def display_crawl(): if skip: universal.say_replace('') worldView = universal.get_world_view() textRect = universal.get_world_view().copy() titleFont = pygame.font.SysFont(universal.FONT_LIST_TITLE, universal.TITLE_SIZE) displayPosition = (worldView.topleft[0], worldView.topleft[1] + 2 * titleFont.get_linesize()) universal.display_text(universal.get_text_to_display(), textRect, displayPosition, isTitle=False) pygame.display.flip()
def begin_game(episode): global displayedText global commands global screen global font import os if '.init.sav' in os.listdir('save'): os.remove(os.path.join('save', '.init.sav')) # Initialise screen #commandText = textrect.render_textrect(' '.join(commands), font, commandView, LIGHT_GREY, DARK_GREY, 1) #commandTextPos = commandText.get_rect() #commandTextPos.centerx, commandTextPos.centery = commandView.center; # Blit everything to the screen defaultFont = pygame.font.SysFont(universal.FONT_LIST, universal.DEFAULT_SIZE) titleFont = pygame.font.SysFont(universal.FONT_LIST_TITLE, universal.TITLE_SIZE) universal.init_game() background = universal.get_background() screen = universal.get_screen() screen.blit(background, (0, 0)) commandView = universal.get_command_view() worldView = universal.get_world_view() #commandSurface = pygame.Surface((commandView.width, commandView.height)) #commandSurface.fill((255, 0, 0)) #commandSurface.fill(DARK_GREY) #commandSurface.fill(LIGHT_GREY) #pygame.display.flip() leftCommandView = universal.get_left_command_view() rightCommandView = universal.get_right_command_view() middleCommandView = universal.get_middle_command_view() dirtyRects = titleScreen.title_screen(episode) #screen.blit(commandSurface, commandView.topleft) #screen.blit(background, (0,)) # Event loop #fps = 30 #clock = pygame.time.Clock() while True: #screen.blit(commandSurface, commandView.topleft) #pygame.draw.rect(commandSurface, LIGHT_GREY, commandView, 5) #Technically, this for loop is silly now, because I'm only allowing one event in #queue at a time. (Search for CLEAR) for event in pygame.event.get(): if event.type == KEYUP: if event.key == K_LSUPER or event.key == K_RSUPER: pygame.display.iconify() else: #CLEAR #This will have to be changed if I ever implement something that requires rapid key combinations. pygame.event.clear() newDirtyRects = universal.get_command_interpreter()(event) try: dirtyRects.extend(newDirtyRects) except TypeError: pass elif event.type == QUIT: music.close_music_files() import os if '.init.sav' in os.listdir('save'): os.remove(os.path.join('save', '.init.sav')) music.clean_up_music() return if universal.get_text_to_display() != '': if universal.get_title_text() != '': position = (worldView.topleft[0], worldView.topleft[1] + titleFont.get_linesize()) textRect = worldView.copy() textRect.height = textRect.height - titleFont.get_linesize() universal.display_text(universal.get_title_text(), worldView, position, isTitle=True) displayPosition = (worldView.topleft[0], worldView.topleft[1] + 2 * titleFont.get_linesize()) textRect = worldView.copy() dirtyRects.append(textRect) textRect.height = textRect.height - 2 * titleFont.get_linesize() universal.display_text(universal.get_text_to_display(), textRect, displayPosition, isTitle=False) universal.clear_text_to_display() #The following is a bit of command position fiddling to make everything look nice and balanced. universal.display_commands() pygame.draw.rect(screen, universal.LIGHT_GREY, pygame.Rect(commandView.topleft, commandView.size), universal.COMMAND_VIEW_LINE_WIDTH) #pygame.display.flip() #clock.tick_busy_loop(fps) newDirtyRects = [] #Bonemouth was having a strange error where the game would crash when trying to save, apparently because the game only takes one list of dirty rects? Not sure, and couldn't replicate it, #and of course the error message doesn't actually print the value of dirty rects :-/, so I can't figure out what dirty rects look like when the bug is thrown. So I'm assuming for some #strange reason I'm ending up with a nested list. So I flatten it first. Note that since every atomic element is a rectangle, and those aren't iterable, we don't need to worry about #accidentally flattening tuples or strings. for maybeList in dirtyRects: if isinstance(maybeList, pygame.Rect): newDirtyRects.append(maybeList) else: newDirtyRects.extend(maybeList) newDirtyRects.append(get_command_view()) #Wine doesn't play nice with the dirty rects approach, so if we are running under Wine, then we update everything forever. if universal.playOnMac: pygame.display.flip() elif dirtyRects: pygame.display.update(newDirtyRects) dirtyRects = []