added menu support
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52
game.py
52
game.py
@ -2,7 +2,7 @@ import pygame
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import numpy as np
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from scripts.tiles import Tilemap
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from scripts.entities import Entity, Partner, GroupEntities
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from scripts.utils import load_image, load_images, to_isometric_pixel
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from scripts.utils import load_image, load_images, to_isometric_pixel, Button, change_status
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from scripts.camera import Camera
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# SETTINGS
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@ -18,7 +18,15 @@ class Game:
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pygame.display.set_caption(TITLE)
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self.clock = pygame.time.Clock()
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def iso_render(self):
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self.display.fill('white')
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self.tilemap.render(self.display, offset = self.camera.scroll)
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self.entities.render(self.display, offset = self.camera.scroll)
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#self.player.render(self.display, offset = self.camera.scroll)
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#self.partner.render(self.display, offset = self.camera.scroll)
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self.screen.blit(pygame.transform.scale(self.display,self.screen.get_size()), (0,0))
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pygame.display.update()
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def iso_game(self):
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self.player = Entity(self, 'player', (64., 64.), (28, 42))
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self.partner = Partner(self, (80.,80.), (28,42))
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self.entities = GroupEntities(self, [self.player, self.partner])
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@ -31,21 +39,11 @@ class Game:
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}
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self.tilemap = Tilemap(self, (64,32), 'map_1.csv')
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self.camera = Camera(self)
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def render(self):
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self.display.fill('white')
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self.tilemap.render(self.display, offset = self.camera.scroll)
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self.entities.render(self.display, offset = self.camera.scroll)
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#self.player.render(self.display, offset = self.camera.scroll)
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#self.partner.render(self.display, offset = self.camera.scroll)
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self.screen.blit(pygame.transform.scale(self.display,self.screen.get_size()), (0,0))
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pygame.display.update()
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def run(self):
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self.status = True
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while self.status:
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while self.status == 'iso_game':
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delta = np.array([0.0,0.0])
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.status = False
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self.status = 'quit'
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT]:
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delta += np.array([-5,5])
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@ -59,8 +57,32 @@ class Game:
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self.camera.update()
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self.player.update(self.tilemap, delta)
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self.partner.update()
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self.render()
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self.iso_render()
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self.clock.tick(60)
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def menu(self):
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buttons = [
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Button(self,[100,100],[300,90],'Start Isometric',(lambda: change_status(self,'iso_game'))),
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Button(self,[100,200],[300,90],'Level Editor',(lambda: change_status(self,'level_editor'))),
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Button(self,[100,300],[300,90],'Quit',(lambda: change_status(self,'quit')))
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]
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while self.status == 'menu':
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.status = 'quit'
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self.screen.fill('gray')
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for button in buttons:
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button.process()
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pygame.display.update()
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self.clock.tick(60)
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def run(self):
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self.status = 'menu'
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while self.status != 'quit':
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if self.status == 'menu':
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self.menu()
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if self.status == 'iso_game':
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self.iso_game()
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if self.status == 'level_editor':
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self.level_editor()
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pygame.quit()
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Game().run()
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@ -59,3 +59,44 @@ class Animation:
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def img(self):
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return self.images[int(self.frame / self.img_duration)]
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def change_status(game,new_status):
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game.status = new_status
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class Button:
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def __init__(self, game, pos, size, buttonText='Button', onclickFunction=None, onePress=False):
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self.game = game
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self.pos = np.array(pos)
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self.size = np.array(size)
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self.onclickFunction = onclickFunction
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self.onePress = onePress
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self.alreadyPressed = False
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self.fillColors = {
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'normal': '#ffffff',
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'hover': '#666666',
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'pressed': '#333333',
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}
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#font = pygame.font.SysFont('Arial', 40)
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self.buttonSurface = pygame.Surface(self.size)
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self.buttonRect = pygame.Rect(self.pos, self.size)
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self.buttonSurf = pygame.font.SysFont('Arial', 40).render(buttonText, True, (20, 20, 20))
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def process(self):
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mousePos = pygame.mouse.get_pos()
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self.buttonSurface.fill(self.fillColors['normal'])
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if self.buttonRect.collidepoint(mousePos):
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self.buttonSurface.fill(self.fillColors['hover'])
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if pygame.mouse.get_pressed(num_buttons=3)[0]:
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self.buttonSurface.fill(self.fillColors['pressed'])
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if self.onePress:
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self.onclickFunction()
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elif not self.alreadyPressed:
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self.onclickFunction()
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self.alreadyPressed = True
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else:
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self.alreadyPressed = False
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self.buttonSurface.blit(self.buttonSurf, [
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self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2,
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self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2
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])
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self.game.screen.blit(self.buttonSurface, self.buttonRect)
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