class Game:
    BG = (255, 255, 255)

    def __init__(self):
        self.WIDTH = 1300
        self.HEIGHT = 900
        self.win = pygame.display.set_mode((self.WIDTH, self.HEIGHT))
        self.leaderboard = Leaderboard(100, 120)
        self.board = Board(310, 120)
        self.top_bar = TopBar(10, 10, 1280, 100)
        self.top_bar.change_round(1)

    def draw(self):
        self.win.fill(self.BG)
        self.leaderboard.draw(self.win)
        self.top_bar.draw(self.win)
        self.board.draw(self.win)
        pygame.display.update()

    def run(self):
        run = True
        clock = pygame.time.Clock()
        while run:
            clock.tick(30)
            self.draw()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False
                    break

        pygame.quit()
Пример #2
0
class Game:
    BG = (255, 255, 255)
    COLORS = {
        (255, 255, 255): 0,
        (0, 0, 0): 1,
        (255, 0, 0): 2,
        (0, 255, 0): 3,
        (0, 0, 255): 4,
        (255, 255, 0): 5,
        (255, 140, 0): 6,
        (165, 42, 42): 7,
        (128, 0, 128): 8
    }

    def __init__(self, win, connection=None):
        pygame.font.init()
        self.connection = connection
        self.win = win
        self.leaderboard = Leaderboard(50, 125)
        self.board = Board(305, 125)
        self.top_bar = TopBar(10, 10, 1280, 100)
        self.top_bar.change_round(1)
        self.players = []
        self.skip_button = TextButton(85, 830, 125, 60, (255, 255, 0), "Skip")
        self.bottom_bar = BottomBar(305, 880, self)
        self.chat = Chat(1050, 125)
        self.draw_color = (0, 0, 0)
        self.drawing = False

    def add_player(self, player):
        self.players.append(player)
        self.leaderboard.add_player(player)

    def draw(self):
        self.win.fill(self.BG)
        self.leaderboard.draw(self.win)
        self.top_bar.draw(self.win)
        self.board.draw(self.win)
        self.skip_button.draw(self.win)
        if self.drawing:
            self.bottom_bar.draw(self.win)
        self.chat.draw(self.win)
        pygame.display.update()

    def check_clicks(self):
        """
        handles clicks on buttons and screen
        :return: None
        """
        mouse = pygame.mouse.get_pos()

        # Check click on skip button
        if self.skip_button.click(*mouse) and not self.drawing:
            skips = self.connection.send({1: []})

        clicked_board = self.board.click(*mouse)

        if clicked_board:
            self.board.update(*clicked_board, self.draw_color)
            self.connection.send(
                {8: [*clicked_board, self.COLORS[tuple(self.draw_color)]]})

    def run(self):
        run = True
        clock = pygame.time.Clock()
        while run:
            clock.tick(60)

            try:
                # get board
                response = self.connection.send({3: []})
                if response:
                    self.board.compressed_board = response
                    self.board.translate_board()

                # get time
                response = self.connection.send({9: []})
                self.top_bar.time = response

                # get chat
                response = self.connection.send({2: []})
                self.chat.update_chat(response)

                # get round info
                self.top_bar.word = self.connection.send({6: []})
                self.top_bar.round = self.connection.send({5: []})
                self.drawing = self.connection.send({11: []})
                self.top_bar.drawing = self.drawing
                self.top_bar.max_round = len(self.players)

                # get player updates
                '''response = self.connection.send({0:[]})
                self.players = []
                for player in response:
                    p = Player(player)
                    self.add_player(p)'''
            except:
                run = False
                break

            self.draw()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False
                    break

                if pygame.mouse.get_pressed()[0]:
                    self.check_clicks()
                    self.bottom_bar.button_events()

                if event.type == pygame.KEYDOWN:
                    if not self.drawing:
                        if event.key == pygame.K_RETURN:
                            self.connection.send({0: [self.chat.typing]})
                            self.chat.typing = ""
                        else:
                            # gets the key name
                            key_name = pygame.key.name(event.key)

                            # converts to uppercase the key name
                            key_name = key_name.lower()
                            self.chat.type(key_name)

        pygame.quit()
Пример #3
0
class Game:
    BG = (255, 255, 255)

    def __init__(self):
        self.WIDTH = 1300
        self.HEIGHT = 1000
        self.win = pygame.display.set_mode((self.WIDTH, self.HEIGHT))
        self.leaderboard = Leaderboard(50, 125)
        self.board = Board(305, 125)
        self.top_bar = TopBar(10, 10, 1280, 100)
        self.top_bar.change_round(1)
        self.players = [
            Player("Tim"),
            Player("Joe"),
            Player("Bill"),
            Player("Jeff"),
            Player("TBob")
        ]
        self.skip_button = TextButton(85, 830, 125, 60, (255, 255, 0), "Skip")
        self.bottom_bar = BottomBar(305, 880, self)
        self.chat = Chat(1050, 125)
        self.draw_color = (0, 0, 0)
        for player in self.players:
            self.leaderboard.add_player(player)

    def draw(self):
        self.win.fill(self.BG)
        self.leaderboard.draw(self.win)
        self.top_bar.draw(self.win)
        self.board.draw(self.win)
        self.skip_button.draw(self.win)
        self.bottom_bar.draw(self.win)
        self.chat.draw(self.win)
        pygame.display.update()

    def check_clicks(self):
        """
        handles clicks on buttons and screen
        :return: None
        """
        mouse = pygame.mouse.get_pos()

        # Check click on skip button
        if self.skip_button.click(*mouse):
            print("Clicked skip button")

        clicked_board = self.board.click(*mouse)

        if clicked_board:
            self.board.update(*clicked_board, self.draw_color)

    def run(self):
        run = True
        clock = pygame.time.Clock()
        while run:
            clock.tick(60)
            self.draw()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False
                    break

                if pygame.mouse.get_pressed()[0]:
                    self.check_clicks()
                    self.bottom_bar.button_events()

                if event.type == pygame.KEYDOWN:
                    # gets the key name
                    key_name = pygame.key.name(event.key)

                    # converts to uppercase the key name
                    key_name = key_name.lower()
                    self.chat.type(key_name)

        pygame.quit()
Пример #4
0
class Game:
    def __init__(self, win, connection):
        """
        :param win: Window
        :param connection: Connection object
        """
        self.win = win
        self.connection = connection

        self.is_drawing = False
        self.players = []
        self.draw_color = COLORS[1]
        self.game_ended = False
        self.drawer = "No one"

        self.top_bar = TopBar(20, 20, 1040, 80, self)
        self.leaderboard = Leaderboard(20, 120, 270, 60)
        self.board = Board(310, 120, 6)
        self.chat = Chat(810, 120, 250, 580, 30)
        self.bottom_bar = BottomBar(20, 620, 770, 80, self)
        self.person_is_drawing = PersonIsDrawing(310, 620, 480, 80)

    def draw(self):
        """
        Draws Game on window
        :return: None
        """
        self.win.fill(COLORS[0])

        self.top_bar.draw(self.win)
        self.leaderboard.draw(self.win)
        self.board.draw(self.win)
        self.chat.draw(self.win)
        if self.is_drawing:
            self.bottom_bar.draw(self.win)
        else:
            self.person_is_drawing.draw(self.win, self.drawer)

        pygame.display.update()

    def handle_click(self):
        """
        Handles clicks on buttons on screen
        :return: None
        """
        mouse = pygame.mouse.get_pos()

        clicked_board = self.board.click(*mouse)
        if clicked_board and self.is_drawing:
            self.connection.send({8: [*clicked_board, COLORS.index(self.draw_color)]})

        if self.is_drawing:
            self.bottom_bar.handle_click(mouse)

    def get_data(self):
        """
        Gets and sets data from server
        :return: None
        """
        self.leaderboard.players = self.connection.send({-1: []})
        self.chat.content = self.connection.send({2: []})
        self.board.compressed_board = self.connection.send({3: []})
        self.top_bar.change_round(self.connection.send({5: []}))
        self.top_bar.word = self.connection.send({6: []})
        self.top_bar.time = self.connection.send({9: []})
        self.is_drawing = self.connection.send({10: []})
        self.drawer = self.connection.send({13: []})

    def run(self):
        """
        Runs the game by getting data from the server
        :return: None
        """
        run = True
        clock = pygame.time.Clock()
        while True:
            try:
                clock.tick(120)
                self.get_data()
                self.board.translate_board()
                self.draw()

                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        raise Exception("Player Quit")
                    if pygame.mouse.get_pressed()[0]:
                        self.handle_click()
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_RETURN and len(self.chat.typing):
                            self.connection.send({0: [self.chat.typing]})
                            self.chat.update_chat()
                        else:
                            key_name = pygame.key.name(event.key).upper()
                            self.chat.type(key_name, self.is_drawing)
            except Exception as e:
                print(f"Closed because {e}")
                break
        pygame.quit()
Пример #5
0
class Game(object):
    BG = (255, 255, 255)
    COLORS = {
        (255,255,255): 0,
        (0,0,0): 1,
        (255,0,0): 2,
        (0,255,0): 3,
        (0,0,255): 4,
        (255,255,0): 5,
        (255,140,0): 6,
        (165,42,42): 7,
        (128,0,128): 8
    }


    def __init__(self, win, conn: Network=None):
        pygame.font.init()
        self.win = win
        self.conn = conn
        self.leader_board = LeaderBoard(50, 125)
        self.board = Board(310, 125)
        self.top_bar = TopBar(10, 10, 1280, 100)
        self.top_bar.change_round(1)
        self.players = []
        self.skip_button = TextButton(90, 800, 125, 50, (255, 255, 0), "Skip")
        self.bottom_bar = BottomBar(310, 880, self)
        self.chat = Chat(1050, 120)
        self.draw_color = (0, 0, 0)

    def add_player(self, player):
        self.players.append(player)
        self.leader_board.add_player(player)

    def draw(self):
        self.win.fill(self.BG)
        self.leader_board.draw(self.win)
        self.board.draw(self.win)
        self.top_bar.draw(self.win)
        self.bottom_bar.draw(self.win)
        self.skip_button.draw(self.win)
        self.chat.draw(self.win)
        pygame.display.update()

    def check_clicks(self):
        """handles clicks on buttons and screen"""
        mouse = pygame.mouse.get_pos()

        if self.skip_button.click(*mouse):
            print("Skip button clicked")
            skips = self.conn.send({1: []})
            print(skips)

        clicked_board = self.board.click(*mouse)
        if clicked_board:
            row, col = clicked_board
            self.conn.send({8: [row, col, self.COLORS[self.draw_color]]})
            self.board.update(row, col, self.draw_color)

        self.bottom_bar.button_events(*mouse)

    def run(self):
        run = True
        clock = pygame.time.Clock()
        while run:
            clock.tick(60)
            self.draw()

            try:
                # get board
                response = self.conn.send({3: []})
                if response:
                    self.board.compressed_board = response
                    self.board.translate_board()

                # get time
                response = self.conn.send({9: []})
                self.top_bar.time = response

                # get chat
                response = self.conn.send({2: []})
                self.chat.update_chat(response)

                # get round info
                self.top_bar.word = self.conn.send({6: []})
                self.top_bar.round = self.conn.send({5: []})
                self.drawing = self.conn.send({11: []})
                self.top_bar.drawing = self.drawing
                self.top_bar.max_round = len(self.players)

                # get player updates
                """response = self.conn.send({0: []})
                self.players = []
                for player in response:
                    p = Player(player)
                    self.add_player(p)"""

            except Exception:
                run = False

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False
                    break
                    
                if pygame.mouse.get_pressed()[0]:
                    self.check_clicks()

                if event.type == pygame.KEYDOWN:
                    if not self.drawing:
                        if event.key == pygame.K_RETURN:
                            self.conn.send({0: [self.chat.typing]})
                            self.chat.typing = ""
                        else:
                        key_name = pygame.key.name(event.key)

                        key_name = key_name.lower()
                        self.chat.type(key_name)

    pygame.quit()


if __name__ == "__main__":
    g = Game()
    g.run()
Пример #6
0
class Game():
    bg_clr = (0, 0, 0)
    COLORS = {
        (255, 255, 255): 0,
        (0, 0, 0): 1,
        (255, 0, 0): 2,
        (0, 255, 0): 3,
        (0, 0, 255): 4,
        (255, 255, 0): 5,
        (255, 140, 0): 6,
        (165, 42, 42): 7,
        (128, 0, 128): 8
    }

    def __init__(self):
        pygame.font.init()

        self.WIDTH = 1150
        self.HEIGHT = 800
        self.win = pygame.display.set_mode((self.WIDTH, self.HEIGHT))
        self.background = pygame.Surface((self.WIDTH, self.HEIGHT))
        self.manager = pygame_gui.UIManager((self.WIDTH, self.HEIGHT))

        self.lvl = 1
        self.player = Player("Joseph")
        self.enemy = Enemy()
        self.stats = Stats()
        # self.mod = Enemy_mod() TODO

        self.top_bar = TopBar(400, 0)
        self.left_bar = LeftBar(0, 0, self.player)
        self.bottom_bar = BottomBar(400, 650, self.player)
        self.board = Board(400, 50)

        self.max_click_ps = 10

    def next_lvl(self):
        self.player.add_money(self.enemy.get_money())
        if self.board:
            del self.board

        if self.enemy:
            del self.enemy

        self.lvl += 1
        self.board = Board(400, 50)
        self.enemy = Enemy(self.lvl, self.lvl)

        pygame.display.update()

    def previous_lvl(self):
        self.player.add_money(self.enemy.get_money())
        if self.enemy:
            del self.enemy

        if self.lvl <= 1:
            self.lvl = 1
        else:
            self.lvl -= 1

        self.enemy = Enemy(self.lvl, self.lvl)
        pygame.display.update()

    def draw_lvl(self):
        self.win.fill(self.bg_clr)

        self.board.draw(self.win, self.lvl, self.enemy.get_name(),
                        self.enemy.get_img())
        self.top_bar.draw(self.win, self.enemy.get_hp(),
                          self.enemy.get_max_hp(), self.enemy.get_ttk(),
                          self.enemy.get_max_ttk())
        self.left_bar.draw(self.win)
        self.bottom_bar.draw(self.win)

        pygame.display.update()

    def check_clicks(self):
        mouse = pygame.mouse.get_pos()

        clicked_board = self.board.click(*mouse)
        if clicked_board:
            self.enemy.deal_dmg_click(self.player.get_click())
            return True

        clicked_left_bar = self.left_bar.click(*mouse)
        if clicked_left_bar:
            self.left_bar.buy_hero(mouse)
            return True

    def run(self):
        self.clock = pygame.time.Clock()
        clock_loop = 0
        click_clock = 0
        is_running = True

        while is_running:
            fps = self.clock.tick(30)
            button_pressed = False

            if self.enemy.get_hp() <= 0:
                self.next_lvl()

            if self.enemy.get_ttk() <= 0:
                self.previous_lvl()

            self.draw_lvl()

            if clock_loop > 30:  # timer
                self.enemy.decrese_ttk()
                self.enemy.deal_dmg_dps(self.player.get_dps())
                clock_loop = 0
            else:
                clock_loop += 1

            if click_clock > 1:
                if pygame.mouse.get_pressed()[0]:
                    self.check_clicks()
                    click_clock = 0
            else:
                click_clock += 1

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    is_running = False