pocket-friends/pocket_friends/game_files/game.py
2023-05-11 10:26:01 -04:00

985 lines
37 KiB
Python

"""
Main file for the entire game. Controls everything except for GPIO input.
"""
from collections import deque
import importlib.util
import json
import os
from pathlib import Path
import pocket_friends
import pygame
from pygame.locals import *
from ..hardware.gpio_handler import Constants, GPIOHandler
# FPS for the entire game to run at.
game_fps = 16
# The resolution the game is rendered at.
game_res = 80
# Gets the directory of the script for importing and the save directory
script_dir = os.path.dirname(os.path.abspath(__file__))
save_dir = os.path.join(Path.home(), '.pocket_friends')
# Tries to make the save directory. Does nothing if it already exists.
try:
os.mkdir(save_dir)
except FileExistsError:
pass
class SpriteSheet:
"""
Imports a sprite sheet as separate pygame images given an image file and a json file.
"""
def __init__(self, sprite_sheet, texture_json):
# Load in whole sprite sheet as one image.
self.sprite_sheet = pygame.image.load(sprite_sheet).convert_alpha()
self.images = []
# Get the sprite sheet json file.
with open(texture_json, 'r') as json_file:
self.img_attrib = json.load(json_file)
json_file.close()
# Count for how many images have been added in the image list
image_count = 0
# Get the sprite size as a tuple
sprite_size = self.img_attrib['width'], self.img_attrib['height']
# Iterate through every image location on the sprite sheet given the sprite size
for i in range(self.sprite_sheet.get_size()[1] // sprite_size[1]):
i *= sprite_size[1]
for j in range(self.sprite_sheet.get_size()[0] // sprite_size[0]):
j *= sprite_size[0]
# Create a new transparent surface
sprite = pygame.Surface(sprite_size, SRCALPHA)
# Blit the sprite onto the image
sprite.blit(self.sprite_sheet, (0, 0), (j, i, sprite_size[0], sprite_size[1]))
# Add the image to the list of images
self.images.append(sprite)
image_count += 1
# Break the loop if the specified number of frames has been reached.
if image_count >= self.img_attrib['frames']:
break
if image_count >= self.img_attrib['frames']:
break
class DataHandler:
"""
Class that handles the hardware attributes and save files.
"""
def __init__(self):
# Attributes that are saved to a file to recover upon startup.
self.attributes = {
'version': pocket_friends.__version__,
'time_elapsed': 0,
'bloop': '',
'age': 0,
'health': 0,
'hunger': 0,
'happiness': 0,
'care_counter': 0,
'missed_care': 0,
'adult': 0,
'evolution_stage': '',
}
# Frame counter
self.frames_passed = 0
def write_save(self):
"""
Writes attributes of class to "save.json" file.
"""
with open(save_dir + '/save.json', 'w') as save_file:
json.dump(self.attributes, save_file)
save_file.close()
def read_save(self):
"""
Reads from "save.json" and inserts into attributes dictionary. Creates file if it does not exist.
"""
# Open up the save file and read it into self.attributes.
try:
with open(save_dir + '/save.json', 'r') as save_file:
self.attributes = json.load(save_file)
save_file.close()
# If there is no save file, write one with the defaults.
except FileNotFoundError:
self.write_save()
def update(self):
"""
Run the game logic.
"""
self.frames_passed += 1
# Run logic of the game every second.
if self.frames_passed >= game_fps:
# Add one to the age of the bloop.
self.attributes['age'] += 1
# Save the data when the age of the bloop is a multiple of 10.
if self.attributes['age'] % 10 == 0:
self.write_save()
# Reset frame counter
self.frames_passed = 0
class PlaygroundFriend(pygame.sprite.Sprite):
"""
Class for the sprite of the creature on the main playground.
"""
def __init__(self, data_handler):
pygame.sprite.Sprite.__init__(self)
# All attributes of the bloops
self.bloop = data_handler.attributes['bloop']
self.adult = data_handler.attributes['adult']
self.evolution_stage = data_handler.attributes['evolution_stage']
self.direction = 0
if self.evolution_stage == 'adult':
image = self.evolution_stage + self.adult
else:
image = self.evolution_stage
# Draw the correct bloop depending on the stage
sprite_sheet = SpriteSheet(script_dir + '/resources/images/bloops/{0}/{1}.png'.format(self.bloop, image),
script_dir + '/resources/images/bloops/{0}/{1}.json'.format(self.bloop, image))
# Load the images from the sprite sheet
self.images = sprite_sheet.images
# Put the egg in the middle of the screen.
self.rect = self.images[0].get_rect()
self.rect.x = (game_res / 2) - (self.rect.width / 2)
self.rect.y = (game_res / 2) - (self.rect.height / 2)
# Start animation at the beginning of the sprite sheet.
self.index = 0
self.image = self.images[self.index]
self.movement_frames = game_fps / 2 # How many frames pass before the bloop moves
self.current_frame = 0
def pet(self):
"""
Pet the bloop!
"""
pass
def update(self):
"""
Takes the images loaded and animates it, spacing it out equally for the framerate.
"""
margins = 9 # Margins for how far the bloop can move from the left and the right of the screen
movement_amount = 2 # Pixels that the bloop moves in one movement
self.current_frame += 1
# Check to see if the number of movement frames has passed
if self.current_frame >= self.movement_frames:
self.current_frame = 0
# Move only if the bloop is not in the egg stage
if self.evolution_stage != 'egg':
# Change direction if the bloop has reached either edge of the screen
if self.rect.x < margins:
self.direction = 1
elif self.rect.x > game_res - margins - self.rect.width:
self.direction = 0
# Move according to the direction.
if self.direction == 0:
self.rect.x -= movement_amount
else:
self.rect.x += movement_amount
# Animate the bloop
self.index = (self.index + 1) % len(self.images)
self.image = self.images[self.index]
class SelectionEgg(pygame.sprite.Sprite):
"""
Class for the eggs on the egg selection screen.
"""
def __init__(self, egg_color):
pygame.sprite.Sprite.__init__(self)
self.egg_color = egg_color
# Loads the JSON file of the egg to read in data.
with open(script_dir + '/resources/data/bloop_info/{0}.json'.format(egg_color), 'r') as save_file:
json_file = json.load(save_file)
save_file.close()
# Gets the description off the egg from the JSON file.
self.description = json_file.get('description')
self.contentedness = json_file.get('contentedness')
self.metabolism = json_file.get('metabolism')
# Load the egg from the given color and get the bounding rectangle for the image.
sprite_sheet = SpriteSheet(script_dir + '/resources/images/bloops/{0}/egg.png'.format(self.egg_color),
script_dir + '/resources/images/bloops/{0}/egg.json'.format(self.egg_color))
self.images = sprite_sheet.images
# Get the rectangle from the first image in the list
self.rect = self.images[0].get_rect()
self.index = 0
self.image = self.images[self.index]
def update(self):
"""
Updates the sprite object.
"""
# Animate the sprite
self.index = (self.index + 1) % len(self.images)
self.image = self.images[self.index]
class EggInfo:
"""
Class to draw the contentedness and metabolism value off the egg on the info screen.
"""
def __init__(self, contentedness, metabolism, location):
self.contentedness = contentedness
self.metabolism = metabolism
self.x = location[0]
self.y = location[1]
# Create a new surface to blit onto the other surface
self.surface = pygame.Surface((44, 15), SRCALPHA)
# Blit the two indicator icons on screen
smiley = pygame.image.load(script_dir + '/resources/images/gui/smiley.png').convert_alpha()
self.surface.blit(smiley, (0, 0))
apple = pygame.image.load(script_dir + '/resources/images/gui/apple.png').convert_alpha()
self.surface.blit(apple, (1, 9))
# Draw 5 stars. If the value of the contentedness is less than the current star, make it a blank star.
for i in range(5):
if i < self.contentedness:
star = pygame.image.load(script_dir + '/resources/images/gui/star.png').convert_alpha()
else:
star = pygame.image.load(script_dir + '/resources/images/gui/blank_star.png').convert_alpha()
self.surface.blit(star, (11 + (i * 6), 1))
# Draw 5 stars. If the value of the metabolism is less than the current star, make it a blank star.
for i in range(5):
if i < self.metabolism:
star = pygame.image.load(script_dir + '/resources/images/gui/star.png').convert_alpha()
else:
star = pygame.image.load(script_dir + '/resources/images/gui/blank_star.png').convert_alpha()
self.surface.blit(star, (11 + (i * 6), 10))
def draw(self, surface):
"""
Draw the info icons on a given surface.
:param surface: the surface to draw the icons on.
"""
# Blit the info onto the given surface.
surface.blit(self.surface, (self.x, self.y))
class InfoText:
"""
Class for drawing large amounts of text on the screen at a time
"""
def __init__(self, font, text='Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nam commodo tempor '
'aliquet. Suspendisse placerat accumsan neque, nec volutpat nunc porta ut.'):
self.font = font
self.text = [] # Text broken up into a list according to how it will fit on screen.
self.max_lines = 6 # Max number of lines to be shown on screen at a time.
self.offset = 0
# Arrow icons to indicate scrolling
self.up_arrow = pygame.image.load(script_dir + '/resources/images/gui/up_arrow.png').convert_alpha()
self.down_arrow = pygame.image.load(script_dir + '/resources/images/gui/down_arrow.png').convert_alpha()
raw_text = text # Copy the text to a different variable to be cut up.
margins = 4.5
max_line_width = game_res - (margins * 2) # The maximum pixel width that drawn text can be.
cut_chars = '.,! ' # Characters that will be considered "cuts" aka when a line break can occur.
# Prevents freezing if the end of the string does not end in a cut character
# Will fix eventually more elegantly
if raw_text[-1:] not in cut_chars:
raw_text += ' '
# Calculating line breaks.
while len(raw_text) > 0:
index = 0
test_text = '' # Chunk of text to pseudo-render and test the width of.
# Loops until the testing text has reached the size limit.
while True:
# Break if the current index is larger than the remaining text.
if index + 1 > len(raw_text):
index -= 1
break
# Add one character to the testing text from the raw text.
test_text += raw_text[index]
# Get the width of the pseudo-rendered text.
text_width = font.size(test_text)[0]
# Break if the text is larger than the defined max width.
if text_width > max_line_width:
break
index += 1
pass
# Gets the chunk of text to be added to the list.
text_chunk = raw_text[0:index + 1]
# Determines if the chunk of text has any break characters.
has_breaks = any(cut_chars in text_chunk for cut_chars in cut_chars)
# If the text has break characters, start with the last character and go backwards until
# one has been found, decreasing the index each time.
if has_breaks:
while raw_text[index] not in cut_chars:
index -= 1
text_chunk = raw_text[0:index + 1]
# If there are no break characters in the chunk, simply decrease the index by one and insert
# a dash at the end of the line to indicate the word continues.
else:
index -= 1
text_chunk = raw_text[0:index + 1]
text_chunk += '-'
# Append the text chunk to the list of text to draw.
self.text.append(text_chunk)
# Cut the text to repeat the process with the new cut string.
raw_text = raw_text[index + 1:]
def draw(self, surface):
"""
Draws the text on a given surface.
:param surface: The surface for the text to be drawn on.
"""
# Constants to help draw the text
line_separation = 7
left_margin = 3
top_margin = 25
bottom_margin = 10
# Draw the lines on the screen
for i in range(min(len(self.text), self.max_lines)):
text = self.font.render(self.text[i + self.offset], False, (64, 64, 64))
surface.blit(text, (left_margin, top_margin + (i * line_separation)))
# Draw the arrows if there is more text than is on screen.
if self.offset != 0:
surface.blit(self.up_arrow, ((game_res / 2) - (self.up_arrow.get_rect().width / 2), top_margin - 3))
if len(self.text) - (self.offset + 1) >= self.max_lines:
surface.blit(self.down_arrow,
((game_res / 2) - (self.down_arrow.get_rect().width / 2), game_res - bottom_margin))
def scroll_down(self):
"""
Scrolls the text on the screen down.
"""
# Ensures that the offset cannot be too big as to try to render non-existent lines.
if len(self.text) - (self.offset + 1) >= self.max_lines:
self.offset += 1
def scroll_up(self):
"""
Scrolls the text on the screen up.
"""
if self.offset > 0: # Ensures a non-zero offset is not possible.
self.offset -= 1
class MenuIcon(pygame.sprite.Sprite):
"""
Sprite for an icon on the main popup menu.
"""
def __init__(self, icon):
pygame.sprite.Sprite.__init__(self)
self.icon = icon
# Load the sprite sheet from the icon name
sprite_sheet = SpriteSheet(script_dir + '/resources/images/gui/popup_menu/{0}.png'.format(self.icon),
script_dir + '/resources/images/gui/popup_menu/{0}.json'.format(self.icon))
self.images = sprite_sheet.images
# Get the rectangle from the first image in the list
self.rect = self.images[0].get_rect()
self.image = self.images[0]
def select(self):
"""
Change the icon sprite to the selected icon.
"""
self.image = self.images[1]
def deselect(self):
"""
Change the icon sprite to the not selected icon.
"""
self.image = self.images[0]
class PopupMenu:
"""
Class to create a popup menu that can be hidden and shown at will
"""
def __init__(self, position):
# Background frame of the popup menu
self.frame = pygame.image.load(script_dir + '/resources/images/gui/popup_menu/frame.png').convert_alpha()
self.draw_menu = False # Whether or not to draw the popup menu
self.menu_sprites = pygame.sprite.Group() # Sprite group for the icons
self.selected = 0 # The currently selected icon
# The names of the icons to be drawn
icon_names = ['apple', 'dumbbell', 'stats', 'controller', 'bed']
self.icons = []
# Create an icon sprite for each name in the list and add it to the icon list
for i in icon_names:
self.icons.append(MenuIcon(i))
# Add each sprite in the icon list to the sprite group
for i in range(len(self.icons)):
icon = self.icons[i]
if i == self.selected: # Make the default selected icon glow
icon.select()
# Calculate the position of the icon on screen
icon.rect.x = 10 + (i * 15) - (icon.image.get_width() / 2)
icon.rect.y = position[1] + self.frame.get_height() / 2 - icon.image.get_height() / 2
# Add the icon to the sprite group.
self.menu_sprites.add(icon)
def toggle(self):
"""
Toggles the menu on or off.
"""
self.draw_menu = not self.draw_menu
def next(self):
"""
Changes the selection to the next icon (to the right.)
"""
if self.draw_menu: # Only change if the menu is on screen
self.icons[self.selected].deselect() # Deselect the current icon
self.selected += 1 # Change selection to the next icon
if self.selected >= len(self.icons): # Wrap around if new value is invalid
self.selected = 0
self.icons[self.selected].select() # Select the newly selected icon
def prev(self):
"""
Changes the selection to the previous icon (to the left.)
"""
if self.draw_menu: # Only change if the menu is on screen
self.icons[self.selected].deselect() # Deselect the current icon
self.selected -= 1 # Change selection to the previous icon
if self.selected < 0: # Wrap around if new value is invalid
self.selected = len(self.icons) - 1
self.icons[self.selected].select() # Select the newly selected icon
def draw(self, surface):
"""
Draw the menu onto a given surface
:param surface: the surface to draw the menu on.
"""
# Draw the menu only if it is toggled on.
if self.draw_menu:
surface.blit(self.frame, (3, 3))
self.menu_sprites.draw(surface)
# Makes Pygame draw on the display of the RPi.
os.environ["SDL_FBDEV"] = "/dev/fb1"
# Useful for debugging on the PC. Imports a fake RPi.GPIO library if one is not found (which it can't
# be on a PC, RPi.GPIO cannot be installed outside of a Raspberry Pi.
try:
importlib.util.find_spec('RPi.GPIO')
import RPi.GPIO as GPIO
on_hardware = True
except ImportError:
import pocket_friends.development.FakeGPIO as GPIO
# Run as if not on hardware
on_hardware = False
def game():
"""
Starts the game.
"""
pygame.init()
# Hide the cursor for the Pi display.
pygame.mouse.set_visible(False)
# The game is normally rendered at 80 pixels and upscaled from there. If changing displays, change the
# screen_size to reflect what the resolution of the new display is.
screen_size = 320
window = pygame.display.set_mode((screen_size, screen_size))
surface = pygame.Surface((game_res, game_res))
# Only really useful for PCs. Does nothing on the Raspberry Pi.
pygame.display.set_caption('Pocket Friends {0}'.format(pocket_friends.__version__))
# Add an icon to the pygame window.
icon = pygame.image.load(script_dir + '/resources/images/icon/icon.png').convert_alpha()
pygame.display.set_icon(icon)
clock = pygame.time.Clock()
# Font used for small text in the game. Bigger text is usually image files.
small_font = pygame.font.Font(script_dir + '/resources/fonts/5Pts5.ttf', 10)
# Default game state when the game first starts.
game_state = 'title'
running = True
data_handler = DataHandler()
# A group of all the sprites on screen. Used to update all sprites at onc
all_sprites = pygame.sprite.Group()
# Start the GPIO handler to take in buttons from the RPi HAT.
GPIOHandler.setup()
# Dev code used to exit the game. Default Down, Down, Up, Up, Down, Down, Up, Up, A, A, B
dev_code = deque()
for button in [Constants.buttons.get('j_d'), Constants.buttons.get('j_d'), Constants.buttons.get('j_u'),
Constants.buttons.get('j_u'), Constants.buttons.get('j_d'), Constants.buttons.get('j_d'),
Constants.buttons.get('j_u'), Constants.buttons.get('j_u'), Constants.buttons.get('a'),
Constants.buttons.get('a'), Constants.buttons.get('b')]:
dev_code.append(button)
# Log of the inputs.
input_log = deque()
# Time since last input. Used to help regulate double presses of buttons.
last_input_tick = 0
def draw():
"""
Draws the main pygame display.
"""
# Draws all the sprites on screen and scales the screen to the correct size from the rendered size.
all_sprites.update()
all_sprites.draw(surface)
frame = pygame.transform.scale(surface, (screen_size, screen_size))
window.blit(frame, frame.get_rect())
# Update the entire display.
pygame.display.flip()
def draw_bg():
"""
Draws the main game background image onto a given surface.
"""
bg_image = pygame.image.load(script_dir + '/resources/images/bg.png').convert()
surface.blit(bg_image, (0, 0))
def log_button(pressed_button):
"""
Logs the button presses to register the dev code.
:param pressed_button: The button code to be logged
"""
input_log.append(pressed_button)
if len(input_log) > len(dev_code):
input_log.popleft()
def create_event(pressed_button):
"""
Creates a pygame event with a given keyboard code
:param pressed_button:
"""
nonlocal last_input_tick
# Register a button click so long as the last button click happened no less than two frames ago
if pygame.time.get_ticks() - last_input_tick > clock.get_time() * 2 or not on_hardware:
pygame.event.post(pygame.event.Event(KEYDOWN, {'key': pressed_button}))
pygame.event.post(pygame.event.Event(KEYUP, {'key': pressed_button}))
log_button(pressed_button)
last_input_tick = pygame.time.get_ticks()
def check_dev_code():
"""
Checks if the dev code has been entered. If it has, stop the program.
"""
nonlocal running
if dev_code == input_log:
running = False
def handle_gpio():
"""
Handles getting GPIO button presses and making a pygame event when a press is detected.
"""
for pressed_button in Constants.buttons:
code = Constants.buttons.get(pressed_button)
# Check if a button has been pressed. If it has, create a pygame event for it.
if GPIOHandler.get_press(code):
create_event(code)
def keyboard_handler():
"""
Simulates key presses to GPIO button presses. Also handles quitting the game.
"""
nonlocal running
# Checks if a corresponding keyboard key has been pressed. If it has, emulate a button press.
for keyboard_event in pygame.event.get():
if keyboard_event.type == pygame.QUIT:
running = False
if keyboard_event.type == pygame.KEYDOWN:
if keyboard_event.key == pygame.K_a:
create_event(Constants.buttons.get('a'))
if keyboard_event.key == pygame.K_b:
create_event(Constants.buttons.get('b'))
if keyboard_event.key == pygame.K_PERIOD:
create_event(Constants.buttons.get('j_i'))
if keyboard_event.key == pygame.K_RIGHT:
create_event(Constants.buttons.get('j_r'))
if keyboard_event.key == pygame.K_LEFT:
create_event(Constants.buttons.get('j_l'))
if keyboard_event.key == pygame.K_DOWN:
create_event(Constants.buttons.get('j_d'))
if keyboard_event.key == pygame.K_UP:
create_event(Constants.buttons.get('j_u'))
if keyboard_event.key == pygame.K_ESCAPE:
running = False
def pre_handler():
"""
Runs at the beginning of each loop, handles drawing the background, controlling game speed, and
controlling the GPIO button inputs and keyboard handler
"""
# Regulate the speed of the game.
clock.tick(game_fps)
# Handle all inputs for both debugging and real GPIO button presses.
keyboard_handler()
handle_gpio()
check_dev_code()
# Draw the background.
draw_bg()
while running:
if game_state == 'title':
all_sprites.empty()
pre_handler()
# Draw the title image in the middle of the screen.
title_image = pygame.image.load(script_dir + '/resources/images/title.png').convert_alpha()
surface.blit(title_image, (0, 0))
draw()
# Show the title for 1 second then move on to the initialization phase of the game.
pygame.time.wait(1000)
game_state = 'init'
elif game_state == 'playground':
# Submenu used within the playground.
submenu = 'main'
while running and game_state == 'playground':
all_sprites.empty()
if submenu == 'main':
# Create the bloop and the menu
bloop = PlaygroundFriend(data_handler)
all_sprites.add(bloop)
popup_menu = PopupMenu((3, 3))
while running and game_state == 'playground' and submenu == 'main':
pre_handler()
data_handler.update()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == Constants.buttons.get('j_r'):
# Move selection to the next item
popup_menu.next()
if event.key == Constants.buttons.get('j_l'):
# Move selection to the previous item
popup_menu.prev()
if event.key == Constants.buttons.get('a'):
# Change submenu to the menu the icon points to
if popup_menu.draw_menu:
submenu = popup_menu.icons[popup_menu.selected].icon
else: # Pet the bloop otherwise
bloop.pet()
if event.key == Constants.buttons.get('b'):
# Toggle the popup menu on or off
popup_menu.toggle()
# Draw the popup menu if toggled on
popup_menu.draw(surface)
draw()
else: # Go to the error state if an invalid state is set.
game_state = None
elif game_state == 'init':
all_sprites.empty()
pre_handler()
draw()
# Read the save file.
data_handler.read_save()
# Determines if it is a new game or not by looking at the evolution stage. If it is -1, the egg has
# not been created yet, and the game sends you to the egg selection screen. If not, the game sends
# you to the playground.
if data_handler.attributes['bloop'] == '':
game_state = 'egg_select'
else:
game_state = 'playground'
elif game_state == 'egg_select':
# Submenu used within the egg selection menu.
submenu = 'main'
selected = 0
selected_color = ""
while running and game_state == 'egg_select':
all_sprites.empty()
if submenu == 'main':
# Creates and holds the egg objects in a list.
eggs = [SelectionEgg('dev_egg'), SelectionEgg('blue'), SelectionEgg('rainbow')]
# How many eggs per row should be displayed.
eggs_per_row = 3
distance_between_eggs = 36 / eggs_per_row
# Count the total rows.
total_rows = -(-len(eggs) // eggs_per_row)
distance_between_rows = 32 / eggs_per_row
# Determine the location of each egg.
for egg in eggs:
current_row = eggs.index(egg) // eggs_per_row
rows_after = total_rows - (current_row + 1)
egg_in_row = eggs.index(egg) % eggs_per_row
eggs_after = min(len(eggs) - (current_row * eggs_per_row), eggs_per_row) - (egg_in_row + 1)
x_offset = 32
y_offset = 30
# The x coordinate of an egg is determined by which egg in the row it is, and how many eggs
# are in that row. If there is only 1 egg in a row, it is in the middle of the screen. If
# there are two, they're on equal halves and so on.
x = x_offset - (eggs_after * distance_between_eggs) + (egg_in_row * distance_between_eggs)
y = y_offset - (rows_after * distance_between_rows) + (current_row * distance_between_rows)
egg.rect.x = x
egg.rect.y = y
# Add the egg to the sprite list.
all_sprites.add(egg)
def get_cursor_coords(selection):
"""
Gets the coordinates of an egg on the selection screen by index and returns it as a tuple
:param selection: index of the egg to be selected
:return: tuple of the coordinates of the selected egg
"""
cursor_x_offset = -2
cursor_y_offset = -2
return eggs[selection].rect.x + cursor_x_offset, eggs[selection].rect.y + cursor_y_offset
def sel_left():
"""
Select the egg to the left with constraints.
"""
nonlocal selected
if selected % eggs_per_row != 0:
selected -= 1
def sel_right():
"""
Select the egg to the right with constraints.
"""
nonlocal selected
row = selected // eggs_per_row
eggs_in_row = min(len(eggs) - (row * eggs_per_row), eggs_per_row)
if selected % eggs_per_row != eggs_in_row - 1:
selected += 1
def sel_up():
"""
Select the egg above with constraints.
"""
nonlocal selected
if selected // eggs_per_row != 0:
selected -= eggs_per_row
def sel_down():
"""
Select the egg below with constraints.
"""
nonlocal selected
if selected // eggs_per_row != total_rows - 1:
selected += eggs_per_row
while running and game_state == 'egg_select' and submenu == 'main':
pre_handler()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == Constants.buttons.get('j_r'):
sel_right()
if event.key == Constants.buttons.get('j_l'):
sel_left()
if event.key == Constants.buttons.get('j_d'):
sel_down()
if event.key == Constants.buttons.get('j_u'):
sel_up()
if event.key == Constants.buttons.get('a'):
# Advance to the egg info screen for the selected egg.
submenu = 'bloop_info'
# Draws the cursor on screen.
cursor = pygame.image.load(
script_dir + '/resources/images/gui/egg_selector.png').convert_alpha()
surface.blit(cursor, get_cursor_coords(selected))
selected_color = eggs[selected].egg_color
draw()
elif submenu == 'bloop_info':
# Draw the selected egg on screen
egg = SelectionEgg(selected_color)
egg.rect.x = 8
egg.rect.y = 3
all_sprites.add(egg)
# Info screen for the eggs.
info_text = InfoText(small_font, egg.description)
info_icons = EggInfo(egg.contentedness, egg.metabolism, (32, 4))
while running and game_state == 'egg_select' and submenu == 'bloop_info':
pre_handler()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == Constants.buttons.get('j_d'):
# Scroll down on the info screen.
info_text.scroll_down()
if event.key == Constants.buttons.get('j_u'):
# Scroll up on the info screen.
info_text.scroll_up()
if event.key == Constants.buttons.get('a'):
# Write save file with new attributes
data_handler.attributes['bloop'] = egg.egg_color
data_handler.attributes['health'] = 10
data_handler.attributes['hunger'] = 10
data_handler.attributes['happiness'] = 10
data_handler.attributes['evolution_stage'] = 'egg'
data_handler.write_save()
# Go to playground
game_state = 'playground'
if event.key == Constants.buttons.get('b'):
# Go back to the egg selection screen.
submenu = 'main'
# Draw the info screen.
info_text.draw(surface)
info_icons.draw(surface)
draw()
else: # Go to the error state if an invalid state is set.
game_state = None
else:
# Error screen. This appears when an invalid game state has been selected.
all_sprites.empty()
frames_passed = 0 # Counter for frames, helps ensure the game isn't frozen.
while running and game_state != 'title':
pre_handler()
# Draw the error screen
error_screen = pygame.image.load(script_dir + '/resources/images/debug/invalid.png').convert_alpha()
surface.blit(error_screen, (0, -8))
# Counts the frames passed. Resets every second.
frames_passed += 1
if frames_passed >= game_fps:
frames_passed = 0
# Draws the frame counter.
frame_counter = small_font.render('frames: {0}'.format(frames_passed), False, (64, 64, 64))
surface.blit(frame_counter, (1, game_res - 10))
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == Constants.buttons.get('b'):
# Reset back to the title screen.
game_state = 'title'
draw()
def main():
"""
Calls the game() function to start the game.
"""
game()
GPIOHandler.teardown()
pygame.quit()