-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathplay.pyw
714 lines (668 loc) · 29.1 KB
/
play.pyw
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
#imports game modules
from network import Network
import sys
import os
import pygame
import pickle
import numpy
import random
import time
from pygame.locals import *
import _thread
# import my modules
import sprites
from settings import *
import mapLoader
import mapEditor
import FontRenderer
from network import Network
import server as server
#from gameMenu import Menu
class airBlock(pygame.sprite.Sprite):
def __init__(self,pos_start,x = None,y = None, pos_end = None):
self.value = -1 # -1 is reserved for airBlock
super().__init__()
if pos_end is not None:
px = pos_end[0] - pos_start[0]
py = pos_end[1] - pos_start[1]
else:
px = x
py = y
self.image = pygame.Surface((px,py))
self.image.set_colorkey('#000000')
self.rect = self.image.get_rect()
self.rect.topleft = pos_start
class MenuBlocks(pygame.sprite.Sprite):
def __init__(self,img,pos,val):
super().__init__()
self.image = pygame.image.load(r'./OtherData/' + img).convert()
self.image.set_colorkey("#000000")
self.rect = self.image.get_rect()
self.rect.topleft = pos
self.value = val
def initDisplay():
pygame.display.init()
pygame.display.set_icon(pygame.image.load(r'OtherData/logo_round.png'))
pygame.display.set_caption('[V E R T E X]')
class Game:
def __init__(self):
#---------------- PYGAME STUFF ------------------#
self.settings = Settings()
os.environ['SDL_VIDEO_CENTERED'] = '1'
pygame.init()
self.displaySize = self.settings.getDisplaySize()
initDisplay()
pygame.mouse.set_visible(False)
#self.screen = pygame.Surface((self.settings.width,self.settings.height))
self.font = pygame.font.Font('./FontData/8-bit-pusab.ttf',12)
self.display = pygame.display.set_mode((self.settings.width,self.settings.height))
self.screen = pygame.Surface((self.settings.width, self.settings.height))
self.fullscreen = False
self.fpsClock = pygame.time.Clock()
self.homeScreen()
def newGame(self):
while True:
#-------------------------- MENU ------------------------#
if self.hosting:
self.running = self.hostGame() # sets self.address and self.port
else:
self.running = self.joinGame()
#------------------------ EXECUTION ---------------------#
if self.running:
if self.hosting:
self.peers = int(self.peers)
self.level = int(self.level)
self.address = 'localhost'
self.myServer = server.Server(self.peers,self.port,self.level)
self.myServer.start()
else:
self.hosting = False
break
self.settings.lastPort = self.port = int(self.port)
self.settings.lastAddress = self.address
self.settings.lastName = self.name
self.settings.update()
#--------- LOADING STUFF ------------------------#
self.playerGroup = pygame.sprite.Group()
self.screen.blit(pygame.image.load('./OtherData/joining_game.png'),(0,0))
self.display.blit(self.screen,(0,0))
pygame.display.update()
#--------- SPRITE OVER NETWORK STUFF ------------#
self.net = Network(self,self.address,self.port,self.name)
try:
self.peers = self.net.peers
except Exception as err:
print(err)
continue
self.vertex = [[(50,50),0,'P1'],[(250,100),0,'P2'],[(450,150),0,'P3']][:self.peers]
self.index = { 'pos' : 0, 'draw' : 1, 'name' : 2,'role' : 3}
self.nameSurfs = []
self.playerNames = ['P1','P2','P3'][:self.peers]
self.addAllPlayers()
self.redundantAngel = sprites.Angel(-1,(-500,-500),0)
#---------------- MAP INIT STUFF ----------------#
self.map = self.net.map
self.chunks = self.map.chunks
self.chunkDimension = (40*32,40*18)
self.dimensions = (self.chunks[0]*32,self.chunks[1]*18)
self.bg = self.map.bg
self.setCamFocus(self.player)
#---------------- GAME RUNTIME STUFF ------------#
self.down_pressed = False
self.paused = False
self.threads = True
self.cam = pygame.math.Vector2(1.0,0.0)
self.otherCam = pygame.math.Vector2(1.0,0.0)
self.LB_x = self.LB_y = 0 - data['bounds']
self.UB_x = data['bounds'] + data['width']//2 * (self.chunks[0] + 1)
self.UB_y = data['bounds'] + data['height']//2 * self.chunks[1]
self.focus = [(self.settings.width - self.player.rect.width) // 2,
(self.settings.height - self.player.rect.height) // 2]
self.downFocus = self.focus[0],self.focus[1] -200,
self.bottomFocus = self.focus[0],self.focus[1] + 200,
self.leftFocus = self.focus[0],self.focus[1],
self.rightFocus = self.focus[0],self.focus[1],
self.correction = [0,0] # bottom [0,200] top[0,-200]
self.notification_draw = False
self.lastNotification = "Welcome to The Game"
self.mainloop()
self.net.client.close()
self.player.kill()
break
if self.hosting:
self.myServer.quit()
self.hosting = False
def addAllPlayers(self):
# initialize all locations
for _id in range(self.peers):
a = sprites.Angel(_id,self.net.initRect,_id)
self.playerGroup.add(a)
self.nameSurfs.append([self.font.render(self.vertex[_id][2],True,'#f0f0f0'),5])
if self.net.id == _id: # link this game session and player
self.player = a
def loading(self,text):
item = FontRenderer.CenteredText(text,(640,550), textSize = 25,color = '#303030')
self.screen.blit(pygame.image.load('./OtherData/joining_game.png'),(0,0))
item.draw(self.screen)
self.display.blit(self.screen,(0,0))
pygame.display.update()
def mainloop(self):
# threaded processes
while True:
# handle, update and draw
events = pygame.event.get()
pressed = self.handleGameEvents(events)
if pressed == K_ESCAPE:
self.paused = True
self.pause(events)
self.paused = False
self.setCamFocus(self.player)
if not self.running:
break
self.handlePlayerEvents(self.player,events)
self.update()
self.draw()
# flip and tick
self.display.blit(self.screen,(0,0))
self.drawHud()
pygame.display.update()
self.fpsClock.tick(self.settings.fps)
self.threads = False
def notify(self):
self.notification = FontRenderer.CenteredText(self.lastNotification,(640,150), textSize = 30)
self.notification_draw = True
c = 250
while self.notification_draw:
if c <= 0:
self.notification_draw = False
c -= 5
self.notification.txt.set_alpha(c)
self.fpsClock.tick(30)
def drawHud(self):
if self.notification_draw:
self.notification.draw(self.display)
def setCamFocus(self,entity,axes='both'):
if axes == 'both':
self.focusedPlayerX = self.focusedPlayerY = entity
elif axes == 'x' or axes == 'X':
self.focusedPlayerX = entity
elif axes == 'y' or axes == 'Y':
self.focusedPlayerY = entity
def camUpdates(self):
self.correction = [0,0]
if not self.paused:
if (self.player.rect.x // 40) < 8:
self.correction[0] = 330
elif (self.player.rect.x // 40) > self.chunks[0]*32 - 8:
self.correction[0] = -300
if (self.player.rect.y // 40) > self.chunks[1]*18 - 12:
self.correction[1] = -100
if self.down_pressed:
dy = (self.focusedPlayerY.rect.y - self.cam[1] - self.downFocus[1] + self.correction[1])
else:
dy = (self.focusedPlayerY.rect.y - self.cam[1] - self.focus[1] + self.correction[1])
dx = (self.focusedPlayerX.rect.x - self.cam[0] - self.focus[0] + self.correction[0])
self.cam[0] += dx/20
self.otherCam[0] = dx/22
self.cam[1] += dy/20
self.otherCam[1] = dx/22
self.cam[0] = int(self.cam[0])
self.cam[1] = int(self.cam[1])
def update(self):
#---------------- player updates ------------#
self.move(self.map.group)
self.camUpdates()
self.map.group.update()
self.player.update()
self.updateAllPlayers()
#---------------- MAP UPDATES ---------------#
if self.player.rect.y >= self.settings.height * self.chunks[1]:
self.player.rect.topleft = random.choice([(50,50),(1000,50),(1700,50)])
self.player.physics.vel = pygame.math.Vector2(0.0,0.0)
def updateAllPlayers(self):
# this is just to test
try:
self.vertex = pickle.loads(self.net.send(
pickle.dumps([self.net.id,(self.player.rect.x,self.player.rect.y),self.paused])
))
except Exception as e:
print(e)
self.net.client.close()
self.running = False
for i,p in enumerate(self.vertex):
if p[self.index['name']] != self.playerNames[i]:
self.nameSurfs[i][0] = self.font.render(p[self.index['name']],True,'#f0f0f0')
self.nameSurfs[i][1] = self.nameSurfs[i][0].get_rect().width//2
for player,vert in zip(self.playerGroup.sprites(),self.vertex):
player.rect.x, player.rect.y = vert[0]
def blitAndFlip(self):
self.display.fill("#101010")
self.display.blit(pygame.transform.scale(self.screen,self.displaySize),(0,0))
pygame.display.flip()
def drawAllPlayers(self):
for player in self.playerGroup.sprites():
if self.vertex[player.id][1]:
self.screen.blit(player.image,
(player.rect.x - self.cam[0], player.rect.y - self.cam[1]))
self.screen.blit(self.nameSurfs[player.id][0],
(player.rect.x + player.rect.width//2 - self.cam[0] - self.nameSurfs[player.id][1], player.rect.y - self.cam[1] - 25))
def draw(self):
# fill with black
self.screen.blit(self.bg,(0,0))
# draw environment
self.map.draw(self.screen, self.cam)
# draw players
self.drawAllPlayers()
#self.screen.blit(self.player.image,self.player.rect)
def pause(self,events):
self.setCamFocus(self.redundantAngel)
resume = pygame.transform.scale(pygame.image.load('./OtherData/resume.png').convert(),(280,90))
resume.set_colorkey((0,0,0))
exit = pygame.transform.scale(pygame.image.load('./OtherData/exit.png').convert(),(280,90))
exit.set_colorkey((0,0,0))
button_selected = pygame.transform.scale(pygame.image.load('./OtherData/select.png').convert(),(280,90))
button_selected.set_colorkey((0,0,0))
resumeCoords = FontRenderer.centerCoords(resume,(340,420))
exitCoords = FontRenderer.centerCoords(exit,(340,520))
bg = pygame.Surface((self.settings.width,self.settings.height)).convert()
bg.fill((30,30,30))
bg.set_alpha(150)
self.player.physics.acc = pygame.math.Vector2(0,0)
selected = 0
options = 2
paused = True
while paused:
events = pygame.event.get()
pressed = self.handleGameEvents(events)
if pressed == K_ESCAPE:
break
for event in events:
if event.type == KEYDOWN:
if event.key == K_DOWN:
if selected != options -1:
selected += 1
elif event.key == K_UP:
if selected != 0:
selected -= 1
elif event.type == KEYUP:
if event.key == K_RETURN:
if selected == 0:
paused = False
if selected == 1:
self.running = False
paused = False
self.update()
self.draw()
self.screen.blit(bg,(0,0))
self.screen.blit(resume,resumeCoords)
self.screen.blit(exit,exitCoords)
if selected == 0:
self.screen.blit(button_selected,resumeCoords)
elif selected == 1:
self.screen.blit(button_selected,exitCoords)
# flip and tick
self.display.blit(self.screen,(0,0))
pygame.display.update()
self.fpsClock.tick(self.settings.fps)
def handleGameEvents(self,events):
for event in events:
if event.type == QUIT:
self.running = False
if event.type == KEYDOWN:
if event.key == K_F11:
self.fullscreen = not self.fullscreen
pygame.display.toggle_fullscreen()
if event.key == K_F6:
if not self.notification_draw:
_thread.start_new_thread(self.notify,())
if event.type == KEYUP:
if event.key == K_RETURN: return K_RETURN
if event.key == K_ESCAPE: return K_ESCAPE
def handlePlayerEvents(self,player,events):
for event in events:
if event.type == KEYDOWN:
player.start_move(event)
if event.key == K_DOWN:
self.down_pressed = True
player.dash()
if event.key == K_SPACE or event.key == K_UP or event.key == K_w:
player.jumping = True
if event.type == KEYUP:
player.stop_move(event)
if event.key == K_SPACE or event.key == K_UP or event.key == K_w:
player.jumping = False
if event.key == K_DOWN: self.down_pressed = False
if event.key == K_RETURN: return K_RETURN
def collisionDetect(self,entity,group):
for entity2 in group.sprites():
if entity2.value:
if entity.rect.colliderect(entity2.rect):
return entity2
# group is that of platforms with which the player interacts
def move(self,group):
self.player.colliding = {'top':False,'bottom':False,'left':False,'right':False}
self.player.move_x()
s = self.collisionDetect(self.player,group)
if s:
if self.player.physics.vel.x > 0:
self.player.colliding['right'] = True
self.player.rect.right = s.rect.left
elif self.player.physics.vel.x < 0:
self.player.colliding['left'] = True
self.player.rect.left = s.rect.right
self.player.move_y()
s = self.collisionDetect(self.player,group)
if s:
if self.player.physics.vel.y > 0:
self.player.colliding['bottom'] = True
self.player.rect.bottom = s.rect.top
elif self.player.physics.vel.y < 0:
self.player.colliding['top'] = True
self.player.rect.top = s.rect.bottom
return s #the entity that collided last
def editor(self):
print('entered here')
editor = mapEditor.MapEditor(self)
print('done')
self.homeScreen()
def homeScreen(self):
self.home = True
bg = pygame.image.load('./OtherData/home.png').convert()
selected = 9
homeSprites = []
self.homeGroup = pygame.sprite.Group()
self.player = sprites.Angel(0,[633,100],3)
for i in [('options.png',(55,533),1),('play.png',(480,513),2),
('exit.png',(889,533),3),('T.png',(632,154),9)]:
x = MenuBlocks(i[0],i[1],i[2])
self.homeGroup.add(x)
homeSprites.append(x)
def changeSelected(x,selected):
for homeButton in self.homeGroup:
if homeButton is x:
selected = homeButton.value
if selected == homeButton.value:
homeButton.image.set_alpha(255)
else:
homeButton.image.set_alpha(180)
return selected
selected = 4
actions = [None,self.editor,self.gameSelect]
done = True
doneSelected = False
while self.home:
events = pygame.event.get()
s = self.move(self.homeGroup)
if not doneSelected:
self.handlePlayerEvents(self.player,events)
if self.player.rect.y > 800: self.player.rect.topleft = (633,100)
else:
if done:
homeSprites[selected - 1].kill()
done = False
if self.player.rect.y > 800:
self.home = False
pressed = self.handleGameEvents(events)
selected = changeSelected(s, selected)
if pressed == K_RETURN:
if selected in (1,3): break
if selected == 2: doneSelected = True
self.player.update()
self.screen.blit(bg,(0,0))
self.screen.blit(self.player.image,self.player.rect.topleft)
self.homeGroup.draw(self.screen)
self.display.blit(self.screen,(0,0))
pygame.display.update()
self.fpsClock.tick(self.settings.fps)
print('this is it')
print(selected)
if selected != 3:
actions[selected]()
self.player.kill()
def gameSelect(self):
while True:
bg = pygame.image.load('./OtherData/game_select.png').convert()
selected = 9
homeSprites = []
self.gameGroup = pygame.sprite.Group()
self.player.rect.top = -100
for i in [('join_game.png',(70,533),1),('host_game.png',(850,533),2)]:
x = MenuBlocks(i[0],i[1],i[2])
self.gameGroup.add(x)
homeSprites.append(x) #16 68 = 84
self.gameGroup.add(airBlock((475,510),330,16))
self.gameGroup.add(airBlock((475,596),330,16))
self.gameGroup.add(airBlock((475,680),330,16))
def changeSelected(x,selected):
for homeButton in self.gameGroup:
if homeButton is x:
selected = homeButton.value
if selected == homeButton.value:
homeButton.image.set_alpha(255)
else:
homeButton.image.set_alpha(180)
return selected
selected = 4
gameTime = True
done = True
doneSelected = False
while gameTime:
events = pygame.event.get()
s = self.move(self.gameGroup)
if not doneSelected:
self.handlePlayerEvents(self.player,events)
if self.player.rect.y > 800: self.player.rect.topleft = (633,100)
else:
if done:
homeSprites[selected - 1].kill()
done = False
if self.player.rect.y > 800:
gameTime = False
pressed = self.handleGameEvents(events)
selected = changeSelected(s, selected)
if pressed == K_RETURN:
if selected in (1,2): doneSelected = True
if pressed == K_ESCAPE:
selected = 3
break
self.player.update()
self.screen.blit(bg,(0,0))
self.screen.blit(self.player.image,self.player.rect.topleft)
self.gameGroup.draw(self.screen)
self.display.blit(self.screen,(0,0))
pygame.display.update()
self.fpsClock.tick(self.settings.fps)
if selected == 1:
self.hosting = False
self.newGame()
self.player = sprites.Angel(3,(640,-100),3)
continue
elif selected == 2:
self.hosting = True
self.newGame()
self.player = sprites.Angel(3,(640,-100),3)
continue
break
self.homeScreen()
self.player.kill()
def hostGame(self):
self.peers = '1'
self.level = '1'
self.address = str(self.settings.lastAddress)
self.port = str(self.settings.lastPort)
self.name = str(self.settings.lastName)
selected = 9
joinSprites = []
numlist = [str(i) for i in range(1,10)]
joinGroup = pygame.sprite.Group()
self.player.rect.topleft = (950,-10)
for i in [('desk.png',(932,346),1)]:#,('join.png',(700,500),2)]:
x = MenuBlocks(i[0],i[1],i[2])
joinGroup.add(x)
joinSprites.append(x)
NAME = FontRenderer.Button(' ',(232,216),color=None,key = '#38b6ff',textSize = 30)
PEER = FontRenderer.Button(' ',(505,211),color=None,key = '#38b6ff',textSize = 30)
MAP = FontRenderer.Button(' ',(407,406), color=None, key = '#38b6ff',textSize = 30)
PORT = FontRenderer.Button(' ',(640,394), color=None, key = '#38b6ff',textSize = 30)
bg_image = pygame.image.load(r'./OtherData/Host_screen.png').convert()
NAMEselected = pygame.Surface((5,257 - 175)) #84,175 -> 257
NAMEselected.fill('#ffffff')
PEERselected = pygame.Surface((5,250 - 169)) #407,169 -> 250
PEERselected.fill('#ffffff')
MAPselected = pygame.Surface((5,449 - 367)) #309,367 -> 449
MAPselected.fill('#ffffff')
PORTselected = pygame.Surface((5,423 - 362)) #548,362 -> 423
PORTselected.fill('#ffffff')
add = 1
while True:
if self.player.rect.y > 800: self.player.rect.topleft = (950,-10)
events = pygame.event.get()
s = self.move(joinGroup)
for event in events:
if event.type == KEYDOWN:
if event.key == K_BACKSPACE:
if add == 0: self.name = self.name[:-1]
elif add == 1: self.peers = '1'
elif add == 2: self.level = self.level[:-1]
else: self.port = self.port[:-1] if len(self.port) > 1 else self.port
else:
if event.key != K_RETURN and event.key != K_ESCAPE and event.key != K_TAB:
if add == 0: self.name += event.unicode
elif add == 1: self.peers = event.unicode if event.unicode in numlist else self.peers
elif add == 2: self.level += event.unicode if event.unicode in numlist else ''
else: self.port += event.unicode if event.unicode in numlist else ''
if event.key == K_TAB:
add = (add + 1) % 4
if event.type == KEYUP:
if event.key == K_RETURN:
return True
self.handlePlayerEvents(self.player,events)
pressed = self.handleGameEvents(events)
if pressed == K_ESCAPE:
return False
self.player.update()
self.screen.blit(bg_image,(0,0))
if add == 0:
self.screen.blit(NAMEselected,(84,175))
elif add == 1:
self.screen.blit(PEERselected,(407,169))
elif add == 2:
self.screen.blit(MAPselected,(309,367))
elif add == 3:
self.screen.blit(NAMEselected,(548,362))
NAME.renderFonts(self.name)
NAME.draw(self.screen)
PORT.renderFonts(self.port)
PORT.draw(self.screen)
PEER.renderFonts(self.peers)
PEER.draw(self.screen)
PORT.renderFonts(self.port)
PORT.draw(self.screen)
MAP.renderFonts(self.level)
MAP.draw(self.screen)
joinGroup.draw(self.screen)
self.screen.blit(self.player.image,self.player.rect.topleft)
self.fpsClock.tick(self.settings.fps)
self.display.blit(self.screen,(0,0))
pygame.display.flip()
def joinGame(self):
self.address = str(self.settings.lastAddress)
self.port = str(self.settings.lastPort)
self.name = str(self.settings.lastName)
selected = 9
joinSprites = []
joinGroup = pygame.sprite.Group()
self.player.rect.topleft = (80,-10)
for i in [('desk.png',(77,600),1)]:#,('join.png',(700,500),2)]:
x = MenuBlocks(i[0],i[1],i[2])
joinGroup.add(x)
joinSprites.append(x)
ADD = FontRenderer.Button(' ',(703,264),color=None,key = '#38b6ff',textSize = 30)
PORT = FontRenderer.Button(' ',(1030,264),color=None,key = '#38b6ff',textSize = 30)
NAME = FontRenderer.Button(' ',(873,424), color=None, key = '#38b6ff',textSize = 30)
bg_image = pygame.image.load(r'./OtherData/Join_Screen.png').convert()
ADDselected = pygame.Surface((5,80)) #483,224
ADDselected.fill('#ffffff')
PORTselected = pygame.Surface((5,60)) #938,234
PORTselected.fill('#ffffff')
NAMEselected = pygame.Surface((5,65)) #704,388
NAMEselected.fill('#ffffff')
add = 1
while True:
if self.player.rect.y > 800: self.player.rect.topleft = (80,-10)
events = pygame.event.get()
s = self.move(joinGroup)
for event in events:
if event.type == KEYDOWN:
if event.key == K_BACKSPACE:
if add == 0: self.address = self.address[:-1]
elif add == 1: self.port = self.port[:-1]
else: self.name = self.name[:-1]
else:
if event.key != K_RETURN and event.key != K_ESCAPE and event.key != K_TAB:
if add == 0: self.address += event.unicode
elif add == 1: self.port += event.unicode
else: self.name += event.unicode
if event.key == K_TAB:
add = (add + 1) % 3
if event.type == KEYUP:
if event.key == K_RETURN:
return True
self.handlePlayerEvents(self.player,events)
pressed = self.handleGameEvents(events)
if pressed == K_ESCAPE:
return False
self.player.update()
self.screen.blit(bg_image,(0,0))
if add == 0:
self.screen.blit(ADDselected,(483,224))
elif add == 1:
self.screen.blit(PORTselected,(938,234))
elif add == 2:
self.screen.blit(NAMEselected,(701,388))
ADD.renderFonts(self.address)
ADD.draw(self.screen)
PORT.renderFonts(self.port)
PORT.draw(self.screen)
NAME.renderFonts(self.name)
NAME.draw(self.screen)
joinGroup.draw(self.screen)
self.screen.blit(self.player.image,self.player.rect.topleft)
self.fpsClock.tick(self.settings.fps)
self.display.blit(self.screen, (0,0))
pygame.display.flip()
def sorry(self,text,text2 = '',size= 25):
self.screen.fill('#101010')
messege = FontRenderer.CenteredText(text,(640,300), textSize = size)
if len(text2) > 40:
FontRenderer.CenteredText(' '.join(text2.split()[:6]),(640,400), textSize = 20).draw(self.screen)
FontRenderer.CenteredText(' '.join(text2.split()[6:]),(640,450), textSize = 20).draw(self.screen)
else:
FontRenderer.CenteredText(text2,(640,400), textSize = 15).draw(self.screen)
running = True
messege.draw(self.screen)
self.display.blit(self.screen,(0,0))
pygame.display.update()
while running:
for event in pygame.event.get():
if event.type == KEYUP:
if event.key == K_RETURN or event.key == K_ESCAPE:
self.fadeIn()
return
def fadeIn(self):
fadePad = pygame.Surface((self.settings.width,self.settings.height))
fadePad.fill("#101010")
alpha = 40
while True:
alpha += 11
if alpha > 255:
break
fadePad.set_alpha(alpha)
self.screen.blit(fadePad,(0,0))
pygame.display.flip()
pygame.time.delay(2)
self.screen.fill("#101010")
pygame.time.delay(50)
if __name__ == "__main__":
game = Game()
pygame.quit()