_height = th
    # Grab groups of map sprites, joining them into a single larger image.
    query_rect = pygame.Rect(0, 0, tw - 1, th - 1)
    for y in range(0, mh * th, th):
        for x in range(0, mw * tw, tw):
            query_rect.topleft = x, y
            sprites = old_layer.objects.intersect_entities(query_rect)
            if len(sprites) != num_tiles.x * num_tiles.y:
                for s in sprites:
                    new_layer.add(s)
                continue
            # If sprite images have different characteristics, they cannot be
            # reliably collapsed. In which case, keep them as-is.
#            incompatible = False
            image = sprites[0].image
            flags = image.get_flags() ^ pygame.SRCALPHA
            colorkey = image.get_colorkey()
            depth = image.get_bitsize()
# This is probably too restrictive. However, some combinations of tiles may
# give funky results.
#            all_details = (flags,colorkey,depth)
#            for s in sprites[1:]:
#                if all_details != (
#                        s.image.get_flags(),
#                        s.image.get_colorkey(),
#                        s.image.get_bitsize(),
#                ):
#                    incompatible = True
#            if incompatible:
#                print('collapse_layer: incompatible image characteristics')
#                for s in sprites:
#                    new_layer.add(s)
#                continue
            # Make a new sprite.
            new_sprite = Sprite()
            new_sprite.rect = sprites[0].rect.unionall([s.rect for s in sprites[1:]])
            new_sprite.rect.topleft = x, y
            new_sprite.image = pygame.surface.Surface(new_sprite.rect.size, flags, depth)
            if colorkey:
                new_sprite.image.set_colorkey(colorkey)
            
            # Blit (x,y) tile and neighboring tiles to right and lower...
            left = reduce(min, [s.rect.x for s in sprites])
            top = reduce(min, [s.rect.y for s in sprites])
            for sprite in sprites:
                p = sprite.rect.x - left, sprite.rect.y - top
                new_sprite.image.blit(sprite.image.convert(depth, flags), p)
            new_layer.add(new_sprite)
    return new_layer
Пример #15
0
    def jump(self):
        print("I jumped...")

# init pygame and create window
pygame.init()
# init sound mixer
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("A game that doesn't work")
clock = pygame.time.Clock() 

all_sprites = pygame.sprite.Group()
player = Player()
# player2 = Player()
testSprite = Sprite()
testSprite.image = pygame.Surface((50,50))
testSprite.image.fill(GREEN)
testSprite.rect = testSprite.image.get_rect()
testSprite.rect.center = (WIDTH / 2, HEIGHT / 2)
# all_sprites.add(player)
# all_sprites.add(player2)
# all_sprites.add(testSprite)

for i in range(0,1):
    i = Player()
    i.rect[0] = random.randint(0,WIDTH)
    i.rect[1] = random.randint(0,HEIGHT)
    all_sprites.add(i)

class Enemy(Sprite):
    # sprite for enemy
Пример #16
0
def start_gameplay():
    global all_sprites, background, jar, process_mode, bombs, bomb_type, gameplay_time
    global gameplay_score_counter, gameplay_bombs_counter, gameplay_money_counter, gameplay_health_group
    global gameplay_score, gameplay_bombs_number, gameplay_bomb_symbol, gameplay_money
    global gameplay_money_symbol, gameplay_health, gameplay_pause, clock, gameplay_enemies
    global gameplay_enemies_period, gameplay_wall, background_music_playing, gameplay_clouds
    process_mode = 'game'

    all_sprites = Group()

    clock = pygame.time.Clock()

    background = Background()
    all_sprites.add(background)
    jar = Jar(1)
    all_sprites.add(jar)

    bombs = Group()
    bomb_type = 'apple'

    gameplay_score = 0
    gameplay_score_counter = Group()
    transform_number(gameplay_score, gameplay_score_counter, (3, 3))
    gameplay_score_counter.draw(main_screen)

    gameplay_bombs_number = 500
    gameplay_bomb_symbol = BombSymbol()
    all_sprites.add(gameplay_bomb_symbol)
    gameplay_bombs_counter = Group()
    transform_number(gameplay_bombs_number, gameplay_bombs_counter, (200, 3))
    gameplay_bombs_counter.draw(main_screen)

    gameplay_money = 0
    gameplay_money_symbol = MoneySymbol()
    all_sprites.add(gameplay_money_symbol)
    gameplay_money_counter = Group()
    transform_number(gameplay_money, gameplay_money_counter, (370, 3))
    gameplay_score_counter.draw(main_screen)

    gameplay_health = HealthGroup()
    gameplay_health.draw(main_screen)

    gameplay_wall = Sprite()
    gameplay_wall.image = pygame.Surface([1, 650])
    gameplay_wall.rect = pygame.Rect(-1, 0, 1, 650)

    gameplay_pause = PauseBtn()
    all_sprites.add(gameplay_pause)

    all_sprites.draw(main_screen)

    gameplay_enemies = Group()

    gameplay_time = 0
    gameplay_enemies_period = 1.5

    pygame.display.flip()

    pygame.mixer.music.load('data/Music/The Ride of the Valkyries.mp3')
    pygame.mixer.music.play(-1)
    background_music_playing = False

    gameplay_clouds = Group()
Пример #17
0
def render_score_screen(board_render):
    should_show_screen = board_render.board_manager.round_should_end
    group = LayeredUpdates()

    if not should_show_screen:
        return group

    current_path = os.path.dirname(os.path.realpath(__file__))
    font_path = os.path.join(
        current_path, "..", "..", "resources", "fonts", "SourceSans3-Semibold.ttf"
    )
    font = Font(font_path, 40)
    font_small = Font(font_path, 24)

    match = board_render.match
    scores = match.scores
    delta_scores = match.delta_scores
    total_scores = list(map(lambda s: s[0] + s[1], zip(scores, delta_scores)))

    winner_indices = numpy.argwhere(numpy.array(delta_scores) > 0).flatten()
    winner_names = []

    array = numpy.array(total_scores)
    temp = array.argsort()[::-1]
    ranks = numpy.empty_like(temp)
    ranks[temp] = numpy.arange(len(array))

    icons = get_object('boticons')['bot']

    screen_surface = Surface(board_render.surface.get_size(), pygame.SRCALPHA)
    screen_surface.fill((0, 0, 0))

    ROUND_COMPLETE = "Round Complete"

    round_complete_surface = font.render(ROUND_COMPLETE, True, (255, 255, 255))
    font_width, font_height = font.size(ROUND_COMPLETE)

    icon_size = (100, 100)

    player_list = match.ai_list

    x = screen_surface.get_width() // 5
    y = font_height + 5

    for seat in range(4):
        ai_name = player_list[seat]
        name = None
        icon = None
        for entry in icons:
            if entry['ai'] == ai_name:
                name = entry['name']
                icon = entry['icon']
                break
        if name is None:
            raise "BOT WAS NOT DEFINED."

        if seat in winner_indices:
            winner_names += [name]

        icon_surface = Surface(icon_size, pygame.SRCALPHA)
        load_image_resource(icon, icon_surface, size=icon_size)

        screen_surface.blit(
            icon_surface,
            (x, y)
        )

        player_name = font.render(name, True, (255, 255, 255))
        _, name_h = font.size(name)

        screen_surface.blit(
            player_name,
            (x + icon_size[0] + 10, y)
        )

        score_string = "{} Points".format(scores[seat])
        score_render = font_small.render(score_string, True, (255, 255, 255))
        _, score_h = font_small.size(score_string)

        screen_surface.blit(
            score_render,
            (x + icon_size[0] + 10, y + name_h + 5)
        )

        delta_string = "{}{}".format("+" if delta_scores[seat] >= 0 else "", delta_scores[seat])
        delta_render = font_small.render(delta_string, True, (255, 255, 255))
        _, delta_h = font_small.size(delta_string)

        screen_surface.blit(
            delta_render,
            (x + icon_size[0] + 10, y + name_h + 5 + score_h + 5)
        )

        total_string = "Total: {} Points".format(total_scores[seat])
        total_render = font_small.render(total_string, True, (255, 255, 255))

        screen_surface.blit(
            total_render,
            (x + icon_size[0] + 10, y + name_h + 5 + score_h + 5 + delta_h + 5)
        )

        place_string = "{}".format(ranks[seat] + 1)
        place_render = font.render(place_string, True, (255, 255, 255))
        place_w, place_h = font.size(place_string)

        screen_surface.blit(
            place_render,
            (x - place_w - 5, y + ((icon_size[1] - place_h) // 2))
        )

        y += icon_size[1] + 70

    LOADING_NEXT_ROUND = "Loading next Round..."
    loading_surface = font.render(LOADING_NEXT_ROUND, True, (255, 255, 255))
    loading_width, loading_height = font.size(LOADING_NEXT_ROUND)

    screen_surface.blit(
        loading_surface,
        (screen_surface.get_width() - loading_width - 10, screen_surface.get_height() - loading_height - 10)
    )

    screen_surface.blit(
        round_complete_surface,
        ((screen_surface.get_width() // 2) - (font_width // 2), 10),
    )

    result_pos = (screen_surface.get_width() * 0.6, screen_surface.get_height() // 3)

    if board_render.board_manager.did_exhaustive_draw:
        EXHAUSTIVE = "Exhaustive Draw"
        exhaustive_surface = font.render(EXHAUSTIVE, True, (255, 255, 255))

        screen_surface.blit(
            exhaustive_surface,
            result_pos
        )
    else:
        WINNERS = "Winners:"
        winners = ", ".join(winner_names)

        winner_text = font_small.render(WINNERS, True, (255, 255, 255))
        winner_name_text = font_small.render(winners, True, (255, 255, 255))

        screen_surface.blit(
            winner_text,
            result_pos
        )

        screen_surface.blit(
            winner_name_text,
            (result_pos[0], result_pos[1] + winner_text.get_rect().height + 5)
        )




    background_sprite = Sprite()
    background_sprite.rect = screen_surface.get_rect()
    background_sprite.image = screen_surface
    background_sprite.layer = 0
    group.add(background_sprite)



    return group
Пример #18
0
def _load_tiled_tmx_map(tmx_map, gummworld_map, load_invisible=True):
    """Load an orthogonal TMX map file that was created by the Tiled Map Editor.
    
    If load_invisible is False, layers where visible!=0 will be empty. Their
    tiles will not be loaded.
    
    Thanks to DR0ID for his nice tiledtmxloader module:
        http://www.pygame.org/project-map+loader+for+%27tiled%27-1158-2951.html
    
    And the creators of Tiled Map Editor:
        http://www.mapeditor.org/
    """
    
    # Taken pretty much verbatim from the (old) tiledtmxloader module.
    
    from pygame.sprite import Sprite
    
    resource = ResourceLoaderPygame()
    resource.load(tmx_map)
    tile_size = (tmx_map.tilewidth, tmx_map.tileheight)
    map_size = (tmx_map.width, tmx_map.height)
    
    for layeri,layer in enumerate(tmx_map.layers):
        gummworld_layer = TiledLayer(gummworld_map, layer, layeri)
        gummworld_map.layers.append(gummworld_layer)
        if not layer.visible and not load_invisible:
            continue
        if layer.is_object_group:
            for obj in layer.objects:
                sprite = Sprite()
                sprite.image = obj.image
                sprite.rect = pygame.Rect(obj.x, obj.y, obj.width, obj.height)
                sprite.type = obj.type
                sprite.image_source = obj.image_source
                sprite.name = obj.name
                sprite.properties = obj.properties
                gummworld_layer.add(sprite)
        else:
            for ypos in xrange(0, layer.height):
                for xpos in xrange(0, layer.width):
                    x = (xpos + layer.x) * layer.tilewidth
                    y = (ypos + layer.y) * layer.tileheight
                    img_idx = layer.content2D[xpos][ypos]
                    if img_idx == 0:
                        continue
                    try:
                        offx,offy,tile_img = resource.indexed_tiles[img_idx]
                        screen_img = tile_img
                    except KeyError:
                        print 'KeyError',img_idx,(xpos,ypos)
                        continue
                    sprite = Sprite()
                    ## Note: alpha conversion can actually kill performance.
                    ## Do it only if there's a benefit.
#                    if convert_alpha:
#                        if screen_img.get_alpha():
#                            screen_img = screen_img.convert_alpha()
#                        else:
#                            screen_img = screen_img.convert()
#                            if layer.opacity > -1:
#                                screen_img.set_alpha(None)
#                                alpha_value = int(255. * float(layer.opacity))
#                                screen_img.set_alpha(alpha_value)
#                                screen_img = screen_img.convert_alpha()
                    sprite.image = screen_img
                    sprite.rect = screen_img.get_rect(topleft=(x + offx, y + offy))
                    sprite.name = xpos,ypos
                    gummworld_layer.add(sprite)
Пример #19
0
from pygame.sprite import Group, Sprite

window = pygame.display.set_mode((600, 400))
screen = pygame.Surface((600, 400))

clock = pygame.time.Clock()
inGame = True

im = pygame.image.load('images\\brick.png')
im2 = pygame.image.load('images\\q1.png')

g = Group()

# Первый способ
s = Sprite()
s.image = im
s.rect = s.image.get_rect()
s.rect.topleft = 100, 150
s.add(g)


# Второй способ
class Obj(Sprite):
    def __init__(self, im, x, y):
        Sprite.__init__(self)
        self.image = im
        self.rect = self.image.get_rect()
        self.rect.topleft = x, y
        self.add(g)

Пример #20
0
 def new_sprite(image, rect):
     sprite = Sprite()
     sprite.image = image
     sprite.rect = rect
     return sprite
Пример #21
0
screen.blit(background, (0,0))

sprites = Group()

def personat(x,y):
    return noiseat(x*8,y*8) <= 0.95

for x in range(0, background.get_width(), 8):
    for y in range(0, background.get_height(), 8):
        present = personat(x/8, y/8)
        if shownoise and not present:
            continue
        
        sprite = Sprite()
        sprite.image = Surface((4,4), flags=SRCALPHA)
        if present:
            sprite.exists = True
            male = sex(x/8,y/8)
            draw.circle(sprite.image, (196,196,255) if male else (255,196,196),
                            (2,2), 2, 1 if shownoise else 0)
        else:
            sprite.exists = False
        if not shownoise:
            draw.circle(sprite.image, (128,128,128), (2,2), 2, 1)
        sprite.rect = sprite.image.get_rect().move(x, y)
        sprites.add(sprite)

limit = Clock()

done = False
Пример #22
0
def rotateObject(obj: Sprite, angle):
    center = obj.rect.center
    obj.rot_angle = (obj.rot_angle + angle) % 360
    obj.image = pygame.transform.rotate(obj.image_org, obj.rot_angle)
    obj.rect = obj.image.get_rect(center=center)