278 lines
11 KiB
Python
278 lines
11 KiB
Python
import pygame
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import json
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class SpriteSheet:
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"""
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Class to be used by sprites in order to give them a texture and an animation.
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Attributes:
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images (list) List of all the sprites in the animation separated from the sprite sheet.
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"""
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def __init__(self, sprite_sheet, texture_json):
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"""
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Creates a sprite sheet given a sprite image and its corresponding JSON file.
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Args:
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sprite_sheet (str): The path of the sprite sheet image component.
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texture_json (str): The path of the sprite sheet JSON component, contains the number of frames in the
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sprite sheet, and the width and height of an individual sprite from the sprite sheet.
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"""
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# Load in whole sprite sheet as one image.
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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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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 = img_attrib['width'], 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(sprite_sheet.get_size()[1] // sprite_size[1]):
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i *= sprite_size[1]
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for j in range(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, pygame.SRCALPHA)
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# Blit the sprite onto the image
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sprite.blit(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 >= img_attrib['frames']:
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break
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if image_count >= img_attrib['frames']:
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break
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class SelectionEgg(pygame.sprite.Sprite):
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"""
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Sprite to render the egg on the egg selection screen.
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Attributes:
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egg_color (str): The color of the egg (also its name).
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description (str): The description of the egg to be displayed when selected.
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contentedness (int): How likely the egg is to stay happy, ranges from 0-5.
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metabolism (int): How quickly the egg will get hungry, ranges from 0-5.
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rect (pygame.Rect): Pygame rectangle used to position the egg on screen.
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"""
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def __init__(self, egg_color, resources_dir):
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"""
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Creates a SelectionEgg object given an egg color and a resource location.
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Args:
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egg_color (str): The color egg that should be rendered.
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resources_dir (str): The path of the resources directory.
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"""
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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(resources_dir + '/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(resources_dir + '/images/bloops/{0}/egg.png'.format(self.egg_color),
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resources_dir + '/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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Update the sprite to the next animation frame.
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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 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='Test text.'):
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"""
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Creates an InfoText object to be used on a surface.
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Args:
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resources_dir (str): The full path of the game's resources directory
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game_res (int): The internal resolution of the game. Used for correct scaling.
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text (:obj:`str`, optional): The given text to render. Defaults to "Test text."'
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"""
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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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Draw the text on a given surface.
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Args:
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surface (:obj:`pygame.Surface`): The surface to draw the text 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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Args:
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surface (:obj:`pygame.Surface`): The surface to draw the text 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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