import pygame pygame.font.init() fonts = { 'medieval': 'medieval.ttf', 'minecraft': 'Minecraft Evenings.otf', '3dpixel': '3D-Pixel.ttf', '8bit': '8bitlim.ttf', '8bito': '8blimro.ttf', 'arcade': 'ARCADECLASSIC.ttf', 'modern_game': 'astron boy video.otf', 'modern': 'astron boy.otf', 'wonder': 'Beyond Wonderland.ttf', 'curved': 'Digitag.ttf', 'simple': 'DisposableDroidBB.ttf', 'rounded': 'dpcomic.ttf', 'playfull': 'Endalian Script.ttf', 'blocky': 'FREAKSOFNATURE.ttf', 'catchy': 'Future TimeSplitters.otf', 'simple_wide': 'Halo3.ttf', 'simple_fat': 'INVASION2000.ttf', 'very_gamy': 'ka1.ttf', 'simple_round': 'Karma Suture.otf', 'mono': 'manaspc.ttf', 'damaged': 'Merchant Copy.ttf', 'big_natural': 'MorialCitadel.TTF', 'spacy': 'nasalization-rg.otf', 'sci-fi': 'neuropol.otf', 'hollow_big_edge': 'papercut.ttf', 'space_shuttle': 'pdark.ttf', 'thin': 'PixelFJVerdana12pt.ttf', 'random': 'Seattle Avenue.ttf', 'pixel': 'yoster.ttf' } class Button(): def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False): self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) self.x = x self.y = y self.width = width self.height = height self.onclickFunction = onclickFunction self.onePress = onePress self.alreadyPressed = False with open(f'art/images/{image}', 'r') as tb: self.box = pygame.image.load(tb) self.box = pygame.transform.scale(self.box, (width, height)) self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) self.buttonSurf = self.font.render(buttonText, True, '#baab80') def update(self, screen, clock=None, running=None, background=None, isblack=None, WIDTH=None, HEIGHT=None): mousePos = pygame.mouse.get_pos() if self.buttonRect.collidepoint(mousePos): if pygame.mouse.get_pressed(num_buttons=3)[0]: if self.onePress: self.onclickFunction() elif not self.alreadyPressed: if 'play' in str(self.onclickFunction): self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT) self.alreadyPressed = True else: self.onclickFunction() self.alreadyPressed = True else: self.alreadyPressed = False self.box.blit(self.buttonSurf, [ self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2, self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2 ]) screen.blit(self.box, self.buttonRect) class DropDown(): def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options): self.rect = pygame.Rect(x, y, width, height) self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) self.main = main self.options = options self.draw_menu = False self.menu_active = False self.active_option = -1 with open('art/images/textbox.png', 'r') as tb: self.box = pygame.image.load(tb) self.box = pygame.transform.scale(self.box, (width, height)) def draw(self, screen): #pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0) surface = self.font.render(self.main, 1, (0, 0, 0)) self.box.blit(surface, [ self.rect.width/2 - surface.get_rect().width/2, self.rect.height/2 - surface.get_rect().height/2 ]) screen.blit(self.box, surface.get_rect(center = self.rect.center)) if self.draw_menu: for i, text in enumerate(self.options): rect = self.rect.copy() rect.y += (i+1) * self.rect.height rect.x = self.rect.x #pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0) #msg = self.font.render(text, 1, (0, 0, 0)) #screen.blit(msg, msg.get_rect(center = rect.center)) surface = self.font.render(text, 1, (0, 0, 0)) self.box.blit(surface, [ rect.width/2 - surface.get_rect().width/2, rect.height/2 - surface.get_rect().height/2 ]) screen.blit(self.box, rect) def update(self, event_list): mpos = pygame.mouse.get_pos() self.menu_active = self.rect.collidepoint(mpos) self.active_option = -1 for i in range(len(self.options)): rect = self.rect.copy() rect.y += (i+1) * self.rect.height if rect.collidepoint(mpos): self.active_option = i break if not self.menu_active and self.active_option == -1: self.draw_menu = False #self.draw_menu = True #return -1 if pygame.mouse.get_pressed(num_buttons=3)[0]: if self.menu_active: self.draw_menu = not self.draw_menu elif self.draw_menu and self.active_option >= 0: self.draw_menu = False return self.active_option return -1 class GameObjects(): def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None: self.name = name self.type = _type self.background = bg if bg != None: with open(bg, 'r') as bg: self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) self.objects = objects class Scene(GameObjects): def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) self.level = level self.current_level = 0 def update(self, change:bool): if change: self.current_level += 1 self.level[self.current_level].update() if isinstance(self.objects, list): for obj in self.objects: obj.update() def draw(self, screen): if isinstance(self.objects, list): for obj in self.objects: obj.draw(screen) self.level[self.current_level].draw(screen) class Stage(GameObjects): def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None: super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) self.stage = stage self.rooms = rooms self.current = 0 def update(self): for room in self.rooms: if room.id == self.current: room.update() keys = pygame.key.get_pressed() if keys[pygame.K_RIGHT]: self.current += 1 if self.current >= len(self.rooms): return 1 def draw(self, screen): for room in self.rooms: if room.id == self.current: room.draw(screen) class Room(GameObjects): def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None: super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) self.exits = exits self.id = id if self.type == 'normal' or self.type == 'boss': self.locked = True else: self.locked = False self.objects.append(self.genWalls(WIDTH, HEIGHT)) def genWalls(self, WIDTH, HEIGHT): walls = [] walls.append(pygame.Rect(0, 0, 4, HEIGHT)) walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT)) walls.append(pygame.Rect(0, 0, WIDTH, 4)) walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4)) return walls def update(self): pass def draw(self, screen): screen.blit(self.background, (32, 32)) if isinstance(self.objects, list): for obj in self.objects[0]: obj.draw(screen) class Obstacle(GameObjects): def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None: super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) self.collision = collision self.rect = pygame.Rect((x, y), self.background.get_size()) def draw(self, screen): screen.blit(self.background, self.rect)