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Author | SHA1 | Date | |
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19d6a0f604 | |||
eca611ea34 | |||
a45b823879 |
1 changed files with 266 additions and 315 deletions
477
cowyeet.py
477
cowyeet.py
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@ -3,8 +3,8 @@
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import os
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import os
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import pygame
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import pygame
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import numpy
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import numpy
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from tools import pg # if you import pg from tools, you dont need to init pygame.
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from wobbl_tools import pg # if you import pg from tools, you dont need to init pygame.
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from tools.file_dict import FileDict
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from wobbl_tools.data_file import DictFile
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from physics.parabelfunc import berechneflugbahn
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from physics.parabelfunc import berechneflugbahn
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@ -14,386 +14,337 @@ FPS = 60
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SAVE_SETTINGS_ON_EXIT = True
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SAVE_SETTINGS_ON_EXIT = True
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pygame.init() # pygame initialization
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class Cowyeet:
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screen = pygame.display.set_mode(DEFAULT_WINDOW_SIZE)
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def __init__(self):
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pygame.display.set_caption("Cowyeet 2.0")
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self.DEFAULT_WINDOW_SIZE = DEFAULT_WINDOW_SIZE
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self.FPS = FPS
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self.SAVE_SETTINGS_ON_EXIT = SAVE_SETTINGS_ON_EXIT
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if os.path.isfile("settings.txt"): # If the settings exist, load them into a dict. Else create the settings with the default values.
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pygame.init() # pygame initialization
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settings = FileDict("settings.txt")
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self.screen = pygame.display.set_mode(DEFAULT_WINDOW_SIZE)
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pygame.display.set_caption("Cowyeet 2.0")
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else:
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self.settings = self.load_settings()
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settings = FileDict()
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self.draw_loading_screen()
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# variables
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self.nero = (40, 40, 40) # colors (color names by https://www.color-blindness.com/color-name-hue/)
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self.dim_gray = (100, 100, 100)
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self.summer_sky = (50, 200, 220)
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self.white_smoke = (240, 240, 240)
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self.buttons = [] # misc
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self.text_buttons = []
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self.active_buttons = []
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self.last_frame_mouse_pressed = False
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self.page = "main_menu"
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self.level = None
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self.level_data = None
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self.lvl_width = None
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self.level_surface = None
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self.cow_throwable = False
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self.cow_flying = False
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self.cow_position = (0, 0)
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self.cow_flight_path = []
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self.cow_flight_step = 0
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self.pressed_keys = []
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self.pressed_special_keys = pygame.key.get_mods()
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# pygame objects
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self.clock = pygame.time.Clock() # misc
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self.mouse = pygame.mouse
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self.keyboard = pygame.key
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self.bigger_default_font = pygame.font.SysFont("ubuntu", 32) # fonts
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self.choose_level_text = self.bigger_default_font.render("Choose a level:", True, self.white_smoke) # texts
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self.texture_not_found = pygame.image.load("textures/texture_not_found.png")
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self.texture_not_found = pygame.transform.scale(self.texture_not_found, (40 * self.settings["level_size_multiplier"], 40 * self.settings["level_size_multiplier"]))
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self.icon_texture = self.load_texture("textures/icon.png")
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self.full_icon_texture = self.load_texture("textures/icon_full.png")
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self.full_icon_texture = pygame.transform.scale(self.full_icon_texture, (260, 90))
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self.catapult_frame_texture = self.load_texture("textures/catapult/frame.png")
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self.catapult_frame_texture = pygame.transform.scale(self.catapult_frame_texture, (66 * 5 * self.settings["level_size_multiplier"], 31 * 5 * self.settings["level_size_multiplier"]))
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self.catapult_arm_texture = self.load_texture("textures/catapult/arm.png")
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self.catapult_arm_texture = pygame.transform.scale(self.catapult_arm_texture, (25 * 5 * self.settings["level_size_multiplier"], 53 * 5 * self.settings["level_size_multiplier"]))
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self.cow = self.load_texture("textures/cow/head.png")
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self.cow = pygame.transform.scale(self.cow, (64 * 5 * self.settings["level_size_multiplier"], 64 * 5 * self.settings["level_size_multiplier"]))
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self.stone_block_texture = self.load_block_texture("textures/terrain/stone_01.png")
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self.dirt_block_texture = self.load_block_texture("textures/terrain/dirt_01.png")
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self.grass_block_texture = self.load_block_texture("textures/terrain/grass_01.png")
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self.rock_block_texture = self.load_block_texture("textures/terrain/rock_01.png")
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# buttons
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self.buttons.append(
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pg.TextButton("Start", self.center, self.screen, lambda: self.page_switch("level_selector"), text_color=self.white_smoke, bg_color=self.dim_gray, font=self.bigger_default_font))
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self.start_button = len(self.buttons) - 1
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self.text_buttons.append(self.start_button)
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self.buttons.append(
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pg.TextButton("1", (128, 128), self.screen, lambda: self.start_level(1), text_color=self.white_smoke, bg_color=self.dim_gray, font=self.bigger_default_font, padding=(17, 8)))
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self.lvl_one_button = len(self.buttons) - 1
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self.text_buttons.append(self.lvl_one_button)
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# /buttons
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# /variables
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# loading completed
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self.screen = pygame.display.set_mode(self.settings["win_size"], flags=pygame.RESIZABLE, vsync=1)
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self.window_size_reload(self.settings["win_size"])
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pygame.display.set_icon(self.icon_texture)
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self.screen.fill(self.nero)
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pygame.display.update()
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self.page_switch("main_menu")
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self.running = True
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def load_settings(self):
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if os.path.isfile("settings.txt"): # If the settings exist, load them into a dict. Else create the settings with the default values.
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settings = DictFile("settings.txt")
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else:
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settings = DictFile()
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settings.path = "settings.txt"
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settings.path = "settings.txt"
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settings["win_size"] = DEFAULT_WINDOW_SIZE
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settings["win_size"] = DEFAULT_WINDOW_SIZE
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settings["level_size_multiplier"] = 1
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settings["level_size_multiplier"] = 1
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settings.save()
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settings.save()
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# loading screen
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return settings
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default_font = pygame.font.SysFont("ubuntu", 16)
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loading_text = default_font.render("Loading...", True, (240, 240, 240))
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screen.fill((40, 40, 40))
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def draw_loading_screen(self):
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screen.blit(loading_text, (400 - loading_text.get_width() / 2, 300 - loading_text.get_height() / 2))
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default_font = pygame.font.SysFont("ubuntu", 16)
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pygame.display.update()
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loading_text = default_font.render("Loading...", True, (240, 240, 240))
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# /loading screen
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self.screen.fill((40, 40, 40))
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self.screen.blit(loading_text, (400 - loading_text.get_width() / 2, 300 - loading_text.get_height() / 2))
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pygame.display.update()
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# functions
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def load_texture(self, path: str):
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# images
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def load_texture(path: str):
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if os.path.isfile(path):
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if os.path.isfile(path):
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return pygame.image.load(path)
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return pygame.image.load(path)
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else:
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else:
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return texture_not_found
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return self.texture_not_found
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def load_block_texture(self, path: str):
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texture = self.load_texture(path)
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def load_block_texture(path: str):
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return pygame.transform.scale(texture, (40 * self.settings["level_size_multiplier"], 40 * self.settings["level_size_multiplier"]))
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texture = load_texture(path)
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return pygame.transform.scale(texture, (40 * settings["level_size_multiplier"], 40 * settings["level_size_multiplier"]))
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def center_x(self, width: int):
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# /images
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return self.screen.get_width() / 2 - width / 2
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def center_y(self, height: int):
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return self.screen.get_height() / 2 - height / 2
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# coordinate calculations
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def center(self, size):
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def center_x(width: int):
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return screen.get_width() / 2 - width / 2
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def center_y(height: int):
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return screen.get_height() / 2 - height / 2
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def center(size):
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width, height = size
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width, height = size
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return center_x(width), center_y(height)
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return self.center_x(width), self.center_y(height)
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# /coordinate calculations
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def set_rot_point(self, img, pos):
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# image calculations
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def set_rot_point(img, pos):
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w, h = img.get_size()
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w, h = img.get_size()
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w, h = w * 2, h * 2
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w, h = w * 2, h * 2
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img2 = pygame.Surface((w, h), pygame.SRCALPHA)
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img2 = pygame.Surface((w, h), pygame.SRCALPHA)
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img2.blit(img, (w / 2 - pos[0], h / 2 - pos[1]))
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img2.blit(img, (w / 2 - pos[0], h / 2 - pos[1]))
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return img2, (w, h)
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return img2, (w, h)
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# / image calculations
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def start_level(self, lvl: int):
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self.page_switch("ingame")
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self.level = lvl
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# game logic
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self.load_level(lvl)
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def start_level(lvl: int):
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global level
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global cow_throwable
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page_switch("ingame")
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self.cow_throwable = True
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level = lvl
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load_level(lvl)
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def load_level(self, lvl):
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self.level_data = __import__("data.levels." + str(lvl), fromlist="data.levels")
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cow_throwable = True
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self.lvl_width, lvl_height = self.level_data.level_size
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self.level_surface = pygame.Surface((self.lvl_width * 40 * self.settings["level_size_multiplier"], lvl_height * 40 * self.settings["level_size_multiplier"]), pygame.SRCALPHA, 32)
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def load_level(lvl):
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global level_data
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global lvl_width
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global level_surface
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level_data = __import__("data.levels." + str(lvl), fromlist="data.levels")
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lvl_width, lvl_height = level_data.level_size
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level_surface = pygame.Surface((lvl_width * 40 * settings["level_size_multiplier"], lvl_height * 40 * settings["level_size_multiplier"]), pygame.SRCALPHA, 32)
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x = 0
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x = 0
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y = 0
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y = 0
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for row in level_data.data_array:
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for row in self.level_data.data_array:
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x = 0
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x = 0
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for block in row:
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for block in row:
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rx = x * 40 * settings["level_size_multiplier"]
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rx = x * 40 * self.settings["level_size_multiplier"]
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ry = y * 40 * settings["level_size_multiplier"]
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ry = y * 40 * self.settings["level_size_multiplier"]
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blit_block(block, (rx, ry))
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self.blit_block(block, (rx, ry))
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x += 1
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x += 1
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y += 1
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y += 1
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def blit_block(self, block, position: tuple):
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def blit_block(block, position: tuple):
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if not block == 0:
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if not block == 0:
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if block == 1:
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if block == 1:
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level_surface.blit(stone_block_texture, position)
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self.level_surface.blit(self.stone_block_texture, position)
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elif block == 2:
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elif block == 2:
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level_surface.blit(dirt_block_texture, position)
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self.level_surface.blit(self.dirt_block_texture, position)
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elif block == 3:
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elif block == 3:
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level_surface.blit(grass_block_texture, position)
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self.level_surface.blit(self.grass_block_texture, position)
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elif block == 4:
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elif block == 4:
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level_surface.blit(rock_block_texture, position)
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self.level_surface.blit(self.rock_block_texture, position)
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else:
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else:
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level_surface.blit(texture_not_found, position)
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self.level_surface.blit(self.texture_not_found, position)
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def yeet_cow(self):
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if self.cow_throwable:
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self.cow_throwable = False
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def yeet_cow():
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lvl_x, lvl_y = self.level_data.level_size
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global cow_throwable
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global cow_flying
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global cow_flight_path
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global cow_flight_step
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if cow_throwable:
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cow_throwable = False
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lvl_x, lvl_y = level_data.level_size
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lvl_x *= 40
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lvl_x *= 40
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lvl_x *= settings["level_size_multiplier"]
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lvl_x *= self.settings["level_size_multiplier"]
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lvl_y *= 40
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lvl_y *= 40
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lvl_y *= settings["level_size_multiplier"]
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lvl_y *= self.settings["level_size_multiplier"]
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cow_flight_path = berechneflugbahn(lvl_x, lvl_y, lvl_x + 100, 34, 128, xstep=10)
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self.cow_flight_path = berechneflugbahn(lvl_x, lvl_y, lvl_x + 100, 34, 128, xstep=10)
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cow_flying = True
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self.cow_flying = True
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cow_flight_step = 0
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self.cow_flight_step = 0
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# /game logic
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def main_menu_page(self):
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self.screen.blit(self.full_icon_texture, (self.center_x(self.full_icon_texture.get_width()), 128))
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self.buttons[self.start_button].blit()
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# page system
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def level_selector_page(self):
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def main_menu_page():
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self.buttons[self.lvl_one_button].blit()
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screen.blit(full_icon_texture, (center_x(full_icon_texture.get_width()), 128))
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buttons[start_button].blit()
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self.screen.blit(self.choose_level_text, (self.screen.get_width() / 2 - self.choose_level_text.get_width() / 2, 16))
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def level_selector_page():
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def ingame_page(self):
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buttons[lvl_one_button].blit()
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self.screen.fill(self.summer_sky)
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self.screen.blit(self.level_surface, (0, self.screen.get_height() - self.level_surface.get_height()))
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screen.blit(choose_level_text, (screen.get_width() / 2 - choose_level_text.get_width() / 2, 16))
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lvl_size = self.settings["level_size_multiplier"]
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cx, cy = self.level_data.catapult_pos
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def ingame_page():
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global cow_flight_step
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global cow_position
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global cow_flying
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global cow_throwable
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screen.fill(summer_sky)
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screen.blit(level_surface, (0, screen.get_height() - level_surface.get_height()))
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lvl_size = settings["level_size_multiplier"]
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cx, cy = level_data.catapult_pos
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cx = cx * 40 * lvl_size
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cx = cx * 40 * lvl_size
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cy = screen.get_height() - level_surface.get_height() + cy * 40 * lvl_size - catapult_frame_texture.get_height()
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cy = self.screen.get_height() - self.level_surface.get_height() + cy * 40 * lvl_size - self.catapult_frame_texture.get_height()
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screen.blit(catapult_frame_texture, (cx, cy))
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self.screen.blit(self.catapult_frame_texture, (cx, cy))
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screen.blit(catapult_arm_texture, (cx + 27 * 5 * lvl_size, cy - 35 * 5 * lvl_size))
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self.screen.blit(self.catapult_arm_texture, (cx + 27 * 5 * lvl_size, cy - 35 * 5 * lvl_size))
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if cow_flying:
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if self.cow_flying:
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cow_flight_step += 1
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self.cow_flight_step += 1
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x = cow_flight_path[cow_flight_step * 2]
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x = self.cow_flight_path[self.cow_flight_step * 2]
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y = cow_flight_path[cow_flight_step * 2 + 1]
|
y = self.cow_flight_path[self.cow_flight_step * 2 + 1]
|
||||||
cow_position = (x, screen.get_height() - y - 64 * 5 * settings["level_size_multiplier"])
|
self.cow_position = (x, self.screen.get_height() - y - 64 * 5 * self.settings["level_size_multiplier"])
|
||||||
|
|
||||||
if cow_flight_step * 2 == len(cow_flight_path) - 2:
|
if self.cow_flight_step * 2 == len(self.cow_flight_path) - 2:
|
||||||
cow_flying = False
|
self.cow_flying = False
|
||||||
cow_throwable = True
|
self.cow_throwable = True
|
||||||
|
|
||||||
screen.blit(cow, cow_position)
|
self.screen.blit(self.cow, self.cow_position)
|
||||||
|
|
||||||
|
def page_selector(self):
|
||||||
|
if self.page == "main_menu":
|
||||||
|
self.main_menu_page()
|
||||||
|
|
||||||
def page_selector():
|
elif self.page == "level_selector":
|
||||||
if page == "main_menu":
|
self.level_selector_page()
|
||||||
main_menu_page()
|
|
||||||
|
|
||||||
elif page == "level_selector":
|
elif self.page == "ingame":
|
||||||
level_selector_page()
|
self.ingame_page()
|
||||||
|
|
||||||
elif page == "ingame":
|
|
||||||
ingame_page()
|
|
||||||
|
|
||||||
|
|
||||||
def page_switch(new_page: str=None):
|
|
||||||
global active_buttons
|
|
||||||
global page
|
|
||||||
|
|
||||||
|
def page_switch(self, new_page: str=None):
|
||||||
if not new_page is None:
|
if not new_page is None:
|
||||||
page = new_page
|
self.page = new_page
|
||||||
|
|
||||||
if page == "main_menu":
|
if self.page == "main_menu":
|
||||||
active_buttons = [start_button]
|
self.active_buttons = [self.start_button]
|
||||||
|
|
||||||
elif page == "level_selector":
|
elif self.page == "level_selector":
|
||||||
active_buttons = [lvl_one_button]
|
self.active_buttons = [self.lvl_one_button]
|
||||||
|
|
||||||
elif page == "ingame":
|
elif self.page == "ingame":
|
||||||
active_buttons = []
|
self.active_buttons = []
|
||||||
|
|
||||||
# for button in buttons:
|
# for button in buttons:
|
||||||
# button.active = False
|
# button.active = False
|
||||||
#
|
#
|
||||||
# for button in active_buttons:
|
# for button in active_buttons:
|
||||||
# button.active = True
|
# button.active = True
|
||||||
# /page system
|
|
||||||
|
|
||||||
|
def close(self):
|
||||||
|
self.running = False
|
||||||
|
|
||||||
def close():
|
def window_size_reload(self, new_size):
|
||||||
global running
|
for button in self.text_buttons:
|
||||||
running = False
|
self.buttons[button].update()
|
||||||
|
|
||||||
|
self.settings["win_size"] = new_size
|
||||||
|
|
||||||
def window_size_reload(new_size):
|
def get_events(self):
|
||||||
for button in text_buttons:
|
|
||||||
buttons[button].update()
|
|
||||||
|
|
||||||
settings["win_size"] = new_size
|
|
||||||
|
|
||||||
|
|
||||||
def get_events():
|
|
||||||
global last_frame_mouse_pressed
|
|
||||||
|
|
||||||
for event in pygame.event.get():
|
for event in pygame.event.get():
|
||||||
if event.type == pygame.QUIT:
|
if event.type == pygame.QUIT:
|
||||||
close()
|
self.close()
|
||||||
return
|
return
|
||||||
|
|
||||||
if event.type == pygame.MOUSEBUTTONDOWN:
|
if event.type == pygame.MOUSEBUTTONDOWN:
|
||||||
pressed = mouse.get_pressed()
|
pressed = self.mouse.get_pressed()
|
||||||
pos = mouse.get_pos()
|
pos = self.mouse.get_pos()
|
||||||
|
|
||||||
if not last_frame_mouse_pressed:
|
for button in self.active_buttons:
|
||||||
for button in active_buttons:
|
self.buttons[button].check(pos, pressed)
|
||||||
buttons[button].check(pos, pressed)
|
|
||||||
|
|
||||||
last_frame_mouse_pressed = True
|
self.last_frame_mouse_pressed = True
|
||||||
|
|
||||||
elif event.type == pygame.VIDEORESIZE:
|
elif event.type == pygame.VIDEORESIZE:
|
||||||
|
|
||||||
window_size_reload(event.size)
|
self.window_size_reload(event.size)
|
||||||
|
|
||||||
elif event.type == pygame.KEYDOWN:
|
elif event.type == pygame.KEYDOWN:
|
||||||
key = event.key
|
key = event.key
|
||||||
|
|
||||||
if key == pygame.K_c and pressed_special_keys & pygame.KMOD_CTRL:
|
if key == pygame.K_c and self.pressed_special_keys & pygame.KMOD_CTRL:
|
||||||
close()
|
self.close()
|
||||||
|
|
||||||
elif key == pygame.K_SPACE:
|
elif key == pygame.K_SPACE:
|
||||||
if page == "ingame":
|
if self.page == "ingame":
|
||||||
yeet_cow()
|
self.yeet_cow()
|
||||||
|
|
||||||
|
def loop(self):
|
||||||
|
self.screen.fill(self.nero)
|
||||||
|
|
||||||
def loop():
|
self.pressed_keys = self.keyboard.get_pressed()
|
||||||
global last_frame_mouse_pressed
|
self.pressed_special_keys = self.keyboard.get_mods()
|
||||||
global pressed_keys
|
self.get_events()
|
||||||
global pressed_special_keys
|
|
||||||
|
|
||||||
screen.fill(nero)
|
if not self.running:
|
||||||
|
|
||||||
pressed_keys = keyboard.get_pressed()
|
|
||||||
pressed_special_keys = keyboard.get_mods()
|
|
||||||
get_events()
|
|
||||||
|
|
||||||
if not running:
|
|
||||||
return
|
return
|
||||||
|
|
||||||
pressed = mouse.get_pressed()
|
self.page_selector()
|
||||||
if not pressed[0] and not pressed[1] and not pressed[2]:
|
|
||||||
last_frame_mouse_pressed = False
|
|
||||||
|
|
||||||
page_selector()
|
|
||||||
|
|
||||||
pygame.display.update()
|
pygame.display.update()
|
||||||
|
|
||||||
clock.tick(FPS)
|
self.clock.tick(self.FPS)
|
||||||
|
|
||||||
|
|
||||||
# variables
|
if __name__ == "__main__":
|
||||||
nero = (40, 40, 40) # colors (color names by https://www.color-blindness.com/color-name-hue/)
|
game = Cowyeet()
|
||||||
dim_gray = (100, 100, 100)
|
|
||||||
summer_sky = (50, 200, 220)
|
|
||||||
white_smoke = (240, 240, 240)
|
|
||||||
|
|
||||||
buttons = [] # misc
|
while game.running:
|
||||||
text_buttons = []
|
game.loop()
|
||||||
active_buttons = []
|
|
||||||
last_frame_mouse_pressed = False
|
|
||||||
page = "main_menu"
|
|
||||||
level = None
|
|
||||||
level_data = None
|
|
||||||
lvl_width = None
|
|
||||||
level_surface = None
|
|
||||||
cow_throwable = False
|
|
||||||
cow_flying = False
|
|
||||||
cow_position = (0, 0)
|
|
||||||
cow_flight_path = []
|
|
||||||
cow_flight_step = 0
|
|
||||||
pressed_keys = []
|
|
||||||
pressed_special_keys = pygame.key.get_mods()
|
|
||||||
|
|
||||||
|
pygame.quit()
|
||||||
|
|
||||||
# pygame objects
|
if game.SAVE_SETTINGS_ON_EXIT:
|
||||||
clock = pygame.time.Clock() # misc
|
game.settings.save()
|
||||||
mouse = pygame.mouse
|
|
||||||
keyboard = pygame.key
|
|
||||||
|
|
||||||
bigger_default_font = pygame.font.SysFont("ubuntu", 32) # fonts
|
print("Bye!")
|
||||||
|
|
||||||
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"]))
|
|
||||||
cow = load_texture("textures/cow/head.png")
|
|
||||||
cow = pygame.transform.scale(cow, (64 * 5 * settings["level_size_multiplier"], 64 * 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, vsync=1)
|
|
||||||
window_size_reload(settings["win_size"])
|
|
||||||
pygame.display.set_icon(icon_texture)
|
|
||||||
screen.fill(nero)
|
|
||||||
pygame.display.update()
|
|
||||||
|
|
||||||
page_switch("main_menu")
|
|
||||||
|
|
||||||
running = True
|
|
||||||
|
|
||||||
while running:
|
|
||||||
loop()
|
|
||||||
|
|
||||||
pygame.quit()
|
|
||||||
|
|
||||||
if SAVE_SETTINGS_ON_EXIT:
|
|
||||||
settings.save()
|
|
||||||
|
|
||||||
print("Bye!")
|
|
||||||
|
|
Loading…
Reference in a new issue