comparison pyntnclick/gamescreen.py @ 854:79b5c1be9a5e default tip

Remove pyntnclick, it's its own library, now
author Stefano Rivera <stefano@rivera.za.net>
date Sat, 21 Jun 2014 22:06:09 +0200
parents f95830b58336
children
comparison
equal deleted inserted replaced
852:f95830b58336 854:79b5c1be9a5e
1 # gamescreen.py
2 # Copyright Boomslang team, 2010 (see COPYING File)
3 # Main menu for the game
4
5 import pygame.draw
6 from pygame import Surface
7 from pygame.color import Color
8 from pygame.locals import MOUSEBUTTONDOWN, MOUSEMOTION, KEYDOWN, K_ESCAPE
9
10 from pyntnclick.i18n import _
11 from pyntnclick.cursor import CursorScreen
12 from pyntnclick.engine import Screen
13 from pyntnclick.widgets.base import (
14 Container, ModalStackContainer, ModalWrapper)
15 from pyntnclick.widgets.text import TextButton, WrappedTextLabel
16 from pyntnclick.widgets.imagebutton import ImageButtonWidget
17
18
19 class InventorySlot(ImageButtonWidget):
20 SELECTED_COLOR = Color("yellow")
21 SELECTED_WIDTH = 2
22
23 def __init__(self, pos, gd, size):
24 self.item = None
25 super(InventorySlot, self).__init__(pos, gd, None, size)
26 self.add_callback(MOUSEBUTTONDOWN, self.mouse_down)
27
28 def set_item(self, item):
29 self.item = item
30
31 def draw(self, surface):
32 if self.item:
33 surface.blit(self.item.get_inventory_image(), self.rect)
34 if self.selected:
35 pygame.draw.rect(surface, self.SELECTED_COLOR,
36 self.rect, self.SELECTED_WIDTH)
37
38 @property
39 def selected(self):
40 return self.parent.game.tool is self.item
41
42 def mouse_down(self, event, widget):
43 if event.button != 1 or not self.item:
44 return
45 if self.selected:
46 self.parent.select(None)
47 elif self.item.is_interactive(self.parent.game.tool):
48 result = self.item.interact(self.parent.game.tool)
49 self.parent.screen.handle_result(result)
50 else:
51 self.parent.select(self.item)
52
53
54 class UpDownButton(TextButton):
55 # TextButton for now.
56 def __init__(self, pos, gd, size=None):
57 super(UpDownButton, self).__init__(pos, gd, self.TEXT, size=size,
58 padding=3)
59
60
61 class UpButton(UpDownButton):
62 TEXT = u'\N{UPWARDS ARROW}UP'
63
64
65 class DownButton(UpDownButton):
66 TEXT = u'\N{DOWNWARDS ARROW}DN'
67
68
69 class InventoryView(Container):
70 MIN_UPDOWN_WIDTH = 20
71
72 def __init__(self, pos, gd, size, screen):
73 self.bsize = gd.constants.button_size
74 super(InventoryView, self).__init__(pos, gd, size)
75 self.screen = screen
76 self.game = screen.game
77
78 slots = (self.rect.width - self.MIN_UPDOWN_WIDTH) / self.bsize
79 self.slots = [self.add(self.make_slot(i)) for i in range(slots)]
80 self.inv_offset = 0
81
82 self.updown_width = self.rect.width - slots * self.bsize
83 ud_left = self.rect.right - self.updown_width
84 self.up_button = self.add(UpButton((ud_left, self.rect.top), gd,
85 (self.updown_width, self.rect.height / 2)))
86 self.up_button.add_callback(MOUSEBUTTONDOWN, self.up_callback)
87 self.down_button = self.add(DownButton(
88 (ud_left, self.rect.top + self.rect.height / 2), gd,
89 (self.updown_width, self.rect.height / 2)))
90 self.down_button.add_callback(MOUSEBUTTONDOWN, self.down_callback)
91
92 self.add_callback(MOUSEBUTTONDOWN, self.mouse_down)
93 self.update_slots()
94
95 def make_slot(self, slot):
96 pos = (self.rect.left + slot * self.bsize, self.rect.top)
97 size = (self.bsize, self.rect.height)
98 return InventorySlot(pos, self.gd, size)
99
100 def up_callback(self, event, widget):
101 self.inv_offset = max(self.inv_offset - len(self.slots), 0)
102 self.update_slots()
103
104 def down_callback(self, event, widget):
105 self.inv_offset += len(self.slots)
106 self.update_slots()
107
108 def update_slots(self):
109 items = (self.slot_items + [None] * len(self.slots))[:len(self.slots)]
110 for item, slot in zip(items, self.slots):
111 slot.set_item(item)
112
113 if self.inv_offset <= 0:
114 self.up_button.disable()
115 else:
116 self.up_button.enable()
117
118 max_slot = (self.inv_offset + len(self.slots))
119 if max_slot >= len(self.game.inventory()):
120 self.down_button.disable()
121 else:
122 self.down_button.enable()
123
124 @property
125 def slot_items(self):
126 item_names = self.game.inventory()[self.inv_offset:][:len(self.slots)]
127 return [self.game.get_item(name) for name in item_names]
128
129 def mouse_down(self, event, widget):
130 if event.button != 1:
131 self.game.set_tool(None)
132
133 def select(self, tool):
134 self.game.set_tool(tool)
135
136
137 class SceneWidget(Container):
138 DETAIL_BORDER = 4
139 DETAIL_BORDER_COLOR = Color("black")
140
141 def __init__(self, pos, gd, size, scene, screen, is_detail=False):
142 super(SceneWidget, self).__init__(pos, gd, size)
143 self.name = scene.NAME
144 self.scene = scene
145 self.screen = screen
146 self.game = screen.game
147 self.add_callback(MOUSEBUTTONDOWN, self.mouse_down)
148 self.add_callback(MOUSEMOTION, self.mouse_move)
149 self.is_detail = is_detail
150 if is_detail:
151 self.close_button = TextButton((0, 0), self.gd, _("Close"))
152 self.close_button.do_prepare()
153 # TODO: Don't muck around with close_button's rect
154 self.close_button.rect.midbottom = self.rect.midbottom
155 self.close_button.add_callback('clicked', self.close)
156 self.add(self.close_button)
157
158 def draw(self, surface):
159 self.scene.draw(surface.subsurface(self.rect))
160 if self.is_detail:
161 border = self.rect.inflate(self.DETAIL_BORDER, self.DETAIL_BORDER)
162 pygame.draw.rect(
163 surface, self.DETAIL_BORDER_COLOR, border, self.DETAIL_BORDER)
164 if self.parent.is_top(self):
165 self.scene.draw_description(surface)
166 super(SceneWidget, self).draw(surface)
167
168 @property
169 def highlight_cursor(self):
170 return (self.scene.current_thing
171 and self.scene.current_thing.is_interactive())
172
173 def mouse_down(self, event, widget):
174 self.mouse_move(event, widget)
175 if event.button != 1: # We have a right/middle click
176 if self.game.tool:
177 self.game.set_tool(None)
178 elif self.is_detail:
179 self.close(event, widget)
180 else:
181 pos = self.global_to_local(event.pos)
182 result = self.scene.interact(self.game.tool, pos)
183 self.screen.handle_result(result)
184
185 def animate(self):
186 self.scene.animate()
187
188 def mouse_move(self, event, widget):
189 pos = self.global_to_local(event.pos)
190 self.scene.mouse_move(pos)
191 self.game.old_pos = event.pos
192
193 def close(self, event, widget):
194 self.screen.close_detail(self)
195
196
197 class ToolBar(Container):
198 def __init__(self, pos, gd, size, screen):
199 self.screen = screen
200
201 super(ToolBar, self).__init__(pos, gd, size)
202
203 self.bg_color = (31, 31, 31)
204 self.left = self.rect.left
205
206 self.menu_button = self.add_tool(
207 self.rect.height, TextButton, _("Menu"),
208 fontname=gd.constants.bold_font,
209 color="red", padding=1, border=0, bg_color="black")
210 self.menu_button.add_callback(MOUSEBUTTONDOWN, self.menu_callback)
211
212 hand_image = gd.resource.get_image('items', 'hand.png')
213 self.hand_button = self.add_tool(
214 None, ImageButtonWidget, hand_image)
215 self.hand_button.add_callback(MOUSEBUTTONDOWN, self.hand_callback)
216
217 self.inventory = self.add_tool(
218 self.rect.width - self.left, InventoryView, screen=screen)
219
220 def add_tool(self, width, cls, *args, **kw):
221 pos = (self.left, self.rect.top)
222 if width is not None:
223 kw['size'] = (width, self.rect.height)
224 tool = cls(pos, self.gd, *args, **kw)
225 self.add(tool)
226 tool.do_prepare()
227 self.left += tool.rect.width
228 return tool
229
230 def draw(self, surface):
231 bg = Surface(self.rect.size)
232 bg.fill(self.bg_color)
233 surface.blit(bg, self.rect)
234 super(ToolBar, self).draw(surface)
235
236 def hand_callback(self, event, widget):
237 self.inventory.select(None)
238
239 def menu_callback(self, event, widget):
240 self.screen.change_screen('menu')
241
242
243 class GameScreen(CursorScreen):
244
245 def setup(self):
246 super(GameScreen, self).setup()
247 self.gd.running = False
248 self.create_initial_state = self.gd.initial_state
249 self.container.add_callback(KEYDOWN, self.key_pressed)
250
251 def _clear_all(self):
252 self._message_queue = []
253 for widget in self.container.children[:]:
254 self.container.remove(widget)
255
256 def process_event(self, event_name, data):
257 getattr(self, 'game_event_%s' % event_name, lambda d: None)(data)
258
259 def game_event_restart(self, data):
260 self.reset_game()
261
262 def get_save_dir(self):
263 return self.gd.get_default_save_location()
264
265 def game_event_load(self, data):
266 state = self.gd.game_state_class().load_game(
267 self.get_save_dir(), 'savegame')
268 # TODO: Handle this better.
269 if state is not None:
270 self.reset_game(state)
271
272 def game_event_save(self, data):
273 self.game.data.save_game(self.get_save_dir(), 'savegame')
274
275 def reset_game(self, game_state=None):
276 self._clear_all()
277 self.game = self.create_initial_state(game_state)
278
279 self.screen_modal = self.container.add(
280 ModalStackContainer(self.container.pos, self.gd,
281 self.container.size))
282 self.inner_container = self.screen_modal.add(
283 Container(self.container.pos, self.gd, self.container.size))
284
285 toolbar_height = self.gd.constants.button_size
286
287 self.scene_modal = self.inner_container.add(
288 ModalStackContainer((0, 0), self.gd,
289 (self.surface_size[0], self.surface_size[1] - toolbar_height)))
290 self.toolbar = self.inner_container.add(
291 ToolBar((0, self.surface_size[1] - toolbar_height), self.gd,
292 (self.surface_size[0], toolbar_height), self))
293 self.inventory = self.toolbar.inventory
294
295 self.gd.running = True
296
297 def game_event_inventory(self, data):
298 self.inventory.update_slots()
299
300 def game_event_change_scene(self, data):
301 scene_name = data['name']
302 if data['detail']:
303 self.show_detail(scene_name)
304 else:
305 self.change_scene(scene_name)
306
307 def change_scene(self, scene_name):
308 for scene_widget in reversed(self.scene_modal.children[:]):
309 self.scene_modal.remove(scene_widget)
310 scene_widget.scene.leave()
311 self.game.data.set_current_scene(scene_name)
312 self._add_scene(self.game.scenes[scene_name])
313
314 def show_detail(self, detail_name):
315 detail_scene = self.game.detail_views[detail_name]
316 if detail_scene.name == self.scene_modal.top.name:
317 # Don't show the scene if we're already showing it
318 return
319 self._add_scene(detail_scene, True)
320
321 def _add_scene(self, scene, detail=False):
322 pos = self.scene_modal.rect.topleft
323 size = self.scene_modal.rect.size
324 if detail:
325 size = scene.get_detail_size()
326 pos = ((self.scene_modal.rect.width - size[0]) / 2,
327 (self.scene_modal.rect.height - size[1]) / 2)
328
329 self.scene_modal.add(SceneWidget(pos, self.gd, size, scene, self,
330 detail))
331 self.handle_result(scene.enter())
332
333 def close_detail(self, detail=None):
334 if detail is None:
335 detail = self.scene_modal.top
336 self.scene_modal.remove(detail)
337 self.handle_result(detail.scene.leave())
338
339 def animate(self):
340 """Animate the scene widgets"""
341 for scene_widget in self.scene_modal.children:
342 scene_widget.animate()
343
344 def key_pressed(self, event, widget):
345 if event.key == K_ESCAPE:
346 self.change_screen('menu')
347
348 def end_game(self):
349 self.change_screen('end')
350
351 def show_queued_widget(self):
352 if self._message_queue:
353 # Only add a message if there isn't already one up
354 if self.screen_modal.is_top(self.inner_container):
355 widget = self._message_queue.pop(0)
356 self.screen_modal.add(
357 ModalWrapper(widget, self.show_queued_widget))
358
359 def queue_widget(self, widget):
360 self._message_queue.append(widget)
361 self.show_queued_widget()
362
363 def show_message(self, message):
364 max_width = self.gd.constants.screen[0] - 100
365 widget = WrappedTextLabel((0, 0), self.gd, message,
366 max_width=max_width)
367 widget.do_prepare()
368 # TODO: Use the centering API when it exists
369 widget.rect.center = self.container.rect.center
370 self.queue_widget(widget)
371
372 def handle_result(self, resultset):
373 """Handle dealing with result or result sequences"""
374 if resultset:
375 if hasattr(resultset, 'process'):
376 resultset = [resultset]
377 for result in resultset:
378 if result:
379 result.process(self)
380
381
382 class DefEndScreen(Screen):
383 """A placeholder 'Game Over' screen so people can get started easily"""
384
385 def setup(self):
386 self.background = self.resource.get_image('pyntnclick/end.png')
387
388 def draw(self, surface):
389 surface.blit(self.background, (0, 0))
390
391
392 class DefMenuScreen(Screen):
393 """A placeholder Start screen so people can get started easily"""
394
395 def setup(self):
396 self.background = self.resource.get_image('pyntnclick/start.png')
397
398 def draw(self, surface):
399 surface.blit(self.background, (0, 0))