示例#1
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    def tile_status_changed(self, status: SpaceStatusEnum, is_hotspot: bool):
        new_surf = pygame.Surface([
            self._non_highlight_image.get_width(),
            self._non_highlight_image.get_height()
        ])
        self._non_highlight_image = self._blank_image.copy()

        new_surf = pygame.Surface.convert_alpha(new_surf)
        new_surf.fill((0, 0, 0, 0), None, pygame.BLEND_RGBA_MULT)

        if status == SpaceStatusEnum.FIRE:
            image_file = FileImporter.import_image(
                "media/All Markers/fire.png")
            new_surf.blit(image_file, (0, 0))
        elif status == SpaceStatusEnum.SMOKE:
            image_file = FileImporter.import_image(
                "media/All Markers/smoke.png")
            new_surf.blit(image_file, (0, 0))

        if is_hotspot:
            hs_img = FileImporter.import_image(
                "media/all_markers/hot_spot.png")
            new_surf.blit(hs_img, (0, 0))

        self._non_highlight_image.blit(new_surf, (0, 0))
示例#2
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    def __init__(self, poi: POIModel):
        super().__init__()
        self.image = FileImporter.import_image('media/all_markers/poi128.png')
        self.small_image = FileImporter.import_image(
            "media/all_markers/poi.png")
        self.rect = self.image.get_rect()
        self.poi_model = poi
        self.row = poi.row
        self.column = poi.column
        self.poi_model.add_observer(self)
        self.tile_sprite = GameBoard.instance().grid.grid[poi.column][poi.row]

        self.counter = 80
示例#3
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    def _render(self):
        # If self.background is an instance of Tuple, we assign that RGB tuple as the background color
        # Otherwise, self.background is an imported image (Surface) so we try to import it and assign as the background
        self.image = pygame.Surface([self.width, self.height])

        self.rect = self.image.get_rect()

        if isinstance(self.background, Tuple):
            self.rect = pygame.draw.rect(self.image, self.background,
                                         self.rect, self.outer_width)
        else:
            self.rect = pygame.draw.rect(self.image, (0, 0, 0), self.rect,
                                         self.outer_width)
            image_file = FileImporter.import_image(self.background)
            image_file = pygame.transform.scale(image_file,
                                                (self.width, self.height))
            self.image.blit(image_file, (0, 0))
            pygame.draw.rect(self.image, Color.YELLOW,
                             [0, 0, self.width, self.height], 11)

        self.rect.x = self.x
        self.rect.y = self.y

        for btn in self._btn_list:
            # Not ideal but the only way I know to re-render
            btn._render()

        for s in self._stats_list:
            s._render()
示例#4
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    def player_role_changed(self, role: PlayerRoleEnum):

        if self.associated_player.role == PlayerRoleEnum.DOGE:
            self.associated_png = 'media/all_markers/DogePlayer.png'
        else:
            self.associated_png = self._associate_image(self.associated_player.color)

        self.image = FileImporter.import_image(self.associated_png)
示例#5
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 def victim_state_changed(self, state: VictimStateEnum):
     if state == VictimStateEnum.LOST:
         self.kill()
     elif state == VictimStateEnum.RESCUED:
         self.kill()
     elif state == VictimStateEnum.TREATED:
         treat = FileImporter.import_image("media/all_markers/treated.png")
         self.image.blit(treat, (0, 0))
示例#6
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    def __init__(self, row: int, column: int):
        super().__init__()
        self.image = FileImporter.import_image("media/all_markers/victim.png")

        self.rect = self.image.get_rect()
        self.row = row
        self.column = column
        self.tile_sprite = GameBoard.instance().grid.grid[column][row]
 def __init__(self, poi: POIModel):
     super().__init__()
     self.image = FileImporter.import_image(
         "media/all_markers/false_alarm.png")
     self.rect = self.image.get_rect()
     self.poi_model = poi
     self.row = poi.row
     self.column = poi.column
     self.tile_sprite = GameBoard.instance().grid.grid[poi.column][poi.row]
示例#8
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    def __init__(self, orientation: VehicleOrientationEnum, tile_sprite: TileSprite):
        super().__init__()
        self.image = FileImporter.import_image("media/Vehicles/Ambulance.png")
        self.rect = self.image.get_rect()
        self.tile_sprite = tile_sprite
        self.row = tile_sprite.row
        self.column = tile_sprite.column
        self.orientation = orientation

        if self.orientation == VehicleOrientationEnum.VERTICAL:
            self.image = pygame.transform.rotate(self.image, 90)
            self.rect = self.image.get_rect()
示例#9
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    def __init__(self, current_player: PlayerModel, tile_model: TileModel, grid: GridSprite):
        super().__init__()
        self.grid = grid
        self.tile_model = tile_model
        self.tile_sprite = grid.grid[tile_model.column][tile_model.row]
        self.rect = self.tile_sprite.rect
        self.associated_player = current_player
        self.associated_player.add_observer(self)
        if self.associated_player.role == PlayerRoleEnum.DOGE:
            self.associated_png = 'media/all_markers/DogePlayer.png'
        else:
            self.associated_png = self._associate_image(self.associated_player.color)

        self.image = FileImporter.import_image(self.associated_png)
示例#10
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 def __init__(self, current_player: PlayerModel):
     if GameBoard._instance:
         raise Exception("GameBoard is a singleton")
     super().__init__()
     self.image = pygame.Surface(
         (MainConst.SCREEN_RESOLUTION[0], MainConst.SCREEN_RESOLUTION[1]))
     self.rect = self.image.get_rect()
     self.grid = GridSprite(x_coord=self.rect.left,
                            y_coord=self.rect.top,
                            current_player=current_player)
     self.background = FileImporter.import_image(
         "media/backgrounds/WoodBack.jpeg")
     self.top_ui = pygame.sprite.Group()
     GameBoard._instance = self
示例#11
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    def _render(self):
        self.image = pygame.Surface([self.width, self.height])
        self.rect = self.image.get_rect()
        self.rect.x = self.x
        self.rect.y = self.y

        if isinstance(self.background, Tuple):
            pygame.draw.ellipse(self.image, self.background, self.rect,
                                self.outer_width)
        else:
            self.image = self.image.convert_alpha(pygame.display.get_surface())
            self.image.fill((0, 0, 0, 0), None, pygame.BLEND_RGBA_MULT)
            image_file = FileImporter.import_image(self.background)
            self.image.blit(image_file, self.image)

        if self.txt_obj:
            self.txt_obj.set_pos(self.rect, self.txt_pos)
            self.image.blit(self.txt_obj.text_surf, self.txt_obj.text_rect)
示例#12
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    def __init__(self, filename: str, cols: int, rows: int):
        try:
            self._sheet = FileImporter.import_image(filename)
        except pygame.error as e:
            print("Unable to load spritesheet image:", filename)
            raise e

        self._num_cols = cols
        self._num_rows = rows
        self._total_cells = cols * rows

        self.rect = self._sheet.get_rect()
        width = self._cell_width = int(self.rect.width / cols)
        height = self._cell_height = int(self.rect.height / rows)

        # Index to loop through the animation
        self._index = 0.0

        # Create a list of rects
        self._cell_rects = [[(i * width, j * height, width, height)
                             for i in range(cols)] for j in range(rows)]
        self.cell_images = self._load_images(self._cell_rects)
示例#13
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 def __init__(self, tile_model: TileModel):
     super().__init__()
     self.grid: GridSprite = GameBoard.instance().grid
     self.tile_sprite = self.grid.grid[tile_model.column][tile_model.row]
     self.rect = self.tile_sprite.rect
     self.image = FileImporter.import_image("media/all_markers/hazmat.png")