py_yugi_clone/scripts/utils.py
2024-07-13 20:10:33 +02:00

103 lines
3.6 KiB
Python

import pygame
import os
import numpy as np
TILE_DICT = {
1 : ('iso',0,True),
2 : ('iso',1,False),
3 : ('iso',2,False),
4 : ('iso',3,False),
5 : ('iso',4,False),
6 : ('iso',5,False)
}
BASE_IMG_PATH = 'data/images/'
def load_image(path):
img = pygame.image.load(BASE_IMG_PATH + path).convert()
img.set_colorkey((0,0,0))
return img
def load_images(path):
images = []
for img_name in sorted(os.listdir(BASE_IMG_PATH + path)):
images.append(load_image(path + '/' + img_name))
return images
def to_isometric(coord, tilesize):
#(1,0) -> (+tilesize[0]/2,+tilesize[1]/2)
#(0,1) -> (-tilesize[0]/2,+tilesize[1]/2)
#a must be (+tilesize[0]/2,-tilesize[0]/2)
# (+tilesize[1]/2,+tilesize[1]/2)
a = np.array([[1,-1],[1,1]])
a = 0.5 * a * tilesize[:,np.newaxis]
return np.squeeze(np.matmul(a,coord[:,np.newaxis]))
def to_cartesian(coord, tilesize):
#manually calculated the inverse of a in to_isometric
a = np.array([[1,1],[-1,1]])
a = a * (1/tilesize)
return np.squeeze(np.matmul(a,coord[:,np.newaxis]))
def to_isometric_pixel(coord):
a = np.array([[1,-1],[1,1]])
a = 0.5 * a
return np.squeeze(np.matmul(a,coord[:,np.newaxis]))
class Animation:
def __init__(self, images, img_dur=5, loop=True):
self.images = images
self.img_duration = img_dur
self.loop = loop
self.done = False
self.frame = 0 #in the sense of gameframe, not current frame of the animation
def copy(self):
return Animation(self.images, self.img_duration, self.loop)
def update(self):
if self.loop:
self.frame = (self.frame + 1) % (self.img_duration * len(self.images))
else:
self.frame = min(self.frame + 1, self.img_duration * len(self.images) - 1)
if self.frame >= self.img_duration * len(self.images) - 1:
self.done = True
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)