2023-05-11 13:10:08 -04:00
|
|
|
import pygame
|
|
|
|
import json
|
|
|
|
|
|
|
|
|
|
|
|
class SpriteSheet:
|
|
|
|
"""
|
|
|
|
Imports a sprite sheet as separate pygame images given an image file and a json file.
|
|
|
|
"""
|
|
|
|
|
|
|
|
def __init__(self, sprite_sheet, texture_json):
|
|
|
|
# Load in whole sprite sheet as one image.
|
|
|
|
self.sprite_sheet = pygame.image.load(sprite_sheet).convert_alpha()
|
|
|
|
self.images = []
|
|
|
|
|
|
|
|
# Get the sprite sheet json file.
|
|
|
|
with open(texture_json, 'r') as json_file:
|
|
|
|
self.img_attrib = json.load(json_file)
|
|
|
|
json_file.close()
|
|
|
|
|
|
|
|
# Count for how many images have been added in the image list
|
|
|
|
image_count = 0
|
|
|
|
|
|
|
|
# Get the sprite size as a tuple
|
|
|
|
sprite_size = self.img_attrib['width'], self.img_attrib['height']
|
|
|
|
|
|
|
|
# Iterate through every image location on the sprite sheet given the sprite size
|
|
|
|
for i in range(self.sprite_sheet.get_size()[1] // sprite_size[1]):
|
|
|
|
i *= sprite_size[1]
|
|
|
|
for j in range(self.sprite_sheet.get_size()[0] // sprite_size[0]):
|
|
|
|
j *= sprite_size[0]
|
|
|
|
|
|
|
|
# Create a new transparent surface
|
|
|
|
sprite = pygame.Surface(sprite_size, pygame.SRCALPHA)
|
|
|
|
# Blit the sprite onto the image
|
|
|
|
sprite.blit(self.sprite_sheet, (0, 0), (j, i, sprite_size[0], sprite_size[1]))
|
|
|
|
# Add the image to the list of images
|
|
|
|
self.images.append(sprite)
|
|
|
|
|
|
|
|
image_count += 1
|
|
|
|
|
|
|
|
# Break the loop if the specified number of frames has been reached.
|
|
|
|
if image_count >= self.img_attrib['frames']:
|
|
|
|
break
|
|
|
|
if image_count >= self.img_attrib['frames']:
|
|
|
|
break
|
|
|
|
|
|
|
|
|
|
|
|
class SelectionEgg(pygame.sprite.Sprite):
|
|
|
|
"""
|
|
|
|
Class for the eggs on the egg selection screen.
|
|
|
|
"""
|
|
|
|
|
|
|
|
def __init__(self, egg_color, resources_dir):
|
|
|
|
pygame.sprite.Sprite.__init__(self)
|
|
|
|
|
|
|
|
self.egg_color = egg_color
|
|
|
|
|
|
|
|
# Loads the JSON file of the egg to read in data.
|
|
|
|
with open(resources_dir + '/data/bloop_info/{0}.json'.format(egg_color), 'r') as save_file:
|
|
|
|
json_file = json.load(save_file)
|
|
|
|
save_file.close()
|
|
|
|
|
|
|
|
# Gets the description off the egg from the JSON file.
|
|
|
|
self.description = json_file.get('description')
|
|
|
|
self.contentedness = json_file.get('contentedness')
|
|
|
|
self.metabolism = json_file.get('metabolism')
|
|
|
|
|
|
|
|
# Load the egg from the given color and get the bounding rectangle for the image.
|
|
|
|
sprite_sheet = SpriteSheet(resources_dir + '/images/bloops/{0}/egg.png'.format(self.egg_color),
|
2023-05-11 13:23:55 -04:00
|
|
|
resources_dir + '/images/bloops/{0}/egg.json'.format(self.egg_color))
|
2023-05-11 13:10:08 -04:00
|
|
|
self.images = sprite_sheet.images
|
|
|
|
|
|
|
|
# Get the rectangle from the first image in the list
|
|
|
|
self.rect = self.images[0].get_rect()
|
|
|
|
self.index = 0
|
|
|
|
self.image = self.images[self.index]
|
|
|
|
|
|
|
|
def update(self):
|
|
|
|
"""
|
|
|
|
Updates the sprite object.
|
|
|
|
"""
|
|
|
|
# Animate the sprite
|
|
|
|
self.index = (self.index + 1) % len(self.images)
|
|
|
|
self.image = self.images[self.index]
|
2023-05-11 15:24:17 -04:00
|
|
|
|
|
|
|
|
|
|
|
class InfoText:
|
|
|
|
"""
|
|
|
|
Class for drawing large amounts of text on the screen at a time
|
|
|
|
"""
|
|
|
|
|
|
|
|
def __init__(self, resources_dir, game_res, text='Lorem ipsum dolor sit amet, consectetur adipiscing elit. '
|
|
|
|
'Nam commodo tempor aliquet. Suspendisse placerat accumsan'
|
|
|
|
' neque, nec volutpat nunc porta ut.'):
|
|
|
|
|
|
|
|
self.font = pygame.font.Font(resources_dir + '/fonts/5Pts5.ttf', 10)
|
|
|
|
self.text = [] # Text broken up into a list according to how it will fit on screen.
|
|
|
|
self.max_lines = 6 # Max number of lines to be shown on screen at a time.
|
|
|
|
self.offset = 0
|
|
|
|
self.game_res = game_res
|
|
|
|
|
|
|
|
# Arrow icons to indicate scrolling
|
|
|
|
self.up_arrow = pygame.image.load(resources_dir + '/images/gui/up_arrow.png').convert_alpha()
|
|
|
|
self.down_arrow = pygame.image.load(resources_dir + '/images/gui/down_arrow.png').convert_alpha()
|
|
|
|
|
|
|
|
raw_text = text # Copy the text to a different variable to be cut up.
|
|
|
|
|
|
|
|
margins = 4.5
|
|
|
|
max_line_width = self.game_res - (margins * 2) # The maximum pixel width that drawn text can be.
|
|
|
|
cut_chars = '.,! ' # Characters that will be considered "cuts" aka when a line break can occur.
|
|
|
|
|
|
|
|
# Prevents freezing if the end of the string does not end in a cut character
|
|
|
|
# Will fix eventually more elegantly
|
|
|
|
if raw_text[-1:] not in cut_chars:
|
|
|
|
raw_text += ' '
|
|
|
|
|
|
|
|
# Calculating line breaks.
|
|
|
|
while len(raw_text) > 0:
|
|
|
|
index = 0
|
|
|
|
test_text = '' # Chunk of text to pseudo-render and test the width of.
|
|
|
|
|
|
|
|
# Loops until the testing text has reached the size limit.
|
|
|
|
while True:
|
|
|
|
|
|
|
|
# Break if the current index is larger than the remaining text.
|
|
|
|
if index + 1 > len(raw_text):
|
|
|
|
index -= 1
|
|
|
|
break
|
|
|
|
|
|
|
|
# Add one character to the testing text from the raw text.
|
|
|
|
test_text += raw_text[index]
|
|
|
|
# Get the width of the pseudo-rendered text.
|
|
|
|
text_width = self.font.size(test_text)[0]
|
|
|
|
|
|
|
|
# Break if the text is larger than the defined max width.
|
|
|
|
if text_width > max_line_width:
|
|
|
|
break
|
|
|
|
index += 1
|
|
|
|
pass
|
|
|
|
|
|
|
|
# Gets the chunk of text to be added to the list.
|
|
|
|
text_chunk = raw_text[0:index + 1]
|
|
|
|
# Determines if the chunk of text has any break characters.
|
|
|
|
has_breaks = any(cut_chars in text_chunk for cut_chars in cut_chars)
|
|
|
|
|
|
|
|
# If the text has break characters, start with the last character and go backwards until
|
|
|
|
# one has been found, decreasing the index each time.
|
|
|
|
if has_breaks:
|
|
|
|
while raw_text[index] not in cut_chars:
|
|
|
|
index -= 1
|
|
|
|
text_chunk = raw_text[0:index + 1]
|
|
|
|
# If there are no break characters in the chunk, simply decrease the index by one and insert
|
|
|
|
# a dash at the end of the line to indicate the word continues.
|
|
|
|
else:
|
|
|
|
index -= 1
|
|
|
|
text_chunk = raw_text[0:index + 1]
|
|
|
|
text_chunk += '-'
|
|
|
|
|
|
|
|
# Append the text chunk to the list of text to draw.
|
|
|
|
self.text.append(text_chunk)
|
|
|
|
|
|
|
|
# Cut the text to repeat the process with the new cut string.
|
|
|
|
raw_text = raw_text[index + 1:]
|
|
|
|
|
|
|
|
def draw(self, surface):
|
|
|
|
"""
|
|
|
|
Draws the text on a given surface.
|
|
|
|
:param surface: The surface for the text to be drawn on.
|
|
|
|
"""
|
|
|
|
# Constants to help draw the text
|
|
|
|
line_separation = 7
|
|
|
|
left_margin = 3
|
|
|
|
top_margin = 25
|
|
|
|
bottom_margin = 10
|
|
|
|
|
|
|
|
# Draw the lines on the screen
|
|
|
|
for i in range(min(len(self.text), self.max_lines)):
|
|
|
|
text = self.font.render(self.text[i + self.offset], False, (64, 64, 64))
|
|
|
|
surface.blit(text, (left_margin, top_margin + (i * line_separation)))
|
|
|
|
|
|
|
|
# Draw the arrows if there is more text than is on screen.
|
|
|
|
if self.offset != 0:
|
|
|
|
surface.blit(self.up_arrow, ((self.game_res / 2) - (self.up_arrow.get_rect().width / 2), top_margin - 3))
|
|
|
|
if len(self.text) - (self.offset + 1) >= self.max_lines:
|
|
|
|
surface.blit(self.down_arrow,
|
|
|
|
((self.game_res / 2) - (self.down_arrow.get_rect().width / 2), self.game_res - bottom_margin))
|
|
|
|
|
|
|
|
def scroll_down(self):
|
|
|
|
"""
|
|
|
|
Scrolls the text on the screen down.
|
|
|
|
"""
|
|
|
|
# Ensures that the offset cannot be too big as to try to render non-existent lines.
|
|
|
|
if len(self.text) - (self.offset + 1) >= self.max_lines:
|
|
|
|
self.offset += 1
|
|
|
|
|
|
|
|
def scroll_up(self):
|
|
|
|
"""
|
|
|
|
Scrolls the text on the screen up.
|
|
|
|
"""
|
|
|
|
if self.offset > 0: # Ensures a non-zero offset is not possible.
|
|
|
|
self.offset -= 1
|
|
|
|
|
|
|
|
|
|
|
|
class EggInfo:
|
|
|
|
"""
|
|
|
|
Class to draw the contentedness and metabolism value off the egg on the info screen.
|
|
|
|
"""
|
|
|
|
|
|
|
|
def __init__(self, resources_dir, contentedness, metabolism, location):
|
|
|
|
self.contentedness = contentedness
|
|
|
|
self.metabolism = metabolism
|
|
|
|
self.x = location[0]
|
|
|
|
self.y = location[1]
|
|
|
|
|
|
|
|
# Create a new surface to blit onto the other surface
|
|
|
|
self.surface = pygame.Surface((44, 15), pygame.SRCALPHA)
|
|
|
|
|
|
|
|
# Blit the two indicator icons on screen
|
|
|
|
smiley = pygame.image.load(resources_dir + '/images/gui/smiley.png').convert_alpha()
|
|
|
|
self.surface.blit(smiley, (0, 0))
|
|
|
|
apple = pygame.image.load(resources_dir + '/images/gui/apple.png').convert_alpha()
|
|
|
|
self.surface.blit(apple, (1, 9))
|
|
|
|
|
|
|
|
# Draw 5 stars. If the value of the contentedness is less than the current star, make it a blank star.
|
|
|
|
for i in range(5):
|
|
|
|
if i < self.contentedness:
|
|
|
|
star = pygame.image.load(resources_dir + '/images/gui/star.png').convert_alpha()
|
|
|
|
else:
|
|
|
|
star = pygame.image.load(resources_dir + '/images/gui/blank_star.png').convert_alpha()
|
|
|
|
self.surface.blit(star, (11 + (i * 6), 1))
|
|
|
|
|
|
|
|
# Draw 5 stars. If the value of the metabolism is less than the current star, make it a blank star.
|
|
|
|
for i in range(5):
|
|
|
|
if i < self.metabolism:
|
|
|
|
star = pygame.image.load(resources_dir + '/images/gui/star.png').convert_alpha()
|
|
|
|
else:
|
|
|
|
star = pygame.image.load(resources_dir + '/images/gui/blank_star.png').convert_alpha()
|
|
|
|
self.surface.blit(star, (11 + (i * 6), 10))
|
|
|
|
|
|
|
|
def draw(self, surface):
|
|
|
|
"""
|
|
|
|
Draw the info icons on a given surface.
|
|
|
|
:param surface: the surface to draw the icons on.
|
|
|
|
"""
|
|
|
|
# Blit the info onto the given surface.
|
|
|
|
surface.blit(self.surface, (self.x, self.y))
|