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elements.py
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elements.py
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"""
Contains some UI element classes such as, buttons, textboxes etc
"""
import pygame
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
RED = ( 255, 0, 0)
GREEN = ( 0, 255, 0)
BLUE = ( 0, 0, 255)
ORANGE = ( 255, 127, 39)
class Button:
"""
Button class that can be selected and has an event associated with it
"""
def __init__(self, x, y, width, height, event, caption=""):
self.x = x
self.y = y
self.width = width
self.height = height
self.event = event
self.selected = 0
self.color = (BLACK, WHITE)
self.alpha = (100, 150)
self.font_size = int(self.height / 2.5)
self.caption = caption
def draw(self, screen):
self.font = pygame.font.Font("assets/Roboto-Thin.ttf", self.font_size)
button_background = pygame.Surface((self.width, self.height))
button_background.set_alpha(self.alpha[self.selected])
button_background.fill(WHITE)
screen.blit(button_background, [self.x, self.y])
pygame.draw.rect(screen, self.color[self.selected], (self.x, self.y, self.width, self.height), 2)
textBitmap = self.font.render(self.caption, True, (0, 0, 0))
x = (self.width - textBitmap.get_size()[0]) / 2 + self.x
y = (self.height - textBitmap.get_size()[1]) / 2 + self.y
screen.blit(textBitmap, [x, y])
class RadioButtons:
"""
A class that handles having multiple buttons arranged vertically
where only one button can be selected at a time
"""
def __init__(self, x, y, button_width, button_height, orientation, players):
self.buttons = []
self.players = players
self.threshold = 0.08
self.y_spacing = button_height * 0.25
self.x_spacing = button_width * 0.25
self.x = x
self.y = y
self.button_width = button_width
self.button_height = button_height
self._select_colors = (BLACK, WHITE)
self.orientation = orientation # 0 for vert 1 for hor
self.selected_button = None
self.stick_debounce = [0, 250]
self.stick_map = [(1, 3), (0, 2)]
@property
def select_colors(self):
return self._select_colors
@select_colors.setter
def select_colors(self, select_colors):
for button in self.buttons:
button.color = select_colors
self._select_colors = select_colors
def add_radio_button(self, event, caption):
if self.orientation == 0:
self.buttons.append(Button(self.x, self.y + len(self.buttons) * (self.y_spacing + self.button_height), \
self.button_width, self.button_height, event, caption))
elif self.orientation == 1:
self.buttons.append(Button(self.x + len(self.buttons) * (self.x_spacing + self.button_width), self.y, \
self.button_width, self.button_height, event, caption))
self.buttons[-1].color = self._select_colors
def select_button(self, target_button):
for button in self.buttons:
button.selected = 0
target_button.selected = 1
self.selected_button = target_button
self.stick_debounce[0] = pygame.time.get_ticks()
def update(self):
if self.selected_button == None:
self.select_button(self.buttons[0])
if self.players:
if pygame.time.get_ticks() - self.stick_debounce[0] > self.stick_debounce[1]:
for button in enumerate(self.buttons):
if button[0] == 0:
# check the second button is selected and player is moving up/left in the menu
if (self.players[0].get_input()[self.stick_map[self.orientation][0]] < -self.threshold \
or self.players[0].get_input()[self.stick_map[self.orientation][1]] < -self.threshold) and self.buttons[button[0] + 1].selected == 1:
self.select_button(button[1])
break
elif button[0] == (len(self.buttons) - 1):
# check if the second last button is selected and the player is moving down/right in menu
if (self.players[0].get_input()[self.stick_map[self.orientation][0]] > self.threshold or \
self.players[0].get_input()[self.stick_map[self.orientation][1]] > self.threshold) and self.buttons[button[0] - 1].selected == 1:
self.select_button(button[1])
break
else:
# check if any button that is not the first of last is selected and player is moving
# up/left from the next button or down/right from the previous
if ((self.players[0].get_input()[self.stick_map[self.orientation][0]] > self.threshold or \
self.players[0].get_input()[self.stick_map[self.orientation][1]] > self.threshold) and self.buttons[button[0] - 1].selected == 1) \
or ((self.players[0].get_input()[self.stick_map[self.orientation][0]] < -self.threshold or \
self.players[0].get_input()[self.stick_map[self.orientation][1]] < -self.threshold) and self.buttons[button[0] + 1].selected == 1):
self.select_button(button[1])
break
def draw(self, screen):
for button in self.buttons:
button.draw(screen)
class TextBox:
"""
Simple box of text that can have different colors and fonts etc
"""
def __init__(self, font_size, caption=""):
self._color = BLACK
self._font_face = "Roboto-Thin.ttf"
self.font_size = font_size
self.caption = caption
self.background = False
@property
def x(self):
return self._x
@x.setter
def x(self, x):
self._x = x
@property
def y(self):
return self._y
@y.setter
def y(self, y):
self._y = y
@property
def caption(self):
return self._caption
@caption.setter
def caption(self, caption):
# render text again when we update it
self._caption = caption
self.render_text()
@property
def font_size(self):
return self._font_size
@font_size.setter
def font_size(self, font_size):
self._font_size = font_size
self.font = pygame.font.Font("assets/" + self.font_face, self.font_size)
@property
def font_face(self):
return self._font_face
@font_face.setter
def font_face(self, font_face):
try:
self.font = pygame.font.Font("assets/" + font_face, self.font_size)
self._font_face = font_face
except:
pass
@property
def color(self):
return self._color
@color.setter
def color(self, color):
self._color = color
self.render_text()
def render_text(self):
self.textBitmap = self.font.render(self.caption, True, self.color)
def get_dimensions(self):
return self.textBitmap.get_size()
def draw(self, screen):
if self.background:
text_background = pygame.Surface((self.get_dimensions()[0] + self.font_size / 2, self.get_dimensions()[1] + self.font_size / 2))
text_background.set_alpha(150)
text_background.fill(WHITE)
screen.blit(text_background, [self.x - self.font_size / 4, self.y - self.font_size / 4])
pygame.draw.rect(screen, BLACK, (self.x - self.font_size / 4, self.y - self.font_size / 4, self.get_dimensions()[0] + self.font_size / 2, self.get_dimensions()[1] + self.font_size / 2), 2)
screen.blit(self.textBitmap, [self._x, self._y])
class PictureBox:
"""
Simple picture box with specified coordinates and an image
"""
def __init__(self, x, y, image):
self.x = x
self.y = y
self._image = image
def get_dimensions(self):
return self._image.get_size()
def draw(self, screen):
screen.blit(self._image, [self.x, self.y])
class CharacterStatusBar:
"""
Used to draw the status information of a character to the screen
in a status box
"""
def __init__(self, x, y, width, height, player):
self.x = x
self.y = y
self.width = width
self.height = height
self.player = player
def draw(self, screen):
background = pygame.Surface((self.width, self.height))
background.set_alpha(150)
background.fill(WHITE)
screen.blit(background, [self.x, self.y])
pygame.draw.rect(screen, self.player.color, (self.x, self.y, self.width, self.height), 2)
health_bar_x = self.width * 0.4 + self.x
health_bar_y = self.height * 0.22 + self.y
health_bar_width = self.width * 0.55
health_bar_height = self.height * 0.15
pygame.draw.rect(screen, self.player.color, (health_bar_x, health_bar_y, health_bar_width, health_bar_height), 1)
pygame.draw.rect(screen, self.player.color, (health_bar_x, health_bar_y, max(0, self.player.health * health_bar_width / self.player.max_health), health_bar_height))
font_size = int(self.height * 0.62)
font = pygame.font.Font("assets/Roboto-Thin.ttf", font_size)
textBitmap = font.render("P" + str(self.player.ID + 1), True, self.player.color)
screen.blit(textBitmap, \
[self.x + self.width * 0.1, \
(self.height - textBitmap.get_size()[1]) / 2 + self.y])
font_size = int(self.height * 0.4)
font = pygame.font.Font("assets/Roboto-Thin.ttf", font_size)
textBitmap = font.render(str(self.player.score), True, self.player.color)
screen.blit(textBitmap, \
[self.width * 0.95 + self.x - textBitmap.get_size()[0], \
self.y + self.height * 0.50])
class CharacterSelect:
"""
Used to select a color and lock in a player for gameplay
"""
COLORS = [RED, GREEN, ORANGE, BLUE]
def __init__(self, x, y, width, height, player):
self.x = x
self.y = y
self.width = width
self.height = height
self.target_height = self.height
self.player = player
self.state = 0
self.color_selection = 0
self.stick_debounce = [0, 250]
self.threshold = 0.08
self.animating = False
def update(self):
self.vertical_slide()
if not self.animating:
if self.state == 0 and self.player.get_debounced_input(5):
# player joins game
self.state = 1
elif self.state == 1:
if pygame.time.get_ticks() - self.stick_debounce[0] > self.stick_debounce[1]:
# player selects from the available colors
if self.player.get_input()[0] < -self.threshold or self.player.get_input()[2] < -self.threshold:
self.color_selection = (self.color_selection - 1) % len(CharacterSelect.COLORS)
self.stick_debounce[0] = pygame.time.get_ticks()
elif self.player.get_input()[0] > self.threshold or self.player.get_input()[2] > self.threshold:
self.color_selection = (self.color_selection + 1) % len(CharacterSelect.COLORS)
self.stick_debounce[0] = pygame.time.get_ticks()
if self.player.get_debounced_input(5):
# player is locked in
self.target_height = self.height * 0.5
self.state = 2
elif self.player.get_debounced_input(7):
# player backs out of game
self.state = 0
elif self.state == 2:
if self.player.get_debounced_input(7):
# player is not locked in
self.target_height = self.height * 2
self.state = 1
return self.state
def vertical_slide(self):
move_factor = 10
if abs(self.height - self.target_height) < move_factor:
self.height = self.target_height
self.animating = False
elif self.height - self.target_height > 0:
self.height -= move_factor
self.animating = True
elif self.height - self.target_height < 0:
self.height += move_factor
self.animating = True
def draw(self, screen):
background = pygame.Surface((self.width, self.height))
background.set_alpha(150)
background.fill(WHITE)
screen.blit(background, [self.x, self.y])
pygame.draw.rect(screen, BLACK, (self.x, self.y, self.width, self.height), 2)
font_size = 30
font = pygame.font.Font("assets/Roboto-Thin.ttf", font_size)
textBitmap = font.render("player " + str(self.player.ID + 1), True, (0, 0, 0))
screen.blit(textBitmap, \
[(self.width - textBitmap.get_size()[0]) / 2 + self.x, \
textBitmap.get_size()[1] * 0.6 + self.y])
if self.state == 0:
font_size = 20
font = pygame.font.Font("assets/Roboto-Thin.ttf", font_size)
textBitmap = font.render("press x to join", True, (0, 0, 0))
screen.blit(textBitmap, \
[(self.width - textBitmap.get_size()[0]) / 2 + self.x, \
self.height * 0.5 + self.y])
elif self.state == 1:
pygame.draw.rect(screen, CharacterSelect.COLORS[self.color_selection],
(self.width*0.35 + self.x, self.height*0.4 + self.y, \
self.width*0.3, self.width*0.3), 2)
font_size = 20
font = pygame.font.Font("assets/Roboto-Thin.ttf", font_size)
textBitmap = font.render("<< select a color >>", True, (0, 0, 0))
screen.blit(textBitmap, \
[(self.width - textBitmap.get_size()[0]) / 2 + self.x, \
self.height * 0.8 + self.y])
elif self.state == 2:
font_size = 18
font = pygame.font.Font("assets/Roboto-Thin.ttf", font_size)
textBitmap = font.render("ready, press o to unready", True, (0, 0, 0))
screen.blit(textBitmap, \
[(self.width - textBitmap.get_size()[0]) / 2 + self.x, \
self.height * 0.68 + self.y])
class CharacterClearStatus:
"""
Provides information about the player while progressing through the levels,
is also used to lock in players for further rounds of gameplay
"""
def __init__(self, x, y, width, height, player, ready_functionality):
self.x = x
self.y = y
self.width = width
self.target_width = width
self.height = height
self.player = player
self.state = False
self.animating = False
self.ready_functionality = ready_functionality
def update(self):
self.horizontal_slide()
if not self.animating and self.ready_functionality:
if not self.state and self.player.get_debounced_input(5):
# player locked in
self.state = True
self.target_width = self.width * 0.90
elif self.state and self.player.get_debounced_input(7):
# player not locked in
self.state = False
self.target_width = self.width * 10 / 9
return self.state
def horizontal_slide(self):
move_factor = 10
if abs(self.width - self.target_width) < move_factor:
self.width = self.target_width
self.animating = False
elif self.width - self.target_width > 0:
self.width -= move_factor
self.animating = True
elif self.width - self.target_width < 0:
self.width += move_factor
self.animating = True
def draw(self, screen):
background = pygame.Surface((self.width, self.height))
background.set_alpha(150)
background.fill(WHITE)
screen.blit(background, [self.x, self.y])
pygame.draw.rect(screen, self.player.color, (self.x, self.y, self.width, self.height), 2)
font_size = int(self.height * 0.62)
font = pygame.font.Font("assets/Roboto-Thin.ttf", font_size)
textBitmap = font.render("player " + str(self.player.ID + 1), True, (0, 0, 0))
screen.blit(textBitmap, \
[self.x + 25, \
(self.height - textBitmap.get_size()[1]) / 2 + self.y])
player_name_width = textBitmap.get_size()[0]
font_size = int(self.height * 0.4)
font = pygame.font.Font("assets/Roboto-Thin.ttf", font_size)
textBitmap = font.render("score: " + str(self.player.score) + " enemies killed: " + str(self.player.kills[0]) + \
" bros killed: " + str(self.player.kills[1]), True, (0, 0, 0))
screen.blit(textBitmap, \
[self.x + player_name_width + 65, \
(self.height - textBitmap.get_size()[1]) / 2 + self.y])
if self.ready_functionality:
font_size = int(self.height * 0.62)
font = pygame.font.Font("assets/Roboto-Thin.ttf", font_size)
if self.state:
textBitmap = font.render("READY", True, (0, 0, 0))
else:
textBitmap = font.render("NOT READY", True, (0, 0, 0))
screen.blit(textBitmap, \
[self.width * 0.98 + self.x - textBitmap.get_size()[0], \
(self.height - textBitmap.get_size()[1]) / 2 + self.y])