def __init__(self, game ): self.game = game self.bubblePopSprites = pygame.sprite.RenderPlain() # load game assets try: # images self.imgBackground = pygame.image.load( os.path.join('gfx', 'playfield.png') ).convert() self.imgPlayerAim = pygame.image.load( os.path.join('gfx', 'player_aim.png') ).convert_alpha() self.imgGameCompleted = pygame.image.load( os.path.join('gfx', 'completed.png') ) self.imgGameOver = pygame.image.load( os.path.join('gfx', 'completed.png') ) self.imgPowerBar = pygame.image.load( os.path.join('gfx', 'power_bar.png') ).convert_alpha() self.imgButtons = pygame.image.load( os.path.join('gfx', 'buttons.png') ).convert_alpha() # bubble assets are store in the playfield so each bubble does not have to load it separately self.imgPop = pygame.image.load( os.path.join('gfx', 'bubble16.png') ).convert_alpha() self.imgPlayer = pygame.image.load( os.path.join('gfx', 'player52.png') ).convert_alpha() self.imgBubble = pygame.image.load( os.path.join('gfx', 'bubble52.png') ).convert_alpha() # sound fx self.sfxPop = pygame.mixer.Sound( os.path.join('sfx', 'pop.ogg') ) self.sfxBounce = pygame.mixer.Sound( os.path.join('sfx', 'ball.ogg') ) self.sfxWallBounce = pygame.mixer.Sound( os.path.join('sfx', 'wall.ogg') ) self.sfxComplete = pygame.mixer.Sound( os.path.join('sfx', 'complete.ogg') ) self.sfxShoot = pygame.mixer.Sound( os.path.join('sfx', 'shoot.ogg') ) self.sfxClick = pygame.mixer.Sound( os.path.join('sfx', 'click.ogg') ) self.sfxBubble = pygame.mixer.Sound( os.path.join('sfx', 'bubble.ogg') ) self.sfxGameOver = pygame.mixer.Sound( os.path.join('sfx', 'gameover.ogg') ) except: self.game.fatalError(self.game.strings["error_game_assets"]) # init power bar self.powerCounter = 0 self.powerIncrement = POWER_BAR_SPEED self.rectPower = Rect(0 , 0 , 0 , 23) # pre-render game over & game completed popups text.drawText( self.imgGameCompleted, self.game.strings["well_done_1"], self.imgGameCompleted.get_rect().centerx , 32 , 24 , COLOR_BLACK , 'freesansbold.ttf' , text.ALIGN_CENTER ) text.drawText( self.imgGameCompleted, self.game.strings["well_done_2"], self.imgGameCompleted.get_rect().centerx , 64 , 16 , COLOR_GAME_COMPLETED , 'freesansbold.ttf' , text.ALIGN_CENTER ) text.drawText( self.imgGameCompleted, self.game.strings["well_done_3"], self.imgGameCompleted.get_rect().centerx , 84 , 16 , COLOR_GAME_COMPLETED , 'freesansbold.ttf' , text.ALIGN_CENTER ) text.drawText( self.imgGameOver, self.game.strings["game_over_1"], self.imgGameOver.get_rect().centerx , 38 , 24 , COLOR_BLACK , 'freesansbold.ttf' , text.ALIGN_CENTER ) text.drawText( self.imgGameOver, self.game.strings["game_over_2"], self.imgGameOver.get_rect().centerx , 72 , 16 , COLOR_GAME_COMPLETED , 'freesansbold.ttf' , text.ALIGN_CENTER ) self.gameCompletedRect = Rect(0, 0, SCREEN_WIDTH, 0 ) # this is used to animate ("popup") the game completed of game over box # setup restart button self.rectButtonRestart = Rect(9, 513, 102, 33) btn = button.Button(self.game, self.rectButtonRestart.topleft, self.imgButtons, Rect(0, 352, 102, 33), Rect(112, 352, 102, 33), self.btnRestart_Click, self.sfxClick ) btn.setText(self.game.strings["restart"] , 15 , COLOR_BUTTON_TEXT , 'freesansbold.ttf' ) btn.setTextPosition(text.ALIGN_LEFT, 29, 2) self.game.buttonHandler.append(btn) # setup exit button self.rectButtonExit = Rect(9, 553, 102, 33) btn = button.Button(self.game, self.rectButtonExit.topleft, self.imgButtons, Rect(0, 400, 102, 33), Rect(112, 400, 102, 33), self.btnExit_Click, self.sfxClick ) btn.setText(self.game.strings["exit"], 15, COLOR_BUTTON_TEXT, 'freesansbold.ttf' ) btn.setTextPosition(text.ALIGN_LEFT, 29, 2) self.game.buttonHandler.append(btn)
def draw(self): self.game.screen.blit(self.sourceImage, self.destRect, self.sourceRect) if self.textString != "": x = self.destRect.centerx if self.textAlign == text.ALIGN_LEFT: x = self.destRect.left if self.textAlign == text.ALIGN_RIGHT: x = self.destRect.right text.drawText(self.game.screen, self.textString, x + self.textOffsetX, self.destRect.centery + self.textOffsetY, self.textSize, self.textColor, self.textFont, self.textAlign)
def hide(): mc.setBlocks(left, bottom, plane, left + WIDTH - 1, bottom + HEIGHT - 1, plane, GLASS) text.drawText(mc, FONTS['nicefontbold'], Vec3(left + WIDTH // 2, bottom + 5, plane), Vec3(1, 0, 0), Vec3(0, 1, 0), "P", block.SEA_LANTERN, align=text.ALIGN_CENTER)
def text_to_block(word, colour): foreground = eval("block.WOOL_{}".format(colour.upper())) background = block.AIR mc = Minecraft() pos = mc.player.getTilePos() rot = mc.player.getRotation() rot_p = rot + 90 forward = text.angleToTextDirectionCardinal(rot) perp = text.angleToTextDirectionCardinal(rot_p) text.drawText(mc, fonts.FONTS['8x8'], pos - forward * 20 - perp * 25, forward, Vec3(0, 1, 0), word, foreground, background)
def updateText(buffer,x,y,s,align): newBuffer = {} if s is not None: text.drawText(mc, FONTS['thin9pt'], Vec3(x,y,plane), Vec3(1,0,0), Vec3(0,1,0), s, SEA_LANTERN, background=None, align=align, buffer=newBuffer) for pos in buffer: if pos not in newBuffer: mc.setBlock(pos, AIR) for pos in newBuffer: if pos not in buffer: mc.setBlock(pos, SEA_LANTERN) return newBuffer
def updateText(buffer,x,y,s,align): newBuffer = {} if s is not None: text.drawText(mc, FONTS['thin9pt'], Vec3(x,y,plane), Vec3(1,0,0), Vec3(0,1,0), s, SEA_LANTERN, background=None, align=align, buffer=newBuffer) for pos in buffer: if pos not in newBuffer: mc.setBlock(pos, AIR) for pos in newBuffer: if pos not in buffer: mc.setBlock(pos, SEA_LANTERN) return newBuffer
def text(self, x, y, s, foreground=block.WOOL_BLACK, background=block.AIR, font="metrix7pt", center=False): text.drawText(self.fakeMC, FONTS[font], Vec3(x, 0, y), Vec3(1, 0, 0), Vec3(0, 0, 1), s, foreground=foreground, background=background, align=text.ALIGN_CENTER if center else text.ALIGN_LEFT)
import datetime import time import fonts import text from mine import * foreground = block.SEA_LANTERN background = block.AIR mc = Minecraft() pos = mc.player.getTilePos() forward = text.angleToTextDirection(mc.player.getRotation()) prevTime = "" while True: curTime = datetime.datetime.now().strftime("%I:%M:%S %p") if curTime[0] == '0': curTime = ' ' + curTime[1:] if prevTime != curTime: for i in range(len(curTime)): if i >= len(prevTime) or prevTime[i] != curTime[i]: text.drawText(mc, fonts.FONTS['8x8'], pos + forward * (8 * i), forward, Vec3(0, 1, 0), curTime[i:], foreground, background) break prevTime = curTime time.sleep(0.1)
foreground = block.SEA_LANTERN # this needs Minecraft 1.8 background = block.AIR try: foreground = Block.byName(sys.argv[1]) except: pass try: background = Block.byName(sys.argv[2]) except: pass mc = Minecraft() pos = mc.player.getTilePos() forward = text.angleToTextDirection(mc.player.getRotation()) prevTime = "" while True: curTime = datetime.datetime.now().strftime("%I:%M:%S %p") if curTime[0]=='0': curTime = ' ' + curTime[1:] if prevTime != curTime: for i in range(len(curTime)): if i >= len(prevTime) or prevTime[i] != curTime[i]: text.drawText(mc, fonts.FONTS['8x8'], pos + forward * (8*i), forward, Vec3(0,1,0), curTime[i:], foreground, background) break prevTime = curTime time.sleep(0.1)
(colors.DitheringMethod(rng=lambda: random.uniform(-10, 10)), 'uniform 10'), (colors.DitheringMethod(rng=lambda: random.uniform(-20, 20)), 'uniform 20'), (colors.DitheringMethod(rng=lambda: random.uniform(-40, 40)), 'uniform 40'), (colors.DitheringMethod(rng=lambda: clamp(random.gauss(0, 10), -30, 30)), 'gaussian 10/30'), (colors.DitheringMethod(rng=lambda: clamp(random.gauss(0, 20), -30, 30)), 'gaussian 20/30') ] x0 = pos.x for dither, name in dithers: for (x, y, block) in colors.imageToBlocks(getPixel, width, height, dither=dither): mc.setBlock(x + x0, y + pos.y, pos.z, block) text.drawText(mc, FONTS['thin9pt'], Vec3(x0, pos.y + height + 1, pos.z), Vec3(1, 0, 0), Vec3(0, 1, 0), name, block.SEA_LANTERN, background=None) x0 += width + 2
def draw(self): # draw backdrop & credits text at bottom self.game.screen.blit(self.imgTitleBG, (0, 0)) text.drawText(self.game.screen, self.game.strings["credits"], SCREEN_WIDTH / 2, SCREEN_HEIGHT - 16, 13, (11, 85, 114), 'freesansbold.ttf', text.ALIGN_CENTER)
def draw(self): # draw backdrop self.game.screen.blit(self.imgBackground, (0, 0)) # draw sprites for bub in self.game.bubbleSprites: bub.draw() for pop in self.bubblePopSprites: pop.draw() # draw player aim if self.game.player.speed == 0 and not self.game.gameCompleted and self.game.player.scaleCountIn == -1: for n in range(2,8): sin = math.sin( util.getAngle( self.game.player.rect.centerx , self.game.player.rect.centery , self.game.mouseX , self.game.mouseY ) ) cos = math.cos( util.getAngle( self.game.player.rect.centerx , self.game.player.rect.centery , self.game.mouseX , self.game.mouseY ) ) y = math.ceil( self.game.player.rect.centery + cos*(n*10 + 15) - 4 ) x = math.ceil( self.game.player.rect.centerx + sin*(n*10 + 15) - 3 ) self.game.screen.blit(self.imgPlayerAim, (x, y)) # draw sidebar text.drawText(self.game.screen, str(self.game.gameGoal), 98, 155, 20, COLOR_SIDEBAR_TEXT , 'freesansbold.ttf', text.ALIGN_RIGHT) text.drawText(self.game.screen, self.game.gameOperator, 98, 217, 26, COLOR_SIDEBAR_TEXT, 'freesansbold.ttf' , text.ALIGN_RIGHT) text.drawText(self.game.screen, str(self.game.gameShots), 98, 283, 20, COLOR_SIDEBAR_TEXT, 'freesansbold.ttf' , text.ALIGN_RIGHT) self.game.screen.blit(self.imgPowerBar, (18, 322), self.rectPower) # draw sidebar text (drawing each text twice gives a nice bold look) for n in range(2): text.drawText(self.game.screen, self.game.strings["goal"], 16, 128, 11, COLOR_SIDEBAR_LABEL, 'freesansbold.ttf', text.ALIGN_LEFT) for n in range(2): text.drawText(self.game.screen, self.game.strings["operator"], 15, 192, 11, COLOR_SIDEBAR_LABEL, 'freesansbold.ttf', text.ALIGN_LEFT) for n in range(2): text.drawText(self.game.screen, self.game.strings["shots_left"], 16, 256, 11 , COLOR_SIDEBAR_LABEL, 'freesansbold.ttf', text.ALIGN_LEFT) for n in range(2): text.drawText(self.game.screen, self.game.strings["power"], 16, 320, 11, COLOR_SIDEBAR_LABEL, 'freesansbold.ttf', text.ALIGN_LEFT) # draw game completed overlay window if self.game.gameCompleted and self.game.player.speed < 2: if self.game.gameShots == 0 and self.game.bubblesLeft > 1: self.game.screen.blit(self.imgGameOver, (self.game.rectPlayfield.x + (self.game.rectPlayfield.height/2) -(self.imgGameOver.get_rect().width/2) , self.game.rectPlayfield.y + (self.game.rectPlayfield.height/2) - (self.imgGameOver.get_rect().height/2) ), self.gameCompletedRect) else: self.game.screen.blit(self.imgGameCompleted, (self.game.rectPlayfield.x + (self.game.rectPlayfield.height/2) -(self.imgGameCompleted.get_rect().width/2) , self.game.rectPlayfield.y + (self.game.rectPlayfield.height/2) - (self.imgGameCompleted.get_rect().height/2) ), self.gameCompletedRect)
import fonts import text from mine import * mc = Minecraft() pos = mc.player.getTilePos() forward = text.angleToTextDirection(mc.player.getRotation()) foreground = block.BEDROCK background = block.AIR text.drawText(mc, fonts.FONTS['bigfoot'], pos + forward, forward, Vec3(0, 1, 0), "EMIR", foreground, background) # text.drawText(mc, fonts.FONTS['8x8'], pos + forward, forward, Vec3(0, 1, 0), "CEM", foreground, background)
def hide(): mc.setBlocks(left, bottom, plane, left+WIDTH-1, bottom+HEIGHT-1, plane, GLASS) text.drawText(mc, FONTS['nicefontbold'], Vec3(left+WIDTH//2,bottom+5,plane), Vec3(1,0,0), Vec3(0,1,0), "P", SEA_LANTERN, align=text.ALIGN_CENTER)
def draw(self): # draw backdrop self.game.screen.blit(self.imgHelpBG, (0, 0)) # draw headers text.drawText(self.game.screen, self.game.strings["help_header_1"], SCREEN_WIDTH / 2, 32, 28, COLOR_HELP_HEADER, 'freesansbold.ttf', text.ALIGN_CENTER) text.drawText(self.game.screen, self.game.strings["help_header_2"], SCREEN_WIDTH / 2, 64, 14, COLOR_HELP_HEADER, 'freesansbold.ttf', text.ALIGN_CENTER) # draw the help texts y = 200 text.drawText(self.game.screen, self.game.strings["help_ball"] , 120, y , 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_CENTER) text.drawText(self.game.screen, self.game.strings["help_aim_1"] , 390, y , 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_CENTER) text.drawText(self.game.screen, self.game.strings["help_aim_2"] , 390, y+20, 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_CENTER) text.drawText(self.game.screen, self.game.strings["help_aim_3"] , 390, y+40, 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_CENTER) text.drawText(self.game.screen, self.game.strings["help_bump_1"], 650, y , 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_CENTER) text.drawText(self.game.screen, self.game.strings["help_bump_2"], 650, y+20, 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_CENTER) x, y = 400, 350 text.drawText(self.game.screen, self.game.strings["help_main_1"], x, y , 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_LEFT) text.drawText(self.game.screen, self.game.strings["help_main_2"], x, y + 20 , 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_LEFT) text.drawText(self.game.screen, self.game.strings["help_main_3"], x, y + 60 , 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_LEFT) text.drawText(self.game.screen, self.game.strings["help_main_4"], x, y + 80 , 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_LEFT) text.drawText(self.game.screen, self.game.strings["help_main_5"], x, y + 120, 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_LEFT) text.drawText(self.game.screen, self.game.strings["help_main_6"], x, y + 140, 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_LEFT) text.drawText(self.game.screen, self.game.strings["help_main_7"], x, y + 180, 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_LEFT) text.drawText(self.game.screen, self.game.strings["help_main_8"], x, y + 200, 15, COLOR_HELP_TEXT, 'freesansbold.ttf', text.ALIGN_LEFT)