def move_combination (move_list, final_position): global gameDisplay, controls, pieces for src, dest in move_list: create_movement (pieces[src], [square_coordinate[src], square_coordinate[dest]], 1, 1, max_velocity) taking = final_position in pieces if taking: remove_piece (final_position) while not movement_finished (): gameDisplay = blank_board (gameDisplay) if taking: # taking move pass # blank_square (gameDisplay, touchgui.unitY (square_size), final_position) update_movement () is_finished = False forms = all_pieces () + buttons () touchgui.select (forms, event_test, finished, 10) # # now update the data structures # for src, dest in move_list: pieces[dest] = pieces[src] del pieces[src]
def main(): pygame.init() if full_screen: gameDisplay = pygame.display.set_mode((display_width, display_height), FULLSCREEN) else: gameDisplay = pygame.display.set_mode((display_width, display_height)) pygame.display.set_caption("Simple Test") touchgui.set_display(gameDisplay, display_width, display_height) forms = button() + glyph() gameDisplay.fill(touchguipalate.black) touchgui.select(forms, event_test)
def main (): global gameDisplay, controls, shell, is_finished, move_src_square, move_dest_square filename = process_options () shell = chessShell.shell (filename) board = shell.get_board () pygame.init () if full_screen: gameDisplay = pygame.display.set_mode ((display_width, display_height), FULLSCREEN) else: gameDisplay = pygame.display.set_mode ((display_width, display_height)) pygame.display.set_caption ("Chess") touchgui.set_display (gameDisplay, display_width, display_height) gameDisplay.fill (touchguipalate.black) gameDisplay = blank_board (gameDisplay) createBoard (square_size, board) legal_moves = shell.get_legal_moves () forms = freeze_unlisted (all_pieces (), legal_moves) + buttons () player_turn = player_white while True: is_finished = False touchgui.select (forms, event_test, finished) if move_src_square is None: print ("move_src_square is None") forms = freeze_unlisted (all_pieces (), legal_moves) + buttons () elif move_dest_square is None: print ("move_dest_square is None") dest_keys = get_dest_squares (move_src_square, legal_moves) gameDisplay, dest = highlight_dest_squares (gameDisplay, dest_keys) forms = dest + freeze_unlisted (all_pieces (), legal_moves) + buttons () pieces[move_src_square].set_frozen () # and freeze the chosen piece else: print ("reached completed move") # perform the move print ("values =", move_src_square, move_dest_square) human_move (legal_moves, move_src_square, move_dest_square) move_src_square = None move_dest_square = None gameDisplay = blank_board (gameDisplay) # redraw the board to remove highlighted squares player_turn = 1 - player_turn if player[player_turn] == "computer": legal_moves = shell.get_legal_moves () forms = freeze_unlisted (all_pieces (), legal_moves) + buttons () computer_make_move (legal_moves) player_turn = 1 - player_turn legal_moves = shell.get_legal_moves () forms = freeze_unlisted (all_pieces (), legal_moves) + buttons ()
def main (): global players pygame.init () if full_screen: gameDisplay = pygame.display.set_mode ((display_width, display_height), FULLSCREEN) else: gameDisplay = pygame.display.set_mode ((display_width, display_height)) touchgui.set_display (gameDisplay, display_width, display_height) forms = buttons () + more_buttons () print(len (forms)) gameDisplay.fill (touchguipalate.black) touchgui.select (forms, event_test)
def fade_king (move, status): global movement_pieces, pieces, static_pieces, gameDisplay if status != "continue": print ("ending with", status) position, symbol = find_king (status) print ("position", position, symbol) if position != None: pieces[position].set_images (chess_red (symbol)) movement_pieces += [fade (pieces[position], 255, 0, -1)] # # now update the data structures # movement_pieces += [fade (pieces[position], 0, 255, 1, 256)] movement_pieces += [fade (pieces[position], 255, 0, -1, 512)] # pieces[position] = red del pieces[position] if move is None: while not movement_finished (): gameDisplay = blank_board (gameDisplay) update_movement () is_finished = False forms = all_pieces () + controls touchgui.select (forms, event_test, finished, 10)
def main(): global tabletOrMouse, audio, orig_mouse_pointer, attackOrInteractForm, arrowOrCombatForm, bombButtonForm, nonCombatForm, combatTestForm, playerHealth, playerBombs, playerArrows, signal global forest_green, black, dark_blue global health, bombs, arrows, health_text, bombcount_text, arrowcount_text global bombDebug, arrowDebug, healDebug, damageDebug pygame.init() gameDisplay = pygame.display.set_mode((display_width, display_height)) orig_mouse_pointer = pygame.mouse.get_cursor() pygame.display.set_caption("Penguin Tower") touchgui.set_display(gameDisplay, display_width, display_height) isoobject.set_display(gameDisplay, display_width, display_height) # tabletOrMouse - Hides/shows the mouse cursor, used when either on PC or a Tablet tabletOrMouse = touchgui.image_tile(image_list("mouse"), touchgui.posX(0.1), touchgui.posY(1.0), 100, 100, flipMouseTablet) # audio - Flips audio for the program audio = touchgui.image_tile(image_list("audioOn"), touchgui.posX(0.0), touchgui.posY(1.0), 100, 100, flipAudio) # signal - displays network signal. signal = touchgui.image_tile(image_list("signal1"), touchgui.posX(0.15), touchgui.posY(1.0), 100, 100, signal_value) # attackorInteractForm - Either attack with Sword, or interact button depending on mode attackOrInteractForm = touchgui.image_tile(combat_list("slashresize"), touchgui.posX(0.95), touchgui.posY(0.1), 100, 100, interactOrAttack) # arrowOrCombatForm - Either shoot an arrow, or switch to combat mode, depending on mode arrowOrCombatForm = touchgui.image_tile(combat_list("arrowresize"), touchgui.posX(0.95), touchgui.posY(0.3), 100, 100, arrowOrCombat) # bombButtonForm - Either place a grenade, or an invisible button, depending on mode bombButtonForm = touchgui.image_tile(combat_list("bombresize"), touchgui.posX(0.95), touchgui.posY(0.5), 100, 100, bombButton) # nonCombatForm - Switches to adventure mode, or an invisible button, depending on mode nonCombatForm = touchgui.image_tile(image_list("cross"), touchgui.posX(0.95), touchgui.posY(0.7), 100, 100, nonCombatButton) # controls - Form for our extra buttons in the top left of the screen, and the power in the top right controls = [ touchgui.form([ touchgui.image_tile(image_list("power"), touchgui.posX(0.95), touchgui.posY(1.0), 100, 100, myquit), audio, touchgui.image_tile(image_list("singleplayer"), touchgui.posX(0.05), touchgui.posY(1.0), 100, 100), tabletOrMouse, signal, touchgui.image_tile(image_list("singleplayer"), touchgui.posX(0.05), touchgui.posY(1.0), 100, 100) ]) ] # movement_arrows - Form for our movement buttons on the bottom left of the screen movement_arrows = [ touchgui.form([ touchgui.image_tile(image_list("arrowUp"), touchgui.posX(0.05), touchgui.posY(0.30), 100, 100), touchgui.image_tile(image_list("arrowLeft"), touchgui.posX(0.00), touchgui.posY(0.20), 100, 100, orient_left), touchgui.image_tile(image_list("arrowRight"), touchgui.posX(0.10), touchgui.posY(0.20), 100, 100, orient_right), touchgui.image_tile(image_list("arrowDown"), touchgui.posX(0.05), touchgui.posY(0.10), 100, 100, orient_back) ]) ] # health - Info panel showing off the player's HP health = touchgui.text_tile(forest_green, forest_green, forest_green, forest_green, str(playerHealth), touchgui.unitY(0.05), touchgui.posX(0.35), touchgui.posY(0.95), touchgui.unitX(0.045), touchgui.unitY(0.045)) # health_text - Just a label health_text = touchgui.text_tile(black, black, black, black, "Health", touchgui.unitY(0.05), touchgui.posX(0.34), touchgui.posY(1.0), touchgui.unitX(0.065), touchgui.unitY(0.045)) # bombs - Info panel showing off the player's grenade count bombs = touchgui.text_tile(forest_green, forest_green, forest_green, forest_green, str(playerBombs), touchgui.unitY(0.05), touchgui.posX(0.5), touchgui.posY(0.95), touchgui.unitX(0.045), touchgui.unitY(0.045)) # bombcount_text - Just a Label bombcount_text = touchgui.text_tile(black, black, black, black, "Grenades", touchgui.unitY(0.05), touchgui.posX(0.475), touchgui.posY(1.0), touchgui.unitX(0.095), touchgui.unitY(0.045)) # arrows - Info panel showing off the player's arrow count arrows = touchgui.text_tile(forest_green, forest_green, forest_green, forest_green, str(playerArrows), touchgui.unitY(0.05), touchgui.posX(0.65), touchgui.posY(0.95), touchgui.unitX(0.045), touchgui.unitY(0.045)) # arrowcount_text - Just a Label arrowcount_text = touchgui.text_tile(black, black, black, black, "Arrows", touchgui.unitY(0.05), touchgui.posX(0.64), touchgui.posY(1.0), touchgui.unitX(0.07), touchgui.unitY(0.045)) # arrowDebug - Debug button that gives the player 10 arrows arrowDebug = touchgui.text_tile(dark_blue, dark_blue, blue, green, "Give 10 Arrows", touchgui.unitY(0.05), touchgui.posX(0.03), touchgui.posY(0.75), touchgui.unitX(0.15), touchgui.unitY(0.045), giveArrows) # bombDebug - Debug button that gives the player 10 grenades bombDebug = touchgui.text_tile(dark_blue, dark_blue, blue, green, "Give 10 Grenades", touchgui.unitY(0.05), touchgui.posX(0.03), touchgui.posY(0.7), touchgui.unitX(0.17), touchgui.unitY(0.045), giveBombs) # healDebug - Debug button that heals the player back to 100HP healDebug = touchgui.text_tile(dark_blue, dark_blue, blue, green, "Heal to Full", touchgui.unitY(0.05), touchgui.posX(0.03), touchgui.posY(0.65), touchgui.unitX(0.15), touchgui.unitY(0.045), healPlayer) # damageDebug - Debug button that hits the player for 10HP damageDebug = touchgui.text_tile(dark_blue, dark_blue, blue, green, "10 Damage", touchgui.unitY(0.05), touchgui.posX(0.03), touchgui.posY(0.6), touchgui.unitX(0.15), touchgui.unitY(0.045), damagePlayer) # health_and_info - Form that merges the HP, Arrow and Grenade info panels and Labels health_and_info = [ touchgui.form([ health, health_text, bombs, bombcount_text, arrows, arrowcount_text ]) ] # interaction_buttons - Form that merges the 4 interaction buttons in the bottom right interaction_buttons = [ touchgui.form([ attackOrInteractForm, arrowOrCombatForm, bombButtonForm, nonCombatForm ]) ] # debug_menu - Form that merges the debug buttons together debug_menu = [ touchgui.form([arrowDebug, bombDebug, healDebug, damageDebug]) ] forms = controls + movement_arrows + interaction_buttons + health_and_info + debug_menu isoobject.testRoom() #Renders a basic 3D room for us touchgui.select(forms, myquit) freezeButtons() pygame.display.update()