renamed old game.py file to start with rebuild
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"""
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Main file for the entire game. Controls everything except for GPIO input.
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"""
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from collections import deque
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import importlib.util
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import json
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import os
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from pathlib import Path
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import pocket_friends
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import pygame
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from pygame.locals import *
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from ..hardware.gpio_handler import Constants, GPIOHandler
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# FPS for the entire game to run at.
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game_fps = 16
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# The resolution the game is rendered at.
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game_res = 80
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# Gets the directory of the script for importing and the save directory
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script_dir = os.path.dirname(os.path.abspath(__file__))
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save_dir = os.path.join(Path.home(), '.pocket_friends')
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# Tries to make the save directory. Does nothing if it already exists.
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try:
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os.mkdir(save_dir)
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except FileExistsError:
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pass
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class SpriteSheet:
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"""
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Imports a sprite sheet as separate pygame images given an image file and a json file.
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"""
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def __init__(self, sprite_sheet, texture_json):
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# Load in whole sprite sheet as one image.
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self.sprite_sheet = pygame.image.load(sprite_sheet).convert_alpha()
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self.images = []
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# Get the sprite sheet json file.
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with open(texture_json, 'r') as json_file:
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self.img_attrib = json.load(json_file)
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json_file.close()
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# Count for how many images have been added in the image list
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image_count = 0
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# Get the sprite size as a tuple
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sprite_size = self.img_attrib['width'], self.img_attrib['height']
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# Iterate through every image location on the sprite sheet given the sprite size
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for i in range(self.sprite_sheet.get_size()[1] // sprite_size[1]):
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i *= sprite_size[1]
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for j in range(self.sprite_sheet.get_size()[0] // sprite_size[0]):
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j *= sprite_size[0]
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# Create a new transparent surface
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sprite = pygame.Surface(sprite_size, SRCALPHA)
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# Blit the sprite onto the image
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sprite.blit(self.sprite_sheet, (0, 0), (j, i, sprite_size[0], sprite_size[1]))
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# Add the image to the list of images
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self.images.append(sprite)
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image_count += 1
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# Break the loop if the specified number of frames has been reached.
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if image_count >= self.img_attrib['frames']:
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break
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if image_count >= self.img_attrib['frames']:
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break
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class DataHandler:
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"""
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Class that handles the hardware attributes and save files.
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"""
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def __init__(self):
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# Attributes that are saved to a file to recover upon startup.
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self.attributes = {
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'version': pocket_friends.__version__,
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'time_elapsed': 0,
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'bloop': '',
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'age': 0,
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'health': 0,
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'hunger': 0,
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'happiness': 0,
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'care_counter': 0,
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'missed_care': 0,
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'adult': 0,
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'evolution_stage': '',
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}
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# Frame counter
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self.frames_passed = 0
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def write_save(self):
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"""
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Writes attributes of class to "save.json" file.
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"""
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with open(save_dir + '/save.json', 'w') as save_file:
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json.dump(self.attributes, save_file)
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save_file.close()
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def read_save(self):
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"""
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Reads from "save.json" and inserts into attributes dictionary. Creates file if it does not exist.
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"""
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# Open up the save file and read it into self.attributes.
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try:
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with open(save_dir + '/save.json', 'r') as save_file:
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self.attributes = json.load(save_file)
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save_file.close()
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# If there is no save file, write one with the defaults.
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except FileNotFoundError:
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self.write_save()
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def update(self):
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"""
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Run the game logic.
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"""
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self.frames_passed += 1
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# Run logic of the game every second.
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if self.frames_passed >= game_fps:
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# Add one to the age of the bloop.
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self.attributes['age'] += 1
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# Save the data when the age of the bloop is a multiple of 10.
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if self.attributes['age'] % 10 == 0:
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self.write_save()
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# Reset frame counter
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self.frames_passed = 0
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class PlaygroundFriend(pygame.sprite.Sprite):
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"""
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Class for the sprite of the creature on the main playground.
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"""
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def __init__(self, data_handler):
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pygame.sprite.Sprite.__init__(self)
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# All attributes of the bloops
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self.bloop = data_handler.attributes['bloop']
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self.adult = data_handler.attributes['adult']
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self.evolution_stage = data_handler.attributes['evolution_stage']
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self.direction = 0
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if self.evolution_stage == 'adult':
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image = self.evolution_stage + self.adult
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else:
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image = self.evolution_stage
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# Draw the correct bloop depending on the stage
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sprite_sheet = SpriteSheet(script_dir + '/resources/images/bloops/{0}/{1}.png'.format(self.bloop, image),
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script_dir + '/resources/images/bloops/{0}/{1}.json'.format(self.bloop, image))
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# Load the images from the sprite sheet
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self.images = sprite_sheet.images
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# Put the egg in the middle of the screen.
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self.rect = self.images[0].get_rect()
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self.rect.x = (game_res / 2) - (self.rect.width / 2)
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self.rect.y = (game_res / 2) - (self.rect.height / 2)
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# Start animation at the beginning of the sprite sheet.
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self.index = 0
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self.image = self.images[self.index]
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self.movement_frames = game_fps / 2 # How many frames pass before the bloop moves
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self.current_frame = 0
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def pet(self):
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"""
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Pet the bloop!
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"""
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pass
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def update(self):
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"""
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Takes the images loaded and animates it, spacing it out equally for the framerate.
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"""
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margins = 9 # Margins for how far the bloop can move from the left and the right of the screen
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movement_amount = 2 # Pixels that the bloop moves in one movement
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self.current_frame += 1
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# Check to see if the number of movement frames has passed
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if self.current_frame >= self.movement_frames:
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self.current_frame = 0
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# Move only if the bloop is not in the egg stage
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if self.evolution_stage != 'egg':
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# Change direction if the bloop has reached either edge of the screen
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if self.rect.x < margins:
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self.direction = 1
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elif self.rect.x > game_res - margins - self.rect.width:
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self.direction = 0
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# Move according to the direction.
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if self.direction == 0:
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self.rect.x -= movement_amount
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else:
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self.rect.x += movement_amount
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# Animate the bloop
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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 SelectionEgg(pygame.sprite.Sprite):
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"""
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Class for the eggs on the egg selection screen.
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"""
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def __init__(self, egg_color):
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pygame.sprite.Sprite.__init__(self)
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self.egg_color = egg_color
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# Loads the JSON file of the egg to read in data.
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with open(script_dir + '/resources/data/bloop_info/{0}.json'.format(egg_color), 'r') as save_file:
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json_file = json.load(save_file)
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save_file.close()
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# Gets the description off the egg from the JSON file.
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self.description = json_file.get('description')
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self.contentedness = json_file.get('contentedness')
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self.metabolism = json_file.get('metabolism')
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# Load the egg from the given color and get the bounding rectangle for the image.
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sprite_sheet = SpriteSheet(script_dir + '/resources/images/bloops/{0}/egg.png'.format(self.egg_color),
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script_dir + '/resources/images/bloops/{0}/egg.json'.format(self.egg_color))
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self.images = sprite_sheet.images
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# Get the rectangle from the first image in the list
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self.rect = self.images[0].get_rect()
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self.index = 0
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self.image = self.images[self.index]
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def update(self):
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"""
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Updates the sprite object.
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"""
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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 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, 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), SRCALPHA)
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# Blit the two indicator icons on screen
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smiley = pygame.image.load(script_dir + '/resources/images/gui/smiley.png').convert_alpha()
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self.surface.blit(smiley, (0, 0))
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apple = pygame.image.load(script_dir + '/resources/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(script_dir + '/resources/images/gui/star.png').convert_alpha()
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else:
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star = pygame.image.load(script_dir + '/resources/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(script_dir + '/resources/images/gui/star.png').convert_alpha()
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else:
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star = pygame.image.load(script_dir + '/resources/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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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, font, text='Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nam commodo tempor '
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'aliquet. Suspendisse placerat accumsan neque, nec volutpat nunc porta ut.'):
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self.font = font
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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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# Arrow icons to indicate scrolling
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self.up_arrow = pygame.image.load(script_dir + '/resources/images/gui/up_arrow.png').convert_alpha()
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self.down_arrow = pygame.image.load(script_dir + '/resources/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 = 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 = 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, ((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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((game_res / 2) - (self.down_arrow.get_rect().width / 2), 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 MenuIcon(pygame.sprite.Sprite):
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"""
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Sprite for an icon on the main popup menu.
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"""
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def __init__(self, icon):
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pygame.sprite.Sprite.__init__(self)
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self.icon = icon
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# Load the sprite sheet from the icon name
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sprite_sheet = SpriteSheet(script_dir + '/resources/images/gui/popup_menu/{0}.png'.format(self.icon),
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script_dir + '/resources/images/gui/popup_menu/{0}.json'.format(self.icon))
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self.images = sprite_sheet.images
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# Get the rectangle from the first image in the list
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self.rect = self.images[0].get_rect()
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self.image = self.images[0]
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def select(self):
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"""
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Change the icon sprite to the selected icon.
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"""
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self.image = self.images[1]
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def deselect(self):
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"""
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Change the icon sprite to the not selected icon.
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"""
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self.image = self.images[0]
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class PopupMenu:
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"""
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Class to create a popup menu that can be hidden and shown at will
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"""
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def __init__(self, position):
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# Background frame of the popup menu
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self.frame = pygame.image.load(script_dir + '/resources/images/gui/popup_menu/frame.png').convert_alpha()
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self.draw_menu = False # Whether or not to draw the popup menu
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self.menu_sprites = pygame.sprite.Group() # Sprite group for the icons
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self.selected = 0 # The currently selected icon
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# The names of the icons to be drawn
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icon_names = ['apple', 'dumbbell', 'stats', 'controller', 'bed']
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self.icons = []
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# Create an icon sprite for each name in the list and add it to the icon list
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for i in icon_names:
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self.icons.append(MenuIcon(i))
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# Add each sprite in the icon list to the sprite group
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for i in range(len(self.icons)):
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icon = self.icons[i]
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if i == self.selected: # Make the default selected icon glow
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icon.select()
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# Calculate the position of the icon on screen
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icon.rect.x = 10 + (i * 15) - (icon.image.get_width() / 2)
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||||
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()
|
Loading…
Reference in New Issue
Block a user