@ -1 +1 @@
|
||||
__version__ = 'dev_0.0.2'
|
||||
__version__ = 'dev_0.0.3'
|
||||
|
@ -1,6 +1,8 @@
|
||||
"""
|
||||
Launch script for Pocket Friends.
|
||||
"""
|
||||
import os
|
||||
from pathlib import Path
|
||||
import pygame
|
||||
import sys
|
||||
from pocket_friends.game_files.game import main as game_main
|
||||
@ -14,6 +16,9 @@ if __name__ == '__main__':
|
||||
for args in sys.argv:
|
||||
if args == '--dev':
|
||||
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()
|
||||
|
@ -1,5 +1,5 @@
|
||||
"""
|
||||
Main file for the entire hardware. Controls everything except for GPIO input.
|
||||
Main file for the entire game. Controls everything except for GPIO input.
|
||||
"""
|
||||
from collections import deque
|
||||
import importlib.util
|
||||
@ -13,6 +13,8 @@ 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__))
|
||||
@ -25,7 +27,50 @@ except FileExistsError:
|
||||
pass
|
||||
|
||||
|
||||
class SaveHandler:
|
||||
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.
|
||||
"""
|
||||
@ -33,14 +78,22 @@ class SaveHandler:
|
||||
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,
|
||||
'evolution_stage': -1,
|
||||
'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.
|
||||
@ -63,15 +116,102 @@ class SaveHandler:
|
||||
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):
|
||||
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):
|
||||
"""
|
||||
@ -84,40 +224,77 @@ class SelectionEgg(pygame.sprite.Sprite):
|
||||
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:
|
||||
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()
|
||||
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')
|
||||
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.
|
||||
self.images = []
|
||||
for filename in os.listdir(image_directory):
|
||||
self.images.append(pygame.image.load(image_directory + '/' + filename))
|
||||
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]
|
||||
|
||||
self.animation_frames = game_fps / len(self.images)
|
||||
self.current_frame = 0
|
||||
|
||||
def update_frame_dependent(self):
|
||||
def update(self):
|
||||
"""
|
||||
Updates the image of Sprite every 6 frame (approximately every 0.1 second if frame rate is 60).
|
||||
Updates the sprite object.
|
||||
"""
|
||||
|
||||
self.current_frame += 1
|
||||
if self.current_frame >= self.animation_frames:
|
||||
self.current_frame = 0
|
||||
# Animate the sprite
|
||||
self.index = (self.index + 1) % len(self.images)
|
||||
self.image = self.images[self.index]
|
||||
|
||||
def update(self):
|
||||
"""This is the method that's being called when 'all_sprites.update(dt)' is called."""
|
||||
self.update_frame_dependent()
|
||||
|
||||
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:
|
||||
@ -139,7 +316,8 @@ class InfoText:
|
||||
|
||||
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.
|
||||
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
|
||||
@ -200,16 +378,23 @@ class InfoText:
|
||||
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, (3, 25 + (i * 7)))
|
||||
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, (36, 22))
|
||||
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, (36, 70))
|
||||
surface.blit(self.down_arrow,
|
||||
((game_res / 2) - (self.down_arrow.get_rect().width / 2), game_res - bottom_margin))
|
||||
|
||||
def scroll_down(self):
|
||||
"""
|
||||
@ -227,6 +412,112 @@ class InfoText:
|
||||
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"
|
||||
|
||||
@ -235,26 +526,29 @@ os.environ["SDL_FBDEV"] = "/dev/fb1"
|
||||
try:
|
||||
importlib.util.find_spec('RPi.GPIO')
|
||||
import RPi.GPIO as GPIO
|
||||
|
||||
on_hardware = True
|
||||
except ImportError:
|
||||
import pocket_friends.development.FakeGPIO as GPIO
|
||||
|
||||
on_hardware = False
|
||||
|
||||
|
||||
def game():
|
||||
"""
|
||||
Starts the hardware.
|
||||
Starts the game.
|
||||
"""
|
||||
pygame.init()
|
||||
|
||||
# Hide the cursor for the Pi display.
|
||||
pygame.mouse.set_visible(False)
|
||||
|
||||
# The hardware is normally rendered at 80 pixels and upscaled from there. If changing displays, change the
|
||||
# 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.
|
||||
rendered_size = 80
|
||||
screen_size = 320
|
||||
|
||||
window = pygame.display.set_mode((screen_size, screen_size))
|
||||
surface = pygame.Surface((rendered_size, rendered_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__))
|
||||
@ -265,13 +559,13 @@ def game():
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
# Font used for small text in the hardware. Bigger text is usually image files.
|
||||
# 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 hardware state when the hardware first starts.
|
||||
# Default game state when the game first starts.
|
||||
game_state = 'title'
|
||||
running = True
|
||||
save_handler = SaveHandler()
|
||||
data_handler = DataHandler()
|
||||
|
||||
# A group of all the sprites on screen. Used to update all sprites at onc
|
||||
all_sprites = pygame.sprite.Group()
|
||||
@ -279,7 +573,7 @@ def game():
|
||||
# Start the GPIO handler to take in buttons from the RPi HAT.
|
||||
GPIOHandler.setup()
|
||||
|
||||
# Dev code used to exit the hardware. Default Down, Down, Up, Up, Down, Down, Up, Up, A, A, B
|
||||
# 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'),
|
||||
@ -309,7 +603,7 @@ def game():
|
||||
|
||||
def draw_bg():
|
||||
"""
|
||||
Draws the main hardware background image onto a given surface.
|
||||
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))
|
||||
@ -330,7 +624,7 @@ def game():
|
||||
"""
|
||||
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:
|
||||
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)
|
||||
@ -358,7 +652,7 @@ def game():
|
||||
|
||||
def keyboard_handler():
|
||||
"""
|
||||
Simulates key presses to GPIO button presses. Also handles quitting the hardware.
|
||||
Simulates key presses to GPIO button presses. Also handles quitting the game.
|
||||
"""
|
||||
nonlocal running
|
||||
|
||||
@ -386,10 +680,10 @@ def game():
|
||||
|
||||
def pre_handler():
|
||||
"""
|
||||
Runs at the beginning of each loop, handles drawing the background, controlling hardware speed, and
|
||||
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 hardware.
|
||||
# Regulate the speed of the game.
|
||||
clock.tick(game_fps)
|
||||
|
||||
# Handle all inputs for both debugging and real GPIO button presses.
|
||||
@ -410,13 +704,55 @@ def game():
|
||||
surface.blit(title_image, (0, 0))
|
||||
draw()
|
||||
|
||||
# Show the title for 1 second then move on to the initialization phase of the hardware.
|
||||
# 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()
|
||||
game_state = None # Playground currently not implemented, send to error screen.
|
||||
|
||||
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()
|
||||
@ -424,12 +760,12 @@ def game():
|
||||
draw()
|
||||
|
||||
# Read the save file.
|
||||
save_handler.read_save()
|
||||
data_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
|
||||
# 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 save_handler.attributes['evolution_stage'] == -1:
|
||||
if data_handler.attributes['bloop'] == '':
|
||||
game_state = 'egg_select'
|
||||
else:
|
||||
game_state = 'playground'
|
||||
@ -449,7 +785,7 @@ def game():
|
||||
if submenu == 'main':
|
||||
|
||||
# Creates and holds the egg objects in a list.
|
||||
eggs = [SelectionEgg('red'), SelectionEgg('blue'), SelectionEgg('rainbow')]
|
||||
eggs = [SelectionEgg('dev_egg'), SelectionEgg('blue'), SelectionEgg('rainbow')]
|
||||
|
||||
# How many eggs per row should be displayed.
|
||||
eggs_per_row = 3
|
||||
@ -547,28 +883,30 @@ def game():
|
||||
sel_up()
|
||||
if event.key == Constants.buttons.get('a'):
|
||||
# Advance to the egg info screen for the selected egg.
|
||||
submenu = 'egg_info'
|
||||
submenu = 'bloop_info'
|
||||
|
||||
# Draws the cursor on screen.
|
||||
cursor = pygame.image.load(script_dir + '/resources/images/clock_selector.png').convert_alpha()
|
||||
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 == 'egg_info':
|
||||
elif submenu == 'bloop_info':
|
||||
|
||||
# Draw the selected egg on screen
|
||||
egg = SelectionEgg(selected_color)
|
||||
egg.rect.x = 32
|
||||
egg.rect.x = 8
|
||||
egg.rect.y = 3
|
||||
all_sprites.add(egg)
|
||||
|
||||
# Info screen for the eggs.
|
||||
info = InfoText(small_font, egg.description)
|
||||
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 == 'egg_info':
|
||||
while running and game_state == 'egg_select' and submenu == 'bloop_info':
|
||||
|
||||
pre_handler()
|
||||
|
||||
@ -576,19 +914,28 @@ def game():
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == Constants.buttons.get('j_d'):
|
||||
# Scroll down on the info screen.
|
||||
info.scroll_down()
|
||||
info_text.scroll_down()
|
||||
if event.key == Constants.buttons.get('j_u'):
|
||||
# Scroll up on the info screen.
|
||||
info.scroll_up()
|
||||
info_text.scroll_up()
|
||||
if event.key == Constants.buttons.get('a'):
|
||||
# Go to an invalid hardware state if continuing.
|
||||
game_state = None
|
||||
# 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.draw(surface)
|
||||
info_text.draw(surface)
|
||||
info_icons.draw(surface)
|
||||
|
||||
draw()
|
||||
|
||||
@ -596,10 +943,10 @@ def game():
|
||||
game_state = None
|
||||
|
||||
else:
|
||||
# Error screen. This appears when an invalid hardware state has been selected.
|
||||
# Error screen. This appears when an invalid game state has been selected.
|
||||
|
||||
all_sprites.empty()
|
||||
frames_passed = 0 # Counter for frames, helps ensure the hardware isn't frozen.
|
||||
frames_passed = 0 # Counter for frames, helps ensure the game isn't frozen.
|
||||
|
||||
while running and game_state != 'title':
|
||||
|
||||
@ -616,7 +963,7 @@ def game():
|
||||
|
||||
# Draws the frame counter.
|
||||
frame_counter = small_font.render('frames: {0}'.format(frames_passed), False, (64, 64, 64))
|
||||
surface.blit(frame_counter, (1, 70))
|
||||
surface.blit(frame_counter, (1, game_res - 10))
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.KEYDOWN:
|
||||
@ -629,7 +976,7 @@ def game():
|
||||
|
||||
def main():
|
||||
"""
|
||||
Calls the hardware() function to start the hardware.
|
||||
Calls the game() function to start the game.
|
||||
"""
|
||||
game()
|
||||
|
||||
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"description": "This is Blue! They are a easy going bloop, with a laid back personality that you will love! They are also easy to take care of, as they just enjoy living life!",
|
||||
"contentedness": 4,
|
||||
"metabolism": 5
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"description": "Dev egg description",
|
||||
"contentedness": 4,
|
||||
"metabolism": 4
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"description": "Rainbow egg description",
|
||||
"contentedness": 5,
|
||||
"metabolism": 4
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"description": "Red egg description",
|
||||
"contentedness": 5,
|
||||
"metabolism": 5
|
||||
}
|
@ -1 +0,0 @@
|
||||
{"description": "Blue egg description"}
|
@ -1 +0,0 @@
|
||||
{"description": "Rainbow egg description"}
|
@ -1 +0,0 @@
|
||||
{"description": "Red egg description"}
|
Before Width: | Height: | Size: 807 B After Width: | Height: | Size: 807 B |
Before Width: | Height: | Size: 610 B After Width: | Height: | Size: 610 B |
Before Width: | Height: | Size: 820 B After Width: | Height: | Size: 820 B |
Before Width: | Height: | Size: 740 B After Width: | Height: | Size: 740 B |
Before Width: | Height: | Size: 490 B After Width: | Height: | Size: 490 B |
Before Width: | Height: | Size: 736 B After Width: | Height: | Size: 736 B |
@ -0,0 +1,5 @@
|
||||
{
|
||||
"width": 17,
|
||||
"height": 17,
|
||||
"frames": 17
|
||||
}
|
BIN
pocket_friends/game_files/resources/images/bloops/blue/egg.png
Normal file
After Width: | Height: | Size: 2.6 KiB |
@ -0,0 +1,5 @@
|
||||
{
|
||||
"width": 14,
|
||||
"height": 10,
|
||||
"frames": 16
|
||||
}
|
After Width: | Height: | Size: 422 B |
@ -0,0 +1,5 @@
|
||||
{
|
||||
"width": 17,
|
||||
"height": 17,
|
||||
"frames": 16
|
||||
}
|
After Width: | Height: | Size: 565 B |
@ -0,0 +1,5 @@
|
||||
{
|
||||
"width": 17,
|
||||
"height": 17,
|
||||
"frames": 48
|
||||
}
|
After Width: | Height: | Size: 6.9 KiB |
@ -0,0 +1,5 @@
|
||||
{
|
||||
"width": 17,
|
||||
"height": 17,
|
||||
"frames": 1
|
||||
}
|
Before Width: | Height: | Size: 864 B After Width: | Height: | Size: 864 B |
Before Width: | Height: | Size: 631 B |
Before Width: | Height: | Size: 4.0 KiB |
Before Width: | Height: | Size: 3.6 KiB |
Before Width: | Height: | Size: 15 KiB |
BIN
pocket_friends/game_files/resources/images/gui/apple.png
Normal file
After Width: | Height: | Size: 246 B |
BIN
pocket_friends/game_files/resources/images/gui/bar_graphic.png
Normal file
After Width: | Height: | Size: 218 B |
BIN
pocket_friends/game_files/resources/images/gui/bar_outline.png
Normal file
After Width: | Height: | Size: 188 B |
BIN
pocket_friends/game_files/resources/images/gui/blank_star.png
Normal file
After Width: | Height: | Size: 178 B |
Before Width: | Height: | Size: 5.5 KiB After Width: | Height: | Size: 5.5 KiB |
@ -0,0 +1,5 @@
|
||||
{
|
||||
"width": 9,
|
||||
"height": 10,
|
||||
"frames": 2
|
||||
}
|
After Width: | Height: | Size: 419 B |
@ -0,0 +1,5 @@
|
||||
{
|
||||
"width": 11,
|
||||
"height": 6,
|
||||
"frames": 2
|
||||
}
|
After Width: | Height: | Size: 268 B |
@ -0,0 +1,5 @@
|
||||
{
|
||||
"width": 12,
|
||||
"height": 8,
|
||||
"frames": 2
|
||||
}
|
After Width: | Height: | Size: 350 B |
@ -0,0 +1,5 @@
|
||||
{
|
||||
"width": 11,
|
||||
"height": 8,
|
||||
"frames": 2
|
||||
}
|
After Width: | Height: | Size: 344 B |
After Width: | Height: | Size: 235 B |
@ -0,0 +1,5 @@
|
||||
{
|
||||
"width": 11,
|
||||
"height": 9,
|
||||
"frames": 2
|
||||
}
|
After Width: | Height: | Size: 302 B |
BIN
pocket_friends/game_files/resources/images/gui/smiley.png
Normal file
After Width: | Height: | Size: 258 B |
BIN
pocket_friends/game_files/resources/images/gui/star.png
Normal file
After Width: | Height: | Size: 213 B |