added info screen
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bbf549c024
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@ -6,7 +6,8 @@ import importlib
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valid_surfaces = [
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'title',
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'egg_select'
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'egg_select',
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'selection_info'
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]
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surface_modules = {}
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@ -62,9 +63,11 @@ def game():
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if not surface.running:
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next_surface = surface.next_surface
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additional_args = surface.additional_args
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if next_surface not in valid_surfaces:
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raise Exception('Given surface is not listed in valid surfaces!')
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surface = surface_modules.get(next_surface).Surface((game_res, game_res), resources_dir, game_fps)
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surface = surface_modules.get(next_surface).Surface((game_res, game_res), resources_dir,
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game_fps, **additional_args)
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print(surface.name)
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pygame.display.flip()
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@ -5,7 +5,7 @@ from ..io_helpers.input_handler import InputHandler
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class Surface(pygame.Surface):
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def __init__(self, window_size, resources_dir, game_fps):
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def __init__(self, window_size, resources_dir, game_fps, **kwargs):
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super().__init__(window_size, pygame.SRCALPHA)
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self.name = 'egg_select'
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self.running = True
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@ -14,10 +14,16 @@ class Surface(pygame.Surface):
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self.clock = pygame.time.Clock()
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self.game_fps = game_fps
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self.input_handler = InputHandler(self.clock)
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self.additional_args = {}
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self.bg = pygame.image.load(self.resource_dir + '/images/bg.png').convert_alpha()
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self.sprites = pygame.sprite.Group()
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preselected_color = None
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for key in kwargs.keys():
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if key == 'selected_egg':
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preselected_color = kwargs.get(key)
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egg_list = [
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'dev_egg',
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'blue',
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@ -58,6 +64,11 @@ class Surface(pygame.Surface):
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self.selected_egg = 0
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self.selected_color = ''
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if preselected_color is not None:
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self.selected_color = self.eggs[self.selected_egg].egg_color
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for i in range(len(self.eggs)):
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if self.eggs[i].egg_color == preselected_color:
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self.selected_egg = i
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def get_cursor_coords(self):
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"""
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@ -114,6 +125,12 @@ class Surface(pygame.Surface):
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self.input_handler.update()
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cursor = pygame.image.load(
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self.resource_dir + '/images/gui/egg_selector.png').convert_alpha()
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self.blit(cursor, self.get_cursor_coords())
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self.selected_color = self.eggs[self.selected_egg].egg_color
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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if event.key == Constants.buttons.get('j_r'):
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@ -125,8 +142,6 @@ class Surface(pygame.Surface):
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if event.key == Constants.buttons.get('j_u'):
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self.sel_up()
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if event.key == Constants.buttons.get('a'):
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pass
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cursor = pygame.image.load(
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self.resource_dir + '/images/gui/egg_selector.png').convert_alpha()
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self.blit(cursor, self.get_cursor_coords())
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self.additional_args = {'selected_egg': self.selected_color}
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self.next_surface = 'selection_info'
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self.running = False
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60
pocket_friends/game_files/surfaces/selection_info.py
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60
pocket_friends/game_files/surfaces/selection_info.py
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@ -0,0 +1,60 @@
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import pygame
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from . import sprites
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from pocket_friends.game_files.io_helpers.gpio_handler import Constants
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from .sprites import SelectionEgg
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from ..io_helpers.input_handler import InputHandler
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class Surface(pygame.Surface):
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def __init__(self, window_size, resources_dir, game_fps, **kwargs):
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super().__init__(window_size, pygame.SRCALPHA)
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self.name = 'selection_info'
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self.running = True
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self.next_surface = None
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self.resource_dir = resources_dir
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self.clock = pygame.time.Clock()
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self.game_fps = game_fps
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self.input_handler = InputHandler(self.clock)
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self.additional_args = {}
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self.bg = pygame.image.load(self.resource_dir + '/images/bg.png').convert_alpha()
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self.sprites = pygame.sprite.Group()
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self.selected_egg = None
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for key in kwargs.keys():
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if key == 'selected_egg':
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self.selected_egg = kwargs.get(key)
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egg = sprites.SelectionEgg(self.selected_egg, resources_dir)
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egg.rect.x = 8
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egg.rect.y = 3
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self.sprites.add(egg)
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self.info_text = sprites.InfoText(resources_dir, window_size[0], egg.description)
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self.info_icons = sprites.EggInfo(resources_dir, egg.contentedness, egg.metabolism, (32, 4))
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def update(self):
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self.clock.tick(self.game_fps)
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self.blit(self.bg, (0, 0))
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self.sprites.update()
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self.sprites.draw(self)
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self.info_text.draw(self)
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self.info_icons.draw(self)
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self.input_handler.update()
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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if event.key == Constants.buttons.get('j_d'):
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# Scroll down on the info screen.
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self.info_text.scroll_down()
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if event.key == Constants.buttons.get('j_u'):
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# Scroll up on the info screen.
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self.info_text.scroll_up()
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if event.key == Constants.buttons.get('a'):
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pass
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if event.key == Constants.buttons.get('b'):
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self.running = False
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self.additional_args = {'selected_color': self.selected_egg}
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self.next_surface = 'egg_select'
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@ -82,3 +82,165 @@ class SelectionEgg(pygame.sprite.Sprite):
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# Animate the sprite
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self.index = (self.index + 1) % len(self.images)
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self.image = self.images[self.index]
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class InfoText:
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"""
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Class for drawing large amounts of text on the screen at a time
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"""
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def __init__(self, resources_dir, game_res, text='Lorem ipsum dolor sit amet, consectetur adipiscing elit. '
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'Nam commodo tempor aliquet. Suspendisse placerat accumsan'
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' neque, nec volutpat nunc porta ut.'):
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self.font = pygame.font.Font(resources_dir + '/fonts/5Pts5.ttf', 10)
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self.text = [] # Text broken up into a list according to how it will fit on screen.
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self.max_lines = 6 # Max number of lines to be shown on screen at a time.
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self.offset = 0
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self.game_res = game_res
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# Arrow icons to indicate scrolling
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self.up_arrow = pygame.image.load(resources_dir + '/images/gui/up_arrow.png').convert_alpha()
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self.down_arrow = pygame.image.load(resources_dir + '/images/gui/down_arrow.png').convert_alpha()
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raw_text = text # Copy the text to a different variable to be cut up.
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margins = 4.5
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max_line_width = self.game_res - (margins * 2) # The maximum pixel width that drawn text can be.
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cut_chars = '.,! ' # Characters that will be considered "cuts" aka when a line break can occur.
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# Prevents freezing if the end of the string does not end in a cut character
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# Will fix eventually more elegantly
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if raw_text[-1:] not in cut_chars:
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raw_text += ' '
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# Calculating line breaks.
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while len(raw_text) > 0:
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index = 0
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test_text = '' # Chunk of text to pseudo-render and test the width of.
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# Loops until the testing text has reached the size limit.
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while True:
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# Break if the current index is larger than the remaining text.
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if index + 1 > len(raw_text):
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index -= 1
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break
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# Add one character to the testing text from the raw text.
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test_text += raw_text[index]
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# Get the width of the pseudo-rendered text.
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text_width = self.font.size(test_text)[0]
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# Break if the text is larger than the defined max width.
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if text_width > max_line_width:
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break
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index += 1
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pass
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# Gets the chunk of text to be added to the list.
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text_chunk = raw_text[0:index + 1]
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# Determines if the chunk of text has any break characters.
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has_breaks = any(cut_chars in text_chunk for cut_chars in cut_chars)
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# If the text has break characters, start with the last character and go backwards until
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# one has been found, decreasing the index each time.
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if has_breaks:
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while raw_text[index] not in cut_chars:
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index -= 1
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text_chunk = raw_text[0:index + 1]
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# If there are no break characters in the chunk, simply decrease the index by one and insert
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# a dash at the end of the line to indicate the word continues.
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else:
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index -= 1
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text_chunk = raw_text[0:index + 1]
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text_chunk += '-'
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# Append the text chunk to the list of text to draw.
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self.text.append(text_chunk)
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# Cut the text to repeat the process with the new cut string.
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raw_text = raw_text[index + 1:]
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def draw(self, surface):
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"""
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Draws the text on a given surface.
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:param surface: The surface for the text to be drawn on.
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"""
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# Constants to help draw the text
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line_separation = 7
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left_margin = 3
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top_margin = 25
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bottom_margin = 10
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# Draw the lines on the screen
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for i in range(min(len(self.text), self.max_lines)):
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text = self.font.render(self.text[i + self.offset], False, (64, 64, 64))
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surface.blit(text, (left_margin, top_margin + (i * line_separation)))
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# Draw the arrows if there is more text than is on screen.
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if self.offset != 0:
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surface.blit(self.up_arrow, ((self.game_res / 2) - (self.up_arrow.get_rect().width / 2), top_margin - 3))
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if len(self.text) - (self.offset + 1) >= self.max_lines:
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surface.blit(self.down_arrow,
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((self.game_res / 2) - (self.down_arrow.get_rect().width / 2), self.game_res - bottom_margin))
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def scroll_down(self):
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"""
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Scrolls the text on the screen down.
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"""
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# Ensures that the offset cannot be too big as to try to render non-existent lines.
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if len(self.text) - (self.offset + 1) >= self.max_lines:
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self.offset += 1
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def scroll_up(self):
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"""
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Scrolls the text on the screen up.
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"""
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if self.offset > 0: # Ensures a non-zero offset is not possible.
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self.offset -= 1
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class EggInfo:
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"""
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Class to draw the contentedness and metabolism value off the egg on the info screen.
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"""
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def __init__(self, resources_dir, contentedness, metabolism, location):
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self.contentedness = contentedness
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self.metabolism = metabolism
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self.x = location[0]
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self.y = location[1]
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# Create a new surface to blit onto the other surface
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self.surface = pygame.Surface((44, 15), pygame.SRCALPHA)
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# Blit the two indicator icons on screen
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smiley = pygame.image.load(resources_dir + '/images/gui/smiley.png').convert_alpha()
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self.surface.blit(smiley, (0, 0))
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apple = pygame.image.load(resources_dir + '/images/gui/apple.png').convert_alpha()
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self.surface.blit(apple, (1, 9))
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# Draw 5 stars. If the value of the contentedness is less than the current star, make it a blank star.
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for i in range(5):
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if i < self.contentedness:
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star = pygame.image.load(resources_dir + '/images/gui/star.png').convert_alpha()
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else:
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star = pygame.image.load(resources_dir + '/images/gui/blank_star.png').convert_alpha()
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self.surface.blit(star, (11 + (i * 6), 1))
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# Draw 5 stars. If the value of the metabolism is less than the current star, make it a blank star.
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for i in range(5):
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if i < self.metabolism:
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star = pygame.image.load(resources_dir + '/images/gui/star.png').convert_alpha()
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else:
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star = pygame.image.load(resources_dir + '/images/gui/blank_star.png').convert_alpha()
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self.surface.blit(star, (11 + (i * 6), 10))
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def draw(self, surface):
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"""
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Draw the info icons on a given surface.
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:param surface: the surface to draw the icons on.
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"""
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# Blit the info onto the given surface.
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surface.blit(self.surface, (self.x, self.y))
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@ -9,6 +9,7 @@ class Surface(pygame.Surface):
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self.running = True
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self.next_surface = None
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self.clock = pygame.time.Clock()
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self.additional_args = {}
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self.bg = pygame.image.load(resources_dir + '/images/bg.png').convert_alpha()
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self.title = pygame.image.load(resources_dir + '/images/title.png').convert_alpha()
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