diff --git a/pocket_friends/__init__.py b/pocket_friends/__init__.py index f0ccdbb..463e1b1 100644 --- a/pocket_friends/__init__.py +++ b/pocket_friends/__init__.py @@ -1 +1 @@ -__version__ = 'dev_0.0.1' +__version__ = 'dev_0.0.2' diff --git a/pocket_friends/__main__.py b/pocket_friends/__main__.py index 60a496c..45820fa 100644 --- a/pocket_friends/__main__.py +++ b/pocket_friends/__main__.py @@ -6,8 +6,6 @@ import sys from pocket_friends.game_files.game import main as game_main from pocket_friends.development.dev_menu import main as dev_menu_main -__version__ = '0.0.1' - if __name__ == '__main__': enable_dev = False diff --git a/pocket_friends/game_files/game.py b/pocket_friends/game_files/game.py index 546678c..a0e41ca 100644 --- a/pocket_friends/game_files/game.py +++ b/pocket_friends/game_files/game.py @@ -25,7 +25,7 @@ except FileExistsError: pass -class FileHandler: +class SaveHandler: """ Class that handles the hardware attributes and save files. """ @@ -81,8 +81,17 @@ class SelectionEgg(pygame.sprite.Sprite): 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/egg_info/{0}.json'.format(egg_color), 'r') as save_file: + json_file = json.load(save_file) + save_file.close() image_directory = script_dir + '/resources/images/egg_images/{0}'.format(egg_color) + # Gets the description off the egg from the JSON file. + self.description = json_file.get('description') + # Load the egg from the given color and get the bounding rectangle for the image. self.images = [] for filename in os.listdir(image_directory): @@ -111,6 +120,113 @@ class SelectionEgg(pygame.sprite.Sprite): self.update_frame_dependent() +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. + + max_line_width = 71 # 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. + """ + + 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, (3, 25 + (i * 7))) + + # Draw the arrows if there is more text than is on screen. + if self.offset != 0: + surface.blit(self.up_arrow, (36, 22)) + if len(self.text) - (self.offset + 1) >= self.max_lines: + surface.blit(self.down_arrow, (36, 70)) + + 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 + + # Makes Pygame draw on the display of the RPi. os.environ["SDL_FBDEV"] = "/dev/fb1" @@ -135,7 +251,7 @@ def game(): # The hardware 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. rendered_size = 80 - screen_size = 800 + screen_size = 320 window = pygame.display.set_mode((screen_size, screen_size)) surface = pygame.Surface((rendered_size, rendered_size)) @@ -155,7 +271,7 @@ def game(): # Default hardware state when the hardware first starts. game_state = 'title' running = True - file_handler = FileHandler() + save_handler = SaveHandler() # A group of all the sprites on screen. Used to update all sprites at onc all_sprites = pygame.sprite.Group() @@ -308,12 +424,12 @@ def game(): draw() # Read the save file. - file_handler.read_save() + save_handler.read_save() # Determines if it is a new hardware or not by looking at the evolution stage. If it is -1, the egg has # not been created yet, and the hardware sends you to the egg selection screen. If not, the hardware sends # you to the playground. - if file_handler.attributes['evolution_stage'] == -1: + if save_handler.attributes['evolution_stage'] == -1: game_state = 'egg_select' else: game_state = 'playground' @@ -324,9 +440,12 @@ def game(): 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. @@ -361,7 +480,6 @@ def game(): # Add the egg to the sprite list. all_sprites.add(egg) - selected = 0 def get_cursor_coords(selection): """ @@ -435,13 +553,33 @@ def game(): cursor = pygame.image.load(script_dir + '/resources/images/clock_selector.png').convert_alpha() surface.blit(cursor, get_cursor_coords(selected)) + selected_color = eggs[selected].egg_color + draw() elif submenu == 'egg_info': + + # Draw the selected egg on screen + egg = SelectionEgg(selected_color) + egg.rect.x = 32 + egg.rect.y = 3 + all_sprites.add(egg) + + # Info screen for the eggs. + info = InfoText(small_font, egg.description) + while running and game_state == 'egg_select' and submenu == 'egg_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.scroll_down() + if event.key == Constants.buttons.get('j_u'): + # Scroll up on the info screen. + info.scroll_up() if event.key == Constants.buttons.get('a'): # Go to an invalid hardware state if continuing. game_state = None @@ -449,9 +587,8 @@ def game(): # Go back to the egg selection screen. submenu = 'main' - # Quick debugging for which egg is selected. - selection_debug = small_font.render('Egg {0}'.format(selected), False, (64, 64, 64)) - surface.blit(selection_debug, (5, 35)) + # Draw the info screen. + info.draw(surface) draw() @@ -462,7 +599,7 @@ def game(): # Error screen. This appears when an invalid hardware state has been selected. all_sprites.empty() - frames_passed = 0 # Counter for frames, helps ensure the hardware isnt frozen. + frames_passed = 0 # Counter for frames, helps ensure the hardware isn't frozen. while running and game_state != 'title': diff --git a/pocket_friends/game_files/resources/data/egg_info/blue.json b/pocket_friends/game_files/resources/data/egg_info/blue.json new file mode 100644 index 0000000..780dd86 --- /dev/null +++ b/pocket_friends/game_files/resources/data/egg_info/blue.json @@ -0,0 +1 @@ +{"description": "Blue egg description"} \ No newline at end of file diff --git a/pocket_friends/game_files/resources/data/egg_info/rainbow.json b/pocket_friends/game_files/resources/data/egg_info/rainbow.json new file mode 100644 index 0000000..e4f43a2 --- /dev/null +++ b/pocket_friends/game_files/resources/data/egg_info/rainbow.json @@ -0,0 +1 @@ +{"description": "Rainbow egg description"} \ No newline at end of file diff --git a/pocket_friends/game_files/resources/data/egg_info/red.json b/pocket_friends/game_files/resources/data/egg_info/red.json new file mode 100644 index 0000000..bbf92c9 --- /dev/null +++ b/pocket_friends/game_files/resources/data/egg_info/red.json @@ -0,0 +1 @@ +{"description": "Red egg description"} \ No newline at end of file diff --git a/pocket_friends/game_files/resources/images/gui/down_arrow.png b/pocket_friends/game_files/resources/images/gui/down_arrow.png new file mode 100644 index 0000000..adf337e Binary files /dev/null and b/pocket_friends/game_files/resources/images/gui/down_arrow.png differ diff --git a/pocket_friends/game_files/resources/images/gui/up_arrow.png b/pocket_friends/game_files/resources/images/gui/up_arrow.png new file mode 100644 index 0000000..ef48944 Binary files /dev/null and b/pocket_friends/game_files/resources/images/gui/up_arrow.png differ