def load(file_in): messages.colorBackground() file_descriptor = open(file_in) lines = file_descriptor.readlines() global rows, cols rows = len(lines) - 1 cols = len(lines[-1]) if settings[GENERATE_RANDOM_MAP]: messages.say('generating random terrain', down=5) randomlymodify(lines) for line in lines: print line[:cols] file_descriptor.close() tiles = [] for c in range(cols): tiles.append([]) for r in range(rows): # Essentially we used the character (e.g. 'Q') to access the # dictionary entries (which are Tile object instances) tiles[c].append(tile.tile[lines[r][c]]) # Notice that there is a transposition here. return Room(tiles, lines)
def prepareRandomLevel(screen, cols=0, rows=0): messages.colorBackground() if not cols: cols = int(getChoiceUnbounded("Room width?", [str(x) for x in range(30, 61, 5)])) if not rows: rows = int(getChoiceUnbounded("Room height?", [str(x) for x in range(20, 61, 5)])) room.globalize_dimensions(rows, cols) lines = [" " * cols for x in range(rows + 1)] room.randomlymodify(lines) tiles = [] for c in range(cols): tiles.append([]) for r in range(rows): tiles[c].append(tile.tile[lines[r][c]]) r = room.Room(tiles, lines) graphics.extract_dimensions(lines) world = pygame.Surface((graphics.world_w, graphics.world_h)) t = topbar.TopBar(screen) test.mark(r.background) r.topbar = t return world, t, r
def modify_setting(self): if self.setting in want_bools: settings[self.setting] = not settings[self.setting] elif self.setting in want_ints and self.setting in max_val and self.setting in min_val: settings[self.setting] += 1 if settings[self.setting] > max_val[self.setting]: settings[self.setting] = min_val[self.setting] else: messages.colorBackground() # messages.say("Pick a new value", down = 4) allowed_keys = range( pygame.K_0, pygame.K_9 + 1) allowed_keys += [pygame.K_PERIOD] allowed_keys += [pygame.K_e] allowed_keys += [pygame.K_MINUS] '''loop is for error checking''' while True: # message = messages.smallfont.render("Set new value for '%s'" % toChange, 1, [255, 255, 255]) # pygame.display.get_surface().blit(message, (600, 15 * (usedindex + 3))) m = "Set new value for '%s'" % self.setting position = pygame.Rect(0, 0, 290, 30) # position.x = 600 #Leaning right position.centerx = graphics.screen_w / 2 # position.y = 15 * (usedindex + 4.3) # Leaning up position.centery = graphics.screen_h / 2 out = getString( allowed_keys, str(settings[self.setting]), textpos=position, message=m) # out = getString(allowed_keys, str(settings[toChange])) # quit if out == -1: break # cancel elif out == 0: break try: val = 0 if "." in out: val = float(out) else: val = int(out) problems = problem_with_setting( self.setting, val) if problems: messages.colorBackground() messages.say(problems, down=4) continue settings[self.setting] = val break except: messages.colorBackground() messages.say( "Error. Pick a new value", down=4) save_settings() self.needs_update = True
def getChoiceBounded(title, given_options, allowcancel=False): '''Prompts you to choose one of the options. If the user clicks outside the box this returns None.''' options = given_options[:] if allowcancel: options.append("cancel") disp = pygame.display.get_surface() bg = pygame.Surface((disp.get_width(), disp.get_height())) bg.blit(disp, (0, 0)) clock = pygame.time.Clock() currpos = 0 updateview = 1 hborder = 15 optiondisplay = pygame.Surface( (min(300, graphics.screen_w - 2 * hborder), min(15 * (len(options) + 3), graphics.screen_h - 2 * hborder))) selectionimage = pygame.Surface( (optiondisplay.get_width() - 10, 50), flags=pygame.SRCALPHA) box = pygame.Rect((0, 0), (selectionimage.get_width(), 15)) pygame.draw.rect(selectionimage, graphics.outline, box, 1) smallsteps = 0 slowness = 6 previous_key_states = [] wet = 0 oldxy = (-1, -1) # lean right # dest = optiondisplay.get_rect(right = graphics.screen_w - 15, top = 15) dest = optiondisplay.get_rect( centerx=graphics.screen_w / 2, centery=graphics.screen_h / 2) # list out options messages.colorBackground(surface=optiondisplay) messages.say(title, surface=optiondisplay, size="small") messagecount = 1 for choice in options: messagecount = messages.say( choice, down=messagecount, surface=optiondisplay, size="small") while True: if pygame.event.get(pygame.QUIT): print "quit from getChoiceUnbounded" global time_to_quit time_to_quit = True return "quit" clicks.get_more_clicks() wet += 1 x, y = pygame.mouse.get_pos() if oldxy != (x, y): oldxy = x, y i = (y - dest.y - 5) / 15 - 2 if 0 <= i < len(options): if dest.left < x < dest.right and i != currpos: currpos = i updateview = 1 if updateview: '''messages.colorBackground(surface = optiondisplay) messages.say(title, surface = optiondisplay, size = "small") messagecount = 1 for choice in options: messagecount = messages.say(choice, down = messagecount, surface = optiondisplay, size = "small")''' disp = pygame.display.get_surface() optionx = hborder optiony = graphics.screen_h - 15 * (len(options) + 4) optionpos = optionx, optiony # make it top right # center the options #dest = optiondisplay.get_rect(centerx = graphics.screen_w / 2, centery = graphics.screen_h / 2) disp.blit(optiondisplay, dest, special_flags=0) disp.blit(selectionimage, (dest.x + 5, dest.y + 35 + currpos * 15)) # pygame.display.flip() pygame.display.update(dest) updateview = 0 if clicks.mouseups[0]: oldxy = x, y i = (y - dest.y - 5) / 15 - 2 if 0 <= i < len(options) and dest.left < x < dest.right: disp.blit(bg, (0, 0)) return options[currpos] elif allowcancel: disp.blit(bg, (0, 0)) return "cancel" clock.tick(60) '''stupid mac...''' #key_presses = pygame.event.get() key_states = pygame.key.get_pressed() #event = pygame.event.poll() # if event.type != pygame.NOEVENT: # print event # if event.type == pygame.KEYDOWN and event.key == pygame.K_UP: if key_states[pygame.K_UP]: smallsteps -= 1 if smallsteps == 0 or (previous_key_states and not previous_key_states[pygame.K_UP]): smallsteps = slowness currpos -= 1 currpos %= len(options) updateview = 1 # if event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN: elif key_states[pygame.K_DOWN]: smallsteps -= 1 if smallsteps == 0 or (previous_key_states and not previous_key_states[pygame.K_DOWN]): smallsteps = slowness currpos += 1 currpos %= len(options) updateview = 1 elif key_states[pygame.K_RETURN] and (previous_key_states and not previous_key_states[pygame.K_RETURN]): disp.blit(bg, (0, 0)) return options[currpos] elif key_states[pygame.K_q]: disp.blit(bg, (0, 0)) return previous_key_states = key_states[:] pygame.event.pump()
def handle_player_input(key_presses, key_ups, key_states, gameobjects): time_gap = False try: r = gameobjects["room"] p = gameobjects["player"] c = gameobjects["camera"] world = gameobjects["world"] h = gameobjects["hive"] screen = gameobjects["screen"] except: raise Exception("Missing gameobjects. Have following keys:", [key for key in gameobjects]) clicks.get_more_clicks() global time_to_quit # Handle player input if key_ups[pygame.K_e]: if r.bees: # for x in r.bees + r.food + [p] + r.bullets: # x.draw(world) # c.draw() # pygame.display.flip() """this is for picking the closest bee""" """minbee = r.bees[0] for b in r.bees: if linalg.norm(b.xy - p.xy) < linalg.norm(minbee.xy - p.xy): minbee = b""" minbee = random.choice(r.bees) messages.say("Loading", down=1) pygame.display.flip() minbee.visualize_intelligence(world, c) p.displaycolor = [255, 255, 255] pygame.draw.circle(world, [0, 0, 0], array(p.xy.astype(int))[0], int(p.forcefield)) pygame.draw.circle(world, [255, 255, 255], array(p.xy.astype(int))[0], int(p.forcefield), 1) p.draw(world) # c.xy = minbee.xy * 1 # c.updatesight() c.draw() pygame.display.flip() minbee.sample_path(world) c.draw() pygame.display.flip() waitForKey(pygame.K_w) time_gap = True if time_to_quit: game_progress.save_game(r) return test.record() world.blit(r.background, (0, 0)) test.record("blitting background") togglers = {pygame.K_r: SHOW_EYES, pygame.K_h: SHOW_HELP, pygame.K_t: GENERATE_RANDOM_MAP, pygame.K_n: SHOW_NAMES} for key, variable in togglers.iteritems(): if key_ups[key]: settings[variable] = not settings[variable] if key_ups[pygame.K_m]: print framecount r.madness += 1 r.madness %= 5 for b in r.bees: b.madness = r.madness if key_ups[pygame.K_a]: if key_states[pygame.K_UP]: p.shoot("up") else: p.shoot() if key_ups[pygame.K_x]: r.stasis = not r.stasis if key_ups[pygame.K_z]: print pygame.mouse.get_pos() # gameobjects["info_panel"].handle_event(pygame.mouse.get_pos(), "mouseover") """All mouse click stuff""" if clicks.mouseups[0]: event_taken = False if gameobjects["info_panel"].rect.collidepoint(pygame.mouse.get_pos()): mx, my = pygame.mouse.get_pos() x, y = mx - gameobjects["info_panel"].rect.x, my - gameobjects["info_panel"].rect.y event_taken = gameobjects["info_panel"].handle_event((x, y), "click") if not event_taken: for b in r.bees: b.skipupdate = True options = [ "Move to another map", "Random 60 x 25", "Random 35 x 35", "Random 60 x 60", "Examine bee", "Save bees", "Extinction", "Load bees", "Delete bees", "Tweak variables", "Modify map", "View Shortcuts", "quit", ] choice = getChoiceUnbounded("select option", options, allowcancel=1) if choice != "cancel": if choice == "quit": time_to_quit = True elif choice in ["Move to another map", "Random 60 x 25", "Random 35 x 35", "Random 60 x 60"]: level = choice if choice == "Move to another map": level = enteredlevel() if level == "quit": time_to_quit = True if level != "cancel": print "MAGIC LEVEL MOVE WHOA" gameobjects2 = {} gameobjects2["room"] = r gameobjects2["player"] = p gameobjects2["hive"] = h gameobjects2["camera"] = c gameobjects2["world"] = world gameobjects2["screen"] = screen move_to_level(level, gameobjects2) try: r = gameobjects2["room"] p = gameobjects2["player"] c = gameobjects2["camera"] world = gameobjects2["world"] h = gameobjects2["hive"] screen = gameobjects2["screen"] except: raise Exception("Missing gameobjects. Have following keys:", [key for key in gameobjects]) elif choice == "Extinction": if getChoiceUnbounded("Kill all bees?", ["no", "yes"], allowcancel=1) == "yes": for b in r.bees: b.health = -20 for b in r.bees + r.deadbees: b.dead = 2 t.data = [] elif choice == "Examine bee": """this thing lets you examine the closest bee to you""" if r.bees: minbee = r.bees[0] for b in r.bees: if linalg.norm(b.xy - p.xy) < linalg.norm(minbee.xy - p.xy): minbee = b for x in r.bees + r.food + [p] + r.bullets: x.draw(world) c.draw() pygame.display.flip() while not time_to_quit: # quit should work fine here choice = getChoiceUnbounded( "Examining nearest bee...what feature?", ["Neural Network", "Movement"], allowcancel=True, ) if choice == "Neural Network": command = minbee.show_brain(world) if command: return elif choice == "Movement": c.draw() messages.say("Loading", down=1) pygame.display.flip() minbee.visualize_intelligence(world, c) minbee.sample_path(world) c.draw() pygame.display.flip() elif choice == "cancel": done = 1 break elif choice == "quit": time_to_quit = True elif choice == "Save bees": beemap = {} beenames = [] for b in r.bees: label = b.firstname + " " + b.name beemap[label] = b beenames.append(label) choice = getChoiceUnbounded("Pick a bee", beenames, allowcancel=True) if choice == "quit": time_to_quit = True elif choice != "cancel": b = beemap[choice] # messages.colorBackground() # messages.say("Pick a new name for the bee", down = 4) rename = b.name """loop is for error checks""" while not time_to_quit: rename = getString(string=b.name, message="Pick a new name for the bee") # quit if rename == -1: break # cancel elif rename == 0: break elif any(specimen[0] == rename for specimen in h.specimens): messages.colorBackground() messages.say("Name taken. Pick a new name for the bee", down=4) continue else: b.name = rename break h.save_bee(b) h.savedata() elif choice == "Load bees": loadedbeenames = [] for b in h.specimens: loadedbeenames.append(b[0]) loadedbeenames.append("done") loadedbeenames = loadedbeenames[-1::-1] i = 0 while not time_to_quit: name = getChoiceUnbounded("Loaded " + str(i) + " bees", loadedbeenames, allowcancel=True) if name in ["done", "quit", "cancel"]: break else: i += 1 b = h.make_bee(name, r, p) r.bees.append(b) b.flash = 50 b.xy[0, 0] = p.xy[0, 0] elif choice == "Delete bees": i = 0 message = "Choose a bee to delete" while not time_to_quit: indexfromname = {} loadedbeenames = [] for index, b in enumerate(h.specimens): name = b[0] loadedbeenames.append(name) indexfromname[name] = index loadedbeenames.append("done") loadedbeenames = loadedbeenames[-1::-1] if i: message = "Deleted " + str(i) + " bees" name = getChoiceUnbounded(message, loadedbeenames, allowcancel=True) if name in ["quit", "done", "cancel"]: break else: confirm = getChoiceUnbounded("Delete %s?" % name, ["no", "yes"], allowcancel=True) if confirm != "yes": continue i += 1 indextoremove = indexfromname[name] h.specimens = h.specimens[:indextoremove] + h.specimens[(indextoremove + 1) :] elif choice == "Tweak variables": families = game_settings.families """picking kinds of variables""" while not time_to_quit: family = getChoiceUnbounded("What kind of variable?", families.keys(), allowcancel=1) if family == "cancel": break """picking variable""" while not time_to_quit: """takes "name: value" string to "name".""" label_to_key = {key + ": " + str(settings[key]): key for key in families[family]} """this is a bunch of informative labels""" options = [x for x in sorted(label_to_key.keys())] toChange = getChoiceUnbounded("Pick a variable to modify", options, allowcancel=1) if toChange == "cancel": break toChange = label_to_key[toChange] if toChange in want_bools: settings[toChange] = not settings[toChange] continue elif toChange in want_ints and toChange in max_val and toChange in min_val: settings[toChange] += 1 if settings[toChange] > max_val[toChange]: settings[toChange] = min_val[toChange] continue else: """we have the name of the variable we want to change now""" usedindex = 0 for i, entry in enumerate(options): if entry == toChange: usedindex = i # messages.colorBackground() # messages.say("Pick a new value", down = 4) allowed_keys = range(pygame.K_0, pygame.K_9 + 1) allowed_keys += [pygame.K_PERIOD] allowed_keys += [pygame.K_e] allowed_keys += [pygame.K_MINUS] """loop is for error checking""" while not time_to_quit: # message = messages.smallfont.render("Set new value for '%s'" % toChange, 1, [255, 255, 255]) # pygame.display.get_surface().blit(message, (600, 15 * (usedindex + 3))) m = "Set new value for '%s'" % toChange position = pygame.Rect(0, 0, 290, 30) # position.x = 600 #Leaning right position.centerx = graphics.screen_w / 2 # position.y = 15 * (usedindex + 4.3) # Leaning up position.centery = graphics.screen_h / 2 out = getString(allowed_keys, str(settings[toChange]), textpos=position, message=m) # out = getString(allowed_keys, str(settings[toChange])) # quit if out == -1: break # cancel elif out == 0: break try: val = 0 if "." in out: val = float(out) else: val = int(out) problems = problem_with_setting(toChange, val) if problems: messages.colorBackground() messages.say(problems, down=4) continue settings[toChange] = val break except: messages.colorBackground() messages.say("Error. Pick a new value", down=4) save_settings() # for key, value in settings.iteritems(): # print key + ":", str(value) if family == "quit" or time_to_quit: time_to_quit = True break elif choice == "Modify map": messages.colorBackground() messages.say("This is where I would modify the map", 500) elif choice == "View Shortcuts": messages.colorBackground() messagecount = 2 if settings[SHOW_EYES]: messagecount = messages.say("[r]: Hide eyes", down=messagecount) else: messagecount = messages.say("[r]: Show eyes", down=messagecount) if r.madness: messagecount = messages.say("[m]: Don't draw trails", down=messagecount) else: messagecount = messages.say("[m]: Draw trails", down=messagecount) if settings[GENERATE_RANDOM_MAP]: messagecount = messages.say("[t]: Don't randomize maps when loading", down=messagecount) else: messagecount = messages.say("[t]: Randomize maps when loading", down=messagecount) if r.stasis: messagecount = messages.say("[a]: Resume deaths and births", down=messagecount) else: messagecount = messages.say("[a]: Pause deaths and births", down=messagecount) messagecount = messages.say("[e]: Examine a random bee", down=messagecount) messagecount = messages.say("Click anywhere to continue", down=messagecount) waitForEnter(hidemessage=1) if time_to_quit: print "Saving game very rapidly, whee" game_progress.save_game(r) return screen.fill(graphics.background) # This is to trick the computer into thinking no time has passed time_gap = True gameobjects["player"] = p gameobjects["room"] = r gameobjects["world"] = world gameobjects["camera"] = c gameobjects["screen"] = screen gameobjects["hive"] = h return time_gap