#!/usr/bin/python3 import os import pygame import numpy from tools import pg # if you import pg from tools, you dont need to init pygame. from tools.file_dict import FileDict # integrated settings (I dont trust my own settings class.) DEFAULT_WINDOW_SIZE = (800, 600) FPS = 60 SAVE_SETTINGS_ON_EXIT = True # some initializing pygame.init() screen = pygame.display.set_mode(DEFAULT_WINDOW_SIZE) pygame.display.set_caption("Cowyeet 2.0") if os.path.isfile("settings.txt"): settings = FileDict("settings.txt") else: settings = FileDict() settings.path = "settings.txt" settings["win_size"] = DEFAULT_WINDOW_SIZE settings["level_size_multiplier"] = 1 settings.save() # loading screen default_font = pygame.font.SysFont("ubuntu", 16) 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() # 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"])) def load_texture(path: str): # images if os.path.isfile(path): return pygame.image.load(path) else: return texture_not_found 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)) 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") # coordinate calculations def center_x(width: int): return screen.get_width() / 2 - width / 2 def center_y(height: int): return screen.get_height() / 2 - height / 2 def center(size): width, height = size return center_x(width), center_y(height) # other functions that are needed in button definition def start_level(lvl: int): global level page_switch("ingame") level = lvl 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 global level_surface level_data = __import__("data.levels." + str(lvl), fromlist="data.levels") lvl_width, lvl_height = level_data.level_size level_surface = pygame.Surface((lvl_width * 40 * settings["level_size_multiplier"], lvl_height * 40 * settings["level_size_multiplier"]), pygame.SRCALPHA, 32) x = 0 y = 0 for row in level_data.data_array: x = 0 for block in row: rx = x * 40 * settings["level_size_multiplier"] ry = y * 40 * settings["level_size_multiplier"] blit_block(block, (rx, ry)) x += 1 y += 1 def blit_block(block, position: tuple): if not block == 0: if block == 1: level_surface.blit(stone_block_texture, position) elif block == 2: level_surface.blit(dirt_block_texture, position) elif block == 3: level_surface.blit(grass_block_texture, position) elif block == 4: level_surface.blit(rock_block_texture, position) else: level_surface.blit(texture_not_found, position) def main_menu_page(): screen.blit(full_icon_texture, (center_x(full_icon_texture.get_width()), 128)) buttons[start_button].blit() def level_selector_page(): buttons[lvl_one_button].blit() screen.blit(choose_level_text, (screen.get_width() / 2 - choose_level_text.get_width() / 2, 16)) def ingame_page(): screen.fill(summer_sky) screen.blit(level_surface, (0, screen.get_height() - level_surface.get_height())) def page_selector(): if page == "main_menu": main_menu_page() elif page == "level_selector": level_selector_page() elif page == "ingame": ingame_page() def page_switch(new_page: str=None): global active_buttons global page if not new_page is None: page = new_page if page == "main_menu": active_buttons = [start_button] elif page == "level_selector": active_buttons = [lvl_one_button] elif page == "ingame": active_buttons = [] # for button in buttons: # button.active = False # # for button in active_buttons: # button.active = True def get_events(): global last_frame_mouse_pressed for event in pygame.event.get(): if event.type == pygame.QUIT: close() return if event.type == pygame.MOUSEBUTTONDOWN: pressed = mouse.get_pressed() pos = mouse.get_pos() if not last_frame_mouse_pressed: for button in active_buttons: buttons[button].check(pos, pressed) last_frame_mouse_pressed = True if event.type == pygame.VIDEORESIZE: window_size_reload(event.size) def loop(): global last_frame_mouse_pressed screen.fill(nero) get_events() if not running: return pressed = mouse.get_pressed() if not pressed[0] and not pressed[1] and not pressed[2]: last_frame_mouse_pressed = False page_selector() pygame.display.update() clock.tick(FPS) # loading completed screen = pygame.display.set_mode(settings["win_size"], flags=pygame.RESIZABLE) 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()