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utils.py
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utils.py
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# utils.py
import g,pygame,sys,os,random,copy,load_save
#constants
RED,BLUE,GREEN,BLACK,WHITE=(255,0,0),(0,0,255),(0,255,0),(0,0,0),(255,255,255)
CYAN,ORANGE,CREAM,YELLOW=(0,255,255),(255,165,0),(255,255,192),(255,255,0)
MAGENTA=(255,0,255)
def exit():
save()
pygame.display.quit()
pygame.quit()
sys.exit()
def save():
dir=''
dir=os.environ.get('SUGAR_ACTIVITY_ROOT')
if dir==None: dir=''
fname=os.path.join(dir,'data','EndGame.dat')
f=open(fname, 'w')
load_save.save(f)
f.close
def load():
dir=''
dir=os.environ.get('SUGAR_ACTIVITY_ROOT')
if dir==None: dir=''
fname=os.path.join(dir,'data','EndGame.dat')
try:
f=open(fname, 'r')
except:
return None #****
try:
load_save.load(f)
except:
pass
f.close
def version_display():
g.message=g.app+' '+g.ver
g.message+=' '+str(g.screen.get_width())+' x '+str(g.screen.get_height())
message(g.screen,g.font1,g.message)
# loads an image (eg pic.png) from the data subdirectory
# converts it for optimum display
# resizes it using the image scaling factor, g.imgf
# so it is the right size for the current screen resolution
# all images are designed for 1200x900
def load_image(file1,alpha=False,subdir=''): # eg subdir='glow'
data='data'
if subdir!='': data=os.path.join('data',subdir)
fname=os.path.join(data,file1)
try:
img=pygame.image.load(fname)
except:
print "Peter says: Can't find "+fname; exit()
if alpha:
img=img.convert_alpha()
else:
img=img.convert()
if abs(g.imgf-1.0)>.1: # only scale if factor <> 1
w=img.get_width(); h=img.get_height()
try:
img=pygame.transform.smoothscale(img,(int(g.imgf*w),int(g.imgf*h)))
except:
img=pygame.transform.scale(img,(int(g.imgf*w),int(g.imgf*h)))
return img
# eg new_list=copy_list(old_list)
def copy_list(l):
new_list=[];new_list.extend(l)
return new_list
def shuffle(lst):
l1=lst; lt=[]
for i in range(len(lst)):
ln=len(l1); r=random.randint(0,ln-1);
lt.append(lst[r]); l1.remove(lst[r])
return lt
def centre_blit(screen,img,(cx,cy),angle=0): # rotation is clockwise
img1=img
if angle!=0: img1=pygame.transform.rotate(img,-angle)
rect=img1.get_rect()
screen.blit(img1,(cx-rect.width/2,cy-rect.height/2))
# by is base y
def xcentre_blit(screen,img,(cx,by),angle=0): # rotation is clockwise
img1=img
if angle!=0: img1=pygame.transform.rotate(img,-angle)
rect=img1.get_rect()
screen.blit(img1,(cx-rect.width/2,by-rect.height))
def text_blit(screen,s,font,(cx,cy),(r,g,b),shadow=True):
if shadow:
text=font.render(s,True,(0,0,0))
rect=text.get_rect(); rect.centerx=cx+2; rect.centery=cy+2
screen.blit(text,rect)
text=font.render(s,True,(r,g,b))
rect=text.get_rect(); rect.centerx=cx; rect.centery=cy
screen.blit(text,rect)
return rect
def text_blit1(screen,s,font,(x,y),(r,g,b),shadow=True):
if shadow:
text=font.render(s,True,(0,0,0))
rect=text.get_rect(); rect.x=x+2; rect.y=y+2
screen.blit(text,rect)
text=font.render(s,True,(r,g,b))
rect=text.get_rect(); rect.x=x; rect.y=y
screen.blit(text,rect)
return rect
# m is the message
# d is the # of pixels in the border around the text
# (cx,cy) = co-ords centre - (0,0) means use screen centre
def message(screen,font,m,(cx,cy)=(0,0),d=20):
if m!='':
if pygame.font:
text=font.render(m,True,(255,255,255))
shadow=font.render(m,True,(0,0,0))
rect=text.get_rect()
if cx==0: cx=screen.get_width()/2
if cy==0: cy=screen.get_height()/2
rect.centerx=cx;rect.centery=cy
bgd=pygame.Surface((rect.width+2*d,rect.height+2*d))
bgd.fill((0,255,255))
bgd.set_alpha(128)
screen.blit(bgd,(rect.left-d,rect.top-d))
screen.blit(shadow,(rect.x+2,rect.y+2,rect.width,rect.height))
screen.blit(text,rect)
def mouse_on_img(img,(x,y)): # x,y=top left
w=img.get_width()
h=img.get_height()
mx,my=g.pos
if mx<x: return False
if mx>(x+w): return False
if my<y: return False
if my>(y+h): return False
try: # in case out of range
col=img.get_at((int(mx-x),int(my-y)))
except:
return False
if col[3]<10: return False
return True
def mouse_on_img1(img,(cx,cy)):
xy=centre_to_top_left(img,(cx,cy))
return mouse_on_img(img,xy)
def mouse_on_img_rect(img,(cx,cy)):
w2=img.get_width()/2; h2=img.get_height()/2
x1=cx-w2; y1=cy-h2; x2=cx+w2; y2=cy+h2
return mouse_in(x1,y1,x2,y2)
def mouse_in(x1,y1,x2,y2):
mx,my=g.pos
if x1>mx: return False
if x2<mx: return False
if y1>my: return False
if y2<my: return False
return True
def mouse_in_rect(rect): # x,y,w,h
return mouse_in(rect[0],rect[1],rect[0]+rect[2],rect[1]+rect[3])
def display_score():
if pygame.font:
text=g.font2.render(str(g.score),True,ORANGE,BLUE)
w=text.get_width(); h=text.get_height()
x=g.sx(5.7); y=g.sy(18.8); d=g.sy(.3)
pygame.draw.rect(g.screen,BLUE,(x-d-g.sy(.05),y-d,w+2*d,h+2*d))
g.screen.blit(text,(x,y))
centre_blit(g.screen,g.sparkle,(x-d+g.sy(.05),y+h/2-g.sy(.2)))
def display_number(n,(cx,cy),font,colour=BLACK,bgd=None,outline_font=None):
if pygame.font:
if bgd==None:
text=font.render(str(n),True,colour)
else:
text=font.render(str(n),True,colour,bgd)
if outline_font<>None:
outline=outline_font.render(str(n),True,BLACK)
centre_blit(g.screen,outline,(cx,cy))
centre_blit(g.screen,text,(cx,cy))
def display_number1(n,(x,cy),font,colour=BLACK):
if pygame.font:
text=font.render(str(n),True,colour)
y=cy-text.get_height()/2
g.screen.blit(text,(x,y))
def display_number2(screen,n,(cx,cy),font,colour=BLACK):
if pygame.font:
text=font.render(str(n),True,colour)
centre_blit(screen,text,(cx,cy))
def display_number3(screen,n,(x,y),font,colour=BLACK):
if pygame.font:
lead=0
if n<10:
one=font.render('1',True,colour); lead=one.get_width()
s=str(n)
text=font.render(s,True,colour)
screen.blit(text,(lead+x,y))
def top_left_to_centre(img,(x,y)):
cx=x+img.get_width()/2; cy=y+img.get_height()/2
return (cx,cy)
def centre_to_top_left(img,(cx,cy)):
x=cx-img.get_width()/2; y=cy-img.get_height()/2
return (x,y)
def sign(n):
if n==0: return 0
if n<0: return -1
return 1
def avg(c1,c2):
(x1,y1)=c1; (x2,y2)=c2
x=(x1+x2)/2; y=(y1+y2)/2
return (x,y)
def ch_set(s,ind,ch): # eg ch_set('abc',1,'x')->'axc'
return s[:ind]+ch+s[(ind+1):]
def even(n):
if n & 1==1: return False
return True
def odd(n):
if n & 1==1: return True
return False