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other_objects.py
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other_objects.py
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import pygame, sys
from KeyList import key_list
from arc_fade import fade
#Constants
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
LIGHT_GREY = (200, 200, 200)
DARK_GREY = (150, 150, 150)
GREEN = (50, 200, 50)
BLUE = (50, 50, 200)
RED =(200, 50, 50)
ORANGE = (255, 100, 0)
YELLOW = (255, 255, 0)
WIN_W = 1600
WIN_H = 900
#OTHER OBJECTS
#Position is a tuple of (x, y)
#So far we only have menuing text objects and buttons
class Regular_Text(pygame.sprite.Sprite):
def __init__(self, size, color, position, text, font = None):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.color = color
self.text = text
self.font = pygame.font.Font(font, size)
self.image = self.font.render(self.text, 1, self.color)
self.rect = self.image.get_rect()
self.rect.center = position
self.red = 0
self.blue = 0
self.green = 0
def update(self, screen):
screen.blit(self.image, (self.rect.x, self.rect.y))
def fade_in(self, screen):
if self.red <254:
self.red += 2
self.blue += 2
self.green += 2
self.image = self.font.render(self.text, 1, (self.red, self.green, self.blue))
screen.blit(self.image, (self.rect.x, self.rect.y))
def blink(self, screen, cur_time, beg_time):
if (cur_time - beg_time) % 1000 < 500:
screen.blit(self.image, (self.rect.x, self.rect.y))
def fade_out(self, screen):
if self.red > 0:
self.red -= 2
self.blue -= 2
self.green -= 2
self.image = self.font.render(self.text, 1, (self.red, self.green, self.blue))
screen.blit(self.image, (self.rect.x, self.rect.y))
class Click_Button(pygame.sprite.Sprite):
def __init__(self, size, color, box_color, position, text, next_screen, object = None, object2 = None, font = None, default_fill = None, fade = False):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.color = color
self.text = text
self.font = pygame.font.Font(font, self.size)
self.image = self.font.render(self.text, 1, self.color)
self.rect = self.image.get_rect()
self.rect.center = position
self.outline = pygame.Rect(self.rect.x - 6, self.rect.y - 6, self.rect.width + 12, self.rect.height + 12)
self.box = pygame.Surface((self.rect.width + 10, self.rect.height + 10))
self.box_color = box_color
self.box.convert()
self.box.fill((box_color))
self.box_x = self.outline.x + 1
self.box_y = self.outline.y + 1
self.gray = False
self.next_screen = next_screen
self.stay = True
self.object = object
self.object2 = object2
self.went_to_screen = False
self.default_fill = default_fill
self.fade = fade
def update(self, screen, event):
self.gray = False
mouse_pos = pygame.mouse.get_pos()
if mouse_pos[0] > self.outline.left and mouse_pos[0] < self.outline.right and mouse_pos[1] > self.outline.top and mouse_pos[1] < self.outline.bottom:
self.gray = True
if event.type == pygame.MOUSEBUTTONUP and self.gray == True:
if self.next_screen == False or self.next_screen == True:
if self.fade == True:
fade(screen)
self.stay = self.next_screen
elif self.next_screen == None:
if self.fade == True:
fade(screen)
return None
elif self.object2 != None:
if self.fade == True:
fade(screen)
self.went_to_screen = True
self.next_screen(self.object, self.object2)
elif self.object != None:
if self.fade == True:
fade(screen)
self.went_to_screen = True
self.next_screen(self.object)
else:
self.went_to_screen = True
if self.fade == True:
fade(screen)
self.next_screen()
self.gray = False
def TextBlit(self, screen):
if self.default_fill!= None:
self.box.fill(self.default_fill)
screen.blit(self.box, (self.box_x, self.box_y))
if self.gray == True:
self.box.fill(self.box_color)
screen.blit(self.box, (self.box_x, self.box_y))
screen.blit(self.image, (self.rect.x, self.rect.y))
pygame.draw.rect(screen, self.color, self.outline, 1)
class Option_Text(pygame.sprite.Sprite):
def __init__(self, size, color, position, text, button, font = None):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.color = color
self.font = pygame.font.Font(font, size)
self.text = text
self.image = self.font.render(self.text, 1, self.color)
self.rect = self.image.get_rect()
self.rect.topright = position
self.button = button
self.back_rect = pygame.Rect(self.rect.right + 5, self.rect.top, self.rect.height + 3, 4.5 * self.size)
self.back = pygame.Surface([self.back_rect.height, self.back_rect.width])
self.back.convert()
self.back.fill(LIGHT_GREY)
for k in key_list:
if self.button == k[0]:
self.button_text = k[1]
self.button_text_image = self.font.render(self.button_text, 1, self.color)
self.button_text_rect = self.button_text_image.get_rect()
self.button_text_rect.x = self.back_rect.x + 3
self.button_text_rect.y = self.rect.y
self.selected = False
self.back_outline = pygame.Rect(self.back_rect.x - 1, self.back_rect.top - 4, self.back_rect.height + 2, self.back_rect.width + 2)
def update(self, event, option_text_group, mouse_pos):
if event.type == pygame.MOUSEBUTTONDOWN and mouse_pos[0] > self.back_outline.left and mouse_pos[0] < self.back_outline.right and mouse_pos[1] > self.back_outline.top and mouse_pos[1] < self.back_outline.bottom:
for o in option_text_group:
o.selected = False
self.selected = True
if self.selected == True:
for k in key_list:
if event.type == pygame.KEYDOWN and event.key == k[0]:
self.button = k[0]
for k in key_list:
if k[0] == self.button:
self.button_text = k[1]
self.button_text_image = self.font.render(self.button_text, 1, self.color)
return self.button_text
def TextBlit(self, screen):
screen.blit(self.image, (self.rect.x, self.rect.y))
screen.blit(self.back, (self.back_rect.x, self.back_rect.y - 3))
screen.blit(self.button_text_image, (self.button_text_rect.x, self.button_text_rect.y))
if self.selected == True:
pygame.draw.rect(screen, BLACK, self.back_outline, 1)
class Mission():
def __init__(self, screen, employer, building, difficulty, requirements, reward, mission_goto):
self.employer = employer
self.employer_text = Regular_Text(40, BLACK, (screen.get_rect().centerx, 100), ("Contractor: " + str(employer)))
self.building = building
self.building_text = Regular_Text(40, BLACK, ((screen.get_rect().centerx), 200), ("Location: " + str(building)))
self.difficulty = Regular_Text(40, BLACK, ((screen.get_rect().centerx), 300), ("Difficulty: " + str(difficulty)))
self.requirements = requirements
self.requirements_text = Regular_Text(40, BLACK, (screen.get_rect().centerx, 400), ("Requirements: "))
self.reward = reward
self.reward_text = Regular_Text(40, BLACK, ((screen.get_rect().centerx), 500), ("Reward: " + str(reward)))
self.accept = Click_Button(40, GREEN, LIGHT_GREY, (screen.get_rect().centerx - 100, 600), "Accept", mission_goto, None, None, None, None, True)
self.decline = Click_Button(40, RED, LIGHT_GREY, (screen.get_rect().centerx + 100, 600), "Decline", False)
def update(self, screen, event):
self.accept.update(screen, event)
self.decline.update(screen, event)
def TextBlit(self, screen):
screen.blit(self.employer_text.image, (self.employer_text.rect.x, self.employer_text.rect.y))
screen.blit(self.building_text.image, (self.building_text.rect.x, self.building_text.rect.y))
screen.blit(self.difficulty.image, (self.difficulty.rect.x, self.difficulty.rect.y))
screen.blit(self.reward_text.image, (self.reward_text.rect.x, self.reward_text.rect.y))
screen.blit(self.requirements_text.image, (self.requirements_text.rect.x, self.requirements_text.rect.y))
self.accept.TextBlit(screen)
self.decline.TextBlit(screen)
for r in range(len(self.requirements)):
screen.blit(Regular_Text(40, BLACK, (0, 0), str(self.requirements[r])).image, (self.requirements_text.rect.right + 10, self.requirements_text.rect.y + (60 * r)))
class Scroll_Text(pygame.sprite.Sprite):
def __init__(self, text, color, font = None, go = False): #text is str, color is rgb, font is the font value, if go is True, text will scroll
pygame.sprite.Sprite.__init__(self)
self.text = text
self.color = color
self.font = pygame.font.Font(font, 40)
self.image = self.font.render("", 1, self.color)
self.timer = 0
self.rect = pygame.Rect(150, WIN_H - 150, 1300, 140)
self.go = go
self.cur_text = ""
def Scroll(self, screen, TIMER):
Scroll = self.go
self.cur_text = ""
self.image = self.font.render(self.cur_text, 1, self.color)
while Scroll:
TIMER += 1
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_e:
if self.cur_text == self.text:
Scroll = False
self.kill()
elif self.cur_text != self.text:
self.cur_text = self.text
if self.go == True and TIMER%3 == 0:
self.cur_text = self.text[0:len(self.cur_text) + 1]
self.image = self.font.render(self.cur_text, 1, self.color)
pygame.draw.rect(screen, WHITE, self.rect, 0)
pygame.draw.rect(screen, BLACK, self.rect, 1)
screen.blit(self.image, (self.rect.left + 20, self.rect.top + 20))
pygame.display.update()
def update(self, screen, cur_event, activate_event):
if cur_event == activate_event:
self.go = True
def TextBlit(self, screen, TIMER):
if self.go == True and TIMER % 1 == 0:
self.cur_text = self.text[0:len(self.cur_text) + 1]
self.image = self.font.render(self.cur_text, 1, self.color)
pygame.draw.rect(screen, BLACK, self.rect, 1)
screen.blit(self.image, (self.rect.left + 20, self.rect.top + 20))