Reformatted the code.

Formatting sequence:
Imports
Classes
Functions
Variables
Start
This commit is contained in:
The Wobbler 2023-12-27 17:45:27 +01:00
parent 08b117baf9
commit 37b36f2d49

View file

@ -13,12 +13,11 @@ FPS = 60
SAVE_SETTINGS_ON_EXIT = True
# some initializing
pygame.init()
pygame.init() # pygame initialization
screen = pygame.display.set_mode(DEFAULT_WINDOW_SIZE)
pygame.display.set_caption("Cowyeet 2.0")
if os.path.isfile("settings.txt"):
if os.path.isfile("settings.txt"): # If the settings exist, load them into a dict. Else create the settings with the default values.
settings = FileDict("settings.txt")
else:
@ -35,38 +34,13 @@ loading_text = default_font.render("Loading...", True, (240, 240, 240))
screen.fill((40, 40, 40))
screen.blit(loading_text, (400 - loading_text.get_width() / 2, 300 - loading_text.get_height() / 2))
pygame.display.update()
# /loading screen
# variables
nero = (40, 40, 40) # colors (color names by https://www.color-blindness.com/color-name-hue/)
dim_gray = (100, 100, 100)
summer_sky = (50, 200, 220)
white_smoke = (240, 240, 240)
# functions
buttons = [] # misc
text_buttons = []
active_buttons = []
last_frame_mouse_pressed = False
page = "main_menu"
level = None
level_data = None
lvl_width = None
level_surface = None
# pygame objects
clock = pygame.time.Clock() # misc
mouse = pygame.mouse
bigger_default_font = pygame.font.SysFont("ubuntu", 32) # fonts
choose_level_text = bigger_default_font.render("Choose a level:", True, white_smoke) # texts
texture_not_found = pygame.image.load("textures/texture_not_found.png")
texture_not_found = pygame.transform.scale(texture_not_found, (40 * settings["level_size_multiplier"], 40 * settings["level_size_multiplier"]))
def load_texture(path: str): # images
# images
def load_texture(path: str):
if os.path.isfile(path):
return pygame.image.load(path)
@ -78,18 +52,7 @@ def load_block_texture(path: str):
texture = load_texture(path)
return pygame.transform.scale(texture, (40 * settings["level_size_multiplier"], 40 * settings["level_size_multiplier"]))
icon_texture = load_texture("textures/icon.png")
full_icon_texture = load_texture("textures/icon_full.png")
full_icon_texture = pygame.transform.scale(full_icon_texture, (260, 90))
catapult_frame_texture = load_texture("textures/catapult/frame.png")
catapult_frame_texture = pygame.transform.scale(catapult_frame_texture, (66 * 5 * settings["level_size_multiplier"], 31 * 5 * settings["level_size_multiplier"]))
stone_block_texture = load_block_texture("textures/terrain/stone_01.png")
dirt_block_texture = load_block_texture("textures/terrain/dirt_01.png")
grass_block_texture = load_block_texture("textures/terrain/grass_01.png")
rock_block_texture = load_block_texture("textures/terrain/rock_01.png")
# /images
# coordinate calculations
@ -105,10 +68,21 @@ def center(size):
width, height = size
return center_x(width), center_y(height)
# other functions that are needed in button definition
# /coordinate calculations
# image calculations
def set_rot_point(img, pos):
w, h = img.get_size()
w, h = w * 2, h * 2
img2 = pygame.Surface((w, h), pygame.SRCALPHA)
img2.blit(img, (w / 2 - pos[0], h / 2 - pos[1]))
return img2, (w, h)
# / image calculations
# game logic
def start_level(lvl: int):
global level
@ -118,27 +92,6 @@ def start_level(lvl: int):
load_level(lvl)
# buttons
buttons.append(pg.TextButton("Start", center, screen, lambda: page_switch("level_selector"), text_color=white_smoke, bg_color=dim_gray, font=bigger_default_font))
start_button = len(buttons) - 1
text_buttons.append(start_button)
buttons.append(pg.TextButton("1", (128, 128), screen, lambda: start_level(1), text_color=white_smoke, bg_color=dim_gray, font=bigger_default_font, padding=(17, 8)))
lvl_one_button = len(buttons) - 1
text_buttons.append(lvl_one_button)
def close():
global running
running = False
def window_size_reload(new_size):
for button in text_buttons:
buttons[button].update()
settings["win_size"] = new_size
def load_level(lvl):
global level_data
global lvl_width
@ -182,8 +135,10 @@ def blit_block(block, position: tuple):
else:
level_surface.blit(texture_not_found, position)
# /game logic
# page system
def main_menu_page():
screen.blit(full_icon_texture, (center_x(full_icon_texture.get_width()), 128))
buttons[start_button].blit()
@ -199,11 +154,14 @@ def ingame_page():
screen.fill(summer_sky)
screen.blit(level_surface, (0, screen.get_height() - level_surface.get_height()))
lvl_size = settings["level_size_multiplier"]
cx, cy = level_data.catapult_pos
cx = cx * 40 * settings["level_size_multiplier"]
cy = screen.get_height() - level_surface.get_height() + cy * 40 * settings["level_size_multiplier"] - catapult_frame_texture.get_height()
cx = cx * 40 * lvl_size
cy = screen.get_height() - level_surface.get_height() + cy * 40 * lvl_size - catapult_frame_texture.get_height()
screen.blit(catapult_frame_texture, (cx, cy))
screen.blit(catapult_arm_texture, (cx + 27 * 5 * lvl_size, cy - 35 * 5 * lvl_size))
def page_selector():
@ -238,6 +196,19 @@ def page_switch(new_page: str=None):
#
# for button in active_buttons:
# button.active = True
# /page system
def close():
global running
running = False
def window_size_reload(new_size):
for button in text_buttons:
buttons[button].update()
settings["win_size"] = new_size
def get_events():
@ -284,6 +255,60 @@ def loop():
clock.tick(FPS)
# variables
nero = (40, 40, 40) # colors (color names by https://www.color-blindness.com/color-name-hue/)
dim_gray = (100, 100, 100)
summer_sky = (50, 200, 220)
white_smoke = (240, 240, 240)
buttons = [] # misc
text_buttons = []
active_buttons = []
last_frame_mouse_pressed = False
page = "main_menu"
level = None
level_data = None
lvl_width = None
level_surface = None
# pygame objects
clock = pygame.time.Clock() # misc
mouse = pygame.mouse
bigger_default_font = pygame.font.SysFont("ubuntu", 32) # fonts
choose_level_text = bigger_default_font.render("Choose a level:", True, white_smoke) # texts
texture_not_found = pygame.image.load("textures/texture_not_found.png")
texture_not_found = pygame.transform.scale(texture_not_found, (40 * settings["level_size_multiplier"], 40 * settings["level_size_multiplier"]))
icon_texture = load_texture("textures/icon.png")
full_icon_texture = load_texture("textures/icon_full.png")
full_icon_texture = pygame.transform.scale(full_icon_texture, (260, 90))
catapult_frame_texture = load_texture("textures/catapult/frame.png")
catapult_frame_texture = pygame.transform.scale(catapult_frame_texture, (66 * 5 * settings["level_size_multiplier"], 31 * 5 * settings["level_size_multiplier"]))
catapult_arm_texture = load_texture("textures/catapult/arm.png")
catapult_arm_texture = pygame.transform.scale(catapult_arm_texture, (25 * 5 * settings["level_size_multiplier"], 53 * 5 * settings["level_size_multiplier"]))
stone_block_texture = load_block_texture("textures/terrain/stone_01.png")
dirt_block_texture = load_block_texture("textures/terrain/dirt_01.png")
grass_block_texture = load_block_texture("textures/terrain/grass_01.png")
rock_block_texture = load_block_texture("textures/terrain/rock_01.png")
# buttons
buttons.append(pg.TextButton("Start", center, screen, lambda: page_switch("level_selector"), text_color=white_smoke, bg_color=dim_gray, font=bigger_default_font))
start_button = len(buttons) - 1
text_buttons.append(start_button)
buttons.append(pg.TextButton("1", (128, 128), screen, lambda: start_level(1), text_color=white_smoke, bg_color=dim_gray, font=bigger_default_font, padding=(17, 8)))
lvl_one_button = len(buttons) - 1
text_buttons.append(lvl_one_button)
# /buttons
# /variables
# loading completed
screen = pygame.display.set_mode(settings["win_size"], flags=pygame.RESIZABLE)