added menu support

This commit is contained in:
Alessio Rondelli 2024-07-13 20:10:33 +02:00
parent 2fc9381d93
commit 0e106be4d7
2 changed files with 78 additions and 15 deletions

52
game.py
View File

@ -2,7 +2,7 @@ import pygame
import numpy as np
from scripts.tiles import Tilemap
from scripts.entities import Entity, Partner, GroupEntities
from scripts.utils import load_image, load_images, to_isometric_pixel
from scripts.utils import load_image, load_images, to_isometric_pixel, Button, change_status
from scripts.camera import Camera
# SETTINGS
@ -18,7 +18,15 @@ class Game:
pygame.display.set_caption(TITLE)
self.clock = pygame.time.Clock()
def iso_render(self):
self.display.fill('white')
self.tilemap.render(self.display, offset = self.camera.scroll)
self.entities.render(self.display, offset = self.camera.scroll)
#self.player.render(self.display, offset = self.camera.scroll)
#self.partner.render(self.display, offset = self.camera.scroll)
self.screen.blit(pygame.transform.scale(self.display,self.screen.get_size()), (0,0))
pygame.display.update()
def iso_game(self):
self.player = Entity(self, 'player', (64., 64.), (28, 42))
self.partner = Partner(self, (80.,80.), (28,42))
self.entities = GroupEntities(self, [self.player, self.partner])
@ -31,21 +39,11 @@ class Game:
}
self.tilemap = Tilemap(self, (64,32), 'map_1.csv')
self.camera = Camera(self)
def render(self):
self.display.fill('white')
self.tilemap.render(self.display, offset = self.camera.scroll)
self.entities.render(self.display, offset = self.camera.scroll)
#self.player.render(self.display, offset = self.camera.scroll)
#self.partner.render(self.display, offset = self.camera.scroll)
self.screen.blit(pygame.transform.scale(self.display,self.screen.get_size()), (0,0))
pygame.display.update()
def run(self):
self.status = True
while self.status:
while self.status == 'iso_game':
delta = np.array([0.0,0.0])
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.status = False
self.status = 'quit'
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
delta += np.array([-5,5])
@ -59,8 +57,32 @@ class Game:
self.camera.update()
self.player.update(self.tilemap, delta)
self.partner.update()
self.render()
self.iso_render()
self.clock.tick(60)
def menu(self):
buttons = [
Button(self,[100,100],[300,90],'Start Isometric',(lambda: change_status(self,'iso_game'))),
Button(self,[100,200],[300,90],'Level Editor',(lambda: change_status(self,'level_editor'))),
Button(self,[100,300],[300,90],'Quit',(lambda: change_status(self,'quit')))
]
while self.status == 'menu':
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.status = 'quit'
self.screen.fill('gray')
for button in buttons:
button.process()
pygame.display.update()
self.clock.tick(60)
def run(self):
self.status = 'menu'
while self.status != 'quit':
if self.status == 'menu':
self.menu()
if self.status == 'iso_game':
self.iso_game()
if self.status == 'level_editor':
self.level_editor()
pygame.quit()
Game().run()

View File

@ -59,3 +59,44 @@ class Animation:
def img(self):
return self.images[int(self.frame / self.img_duration)]
def change_status(game,new_status):
game.status = new_status
class Button:
def __init__(self, game, pos, size, buttonText='Button', onclickFunction=None, onePress=False):
self.game = game
self.pos = np.array(pos)
self.size = np.array(size)
self.onclickFunction = onclickFunction
self.onePress = onePress
self.alreadyPressed = False
self.fillColors = {
'normal': '#ffffff',
'hover': '#666666',
'pressed': '#333333',
}
#font = pygame.font.SysFont('Arial', 40)
self.buttonSurface = pygame.Surface(self.size)
self.buttonRect = pygame.Rect(self.pos, self.size)
self.buttonSurf = pygame.font.SysFont('Arial', 40).render(buttonText, True, (20, 20, 20))
def process(self):
mousePos = pygame.mouse.get_pos()
self.buttonSurface.fill(self.fillColors['normal'])
if self.buttonRect.collidepoint(mousePos):
self.buttonSurface.fill(self.fillColors['hover'])
if pygame.mouse.get_pressed(num_buttons=3)[0]:
self.buttonSurface.fill(self.fillColors['pressed'])
if self.onePress:
self.onclickFunction()
elif not self.alreadyPressed:
self.onclickFunction()
self.alreadyPressed = True
else:
self.alreadyPressed = False
self.buttonSurface.blit(self.buttonSurf, [
self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2,
self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2
])
self.game.screen.blit(self.buttonSurface, self.buttonRect)