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window.py
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345 lines (283 loc) · 13.5 KB
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import pygame as pg
from settings import *
from os import path
from unit import Unit
import pygame.gfxdraw
import pygame.font
from pygame.color import THECOLORS
from building import *
import pygame.font
# ================================================ Essential Classes ================================================ #
class Map:
"""The map class sets up and contains the game map."""
def __init__(self):
# Open file and append string contents.
self.name = path.join(path.dirname(__file__), MAPNAME)
self.contents = []
with open(self.name, 'rt') as file:
for line in file:
self.contents.append(line.strip())
# Count columns as width. Count rows as height.
self.count_width = len(self.contents[0])
self.count_height = len(self.contents)
self.pixel_width = self.count_width * TILESIZE
self.pixel_height = self.count_height * TILESIZE
class Camera:
"""The camera class contains screen location data."""
def __init__(self, main):
# Create camera rects.
self.camera = pg.Rect(0, 0, main.map.pixel_width, main.map.pixel_height)
self.pixel_width = main.map.pixel_width
self.pixel_height = main.map.pixel_height
# Set camera speed and location.
self.speed = CAMERA_SPEED_DEFAULT
self.x = 0
self.y = 0
def apply(self, entity):
return entity.rect.move(self.camera.topleft)
def update(self, target):
self.x = -target.rect.x + int(SCREEN_WIDTH / 2)
self.y = -target.rect.y + int(SCREEN_HEIGHT / 2)
self.camera = pg.Rect(self.x, self.y, self.pixel_width, self.pixel_height)
class Clock:
"""The clock class contains game time."""
def __init__(self):
# Create clock and time variables.
self.clock = pg.time.Clock()
self.delta_time = 0
self.irl_time = 0
self.resource_time = 0
class Mouse(pg.sprite.Sprite):
"""The mouse class handles the selection box."""
def __init__(self, game):
self.groups = game.g.all_sprites, game.g.mouse_group
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
# Selection box information.
self.is_selecting = False
self.quadrant = 0
self.lock_x = 0
self.lock_y = 0
self.moved_x = 0
self.moved_y = 0
# Image information.
self.image = pg.Surface(NO_SURFACE)
self.size = self.image.get_rect().size
self.rect = pg.Rect(PIXEL_RECT)
self.alpha_surface = None
self.radius = CITY_MAX_RADIUS
# Unit commander.
self.is_commanding = False
def update(self):
"""This fires every single frame."""
if self.is_selecting and not self.game.is_ghost_building:
self.build_box()
else:
self.set_pos()
def select_start(self):
"""Sets variables necessary for selecting units. Opens gate in self.update to call build_box."""
if not self.game.is_ghost_building:
self.is_selecting = True
self.lock_x = pg.mouse.get_pos()[0] - self.game.camera.x
self.lock_y = pg.mouse.get_pos()[1] - self.game.camera.y
self.rect.x = self.lock_x
self.rect.y = self.lock_y
def select_finish(self):
"""Sets the rect, gets collided sprites (units), adds to selected_units, and wipes all box data."""
if not self.game.is_ghost_building:
self.is_selecting = False
self.rect = pg.Rect(self.rect.x, self.rect.y, self.image.get_rect().size[0], self.image.get_rect().size[1])
collided = pg.sprite.spritecollide(self, self.game.g.units, False)
self.image = pg.Surface(NO_SURFACE)
self.rect = pg.Rect(PIXEL_RECT)
# Lets units know they are selected. We don't want to select more than the max allowance.
for unit in collided:
if len(self.game.g.selected_units) >= MAX_UNIT_SELECTION:
break
if isinstance(unit, Unit):
unit.set_selected()
def build_box(self):
"""This builds a transparent selection box. Defines quadrant to call define_box."""
self.moved_x = pg.mouse.get_pos()[0] - self.game.camera.x
self.moved_y = pg.mouse.get_pos()[1] - self.game.camera.y
# Figures out which quadrant we're in.
if (0 < self.moved_x - self.lock_x) and (0 < self.moved_y - self.lock_y):
self.define_box(4, self.lock_x, self.lock_y, self.moved_x, self.moved_y)
elif (0 < self.moved_x - self.lock_x) and (0 > self.moved_y - self.lock_y):
self.define_box(1, self.lock_x, self.moved_y, self.moved_x, self.lock_y)
elif (0 > self.moved_x - self.lock_x) and (0 > self.moved_y - self.lock_y):
self.define_box(2, self.moved_x, self.moved_y, self.lock_x, self.lock_y)
elif (0 > self.moved_x - self.lock_x) and (0 < self.moved_y - self.lock_y):
self.define_box(3, self.moved_x, self.lock_y, self.lock_x, self.moved_y)
# Makes box transparent.
self.image.set_alpha(BOX_TRANSPARENCY)
def define_box(self, quadrant, rect_x, rect_y, base_x, base_y):
"""This creates the selection box. Box rect.x and rect.y always needs to be drawn from the top left corner."""
self.quadrant = quadrant
self.rect.x = rect_x
self.rect.y = rect_y
self.image = pg.Surface((base_x - self.rect.x, base_y - self.rect.y))
self.image.fill(LIGHTGREY)
def set_pos(self):
"""This tracks cursor position at all times not selecting units. Used for refunding building/units."""
self.rect.x = pg.mouse.get_pos()[0] - self.game.camera.x
self.rect.y = pg.mouse.get_pos()[1] - self.game.camera.y
class Player(pg.sprite.Sprite):
def __init__(self, game, x, y):
self.groups = game.g.all_sprites
pygame.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = pygame.Surface((0, 0))
# self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.x = x * TILESIZE
self.y = y * TILESIZE
def get_keys(self):
"""This code is fired from get_keys, independent from game class keys."""
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and not keys[pygame.K_d]:
self.x -= self.game.camera.speed
elif keys[pygame.K_d] and not keys[pygame.K_a]:
self.x += self.game.camera.speed
if keys[pygame.K_w] and not keys[pygame.K_s]:
self.y -= self.game.camera.speed
elif keys[pygame.K_s] and not keys[pygame.K_w]:
self.y += self.game.camera.speed
def update(self):
self.get_keys()
self.rect.x = self.x
self.rect.y = self.y
class Wall(pg.sprite.Sprite):
"""I don't know what those game.x functions are."""
def __init__(self, game, x, y):
self.groups = game.g.all_sprites, game.g.collision_sprites, game.g.map_walls
pygame.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = pygame.Surface((TILESIZE, TILESIZE))
self.image.fill(THECOLORS['cornflowerblue'])
self.size = self.image.get_rect().size
self.rect = self.image.get_rect()
self.x = x # Unknown
self.y = y # Unknown
self.rect.x = x * TILESIZE
self.rect.y = y * TILESIZE
class Iron(pg.sprite.Sprite):
def __init__(self, game, x, y):
self.groups = game.g.all_sprites, game.g.collision_sprites, game.g.map_iron
pygame.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = pygame.Surface((TILESIZE/2, TILESIZE/2), pg.SRCALPHA)
self.rect = self.image.get_rect()
self.rect.x = (x * TILESIZE + (TILESIZE / 4))
self.rect.y = (y * TILESIZE + (TILESIZE / 4))
def draw(self):
pygame.gfxdraw.filled_circle(self.image, round(TILESIZE / 4), round(TILESIZE / 4),
round(TILESIZE / 5), THECOLORS['gray'])
# =================================================== Button Class ================================================== #
class Button(pg.sprite.Sprite):
"""The button class is a sprite on the bottom that spawn ghost buildings when clicked."""
def __init__(self, main, selected, deselected, ghost, restricted=True):
pg.sprite.Sprite.__init__(self, main.g.all_buttons)
self.main = main
self.ghost = ghost # String of spawned ghost building
self.restricted = restricted # Button appears if city >= 1
# Calibrate button image.
self.image_deselected = pg.image.load(deselected)
self.image_selected = pg.image.load(selected)
self.image = self.image_deselected
# Calibrate button rects.
self.size = self.image.get_rect().size
self.rect = self.image.get_rect()
self.rect.x = BUTTON_BUFFER # Overwritten by child
self.rect.y = SCREEN_HEIGHT - self.size[1] - BUTTON_BUFFER
def click(self):
"""Create ghost and select button if clicked."""
if self.is_clicked():
self.main.destroy_ghost()
self.select_button()
self.spawn_ghost()
def is_clicked(self):
"""Return True if button rect is clicked; button sprite must be appearing."""
if self.main.is_ctrl_pressed and (self.main.alive() or not self.restricted):
return self.rect.collidepoint(pg.mouse.get_pos()[0], pg.mouse.get_pos()[1])
def select_button(self):
"""Select button and deselect all other buttons."""
for button in self.main.g.all_buttons:
button.image = button.image_deselected
self.image = self.image_selected
def spawn_ghost(self):
"""Create ghost building that follows cursor."""
exec('self.main.g.ghost_building.add(' + self.ghost + '(self.main))')
class CityButton(Button):
def __init__(self, main):
super().__init__(main, CITY_BUTTON_SELECTED, CITY_BUTTON_DESELECTED, 'CityGhost', False)
self.rect.x = BUTTON_BUFFER # Button appears 1st-left.
class WallButton(Button):
def __init__(self, main):
super().__init__(main, WALL_BUTTON_SELECTED, WALL_BUTTON_DESELECTED, 'WallGhost')
self.rect.x += self.main.city_button.rect.x + self.main.city_button.size[0] # Button appears 2nd-left.
class TowerButton(Button):
def __init__(self, main):
super().__init__(main, TOWER_BUTTON_SELECTED, TOWER_BUTTON_DESELECTED, 'TowerGhost')
self.rect.x += self.main.wall_button.rect.x + self.main.wall_button.size[0] # Button appears 3rd-left.
class KnightButton(Button):
def __init__(self, main):
super().__init__(main, KNIGHT_BUTTON_SELECTED, KNIGHT_BUTTON_DESELECTED, 'KnightGhost')
self.rect.x = SCREEN_WIDTH - self.size[0] - BUTTON_BUFFER # Button appears 1st-right.
# =================================================== Panel Class =================================================== #
class Panel:
"""The panel class is a widget on the top left that displays game data."""
def __init__(self, main, slot):
main.g.panels.append(self)
self.main = main
# Calibrate panel features.
self.background_color = NEARBLACK
self.text_color = WHITE
self.text_font = pygame.font.SysFont(None, 32, True)
# Calibrate panel rects.
self.rect = pygame.Rect(0, 0, PANEL_WIDTH, PANEL_HEIGHT)
self.rect.center = (PANEL_WIDTH/2 + PANEL_BUFFER, PANEL_HEIGHT/2 + PANEL_BUFFER)
self.rect.y += PANEL_HEIGHT * slot
self.refresh_panel()
def draw_panel(self):
"""Draw panel background first then draw message over it."""
self.main.screen.fill(self.background_color, self.rect)
self.main.screen.blit(self.msg_image, self.msg_image_rect)
def refresh_panel(self):
"""Convert panel message string to drawable image; re-center message rect."""
self.msg_image = self.text_font.render(self.get_message(), True, self.text_color, self.background_color)
self.msg_image_rect = self.msg_image.get_rect()
self.msg_image_rect.center = self.rect.center
def is_clicked(self):
"""Return True if panel rect is clicked; prevents spawning buildings over panel."""
if self.main.is_ctrl_pressed and self.main.is_ghost_building:
return self.rect.collidepoint(pg.mouse.get_pos()[0], pg.mouse.get_pos()[1])
def get_message(self):
"""Get the panel message from child class."""
pass
class FoodPanel(Panel):
def __init__(self, main):
self.main = main
super(FoodPanel, self).__init__(main, 0)
def get_message(self):
return 'Food: ' + str(round(self.main.resource.food)) + ' (+' + str(self.main.resource.food_income) + ')'
class IronPanel(Panel):
def __init__(self, main):
super(IronPanel, self).__init__(main, 1)
def get_message(self):
return 'Iron: ' + str(round(self.main.resource.iron)) + ' (+' + str(self.main.resource.iron_income) + ')'
class GoldPanel(Panel):
def __init__(self, main):
super(GoldPanel, self).__init__(main, 2)
def get_message(self):
return 'Gold: ' + str(round(self.main.resource.gold)) + ' / ' + str(WINNING_CONDITION)
class CityPanel(Panel):
def __init__(self, main):
super(CityPanel, self).__init__(main, 3)
def get_message(self):
return 'Cities: ' + str(len(self.main.g.cities))
class UnitPanel(Panel):
def __init__(self, main):
super(UnitPanel, self).__init__(main, 4)
def get_message(self):
return 'Supply: ' + str(len(self.main.g.units)) + ' / ' + str(MAX_UNIT_CAP)