forked from InfoProjekt/game
added a medieval like font
added the textbox for the buttons (not just any blank color) added function for exiting the game
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parent
51a287ba66
commit
f8e491f2a5
4 changed files with 46 additions and 14 deletions
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art/textbox.png
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art/textbox.png
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Before Width: | Height: | Size: 607 B After Width: | Height: | Size: 644 B |
35
classes.py
35
classes.py
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@ -1,6 +1,7 @@
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import pygame
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font = pygame.font.SysFont('Arial', 40)
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pygame.font.init()
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font = pygame.font.Font('fonts/medieval.ttf', 48)
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class Button():
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def __init__(self, x, y, width, height, buttonText='Button', onclickFunction=None, onePress=False):
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@ -12,14 +13,30 @@ class Button():
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self.onePress = onePress
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self.alreadyPressed = False
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self.fillColors = {
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'normal': '#ffffff',
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'hover': '#666666',
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'pressed': '#333333',
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}
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with open('art/textbox.png', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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self.buttonSurface = pygame.Surface((self.width, self.height))
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self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.buttonSurf = font.render(buttonText, True, (20, 20, 20))
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return self
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self.buttonSurf = font.render(buttonText, True, '#baab80')
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def process(self, screen):
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mousePos = pygame.mouse.get_pos()
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if self.buttonRect.collidepoint(mousePos):
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#self.buttonSurface.fill(self.fillColors['hover'])
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if pygame.mouse.get_pressed(num_buttons=3)[0]:
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#self.buttonSurface.fill(self.fillColors['pressed'])
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if self.onePress:
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self.onclickFunction()
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elif not self.alreadyPressed:
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self.onclickFunction()
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self.alreadyPressed = True
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else:
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self.alreadyPressed = False
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self.box.blit(self.buttonSurf, [
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self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2,
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self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2
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])
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screen.blit(self.box, self.buttonRect)
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BIN
fonts/medieval.ttf
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fonts/medieval.ttf
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25
main.py
25
main.py
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@ -2,6 +2,7 @@ import pygame
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import sys
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import json
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import time
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from classes import *
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def setUp(config):
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pygame.init()
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@ -10,18 +11,30 @@ def setUp(config):
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else:
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screen = pygame.display.set_mode(config["res"])
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clock = pygame.time.Clock()
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with open('art/textbox.png', 'r') as tb:
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box = pygame.image.load(tb)
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return screen, clock, True, True, "start.png", box
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return screen, clock, True, True, "start.png", []
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def readConfig():
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with open('config.json', 'r') as c:
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json_data = c.read()
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return json.loads(json_data)
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def quitGame():
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#save progress somehow, if needed
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pygame.quit()
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sys.exit()
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def uwu():
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print('uwu')
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def main():
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config = readConfig()
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screen, clock, running, background, isblack, box = setUp(config["screen"])
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screen, clock, running, isblack, background, objects = setUp(config["screen"])
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WIDTH, HEIGHT = screen.get_size()
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, "Exit game", quitGame))
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, "Options", uwu))
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, "Play", uwu))
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print(objects)
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while running:
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for event in pygame.event.get():
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@ -31,7 +44,7 @@ def main():
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if not isblack:
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with open(background, 'r') as i:
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bg = pygame.image.load(i)
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bg = pygame.transform.scale(bg, screen.get_size())
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bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
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# fill the screen with a color to wipe away anything from last frame
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screen.blit(bg, (0, 0))
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@ -39,6 +52,8 @@ def main():
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else:
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screen.fill('#000000')
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for obj in objects:
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obj.process(screen)
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# flip() the display to put your work on screen
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pygame.display.flip()
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