示例#1
0
class EventHandler:
    # global mousePosition, clicked
    def __init__(self):
        self.clicked = False
        self.mousePosition = list(pygame.mouse.get_pos())
        self.textInput = TextInput()
        self.textOutput = TextOutput()
        self.textOutputRect = None

    def eventLoop(self):
        # --- Get all events in a for loop
        events = pygame.event.get()
        for event in events:
            # --- If user clicked close
            if event.type == pygame.QUIT:
                closeWindow()
            # --- If the ESCAPE Key was pressed
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    closeWindow()

            # --- if user moved the mouse
            if event.type == pygame.MOUSEMOTION:
                # get mouse position
                self.mousePosition = list(event.pos)
            # --- if user clicked one of the mouse buttons
            if event.type == pygame.MOUSEBUTTONDOWN:
                # set clicked flag true
                self.clicked = True
            else:
                self.clicked = False

        self.textInput.update(events)
        #self.textOutput.update()
示例#2
0
    def __init__(self, x, y, width=600, font_size=15):
        self.input = TextInput(font_family='dpcomic.ttf',
                               antialias=False,
                               max_string_length=width//font_size - 4)
                               
        self.font_size = font_size

        self.surf = pg.Surface((width, font_size*3)).convert_alpha()
        self.surf.fill((88, 88, 88, 88))

        self.visible = False
        
        self.pos = x, y
示例#3
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 def __init__(self, max_length = -1, numbers_only = False, english_only = False, action = "",\
     display_text_color = (0, 0, 0), border_size = 1, border_color = (0, 0, 0),\
     color = (255, 255, 255), area = ((0, 0), (0, 0)), spacing = 0):
     self.text_object = TextInput(text_color=display_text_color,
                                  max_string_length=max_length,
                                  font_size=22)
     self.max_length = max_length
     self.action = action
     self.numbers_only = numbers_only
     self.english_only = english_only
     self.border_size = border_size
     self.border_color = border_color
     self.color = color
     self.display_text_color = display_text_color
     self.area = area
     self.spacing = spacing
     self.active = False
示例#4
0
class ChatInputWindow:
    
    def __init__(self, x, y, width=600, font_size=15):
        self.input = TextInput(font_family='dpcomic.ttf',
                               antialias=False,
                               max_string_length=width//font_size - 4)
                               
        self.font_size = font_size

        self.surf = pg.Surface((width, font_size*3)).convert_alpha()
        self.surf.fill((88, 88, 88, 88))

        self.visible = False
        
        self.pos = x, y

    def update_surf(self):
        self.surf.fill((88, 88, 88, 88))

        self.surf.blit(
            self.input.font_object.render(
                '#', False, self.input.text_color), (self.font_size, self.font_size))
        
        self.surf.blit(self.input.get_surface(), (3*self.font_size, self.font_size))

    def update(self, events):
        for event in events:
            if event.type == pg.KEYDOWN:
                if event.key == pg.K_t and not self.visible:
                    self.visible = True
                    return
        if self.visible and self.input.update(events):
            self.parse(self.input.get_text())
            self.input.clear_text()
            self.visible = False
    
    def parse(self, text):
        if not text.startswith('/'):
            print(text)  # Just print text
        else:
            cmd(text[1:])  # Execute command

    def draw(self, screen):
        if self.visible:
            self.update_surf()
            screen.blit(self.surf, self.pos)
示例#5
0
class Textbox:
    def __init__(self, max_length = -1, numbers_only = False, english_only = False, action = "",\
        display_text_color = (0, 0, 0), border_size = 1, border_color = (0, 0, 0),\
        color = (255, 255, 255), area = ((0, 0), (0, 0)), spacing = 0):
        self.text_object = TextInput(text_color=display_text_color,
                                     max_string_length=max_length,
                                     font_size=22)
        self.max_length = max_length
        self.action = action
        self.numbers_only = numbers_only
        self.english_only = english_only
        self.border_size = border_size
        self.border_color = border_color
        self.color = color
        self.display_text_color = display_text_color
        self.area = area
        self.spacing = spacing
        self.active = False

    def update(self, events):
        is_enter_pressed = self.text_object.update(events)
        #temp_text = ""
        #for char in self.TextInput.input_string:
        #    if char.isdigit() and self.numbers_only:
        #        temp_text += char
        #    elif (char.isalpha() or char == " ") and self.english_only:
        #        temp_text += char
        ##self.TextInput.input_string == temp_text

        if self.english_only:
            pass
        if self.numbers_only:
            if self.TextInput.input_string.isdigit():
                pass
        return is_enter_pressed

    def draw(self, main_surface):
        pygame.draw.rect(main_surface, self.border_color, self.area)
        new_area = ((self.area[0][0] + self.border_size, self.area[0][1] + self.border_size),\
        (self.area[1][0] - (2*self.border_size), self.area[1][1] - (2*self.border_size)))
        pygame.draw.rect(main_surface, self.color, new_area)
        text_surf = self.text_object.get_surface()
        new_spot = (new_area[0][0] + self.spacing, new_area[0][1] +
                    ((new_area[1][1] - text_surf.get_height()) / 2))
        main_surface.blit(text_surf, new_spot)
示例#6
0
 def __init__(self, question, answer, x, y, part_name) -> None:
     super().__init__()
     self.question = question
     self.answer = answer.lower()
     self.door_done = image.load(join(
         "assets", "door done.png")).convert_alpha()
     self.door_done = transform.scale(self.door_done, (256, 256))
     self.image = image.load(join(
         "assets", "door.png")).convert_alpha()
     self.image = transform.scale(self.image, (256, 256))
     self.rect = self.image.get_rect()
     self.rect.x = x
     self.rect.centery = y
     self.asking = False
     self.input = TextInput(text_color=WHITE)
     self.done = False
     self.part_name = part_name
     for a in player.acquired:
         if a['name'] == self.part_name:
             if self.question in a['question']:
                 self.done = True
                 self.image = self.door_done
def ask_player_for_username(screen, stats):
    fontsize = 35
    inputfield = TextInput(
        "USERNAME",
        font_family="Ariel",
        text_color=pygame.Color("white"),
        cursor_color=pygame.Color("red"),
        font_size=fontsize,
    )
    username = None
    myfont = pygame.font.SysFont("sans serif", fontsize)
    message = Message(
        (550, 550),
        "Type your name & press Enter",
        font=myfont,
        color=pygame.Color("green"),
    )

    while True:
        draw_background_image(screen)
        draw_saveusername_page(screen)
        events = pygame.event.get()
        for event in events:
            if event.type == pygame.QUIT:
                stats.close_asteroids_timer()
                sys.exit()

        if inputfield.update(events):
            username = inputfield.get_text()
            break

        screen.blit(
            inputfield.get_surface(),
            (650, 500),
        )
        message.blitme(screen)
        pygame.display.update()
    return username
示例#8
0
from Functions import *
from pygame_textinput import TextInput
from DataBase import *
import MUSIC

textinput = TextInput()


class FinalCutscene():  # всё, что происходит после окончания уровня
    def __init__(self, screen, clock, level, nick, coins):
        self.background = screen
        self.screen = screen
        self.coins = coins
        self.nick = nick
        self.clock = clock
        self.level = level

        add(self.nick, self.level,
            self.coins)  # добавление данных в базу данных

    def start(self):  # вывод результатов
        res = conclusion(self.nick, self.level)
        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    terminate()
                elif event.type == pygame.KEYDOWN and (
                        event.key == pygame.K_KP_ENTER
                        or event.key == pygame.K_RETURN):
                    self.results()
                    return  # начинаем игру
示例#9
0
def Main(enter, exit):

    # Run main // (enter, exit) are not used to track exit conditions
    pygame.init()
    pygame.display.set_caption("PSI")
    g_settings = Settings(exit)
    screen   = pygame.display.set_mode((g_settings.screen_width, \
             g_settings.screen_height))
    font = pygame.font.SysFont(None, 48)
    g_settings.load_background(screen)

    stats = Stats(g_settings)
    ship = Ship(screen, g_settings, stats)
    reticle = Reticle(g_settings, screen)
    textbox = TextInput()
    aliens = Alien(screen, g_settings)
    scores = Score(g_settings, screen, stats, ship)
    powerups = Group()
    twits = Group()

    # wpns
    bullets = Group()
    lazers = Group()
    bombs = Group()

    # Our weapons
    projectiles = [bombs, bullets, lazers]
    # btns
    attack_btn = Button(g_settings, screen, [527, 400, 159, 50], 2)
    login_btn = Button(g_settings, screen, [130, 258, 220, 50], 2)
    about_btn = Button(g_settings, screen, [820, 260, 245, 50], 2)
    pass_btn = Button(g_settings, screen, [550, 342, 100, 37], 2)
    passed_btn = Button(g_settings, screen, [540, 342, 122, 37], 2)

    # Our buttons
    buttons = [login_btn, about_btn, attack_btn, pass_btn, passed_btn]
    clock = pygame.time.Clock()
    FPS = 22
    """ 
		KEYDOWNS occurring outside of gameplay compute within pygame_textinput.py 
		When game is active, textbox.update() ceases, and gf.check_events takes over.
	"""

    while True:  # Main Game Loop loops

        clock.tick(FPS)

        if gf.update_screen(g_settings, screen, font, ship, textbox, aliens, reticle, \
                  twits, powerups, projectiles, stats, \
                    scores, buttons) == 'TX_QUIT':
            # If we receive the quit flag.
            return True

        if stats.game_active == True:
            #enter.send('hello')
            # As per the DocString
            if gf.check_events(g_settings, screen, ship, aliens, stats, \
                   scores, projectiles) == 'CE_QUIT':
                # if we receive the quit flag
                return True
            if stats._current_screen == 3:

                gf.update_bullets(g_settings, screen, stats, ship, \
                     scores, projectiles, powerups, \
                       enter, exit, twits=twits)

                gf.update_twits(g_settings, screen, stats, ship, powerups,\
                        twits, scores, projectiles)
示例#10
0
class live_display():
    _tick = 60
    _shop_input = TextInput()
    _accepted_event1 = ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]
    _accepted_event2 = [K_BACKSPACE, K_DELETE, K_RETURN, K_RIGHT, K_LEFT, K_END, K_HOME, KEYUP]
    _temp_buttons = None
    _scroll_y = 0
    _black_surface = pygame.Surface((1920,1080), 255)
    _black_surface.set_alpha(190)

    def __init__(self, w, h, hive):
        self._w = w
        self._h = h
        self._hive = hive
        

    def give_display(self, live, alert, surface, events, buttons, first_call, bees_surfaces, scroll_y, territory, hive_territories): # permet d'appeler la méthode de live_display correspondant à l'affichage en cours, grâce à live
        if live == "menu":
             return self.live_menu(surface, alert, buttons)
        elif live == "management":
            return self.live_management(surface, events, buttons, alert, bees_surfaces, scroll_y)  
        elif live == "shop":
            return self.live_shop(surface, events, buttons, alert, first_call, bees_surfaces, scroll_y)
        elif live == "fight_menu":
            return self.live_fight_menu(surface, buttons, alert, first_call, territory, hive_territories)
        elif live == "up":
            return self.live_up(surface, bees_surfaces, scroll_y, events, buttons, alert, first_call)
    
    def live_up(self, surface, bees_surfaces, scroll_y, events, buttons, alert, first_time):
        max_y = 950
        scroll_surface, up_buttons, scroll_y = self.scroll(bees_surfaces, events, scroll_y, max_y)
        #positionner correctement purchase buttons
    
        surface = self.display_ressources(surface)

        buttons['upgrade_purchase'] = []
        buttons['desc'] = []

        for but in up_buttons:
            if but._text == "Description":
                buttons['desc'].append(but)
            else:
                buttons['upgrade_purchase'].append(but)

        pos_x = 400
        pos_y = 200 # valeurs liées aux boutons de display de la bee_surface
        
        container_surface = pygame.Surface((1200, 1000), pygame.SRCALPHA)
        
        container_surface.blit(scroll_surface, (0, scroll_y))

        surface.blit(container_surface, (pos_x, pos_y))

        good_up = None

        font = pygame.font.SysFont('comicsans', 50)

        #print("DEBUT", alert, first_time)

        if alert != None:
            if first_time == True:
                self._temp_buttons = buttons
                first_time = False
            for up in self._hive._upgrades:
                if up._name == alert[1] and up._lvl == alert[2]:
                    good_up = up

            surface.blit(self._black_surface, (0,0))

            msg = font.render(good_up._description, 1, (255,255,255))
            surface.blit(msg, (975-len(good_up._description)*9,550))
            
            buttons = {"ok": button((255,180,255), 900, 600, 150, 80, self._w, self._h, 'Ok', font='comicsans', sizeFont=40)}
            buttons["ok"].draw_button(surface)
        elif alert == None and first_time == False:
            buttons = {}
            buttons = self._temp_buttons
            first_time = True

        

        
        
        return surface, scroll_y, buttons, alert, first_time

    def live_fight_menu(self, surface, buttons, alert, first_call, sent_territory, hive_territories):
        
        # print(sent_territory, alert, first_call)

        if sent_territory != None and alert == None:
            if first_call == True:
                self._temp_buttons = buttons
                first_call = False
            
            for territory in hive_territories:
                if territory._name == sent_territory:
                    buttons = {}
                    surface.blit(self._black_surface, (0,0))
                    font = pygame.font.SysFont('comicsans', 50)
                    msg = font.render(territory._display_name, 1, (255,255,255))
                    surface.blit(msg, (900-len(territory._display_name)*7.5 ,400))
                    msg = font.render(territory._description, 1, (255,255,255))
                    surface.blit(msg, (900-len(territory._description)*8,450))
                    
                    if territory._possession == False:

                        msg = font.render("Force: " + str(territory.strength()), 1, (255,255,255))
                        surface.blit(msg, (810,500))
                        msg = font.render("Recompenses:", 1, (255,255,255))
                        surface.blit(msg, (780,550))
                        msg = font.render("+1 niveau", 1, (255,255,255))
                        surface.blit(msg, (820,600))
                        msg = font.render( str(territory.strength()), 1, (255,255,255))
                        surface.blit(msg, (900-len(str(territory.strength()))*7,650))

                        image = pygame.image.load("./Images/pollen.png")
                        surface.blit(pygame.transform.scale(image, (30, 30)), ( 890 + 20*len(str(territory.strength())), 650 ))

                        msg = font.render( str(territory.strength()), 1, (255,255,255))
                        surface.blit(msg, (900-len(str(territory.strength()))*7,700))

                        if territory.ressource() == "honey":
                            image = pygame.image.load("./Images/honey.png")
                            surface.blit(pygame.transform.scale(image, (30, 30)), ( 890 + 20*len(str(territory.strength())), 700 ))
                        elif territory.ressource() == "water":
                            image = pygame.image.load("./Images/water.png")
                            surface.blit(pygame.transform.scale(image, (30, 30)), ( 890 + 20*len(str(territory.strength())), 700 ))
                        elif territory.ressource() == "metal": 
                            image = pygame.image.load("./Images/metal.png")
                            surface.blit(pygame.transform.scale(image, (30, 30)), ( 890 + 20*len(str(territory.strength())), 700 ))
                        elif territory.ressource() == "uranium":
                            image = pygame.image.load("./Images/uranium.png")
                            surface.blit(pygame.transform.scale(image, (30, 30)), ( 890 + 20*len(str(territory.strength())), 700 ))


                        buttons["back"] = button((255,180,255), 950, 750, 150, 80, self._w, self._h, 'Retour', font='comicsans', sizeFont=40)
                        buttons["back"].draw_button(surface)

                        buttons["attack"] = button((255,180,255), 700, 750, 150, 80, self._w, self._h, 'Attaquer', font='comicsans', sizeFont=40)
                        buttons["attack"].draw_button(surface)
                    
                    else:
                        msg = font.render('Vous possédez déjà ce territoire !', 1, (255,255,255))
                        surface.blit(msg, (650,600))
                        buttons["back"] = button((255,180,255), 825, 750, 150, 80, self._w, self._h, 'Retour', font='comicsans', sizeFont=40)
                        buttons["back"].draw_button(surface)

        elif alert == "Done":
            buttons = self._temp_buttons
            alert = None
        # elif alert == "mine":
        #     font = pygame.font.SysFont('comicsans', 40)
        #     msg = font.render("Vous possédez déjà ce territoire", 1, (255,255,255))
        #     surface.blit(msg, (700,550))
        #     buttons = {"confirm" : button((255,180,255), 700, 600, 150, 80, self._w, self._h, 'Retourner sur la carte', font='comicsans', sizeFont=40)}
        #     buttons["confirm"].draw_button(surface)
        elif alert == "victory":
            
            surface.blit(self._black_surface, (0,0))
            font = pygame.font.SysFont('comicsans', 40)
            msg = font.render("Vous avez envahi ce territoire !", 1, (255,255,255))
            surface.blit(msg, (700,550))
            buttons = {"confirm" : button((255,180,255), 825, 600, 150, 80, self._w, self._h, 'Retour', font='comicsans', sizeFont=40)}
            buttons["confirm"].draw_button(surface)
            first_call = True
        elif alert == "cant_win":
            surface.blit(self._black_surface, (0,0))
            font = pygame.font.SysFont('comicsans', 40)
            msg = font.render("Votre armée est trop faible pour envahir le territoire", 1, (255,255,255))
            surface.blit(msg, (575,550))
            buttons = {"confirm" : button((255,180,255), 825, 600, 150, 80, self._w, self._h, 'Retour', font='comicsans', sizeFont=40)}
            buttons["confirm"].draw_button(surface)
        elif alert == None and first_call == False:
            buttons = self._temp_buttons
            first_call = True
        elif sent_territory == None and alert == None:
            self._temp_buttons = buttons
            

        return surface, buttons, first_call, alert

    def live_menu(self, surface, alert, buttons):
        
        surface = self.display_ressources(surface)
        
        # alert upgrade_choice
        if alert == "upgrade_choice":
            

            
            surface.blit(self._black_surface, (0,0))
            # display_surface = pygame.Surface((600, 150), pygame.SRCALPHA)
            
            # surface.blit(display_surface, (760, 480)) 

            buttons = {"fight_upgrades" : button((255,180,255), 730, 450, 200, 80, self._w, self._h, 'Combat', font='comicsans', sizeFont=55),
                        "hive_upgrades" : button((255,180,255), 990, 450, 200, 80, self._w, self._h, 'Ruche', font='comicsans', sizeFont=55),
                        "cancel" : button((212,180,0), 892, 550, 135, 55, self._w, self._h,'Annuler', font='comicsans', sizeFont=33)
                    }
            buttons["fight_upgrades"].draw_button(surface)
            buttons["hive_upgrades"].draw_button(surface)
            buttons["cancel"].draw_button(surface)

        return surface, buttons

    def live_management(self, surface, events, buttons, alert, bees_surfaces, scroll_y):
        max_y = 830
        scroll_surface, delete_buttons, scroll_y = self.scroll(bees_surfaces, events, scroll_y, max_y)
        
        buttons['delete_bee_button'] = delete_buttons

        surface = self.display_ressources(surface)

        pos_x = 150
        pos_y = 250
        
        container_surface = pygame.Surface((1500, 850), pygame.SRCALPHA)
        
        container_surface.blit(scroll_surface, (0, scroll_y))

        surface.blit(container_surface, (pos_x, pos_y))

        alert = ""

       

        return surface, "", buttons, alert, scroll_y
       


    def live_shop(self, surface, events, buttons, alert, first_call, bees_surfaces, scroll_y):
        max_y = 830
        scroll_surface, purchase_buttons, scroll_y = self.scroll(bees_surfaces, events, scroll_y, max_y)
        #positionner correctement purchase buttons
    
        
        buttons['buy_bee_button'] = purchase_buttons

        pos_x = 200
        pos_y = 250 # valeurs liées aux boutons de display de la bee_surface
        
        container_surface = pygame.Surface((1500, 850), pygame.SRCALPHA)
        
        container_surface.blit(scroll_surface, (0, scroll_y))

        surface.blit(container_surface, (pos_x, pos_y))
        

        surface = self.display_ressources(surface)
        
        # print(bees_surfaces[0][1])
        
        delete = False
        give_event = []      
        for event in events:
            if event.type == KEYDOWN:
                for accepted_tchong in self._accepted_event1:
                    if event.unicode == accepted_tchong:
                        give_event.append(event)
                        #print(event)
                        break
                for accepted_tchang in self._accepted_event2:
                    if event.key == accepted_tchang:
                        give_event.append(event)
                        if event.key == K_BACKSPACE:
                            delete = True
                        #print(event)
                        break

        if alert == "Buy":
            if first_call == True:
                self._temp_buttons = buttons
                first_call = False
                buttons = {}
            elif first_call == False:
                
                surface.blit(self._black_surface, (0,0))
                input_surface = pygame.Surface((400, 80))
                input_surface.fill(pygame.Color('White'))
                input_surface.blit(self._shop_input.get_surface(), (180,27))
                
                
                
                if len(self._shop_input.get_text()) < 10:
                    self._shop_input.update(give_event)
                elif delete == True:
                    self._shop_input.update(give_event)

                surface.blit(input_surface, (760, 480)) 

                buttons = {"cancel_buy" : button((255,180,255), 860, 615, 200, 80, self._w, self._h, 'Annuler Achat', font='comicsans', sizeFont=35)}
                buttons["cancel_buy"].draw_button(surface)

         

        elif alert == "CantBuy":
            if first_call == True:
                self._temp_buttons = buttons
                first_call = False
                buttons = {}
            elif first_call == False:
                
                surface.blit(self._black_surface, (0,0))
                buttons = {"cant_buy_alert" : button((255,50,0,0), 760, 480, 400, 60, self._w, self._h,'Ressource insuffisante', font='comicsans', sizeFont=50)}
                buttons["cant_buy_alert"].draw_button(surface)
        elif alert == "GetRideOfThisShit":
            self._shop_input.clear_text()
            buttons = self._temp_buttons
            self._temp_buttons = None
            alert = None 

        elif alert == "confirm_purchase":
            
            surface.blit(self._black_surface, (0,0))
            display_surface = pygame.Surface((400, 80))
            font = pygame.font.SysFont('comicsans', 50)
            msg = font.render("Achat effectué !", 1, (0,0,0))
            display_surface.fill(pygame.Color('White'))
            display_surface.blit(msg, (65,25))
                
            surface.blit(display_surface, (760, 480)) 

            buttons = {"purchase_confirmation" : button((255,180,255), 860, 615, 200, 80, self._w, self._h, 'Continuer', font='comicsans', sizeFont=35)}
            buttons["purchase_confirmation"].draw_button(surface)
       
        return surface, self._shop_input.get_text(), buttons, first_call, alert, scroll_y

    def scroll(self, surface, events, y, max_y):
        buttons = surface['buttons']
        surface = surface['surface']
        pixels = 40
        for event in events:
            if event.type == MOUSEBUTTONDOWN and event.button == 5: # vers le haut
                y -= pixels
                if y <= 0 and y > -(surface.get_height() - max_y):
                    buttons = self.new_button_pos(buttons, pixels, "-")
                else:
                    y += pixels
            if event.type == MOUSEBUTTONDOWN and event.button == 4: # vers le bas
                y += pixels
                if y <= 0:
                    buttons = self.new_button_pos(buttons, pixels, "+")
                else:
                    y -= pixels


        return surface, buttons, y

    def new_button_pos(self, buttons, pixels, axe):
        for i in range (0, len(buttons)):
            if axe == "+":
                buttons[i]._y += pixels
            elif axe == "-":
                buttons[i]._y -= pixels
            
        return buttons

    def text_rendering(self, font, sizeFont, text):
        font = pygame.font.SysFont(font, sizeFont)
        text = font.render(text, 1, (0,0,0))
        return text

    def display_ressources(self, surface):
        x = 10
        for ressource in self._hive._ressource:
            texte = self.translate_ressources(ressource)
            disp = texte + ": " + str(math.ceil(self._hive._ressource[ressource]))
            texte = self.text_rendering("comicsans", 40, disp)
            surface.blit(texte, (x, 14))
            x += 300
        
        text = "Lvl: " + str(self._hive._level)
        text = self.text_rendering("comicsans", 40, text)
        surface.blit(text, (x, 14))
        
        return surface

    def translate_ressources(self, name):
        if name == "honey":
            return "Miel"
        if name == "water":
            return "Eau"
        if name == "metal":
            return "Métal"
        if name == "uranium":
            return "Uranium"
        if name == "pollen":
            return "Pollen"
示例#11
0
def menu_screen(screen, clock):

    # declaring important variables
    color_choice = 0
    option_flag = 0
    prison_choice = 0
    random_hint = random.randint(0, 7)  # displays random quote
    high_score, high_time = read_highscore()
    timer = 0
    global mute, friction, first
    # playing start sound jail
    pygame.mixer.music.load(os.path.join(assets_directory, "start.wav"))
    pygame.mixer.music.play(-1)
    pygame.mixer.music.set_volume(1)

    # settings and player name
    settings_manager = Settings_Manager()
    is_editing_name = False
    edit_name_start_button = ImgButton(pygame, screen,
                                       (34, scr_height - 70, 32, 32),
                                       edit_start_img)
    edit_name_end_button = ImgButton(pygame, screen,
                                     (34, scr_height - 70, 32, 32),
                                     edit_end_img)
    name_input = TextInput('',
                           text_color=(255, 255, 255),
                           cursor_color=(255, 255, 255),
                           font_and_size=message_text1)

    # display start image

    while timer <= 180 and first:
        timer += 1
        screen.blit(start_img_resized, (0, 0))
        draw_walls(screen, wall_brick_width, wall_brick_height)
        disp_text(screen, "Will You Make It Out... Alive?",
                  (old_div(scr_width, 2), 100), start_horror_text, peace_green)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                os._exit(0)
        pygame.display.update()
        clock.tick(FPS)

    first = 0
    pygame.mixer.music.stop()
    pygame.mixer.music.load(os.path.join(assets_directory, "start_screen.ogg"))
    pygame.mixer.music.play(-1)
    pygame.mixer.music.set_volume(2)

    while True:

        if not mute:
            pygame.mixer.music.pause()
        else:
            pygame.mixer.music.unpause()
        # time passed
        delta_time = old_div(clock.get_time(), 10)
        mouse_x, mouse_y = pygame.mouse.get_pos()
        # checking for events
        events = pygame.event.get()
        for event in events:
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_UP or event.key == pygame.K_w:
                    option_flag = (option_flag + 1) % 2
                if event.key == pygame.K_DOWN or event.key == pygame.K_s:
                    option_flag = (option_flag - 1) % 2
                if event.key == pygame.K_LEFT or event.key == pygame.K_a:
                    color_choice = (color_choice + 3) % 4
                if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
                    color_choice = (color_choice + 1) % 4
                if event.key == pygame.K_RETURN or event.key == pygame.K_SPACE:
                    return option_flag, color_choice, mute  # return index of color in striker_colors

                if event.key == pygame.K_ESCAPE:
                    os._exit(0)
            if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed(
            )[0]:
                if mouse_x < scr_width - 70 and mouse_x > scr_width - 100 and mouse_y < 100 and mouse_y > 70:
                    mute = not mute
                    mute = mute
            if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed(
            )[0]:
                if mouse_x < scr_width - 70 and mouse_x > scr_width - 100 and mouse_y < 200 and mouse_y > 170:
                    write_highscore(0, 0, 0, 0, 0)
                    high_score, high_time = read_highscore()
            if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed(
            )[0]:
                if mouse_x < 284 and mouse_x > 114 and mouse_y < 336 and mouse_y > 318:
                    prison_choice = 0
                    friction = 0.01
            if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed(
            )[0]:
                if mouse_x < 527 and mouse_x > 325 and mouse_y < 336 and mouse_y > 318:
                    prison_choice = 1
                    friction = 0.018
            if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed(
            )[0]:
                if mouse_x < 797 and mouse_x > 584 and mouse_y < 336 and mouse_y > 318:
                    prison_choice = 2
                    friction = 0.025
            if event.type == pygame.QUIT:
                os._exit(0)

            # checking for button clicks
            if event.type == pygame.MOUSEBUTTONUP and event.button == LEFT:
                if is_editing_name:
                    if edit_name_end_button.check_click(event.pos):
                        settings_manager.settings_data[
                            'player_name'] = name_input.get_text()
                        settings_manager.save_settings_to_file()
                        is_editing_name = False
                else:
                    if edit_name_start_button.check_click(event.pos):
                        settings_manager.settings_data['player_name'] = ""
                        name_input.clear_text()
                        is_editing_name = True

            # fedd name input box with events
            name_input.update(events)

        screen.fill(black)  # black background, to be changed later
        draw_walls(screen, wall_brick_width, wall_brick_height)

        # display moving ball
        menu_ball.menu_screen_move(delta_time)
        menu_ball.check_collide_wall()
        menu_ball.check_collide_palette()
        menu_ball.draw(screen)

        # display quote
        # displaying random hint
        disp_text(screen, "\"" + hint_message[random_hint % 7] + "\"",
                  (old_div(scr_width, 2), old_div(scr_height, 4) + 20),
                  quote_text, orange)

        # display title
        disp_text(screen, "Brk",
                  (old_div(scr_width, 2) - 70, old_div(scr_height, 2) - 240),
                  game_title_text_large, orange)
        disp_text(screen, "OUT",
                  (old_div(scr_width, 2) + 100, old_div(scr_height, 2) - 240),
                  game_title_text_small, white)

        disp_text(screen, "YOUR PRISON",
                  (old_div(scr_width, 2), old_div(scr_height, 2) - 80),
                  prison_text_big, blood_red)

        if prison_choice == 0:
            disp_text(
                screen, "HOME",
                (old_div(scr_width, 2) - 250, old_div(scr_height, 2) - 24),
                prison_text1, blue)
        else:
            disp_text(
                screen, "HOME",
                (old_div(scr_width, 2) - 250, old_div(scr_height, 2) - 24),
                prison_text, yellow)

        if prison_choice == 1:
            disp_text(
                screen, "DUNGEON",
                (old_div(scr_width, 2) - 25, old_div(scr_height, 2) - 24),
                prison_text1, blue)
        else:
            disp_text(
                screen, "DUNGEON",
                (old_div(scr_width, 2) - 25, old_div(scr_height, 2) - 24),
                prison_text, yellow)

        if prison_choice == 2:
            disp_text(
                screen, "TARTARUS",
                (old_div(scr_width, 2) + 240, old_div(scr_height, 2) - 24),
                prison_text1, blue)
        else:
            disp_text(
                screen, "TARTARUS",
                (old_div(scr_width, 2) + 240, old_div(scr_height, 2) - 24),
                prison_text, yellow)

        disp_text(screen, "HIGHSCORE", (130, 65), start_screen_number, white)
        disp_text(screen, high_score, (130, 105), start_screen_number1, white)
        disp_text(screen, high_time[:2] + ":" + high_time[2:4], (130, 140),
                  start_screen_number1, white)

        if mute:
            screen.blit(unmute_img, (scr_width - 100, 70))
        else:
            screen.blit(mute_img, (scr_width - 100, 70))
        screen.blit(help_img, (scr_width - 100, 120))
        screen.blit(reset_img, (scr_width - 100, 170))
        # display menu
        # display "Let's Play"
        if option_flag == 0:
            disp_text(screen, "Let's Escape",
                      (old_div(scr_width, 2), old_div(scr_height, 2) + 60),
                      menu_item_text_selected, silver)
        else:
            disp_text(screen, "Let's Escape",
                      (old_div(scr_width, 2), old_div(scr_height, 2) + 60),
                      menu_item_text, grey)

        # display white boundary around color palette
        pygame.draw.rect(screen,
                         white, (old_div(scr_width, 2) - 200,
                                 old_div(scr_height, 2) + 100, 400, 100), 3)
        pygame.draw.rect(screen,
                         white, (old_div(scr_width, 2) - 192,
                                 old_div(scr_height, 2) + 108, 384, 84), 2)

        # display color palette
        if color_choice == 0:
            pygame.draw.rect(screen, light_green,
                             (old_div(scr_width, 2) - 190,
                              old_div(scr_height, 2) + 110, 80, 80))
        else:
            pygame.draw.rect(screen, green,
                             (old_div(scr_width, 2) - 185,
                              old_div(scr_height, 2) + 115, 70, 70))

        if color_choice == 1:
            pygame.draw.rect(screen,
                             light_red, (old_div(scr_width, 2) - 90,
                                         old_div(scr_height, 2) + 110, 80, 80))
        else:
            pygame.draw.rect(screen,
                             red, (old_div(scr_width, 2) - 85,
                                   old_div(scr_height, 2) + 115, 70, 70))

        if color_choice == 2:
            pygame.draw.rect(screen, light_magenta,
                             (old_div(scr_width, 2) + 10,
                              old_div(scr_height, 2) + 110, 80, 80))
        else:
            pygame.draw.rect(screen,
                             magenta, (old_div(scr_width, 2) + 15,
                                       old_div(scr_height, 2) + 115, 70, 70))

        if color_choice == 3:
            pygame.draw.rect(screen, light_blue,
                             (old_div(scr_width, 2) + 110,
                              old_div(scr_height, 2) + 110, 80, 80))
        else:
            pygame.draw.rect(screen, blue,
                             (old_div(scr_width, 2) + 115,
                              old_div(scr_height, 2) + 115, 70, 70))

        # display "I'm Scared"
        if option_flag == 1:
            disp_text(screen, "I'm Scared",
                      (old_div(scr_width, 2), old_div(scr_height, 2) + 240),
                      menu_item_text_selected, silver)
        else:
            disp_text(screen, "I'm Scared",
                      (old_div(scr_width, 2), old_div(scr_height, 2) + 240),
                      menu_item_text, grey)

        # display message
        if mouse_x < scr_width - 70 and mouse_x > scr_width - 100 and mouse_y < 100 and mouse_y > 70:
            if mute:
                disp_text(
                    screen, "Click To Mute",
                    (old_div(scr_width, 2), old_div(scr_height, 2) + 300),
                    message_text, yellow)
            else:
                disp_text(
                    screen, "Click To Unmute",
                    (old_div(scr_width, 2), old_div(scr_height, 2) + 300),
                    message_text, yellow)
        elif mouse_x < scr_width - 70 and mouse_x > scr_width - 100 and mouse_y < 150 and mouse_y > 120:
            disp_text(screen, "Click For Help",
                      (old_div(scr_width, 2), old_div(scr_height, 2) + 300),
                      message_text, yellow)
        elif mouse_x < scr_width - 70 and mouse_x > scr_width - 100 and mouse_y < 200 and mouse_y > 170:
            disp_text(screen, "Click To Reset Highscore",
                      (old_div(scr_width, 2), old_div(scr_height, 2) + 300),
                      message_text, yellow)
        elif option_flag == 0:
            disp_text(screen, "Press Enter To Play",
                      (old_div(scr_width, 2), old_div(scr_height, 2) + 300),
                      message_text, yellow)
        elif option_flag == 1:
            disp_text(screen, "Press Enter To Quit Game",
                      (old_div(scr_width, 2), old_div(scr_height, 2) + 300),
                      message_text, yellow)

        # display player name
        disp_text_origin(
            screen,
            settings_manager.settings_data['player_name'],
            (80, scr_height - 70),
            message_text1,
            white,
        )
        if is_editing_name:
            edit_name_end_button.draw()
        else:
            edit_name_start_button.draw()

        if is_editing_name:
            screen.blit(name_input.get_surface(), (80, scr_height - 70))

        pygame.display.update()
        clock.tick(FPS)
示例#12
0
    def __init__(self, settings, screen):
        """
        Initializes basic properties of the prompt screen
        """

        #only one message and title to be displayed at any given time
        self.title = "Welcome to Up and Down the River!"
        self.player_name_text = "Enter Player Name:"
        self.difficulty_levels_text = "Select Difficulty:"
        self.levels = Group()
        self.number_of_players_text = "Select Number of Players:"
        self.players = Group()
        self.number_of_rounds_text = "Select Number of Rounds:"
        self.rounds = Group()

        #basic visual settings
        self.settings = settings
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.bg_color = settings.bg_color

        #title font settings - white for now and just default
        self.title_text_color = (255, 255, 255)
        self.title_font = pygame.font.SysFont(None, 48)

        #Set of title image
        self.title_image = self.title_font.render(self.title, True, self.title_text_color)

        #definitions of the title image rect
        self.title_rect = self.title_image.get_rect()
        self.title_rect.y = self.settings.screen_height * .05
        self.title_rect.center = ((self.settings.screen_width / 2), self.title_rect.y)

        #player name font settings - white for now and just default
        self.player_name_text_color = (255, 255, 255)
        self.player_name_font = pygame.font.SysFont(None, 36)

        #Set of player name text image
        self.player_name_image = self.player_name_font.render(self.player_name_text, True, self.player_name_text_color)

        #definitions of the player name text image rect
        self.player_name_rect = self.player_name_image.get_rect()
        self.player_name_rect.y = self.settings.screen_height * .20
        self.player_name_rect.x = self.settings.screen_width * .20

        #number of players font settings - white for now and just default
        self.player_number_text_color = (255, 255, 255)
        self.player_number_font = pygame.font.SysFont(None, 36)

        #Set of player name text image
        self.player_number_image = self.player_number_font.render(self.number_of_players_text, True, self.player_number_text_color)

        #definitions of the player name text image rect
        self.player_number_rect = self.player_number_image.get_rect()
        self.player_number_rect.y = self.settings.screen_height * .30
        self.player_number_rect.x = self.settings.screen_width * .20

        #difficulty levels font settings - white for now and just default
        self.difficulty_levels_text_color = (255, 255, 255)
        self.difficulty_levels_font = pygame.font.SysFont(None, 36)

        #Set of difficulty levels text image
        self.difficulty_levels_text_image = self.difficulty_levels_font.render(self.difficulty_levels_text, True, self.difficulty_levels_text_color)

        #definitions of the difficulty levels text image rect
        self.difficulty_levels_rect = self.difficulty_levels_text_image.get_rect()
        self.difficulty_levels_rect.y = self.settings.screen_height * .40
        self.difficulty_levels_rect.x = self.settings.screen_width * .20

        #difficulty levels font settings - white for now and just default
        self.number_of_rounds_text_color = (255, 255, 255)
        self.number_of_rounds_text_font = pygame.font.SysFont(None, 36)

        #Set of difficulty levels text image
        self.number_of_rounds_text_image = self.number_of_rounds_text_font.render(self.number_of_rounds_text, True, self.number_of_rounds_text_color)

        #definitions of the difficulty levels text image rect
        self.number_of_rounds_rect = self.number_of_rounds_text_image.get_rect()
        self.number_of_rounds_rect.y = self.settings.screen_height * .50
        self.number_of_rounds_rect.x = self.settings.screen_width * .20

        #Instance of pygame text input module
        self.text_input = TextInput()
        self.text_input_rect_x = self.settings.screen_width * .50
        self.text_input_rect_y = self.settings.screen_height * .20

        #Sprite Group of player options
        for index in range(0 , len(self.settings.number_of_players_option)):
            msg = str(self.settings.number_of_players_option[index])
            pos_x = self.settings.screen_width * (.50 + (index * .075))
            pos_y = self.player_number_rect.y
            button = PromptScreenButton(self.settings, self.screen, msg, False, pos_x, pos_y)
            self.players.add(button)

        self.players.sprites()[0].select() #sets first option as highlight

        #Sprite Group of difficulties
        for index in range(0 , len(self.settings.game_difficulty_option)):
            msg = self.settings.game_difficulty_option[index]
            pos_x = self.settings.screen_width * (.50 + (index * .15))
            pos_y = self.difficulty_levels_rect.y
            button = PromptScreenButton(self.settings, self.screen, msg, False, pos_x, pos_y)
            self.levels.add(button)

        self.levels.sprites()[0].select() #sets first option as highlight

        #Sprite Group of rounds
        for index in range(1 , self.settings.max_rounds_available+1):
            msg = str(index)
            pos_x = self.settings.screen_width * (.50 + ((index-1) * .05))
            pos_y = self.number_of_rounds_rect.y
            button = PromptScreenButton(self.settings, self.screen, msg, False, pos_x, pos_y)
            self.rounds.add(button)

        self.rounds.sprites()[0].select() #sets first option as highlight

        #Play Button instance to capture all the prompts when selected
        self.play_button = Button(self.settings, self.screen)
示例#13
0
class Game(object):
    """The game instance."""
    def __init__(self):
        # Create the clock
        self.clock = pygame.time.Clock()

        # Create the game window
        self.window = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
        pygame.display.set_caption('Wikipedia Bingo')

        # Default game options (changed on start screen)
        self.limit = 5
        self.board_size = 5

    def run(self):
        """Run the game until it quits."""
        self.running = True
        while self.running:
            # Display the start screen
            self.start_screen()
            # Start screen quit

            # Display the main screen
            self.main_screen()
            # Main screen quit

        # Exit
        self.terminate()

    def start_screen(self):
        """Create the start screen."""
        self.loop_stage = True

        # Define buttons
        self.buttons = {}
        # Options
        self.buttons['start'] = Button('START', TEXTCOLOR, TILECOLOR,
                                       WINDOWWIDTH / 2 - 125,
                                       WINDOWHEIGHT - 100)
        self.buttons['start'].action = self.next_stage

        self.buttons['quit'] = Button('QUIT', TEXTCOLOR, TILECOLOR,
                                      WINDOWWIDTH / 2 + 25, WINDOWHEIGHT - 100)
        self.buttons['quit'].action = self.terminate

        # Difficulty
        self.buttons['limit3'] = Button('Hard', TEXTCOLOR, TILECOLOR,
                                        WINDOWWIDTH / 2 + 100, 500)
        self.buttons['limit3'].action = self.set_limit_to_3
        self.buttons['limit3_sel'] = Button('Hard', TEXTCOLOR, WHITE,
                                            WINDOWWIDTH / 2 + 100, 500)
        self.buttons['limit3_sel'].action = self.set_limit_to_3

        self.buttons['limit5'] = Button('Medium', TEXTCOLOR, TILECOLOR,
                                        WINDOWWIDTH / 2 - 50, 500)
        self.buttons['limit5'].action = self.set_limit_to_5
        self.buttons['limit5_sel'] = Button('Medium', TEXTCOLOR, WHITE,
                                            WINDOWWIDTH / 2 - 50, 500)
        self.buttons['limit5_sel'].action = self.set_limit_to_5

        self.buttons['limit7'] = Button('Easy', TEXTCOLOR, TILECOLOR,
                                        WINDOWWIDTH / 2 - 200, 500)
        self.buttons['limit7'].action = self.set_limit_to_7
        self.buttons['limit7_sel'] = Button('Easy', TEXTCOLOR, WHITE,
                                            WINDOWWIDTH / 2 - 200, 500)
        self.buttons['limit7_sel'].action = self.set_limit_to_7

        # Board size
        self.buttons['3x3'] = Button('3x3', TEXTCOLOR, TILECOLOR,
                                     WINDOWWIDTH / 2 - 200, 600)
        self.buttons['3x3'].action = self.set_board_size_to_3x3
        self.buttons['3x3_sel'] = Button('3x3', TEXTCOLOR, WHITE,
                                         WINDOWWIDTH / 2 - 200, 600)
        self.buttons['3x3_sel'].action = self.set_board_size_to_3x3

        self.buttons['5x5'] = Button('5x5', TEXTCOLOR, TILECOLOR,
                                     WINDOWWIDTH / 2 - 50, 600)
        self.buttons['5x5'].action = self.set_board_size_to_5x5
        self.buttons['5x5_sel'] = Button('5x5', TEXTCOLOR, WHITE,
                                         WINDOWWIDTH / 2 - 50, 600)
        self.buttons['5x5_sel'].action = self.set_board_size_to_5x5

        self.buttons['7x7'] = Button('7x7', TEXTCOLOR, TILECOLOR,
                                     WINDOWWIDTH / 2 + 100, 600)
        self.buttons['7x7'].action = self.set_board_size_to_7x7
        self.buttons['7x7_sel'] = Button('7x7', TEXTCOLOR, WHITE,
                                         WINDOWWIDTH / 2 + 100, 600)
        self.buttons['7x7_sel'].action = self.set_board_size_to_7x7

        while self.loop_stage:
            # Get events
            events = pygame.event.get()

            # Check clicks
            for event in events:
                if event.type == loc.MOUSEBUTTONUP:
                    # check if the user clicked on an option button
                    for button_name in self.buttons:
                        button = self.buttons[button_name]
                        if button.rect.collidepoint(event.pos):
                            button.action()

            # Check for exit
            self.check_for_quit(events)

            # Draw the board
            self.draw_start_screen()

            # Tick the FPS clock
            self.clock.tick(FPS)

    def draw_start_screen(self):
        """Draw the start screen."""
        self.window.fill(BGCOLOR)
        # Draw the name
        # txt = 'Wikipedia Bingo!'
        # surf, rect = make_text(txt, MESSAGECOLOR, BGCOLOR, 855, 60)
        # self.window.blit(surf, rect)

        # Draw the logo
        img = pygame.image.load('WIKIPEDIA_BINGO_small.png')
        rect = img.get_rect()
        rect.center = (WINDOWWIDTH / 2, 200)
        self.window.blit(img, rect)

        # Draw the instructions
        txt = 'INSTRUCTIONS'
        surf, rect = make_text(txt, MESSAGECOLOR, BGCOLOR, 100, 200)
        self.window.blit(surf, rect)
        with open('instructions.txt') as f:
            text = f.read().split('\n')
        for i, line in enumerate(text):
            textSurf, textRect = make_text(line, MESSAGECOLOR, BGCOLOR, 100,
                                           230 + 20 * i)
            self.window.blit(textSurf, textRect)

        # Draw the buttons
        txt = 'OPTIONS'
        surf, rect = make_text(txt, MESSAGECOLOR, BGCOLOR, 890, 400)
        self.window.blit(surf, rect)

        txt = 'Chose difficulty:'
        surf, rect = make_text(txt, MESSAGECOLOR, BGCOLOR, 850, 450)
        self.window.blit(surf, rect)
        txt = 'Chose board size:'
        surf, rect = make_text(txt, MESSAGECOLOR, BGCOLOR, 850, 550)
        self.window.blit(surf, rect)
        for button_name in self.buttons:
            button = self.buttons[button_name]
            # Size pressed
            if self.board_size == 3 and button_name in [
                    '3x3', '5x5_sel', '7x7_sel'
            ]:
                continue
            elif self.board_size == 5 and button_name in [
                    '3x3_sel', '5x5', '7x7_sel'
            ]:
                continue
            elif self.board_size == 7 and button_name in [
                    '3x3_sel', '5x5_sel', '7x7'
            ]:
                continue
            # Limit button pressed
            elif self.limit == 3 and button_name in [
                    'limit3', 'limit5_sel', 'limit7_sel'
            ]:
                continue
            elif self.limit == 5 and button_name in [
                    'limit3_sel', 'limit5', 'limit7_sel'
            ]:
                continue
            elif self.limit == 7 and button_name in [
                    'limit3_sel', 'limit5_sel', 'limit7'
            ]:
                continue
            else:
                self.window.blit(button.surface, button.rect)

        # Draw the leaderboard
        txt = 'HIGH SCORES'
        surf, rect = make_text(txt, MESSAGECOLOR, BGCOLOR, 1500, 200)
        self.window.blit(surf, rect)

        scoreboard = pd.read_csv('leaderboard.csv')
        strings = scoreboard['name'].values
        scores = scoreboard['score'].values
        for i, (name, score) in enumerate(zip(strings[:25], scores[:25])):
            msg = '{: >5.0f}'.format(score)
            textSurf, textRect = make_text(msg, MESSAGECOLOR, BGCOLOR, 1500,
                                           250 + 20 * i)
            self.window.blit(textSurf, textRect)
            msg = '{}'.format(name[:3].upper())
            textSurf, textRect = make_text(msg, MESSAGECOLOR, BGCOLOR, 1600,
                                           250 + 20 * i)
            self.window.blit(textSurf, textRect)

        # Update the dipslay
        pygame.display.update()

    def main_screen(self):
        """Create the main screen."""
        self.loop_stage = True

        # Default user name
        self.name = None

        # Generate a new puzzle
        self.get_starting_board()

        # Create list of red tiles
        self.board_counts = np.zeros((self.board_size, self.board_size))
        self.board_new = np.zeros((self.board_size, self.board_size))

        # Quit button
        self.buttons = {}
        self.buttons['restart'] = Button('RESTART', TEXTCOLOR, TILECOLOR,
                                         WINDOWWIDTH - 150, 30)
        self.buttons['restart'].action = self.next_stage
        self.buttons['quit'] = Button('QUIT', TEXTCOLOR, TILECOLOR,
                                      WINDOWWIDTH - 150, 60)
        self.buttons['quit'].action = self.terminate

        # Create TextInput-object
        self.textinput = TextInput(text_color=TEXTCOLOR,
                                   cursor_color=TEXTCOLOR)

        # Create the message array (starts blank)
        self.message_array = None

        # Initial score.
        self.score = 0

        # Draw the initial board
        self.draw_main_screen()

        while self.loop_stage:
            # Get events
            events = pygame.event.get()

            # Check clicks
            for event in events:
                if event.type == loc.MOUSEBUTTONUP:
                    # check if the user clicked on an option button
                    for button_name in self.buttons:
                        button = self.buttons[button_name]
                        if button.rect.collidepoint(event.pos):
                            button.action()

            # Send events to the text reader
            if self.textinput.update(events):
                # Pressed enter
                user_input = self.textinput.get_text()
                self.textinput.clear_text()

                # Extra commands
                if user_input and user_input[0] == "\ "[0]:
                    command = user_input[1:].lower()
                    if command in ['q', 'quit']:
                        self.terminate()
                    if command == 'add':
                        self.board_counts += 1
                else:
                    # DEBUG
                    print(self.board_words)

                    # Get the article title
                    title = user_input.lower()

                    # Put the title in the top left
                    self.message_array = [title + ':']

                    if not self.game_won():
                        # Reset the new word counter
                        self.board_new = np.zeros(
                            (self.board_size, self.board_size))

                        # Get the wikipedia article
                        validation = Validation(title)
                        try:
                            validation.scrape_wiki()
                            validation.process_wiki()
                            words = validation.token
                            self.score += 1
                            print(self.score)
                        except Exception:
                            self.message_array.append('Article not found')
                            words = []
                            self.score += 1
                            print(self.score)

                        # Remove any words not on the board
                        words = [
                            word.lower() for word in words
                            if word.lower() in self.board_words.flatten()
                        ]

                        # Count the frequencies
                        counter = Counter(words)

                        # Create the message for the top left
                        if len(words) == 0:
                            self.message_array.append('No valid words')

                        for word in sorted(counter,
                                           key=lambda x: counter[x],
                                           reverse=True):
                            x, y = tuple(
                                np.argwhere(
                                    self.board_words == word.lower())[0])
                            current_count = self.board_counts[x][y]
                            limit = self.board_limits[x][y]
                            new_count = current_count + counter[word]

                            # Create the message array for the left hand courner
                            message = '{} ({:.0f})+{:.0f} = {:.0f}/{:.0f}'.format(
                                word, current_count, counter[word], new_count,
                                limit)
                            self.message_array.append(message)

                            # Check if the counter has overflowed
                            new_word = None
                            new_range = None
                            if new_count >= limit:
                                new_count = 0
                                new_word, new_range = self.get_new_word()
                                self.message_array.append(
                                    '  OVERFLOW > {}'.format(new_word))

                            # Save the new count, new word (if needed) and message
                            self.board_counts[x][y] = new_count
                            if new_word:
                                print(new_word)
                                self.board_words[x][y] = new_word
                                self.board_limits[x][y] = new_range
                                self.board_new[x][y] = 1
                    else:
                        # You win!
                        self.scoring_algorithm()

                        if not self.name and len(user_input) > 0:
                            self.name = user_input

                            # Update the leaderboard.
                            new_win = pd.DataFrame(columns=['score', 'name'])

                            new_win.loc[0] = [self.final_score, self.name]
                            leaderboard = pd.read_csv('leaderboard.csv')
                            new_leaderboard = pd.concat([leaderboard, new_win])
                            new_leaderboard = new_leaderboard.sort_values(
                                'score', ascending=False)
                            new_leaderboard.to_csv('leaderboard.csv',
                                                   index=False)

                            return

            # Check for exit
            self.check_for_quit(events)

            # Draw the board
            self.draw_main_screen()

            # Tick the FPS clock
            self.clock.tick(FPS)

    def draw_main_screen(self):
        """Draw the main screen."""
        self.window.fill(BGCOLOR)
        # Draw the board
        for tilex in range(len(self.board_words)):
            for tiley in range(len(self.board_words[0])):
                word = self.board_words[tilex][tiley]

                # Change the BG colour based on the count
                count = self.board_counts[tilex][tiley]
                limit = self.board_limits[tilex][tiley]
                if 0 < count < limit:
                    bgcolour = (255, 255 - count * 255 / limit,
                                255 - count * 255 / limit)
                else:
                    bgcolour = GREEN

                # Change the text colour if it's new
                new = self.board_new[tilex][tiley]
                if new:
                    bgcolour = (60, 185, 100)

                # Draw the tile
                self.draw_tile(tilex, tiley, word, count, limit, TEXTCOLOR,
                               bgcolour)

        left, top = self.get_tile_courner(0, 0)
        width = self.board_size * TILE_WIDTH
        height = self.board_size * TILE_HEIGHT
        pygame.draw.rect(self.window, BORDERCOLOR,
                         (left - 5, top - 5, width + 11, height + 11), 4)

        # Draw the count
        msg = 'COUNT: {:.0f}'.format(self.score)
        surf, rect = make_text(msg, MESSAGECOLOR, BGCOLOR, 5, 5)
        self.window.blit(surf, rect)

        # Draw the message
        if self.message_array:
            for i, msg in enumerate(self.message_array):
                textSurf, textRect = make_text(msg, MESSAGECOLOR, BGCOLOR, 5,
                                               35 + 20 * i)
                self.window.blit(textSurf, textRect)

        # Draw the winning message if you've won
        if self.game_won():
            # Display winning message
            textSurf, textRect = make_text('!! WINNER !!', MESSAGECOLOR,
                                           BGCOLOR, WINDOWWIDTH / 2 - 75, 5)
            self.window.blit(textSurf, textRect)

            # Display score
            self.scoring_algorithm()
            textSurf, textRect = make_text(
                'FINAL SCORE: {:.0f}'.format(self.final_score), MESSAGECOLOR,
                BGCOLOR, WINDOWWIDTH / 2 - 120, 25)
            self.window.blit(textSurf, textRect)

        # Draw the instructions
        if not self.game_won():
            instruct = 'Enter the name of a Wikipedia article:'
            color = MESSAGECOLOR
        else:
            instruct = 'Enter your name to add to the leaderboard (MAX 3 LETTERS):'
            color = (255, 50, 50)
        instructSurf, instructRect = make_text(instruct, color, BGCOLOR, 5,
                                               WINDOWHEIGHT - 60)
        self.window.blit(instructSurf, instructRect)

        # Draw the text box
        self.window.blit(self.textinput.get_surface(), (5, WINDOWHEIGHT - 30))

        # Draw the buttons
        for button_name in self.buttons:
            button = self.buttons[button_name]
            self.window.blit(button.surface, button.rect)

        # Update the dipslay
        pygame.display.update()

    # # # # #  BUTTON FUNCTIONS
    def next_stage(self):
        """Go to the next stage."""
        self.loop_stage = False

    def terminate(self):
        """Quit the game."""
        pygame.quit()
        sys.exit()

    def set_board_size_to_3x3(self):
        """Set the board size."""
        self.board_size = 3

    def set_board_size_to_5x5(self):
        """Set the board size."""
        self.board_size = 5

    def set_board_size_to_7x7(self):
        """Set the board size."""
        self.board_size = 7

    def set_limit_to_3(self):
        """Set the tile limits."""
        self.limit = 3

    def set_limit_to_5(self):
        """Set the tile limits."""
        self.limit = 5

    def set_limit_to_7(self):
        """Set the tile limits."""
        self.limit = 7

    def check_for_quit(self, events):
        """Check for quit events."""
        for event in events:
            if event.type == loc.QUIT:
                # terminate if any QUIT events are present
                self.terminate()
            if event.type == loc.KEYUP and event.key == loc.K_ESCAPE:
                # terminate if the KEYUP event was for the Esc key
                self.terminate()

    def get_starting_board(self):
        """Return a board data structure with tiles in the solved state."""
        words = []
        ranges = []
        for _ in range(self.board_size * self.board_size):
            word, limit = self.get_new_word()
            words.append(word)
            ranges.append(limit)
        self.board_words = np.array(words, dtype=object).reshape(
            (self.board_size, self.board_size))
        self.board_limits = np.array(ranges).reshape(
            (self.board_size, self.board_size))

    def get_new_word(self):
        """Get an unused word from the list of all words."""
        while True:
            target = TargetWord(ALL_WORDS)
            target.word_gen()
            word = target.word.lower()
            target.range_gen()
            limit = self.limit

            try:
                if word not in self.board_words.flatten():
                    break
            except Exception:
                break

        return word, limit

    def get_tile_courner(self, tilex, tiley):
        """Get the coordinates of the top left courner of a tile."""
        xmargin = int((WINDOWWIDTH - (TILE_WIDTH * self.board_size +
                                      (self.board_size - 1))) / 2)
        ymargin = int((WINDOWHEIGHT - (TILE_HEIGHT * self.board_size +
                                       (self.board_size - 1))) / 2)
        left = xmargin + (tilex * TILE_WIDTH) + (tilex - 1)
        top = ymargin + (tiley * TILE_HEIGHT) + (tiley - 1)
        return (left, top)

    def draw_tile(self,
                  tilex,
                  tiley,
                  word,
                  count,
                  limit,
                  txtcolour=TEXTCOLOR,
                  bgcolour=TILECOLOR):
        """Draw a tile at board coordinates tilex and tiley."""
        left, top = self.get_tile_courner(tilex, tiley)
        pygame.draw.rect(self.window, bgcolour,
                         (left, top, TILE_WIDTH, TILE_HEIGHT))

        surf = BASICFONT.render(str(word), True, txtcolour)
        rect = surf.get_rect()
        rect.center = (left + int(TILE_WIDTH / 2), top + int(TILE_HEIGHT / 2))
        self.window.blit(surf, rect)

        txt = '{:.0f}/{:.0f}'.format(count, limit)
        # txt = '{}{}'.format('-' * int(count), '*' * int(limit - count))
        surf = BASICFONT.render(txt, True, txtcolour)
        rect = surf.get_rect()
        rect.center = (left + int(TILE_WIDTH / 2) + 75,
                       top + int(TILE_HEIGHT / 2) + 20)
        self.window.blit(surf, rect)

    def game_won(self):
        """Determine if anyone has won the game."""
        won = False

        # check for winning rows
        for row in self.board_counts:
            if all(row > 0):
                won = True

        # check for winning columns
        for col in self.board_counts.T:
            if all(col > 0):
                won = True

        return won

    def scoring_algorithm(self):
        """
        Scores a player's performance

        Parameters
        ---------
        N : int
            number of wiki articles used to win
        mode : int
            Either 3, 5 or 7 for Easy, Medium and Hard
        grid : int
            Either 3, 5 or 7 for size of grid 3by3, 5by5 and 7by7
        """

        self.final_score = 0
        if self.board_size == 3:
            self.final_score += 2000
        elif self.board_size == 5:
            self.final_score += 4000
        elif self.board_size == 7:
            self.final_score += 6000

        if self.limit == 3:
            self.final_score += 4000
        elif self.limit == 5:
            self.final_score += 6000
        elif self.limit == 7:
            self.final_score += 8000

        self.final_score = int(self.final_score / (self.score + 1))
示例#14
0
    def main_screen(self):
        """Create the main screen."""
        self.loop_stage = True

        # Default user name
        self.name = None

        # Generate a new puzzle
        self.get_starting_board()

        # Create list of red tiles
        self.board_counts = np.zeros((self.board_size, self.board_size))
        self.board_new = np.zeros((self.board_size, self.board_size))

        # Quit button
        self.buttons = {}
        self.buttons['restart'] = Button('RESTART', TEXTCOLOR, TILECOLOR,
                                         WINDOWWIDTH - 150, 30)
        self.buttons['restart'].action = self.next_stage
        self.buttons['quit'] = Button('QUIT', TEXTCOLOR, TILECOLOR,
                                      WINDOWWIDTH - 150, 60)
        self.buttons['quit'].action = self.terminate

        # Create TextInput-object
        self.textinput = TextInput(text_color=TEXTCOLOR,
                                   cursor_color=TEXTCOLOR)

        # Create the message array (starts blank)
        self.message_array = None

        # Initial score.
        self.score = 0

        # Draw the initial board
        self.draw_main_screen()

        while self.loop_stage:
            # Get events
            events = pygame.event.get()

            # Check clicks
            for event in events:
                if event.type == loc.MOUSEBUTTONUP:
                    # check if the user clicked on an option button
                    for button_name in self.buttons:
                        button = self.buttons[button_name]
                        if button.rect.collidepoint(event.pos):
                            button.action()

            # Send events to the text reader
            if self.textinput.update(events):
                # Pressed enter
                user_input = self.textinput.get_text()
                self.textinput.clear_text()

                # Extra commands
                if user_input and user_input[0] == "\ "[0]:
                    command = user_input[1:].lower()
                    if command in ['q', 'quit']:
                        self.terminate()
                    if command == 'add':
                        self.board_counts += 1
                else:
                    # DEBUG
                    print(self.board_words)

                    # Get the article title
                    title = user_input.lower()

                    # Put the title in the top left
                    self.message_array = [title + ':']

                    if not self.game_won():
                        # Reset the new word counter
                        self.board_new = np.zeros(
                            (self.board_size, self.board_size))

                        # Get the wikipedia article
                        validation = Validation(title)
                        try:
                            validation.scrape_wiki()
                            validation.process_wiki()
                            words = validation.token
                            self.score += 1
                            print(self.score)
                        except Exception:
                            self.message_array.append('Article not found')
                            words = []
                            self.score += 1
                            print(self.score)

                        # Remove any words not on the board
                        words = [
                            word.lower() for word in words
                            if word.lower() in self.board_words.flatten()
                        ]

                        # Count the frequencies
                        counter = Counter(words)

                        # Create the message for the top left
                        if len(words) == 0:
                            self.message_array.append('No valid words')

                        for word in sorted(counter,
                                           key=lambda x: counter[x],
                                           reverse=True):
                            x, y = tuple(
                                np.argwhere(
                                    self.board_words == word.lower())[0])
                            current_count = self.board_counts[x][y]
                            limit = self.board_limits[x][y]
                            new_count = current_count + counter[word]

                            # Create the message array for the left hand courner
                            message = '{} ({:.0f})+{:.0f} = {:.0f}/{:.0f}'.format(
                                word, current_count, counter[word], new_count,
                                limit)
                            self.message_array.append(message)

                            # Check if the counter has overflowed
                            new_word = None
                            new_range = None
                            if new_count >= limit:
                                new_count = 0
                                new_word, new_range = self.get_new_word()
                                self.message_array.append(
                                    '  OVERFLOW > {}'.format(new_word))

                            # Save the new count, new word (if needed) and message
                            self.board_counts[x][y] = new_count
                            if new_word:
                                print(new_word)
                                self.board_words[x][y] = new_word
                                self.board_limits[x][y] = new_range
                                self.board_new[x][y] = 1
                    else:
                        # You win!
                        self.scoring_algorithm()

                        if not self.name and len(user_input) > 0:
                            self.name = user_input

                            # Update the leaderboard.
                            new_win = pd.DataFrame(columns=['score', 'name'])

                            new_win.loc[0] = [self.final_score, self.name]
                            leaderboard = pd.read_csv('leaderboard.csv')
                            new_leaderboard = pd.concat([leaderboard, new_win])
                            new_leaderboard = new_leaderboard.sort_values(
                                'score', ascending=False)
                            new_leaderboard.to_csv('leaderboard.csv',
                                                   index=False)

                            return

            # Check for exit
            self.check_for_quit(events)

            # Draw the board
            self.draw_main_screen()

            # Tick the FPS clock
            self.clock.tick(FPS)
示例#15
0
class Door(sprite.Sprite):
    ''' The Door the player needs to open and answer questions '''

    def __init__(self, question, answer, x, y, part_name) -> None:
        super().__init__()
        self.question = question
        self.answer = answer.lower()
        self.door_done = image.load(join(
            "assets", "door done.png")).convert_alpha()
        self.door_done = transform.scale(self.door_done, (256, 256))
        self.image = image.load(join(
            "assets", "door.png")).convert_alpha()
        self.image = transform.scale(self.image, (256, 256))
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.centery = y
        self.asking = False
        self.input = TextInput(text_color=WHITE)
        self.done = False
        self.part_name = part_name
        for a in player.acquired:
            if a['name'] == self.part_name:
                if self.question in a['question']:
                    self.done = True
                    self.image = self.door_done

    def update(self, events) -> None:
        screen.blit(self.image, self.rect)
        if not self.done:
            if self.rect.collidepoint(pygame.mouse.get_pos()) and \
                    pygame.mouse.get_pressed()[0] and not self.asking:
                self.asking = True
                door_open.play()
            else:
                if self.asking and not self.rect.collidepoint(
                    pygame.mouse.get_pos()) and \
                        pygame.mouse.get_pressed()[0]:
                    self.asking = False
                    door_close.play()
            if self.asking:
                self.input.update(events)
                inp = self.input.get_surface()
                inp_rect = inp.get_rect()
                inp_rect.centerx = WIDTH // 2
                inp_rect.y = self.rect.y - 40
                screen.blit(inp, inp_rect)
                q = question_font.render(self.question, True, BLACK)
                screen.blit(q,
                            (WIDTH // 2 - q.get_width() // 2, 50))
                for event in events:
                    if event.type == KEYDOWN:
                        if event.key == K_RETURN:
                            if fuzz.token_sort_ratio(self.answer,
                                                     self.input.get_text()
                                                     ) > 85:
                                self.asking = False
                                self.image = self.door_done
                                self.done = True
                                door_close.play()
                                player.pass_door(self.part_name, self.question)
                            else:
                                wrong_sound.play()
示例#16
0
 def __init__(self):
     self.clicked = False
     self.mousePosition = list(pygame.mouse.get_pos())
     self.textInput = TextInput()
     self.textOutput = TextOutput()
     self.textOutputRect = None
示例#17
0
import pygame
import socket
import sys
import cPickle
import constants
import utils

from pygame_textinput import TextInput
from hangword import Hangword

textinput = TextInput(True)  # create inputbox with one-letter input
textbox = pygame.font.SysFont("monospace", constants.FONT)

pygame.init()

gameExit = False

gameDisplay = pygame.display.set_mode(
    (constants.GAME_WIDTH, constants.GAME_HEIGHT))

clock = pygame.time.Clock()

image_cache = utils.load_images()

winner = False


def play():
    global winner
    gameExit = False