disabled dev menu launch arg

This commit is contained in:
Nicholas Dyer 2023-05-11 11:24:42 -04:00
parent f1c83ade97
commit 7073bbb73c
2 changed files with 995 additions and 8 deletions

View File

@ -2,11 +2,11 @@
Launch script for Pocket Friends.
"""
import os
from pathlib import Path
import pygame
import sys
from pathlib import Path
from pocket_friends.game_files.game import main as game_main
from pocket_friends.development.dev_menu import main as dev_menu_main
#from pocket_friends.development.dev_menu import main as dev_menu_main
if __name__ == '__main__':
enable_dev = False
@ -14,16 +14,19 @@ if __name__ == '__main__':
# enable dev mode if --dev argument is passed
if len(sys.argv) > 0:
for args in sys.argv:
if args == '--dev':
enable_dev = True
#if args == '--dev': [reimplement later]
# enable_dev = True
if args == '--delete-save':
save_dir = os.path.join(Path.home(), '.pocket_friends')
os.remove(save_dir + '/save.json')
if not enable_dev:
game_main()
else:
dev_menu_main()
# Dev menu disabled for now, will reimplement later
#if not enable_dev:
# game_main()
#else:
# dev_menu_main()
game_main()
pygame.quit()
sys.exit()

View File

@ -0,0 +1,984 @@
"""
Main file for the entire game. Controls everything except for GPIO input.
"""
from collections import deque
import importlib.util
import json
import os
from pathlib import Path
import pocket_friends
import pygame
from pygame.locals import *
from ..hardware.gpio_handler import Constants, GPIOHandler
# FPS for the entire game to run at.
game_fps = 16
# The resolution the game is rendered at.
game_res = 80
# Gets the directory of the script for importing and the save directory
script_dir = os.path.dirname(os.path.abspath(__file__))
save_dir = os.path.join(Path.home(), '.pocket_friends')
# Tries to make the save directory. Does nothing if it already exists.
try:
os.mkdir(save_dir)
except FileExistsError:
pass
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, 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 DataHandler:
"""
Class that handles the hardware attributes and save files.
"""
def __init__(self):
# Attributes that are saved to a file to recover upon startup.
self.attributes = {
'version': pocket_friends.__version__,
'time_elapsed': 0,
'bloop': '',
'age': 0,
'health': 0,
'hunger': 0,
'happiness': 0,
'care_counter': 0,
'missed_care': 0,
'adult': 0,
'evolution_stage': '',
}
# Frame counter
self.frames_passed = 0
def write_save(self):
"""
Writes attributes of class to "save.json" file.
"""
with open(save_dir + '/save.json', 'w') as save_file:
json.dump(self.attributes, save_file)
save_file.close()
def read_save(self):
"""
Reads from "save.json" and inserts into attributes dictionary. Creates file if it does not exist.
"""
# Open up the save file and read it into self.attributes.
try:
with open(save_dir + '/save.json', 'r') as save_file:
self.attributes = json.load(save_file)
save_file.close()
# If there is no save file, write one with the defaults.
except FileNotFoundError:
self.write_save()
def update(self):
"""
Run the game logic.
"""
self.frames_passed += 1
# Run logic of the game every second.
if self.frames_passed >= game_fps:
# Add one to the age of the bloop.
self.attributes['age'] += 1
# Save the data when the age of the bloop is a multiple of 10.
if self.attributes['age'] % 10 == 0:
self.write_save()
# Reset frame counter
self.frames_passed = 0
class PlaygroundFriend(pygame.sprite.Sprite):
"""
Class for the sprite of the creature on the main playground.
"""
def __init__(self, data_handler):
pygame.sprite.Sprite.__init__(self)
# All attributes of the bloops
self.bloop = data_handler.attributes['bloop']
self.adult = data_handler.attributes['adult']
self.evolution_stage = data_handler.attributes['evolution_stage']
self.direction = 0
if self.evolution_stage == 'adult':
image = self.evolution_stage + self.adult
else:
image = self.evolution_stage
# Draw the correct bloop depending on the stage
sprite_sheet = SpriteSheet(script_dir + '/resources/images/bloops/{0}/{1}.png'.format(self.bloop, image),
script_dir + '/resources/images/bloops/{0}/{1}.json'.format(self.bloop, image))
# Load the images from the sprite sheet
self.images = sprite_sheet.images
# Put the egg in the middle of the screen.
self.rect = self.images[0].get_rect()
self.rect.x = (game_res / 2) - (self.rect.width / 2)
self.rect.y = (game_res / 2) - (self.rect.height / 2)
# Start animation at the beginning of the sprite sheet.
self.index = 0
self.image = self.images[self.index]
self.movement_frames = game_fps / 2 # How many frames pass before the bloop moves
self.current_frame = 0
def pet(self):
"""
Pet the bloop!
"""
pass
def update(self):
"""
Takes the images loaded and animates it, spacing it out equally for the framerate.
"""
margins = 9 # Margins for how far the bloop can move from the left and the right of the screen
movement_amount = 2 # Pixels that the bloop moves in one movement
self.current_frame += 1
# Check to see if the number of movement frames has passed
if self.current_frame >= self.movement_frames:
self.current_frame = 0
# Move only if the bloop is not in the egg stage
if self.evolution_stage != 'egg':
# Change direction if the bloop has reached either edge of the screen
if self.rect.x < margins:
self.direction = 1
elif self.rect.x > game_res - margins - self.rect.width:
self.direction = 0
# Move according to the direction.
if self.direction == 0:
self.rect.x -= movement_amount
else:
self.rect.x += movement_amount
# Animate the bloop
self.index = (self.index + 1) % len(self.images)
self.image = self.images[self.index]
class SelectionEgg(pygame.sprite.Sprite):
"""
Class for the eggs on the egg selection screen.
"""
def __init__(self, egg_color):
pygame.sprite.Sprite.__init__(self)
self.egg_color = egg_color
# Loads the JSON file of the egg to read in data.
with open(script_dir + '/resources/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(script_dir + '/resources/images/bloops/{0}/egg.png'.format(self.egg_color),
script_dir + '/resources/images/bloops/{0}/egg.json'.format(self.egg_color))
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]
class EggInfo:
"""
Class to draw the contentedness and metabolism value off the egg on the info screen.
"""
def __init__(self, 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), SRCALPHA)
# Blit the two indicator icons on screen
smiley = pygame.image.load(script_dir + '/resources/images/gui/smiley.png').convert_alpha()
self.surface.blit(smiley, (0, 0))
apple = pygame.image.load(script_dir + '/resources/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(script_dir + '/resources/images/gui/star.png').convert_alpha()
else:
star = pygame.image.load(script_dir + '/resources/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(script_dir + '/resources/images/gui/star.png').convert_alpha()
else:
star = pygame.image.load(script_dir + '/resources/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))
class InfoText:
"""
Class for drawing large amounts of text on the screen at a time
"""
def __init__(self, font, text='Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nam commodo tempor '
'aliquet. Suspendisse placerat accumsan neque, nec volutpat nunc porta ut.'):
self.font = font
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
# Arrow icons to indicate scrolling
self.up_arrow = pygame.image.load(script_dir + '/resources/images/gui/up_arrow.png').convert_alpha()
self.down_arrow = pygame.image.load(script_dir + '/resources/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 = 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 = 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, ((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,
((game_res / 2) - (self.down_arrow.get_rect().width / 2), 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 MenuIcon(pygame.sprite.Sprite):
"""
Sprite for an icon on the main popup menu.
"""
def __init__(self, icon):
pygame.sprite.Sprite.__init__(self)
self.icon = icon
# Load the sprite sheet from the icon name
sprite_sheet = SpriteSheet(script_dir + '/resources/images/gui/popup_menu/{0}.png'.format(self.icon),
script_dir + '/resources/images/gui/popup_menu/{0}.json'.format(self.icon))
self.images = sprite_sheet.images
# Get the rectangle from the first image in the list
self.rect = self.images[0].get_rect()
self.image = self.images[0]
def select(self):
"""
Change the icon sprite to the selected icon.
"""
self.image = self.images[1]
def deselect(self):
"""
Change the icon sprite to the not selected icon.
"""
self.image = self.images[0]
class PopupMenu:
"""
Class to create a popup menu that can be hidden and shown at will
"""
def __init__(self, position):
# Background frame of the popup menu
self.frame = pygame.image.load(script_dir + '/resources/images/gui/popup_menu/frame.png').convert_alpha()
self.draw_menu = False # Whether or not to draw the popup menu
self.menu_sprites = pygame.sprite.Group() # Sprite group for the icons
self.selected = 0 # The currently selected icon
# The names of the icons to be drawn
icon_names = ['apple', 'dumbbell', 'stats', 'controller', 'bed']
self.icons = []
# Create an icon sprite for each name in the list and add it to the icon list
for i in icon_names:
self.icons.append(MenuIcon(i))
# Add each sprite in the icon list to the sprite group
for i in range(len(self.icons)):
icon = self.icons[i]
if i == self.selected: # Make the default selected icon glow
icon.select()
# Calculate the position of the icon on screen
icon.rect.x = 10 + (i * 15) - (icon.image.get_width() / 2)
icon.rect.y = position[1] + self.frame.get_height() / 2 - icon.image.get_height() / 2
# Add the icon to the sprite group.
self.menu_sprites.add(icon)
def toggle(self):
"""
Toggles the menu on or off.
"""
self.draw_menu = not self.draw_menu
def next(self):
"""
Changes the selection to the next icon (to the right.)
"""
if self.draw_menu: # Only change if the menu is on screen
self.icons[self.selected].deselect() # Deselect the current icon
self.selected += 1 # Change selection to the next icon
if self.selected >= len(self.icons): # Wrap around if new value is invalid
self.selected = 0
self.icons[self.selected].select() # Select the newly selected icon
def prev(self):
"""
Changes the selection to the previous icon (to the left.)
"""
if self.draw_menu: # Only change if the menu is on screen
self.icons[self.selected].deselect() # Deselect the current icon
self.selected -= 1 # Change selection to the previous icon
if self.selected < 0: # Wrap around if new value is invalid
self.selected = len(self.icons) - 1
self.icons[self.selected].select() # Select the newly selected icon
def draw(self, surface):
"""
Draw the menu onto a given surface
:param surface: the surface to draw the menu on.
"""
# Draw the menu only if it is toggled on.
if self.draw_menu:
surface.blit(self.frame, (3, 3))
self.menu_sprites.draw(surface)
# Makes Pygame draw on the display of the RPi.
os.environ["SDL_FBDEV"] = "/dev/fb1"
# Useful for debugging on the PC. Imports a fake RPi.GPIO library if one is not found (which it can't
# be on a PC, RPi.GPIO cannot be installed outside of a Raspberry Pi.
try:
importlib.util.find_spec('RPi.GPIO')
import RPi.GPIO as GPIO
on_hardware = True
except ImportError:
import pocket_friends.development.FakeGPIO as GPIO
# Run as if not on hardware
on_hardware = False
def game():
"""
Starts the game.
"""
pygame.init()
# Hide the cursor for the Pi display.
pygame.mouse.set_visible(False)
# The game is normally rendered at 80 pixels and upscaled from there. If changing displays, change the
# screen_size to reflect what the resolution of the new display is.
screen_size = 320
window = pygame.display.set_mode((screen_size, screen_size))
surface = pygame.Surface((game_res, game_res))
# Only really useful for PCs. Does nothing on the Raspberry Pi.
pygame.display.set_caption('Pocket Friends {0}'.format(pocket_friends.__version__))
# Add an icon to the pygame window.
icon = pygame.image.load(script_dir + '/resources/images/icon/icon.png').convert_alpha()
pygame.display.set_icon(icon)
clock = pygame.time.Clock()
# Font used for small text in the game. Bigger text is usually image files.
small_font = pygame.font.Font(script_dir + '/resources/fonts/5Pts5.ttf', 10)
# Default game state when the game first starts.
game_state = 'title'
running = True
data_handler = DataHandler()
# A group of all the sprites on screen. Used to update all sprites at onc
all_sprites = pygame.sprite.Group()
# Start the GPIO handler to take in buttons from the RPi HAT.
GPIOHandler.setup()
# Dev code used to exit the game. Default Down, Down, Up, Up, Down, Down, Up, Up, A, A, B
dev_code = deque()
for button in [Constants.buttons.get('j_d'), Constants.buttons.get('j_d'), Constants.buttons.get('j_u'),
Constants.buttons.get('j_u'), Constants.buttons.get('j_d'), Constants.buttons.get('j_d'),
Constants.buttons.get('j_u'), Constants.buttons.get('j_u'), Constants.buttons.get('a'),
Constants.buttons.get('a'), Constants.buttons.get('b')]:
dev_code.append(button)
# Log of the inputs.
input_log = deque()
# Time since last input. Used to help regulate double presses of buttons.
last_input_tick = 0
def draw():
"""
Draws the main pygame display.
"""
# Draws all the sprites on screen and scales the screen to the correct size from the rendered size.
all_sprites.update()
all_sprites.draw(surface)
frame = pygame.transform.scale(surface, (screen_size, screen_size))
window.blit(frame, frame.get_rect())
# Update the entire display.
pygame.display.flip()
def draw_bg():
"""
Draws the main game background image onto a given surface.
"""
bg_image = pygame.image.load(script_dir + '/resources/images/bg.png').convert()
surface.blit(bg_image, (0, 0))
def log_button(pressed_button):
"""
Logs the button presses to register the dev code.
:param pressed_button: The button code to be logged
"""
input_log.append(pressed_button)
if len(input_log) > len(dev_code):
input_log.popleft()
def create_event(pressed_button):
"""
Creates a pygame event with a given keyboard code
:param pressed_button:
"""
nonlocal last_input_tick
# Register a button click so long as the last button click happened no less than two frames ago
if pygame.time.get_ticks() - last_input_tick > clock.get_time() * 2 or not on_hardware:
pygame.event.post(pygame.event.Event(KEYDOWN, {'key': pressed_button}))
pygame.event.post(pygame.event.Event(KEYUP, {'key': pressed_button}))
log_button(pressed_button)
last_input_tick = pygame.time.get_ticks()
def check_dev_code():
"""
Checks if the dev code has been entered. If it has, stop the program.
"""
nonlocal running
if dev_code == input_log:
running = False
def handle_gpio():
"""
Handles getting GPIO button presses and making a pygame event when a press is detected.
"""
for pressed_button in Constants.buttons:
code = Constants.buttons.get(pressed_button)
# Check if a button has been pressed. If it has, create a pygame event for it.
if GPIOHandler.get_press(code):
create_event(code)
def keyboard_handler():
"""
Simulates key presses to GPIO button presses. Also handles quitting the game.
"""
nonlocal running
# Checks if a corresponding keyboard key has been pressed. If it has, emulate a button press.
for keyboard_event in pygame.event.get():
if keyboard_event.type == pygame.QUIT:
running = False
if keyboard_event.type == pygame.KEYDOWN:
if keyboard_event.key == pygame.K_a:
create_event(Constants.buttons.get('a'))
if keyboard_event.key == pygame.K_b:
create_event(Constants.buttons.get('b'))
if keyboard_event.key == pygame.K_PERIOD:
create_event(Constants.buttons.get('j_i'))
if keyboard_event.key == pygame.K_RIGHT:
create_event(Constants.buttons.get('j_r'))
if keyboard_event.key == pygame.K_LEFT:
create_event(Constants.buttons.get('j_l'))
if keyboard_event.key == pygame.K_DOWN:
create_event(Constants.buttons.get('j_d'))
if keyboard_event.key == pygame.K_UP:
create_event(Constants.buttons.get('j_u'))
if keyboard_event.key == pygame.K_ESCAPE:
running = False
def pre_handler():
"""
Runs at the beginning of each loop, handles drawing the background, controlling game speed, and
controlling the GPIO button inputs and keyboard handler
"""
# Regulate the speed of the game.
clock.tick(game_fps)
# Handle all inputs for both debugging and real GPIO button presses.
keyboard_handler()
handle_gpio()
check_dev_code()
# Draw the background.
draw_bg()
while running:
if game_state == 'title':
all_sprites.empty()
pre_handler()
# Draw the title image in the middle of the screen.
title_image = pygame.image.load(script_dir + '/resources/images/title.png').convert_alpha()
surface.blit(title_image, (0, 0))
draw()
# Show the title for 1 second then move on to the initialization phase of the game.
pygame.time.wait(1000)
game_state = 'init'
elif game_state == 'playground':
# Submenu used within the playground.
submenu = 'main'
while running and game_state == 'playground':
all_sprites.empty()
if submenu == 'main':
# Create the bloop and the menu
bloop = PlaygroundFriend(data_handler)
all_sprites.add(bloop)
popup_menu = PopupMenu((3, 3))
while running and game_state == 'playground' and submenu == 'main':
pre_handler()
data_handler.update()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == Constants.buttons.get('j_r'):
# Move selection to the next item
popup_menu.next()
if event.key == Constants.buttons.get('j_l'):
# Move selection to the previous item
popup_menu.prev()
if event.key == Constants.buttons.get('a'):
# Change submenu to the menu the icon points to
if popup_menu.draw_menu:
submenu = popup_menu.icons[popup_menu.selected].icon
else: # Pet the bloop otherwise
bloop.pet()
if event.key == Constants.buttons.get('b'):
# Toggle the popup menu on or off
popup_menu.toggle()
# Draw the popup menu if toggled on
popup_menu.draw(surface)
draw()
else: # Go to the error state if an invalid state is set.
game_state = None
elif game_state == 'init':
all_sprites.empty()
pre_handler()
draw()
# Read the save file.
data_handler.read_save()
# Determines if it is a new game or not by looking at the evolution stage. If it is -1, the egg has
# not been created yet, and the game sends you to the egg selection screen. If not, the game sends
# you to the playground.
if data_handler.attributes['bloop'] == '':
game_state = 'egg_select'
else:
game_state = 'playground'
elif game_state == 'egg_select':
# Submenu used within the egg selection menu.
submenu = 'main'
selected = 0
selected_color = ""
while running and game_state == 'egg_select':
all_sprites.empty()
if submenu == 'main':
# Creates and holds the egg objects in a list.
eggs = [SelectionEgg('dev_egg'), SelectionEgg('blue'), SelectionEgg('rainbow')]
# How many eggs per row should be displayed.
eggs_per_row = 3
distance_between_eggs = 36 / eggs_per_row
# Count the total rows.
total_rows = -(-len(eggs) // eggs_per_row)
distance_between_rows = 32 / eggs_per_row
# Determine the location of each egg.
for egg in eggs:
current_row = eggs.index(egg) // eggs_per_row
rows_after = total_rows - (current_row + 1)
egg_in_row = eggs.index(egg) % eggs_per_row
eggs_after = min(len(eggs) - (current_row * eggs_per_row), eggs_per_row) - (egg_in_row + 1)
x_offset = 32
y_offset = 30
# The x coordinate of an egg is determined by which egg in the row it is, and how many eggs
# are in that row. If there is only 1 egg in a row, it is in the middle of the screen. If
# there are two, they're on equal halves and so on.
x = x_offset - (eggs_after * distance_between_eggs) + (egg_in_row * distance_between_eggs)
y = y_offset - (rows_after * distance_between_rows) + (current_row * distance_between_rows)
egg.rect.x = x
egg.rect.y = y
# Add the egg to the sprite list.
all_sprites.add(egg)
def get_cursor_coords(selection):
"""
Gets the coordinates of an egg on the selection screen by index and returns it as a tuple
:param selection: index of the egg to be selected
:return: tuple of the coordinates of the selected egg
"""
cursor_x_offset = -2
cursor_y_offset = -2
return eggs[selection].rect.x + cursor_x_offset, eggs[selection].rect.y + cursor_y_offset
def sel_left():
"""
Select the egg to the left with constraints.
"""
nonlocal selected
if selected % eggs_per_row != 0:
selected -= 1
def sel_right():
"""
Select the egg to the right with constraints.
"""
nonlocal selected
row = selected // eggs_per_row
eggs_in_row = min(len(eggs) - (row * eggs_per_row), eggs_per_row)
if selected % eggs_per_row != eggs_in_row - 1:
selected += 1
def sel_up():
"""
Select the egg above with constraints.
"""
nonlocal selected
if selected // eggs_per_row != 0:
selected -= eggs_per_row
def sel_down():
"""
Select the egg below with constraints.
"""
nonlocal selected
if selected // eggs_per_row != total_rows - 1:
selected += eggs_per_row
while running and game_state == 'egg_select' and submenu == 'main':
pre_handler()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == Constants.buttons.get('j_r'):
sel_right()
if event.key == Constants.buttons.get('j_l'):
sel_left()
if event.key == Constants.buttons.get('j_d'):
sel_down()
if event.key == Constants.buttons.get('j_u'):
sel_up()
if event.key == Constants.buttons.get('a'):
# Advance to the egg info screen for the selected egg.
submenu = 'bloop_info'
# Draws the cursor on screen.
cursor = pygame.image.load(
script_dir + '/resources/images/gui/egg_selector.png').convert_alpha()
surface.blit(cursor, get_cursor_coords(selected))
selected_color = eggs[selected].egg_color
draw()
elif submenu == 'bloop_info':
# Draw the selected egg on screen
egg = SelectionEgg(selected_color)
egg.rect.x = 8
egg.rect.y = 3
all_sprites.add(egg)
# Info screen for the eggs.
info_text = InfoText(small_font, egg.description)
info_icons = EggInfo(egg.contentedness, egg.metabolism, (32, 4))
while running and game_state == 'egg_select' and submenu == 'bloop_info':
pre_handler()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == Constants.buttons.get('j_d'):
# Scroll down on the info screen.
info_text.scroll_down()
if event.key == Constants.buttons.get('j_u'):
# Scroll up on the info screen.
info_text.scroll_up()
if event.key == Constants.buttons.get('a'):
# Write save file with new attributes
data_handler.attributes['bloop'] = egg.egg_color
data_handler.attributes['health'] = 10
data_handler.attributes['hunger'] = 10
data_handler.attributes['happiness'] = 10
data_handler.attributes['evolution_stage'] = 'egg'
data_handler.write_save()
# Go to playground
game_state = 'playground'
if event.key == Constants.buttons.get('b'):
# Go back to the egg selection screen.
submenu = 'main'
# Draw the info screen.
info_text.draw(surface)
info_icons.draw(surface)
draw()
else: # Go to the error state if an invalid state is set.
game_state = None
else:
# Error screen. This appears when an invalid game state has been selected.
all_sprites.empty()
frames_passed = 0 # Counter for frames, helps ensure the game isn't frozen.
while running and game_state != 'title':
pre_handler()
# Draw the error screen
error_screen = pygame.image.load(script_dir + '/resources/images/debug/invalid.png').convert_alpha()
surface.blit(error_screen, (0, -8))
# Counts the frames passed. Resets every second.
frames_passed += 1
if frames_passed >= game_fps:
frames_passed = 0
# Draws the frame counter.
frame_counter = small_font.render('frames: {0}'.format(frames_passed), False, (64, 64, 64))
surface.blit(frame_counter, (1, game_res - 10))
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == Constants.buttons.get('b'):
# Reset back to the title screen.
game_state = 'title'
draw()
def main():
"""
Calls the game() function to start the game.
"""
game()
GPIOHandler.teardown()
pygame.quit()