edited file structure

Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
This commit is contained in:
SpagettiFisch 2024-02-15 09:50:02 +01:00
parent 9d63d09357
commit ea6d64b087
21 changed files with 139 additions and 15 deletions

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@ -34,8 +34,8 @@ fonts = {
}
class Button():
def __init__(self, x, y, width, height, font, buttonText='Button', onclickFunction=None, onePress=False):
font = pygame.font.Font(f'fonts/{fonts[font]}', 48)
def __init__(self, x, y, width, height, font, font_size, buttonText='Button', onclickFunction=None, onePress=False):
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
self.x = x
self.y = y
self.width = width
@ -51,14 +51,12 @@ class Button():
self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.buttonSurf = font.render(buttonText, True, '#baab80')
self.buttonSurf = self.font.render(buttonText, True, '#baab80')
def process(self, screen):
mousePos = pygame.mouse.get_pos()
if self.buttonRect.collidepoint(mousePos):
#self.buttonSurface.fill(self.fillColors['hover'])
if pygame.mouse.get_pressed(num_buttons=3)[0]:
#self.buttonSurface.fill(self.fillColors['pressed'])
if self.onePress:
self.onclickFunction()
elif not self.alreadyPressed:
@ -71,3 +69,68 @@ class Button():
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/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

77
main.py
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@ -27,20 +27,77 @@ def quitGame():
def uwu():
print('uwu')
def main():
config = readConfig()
screen, clock, running, isblack, background, objects = setUp(config["screen"])
WIDTH, HEIGHT = screen.get_size()
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', "Exit game", quitGame))
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', "Options", uwu))
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', "Play", uwu))
print(objects)
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = []
# List that is displayed while selecting the window resolution level
resolution = [("1920x1080", "1920x1080"),
("1920x1200", "1920x1200"),
("1280x720", "1280x720"),
("2560x1440", "2560x1440"),
("3840x2160", "3840x2160")]
# This function displays the currently selected options
def printSettings():
print("\n\n")
# getting the data using "get_input_data" method of the Menu class
settingsData = settings.get_input_data()
for key in settingsData.keys():
print(f"{key}\t:\t{settingsData[key]}")
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# RENDER YOUR GAME HERE
with open(background, 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
for obj in objects:
obj.process(screen)
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(60) # limits FPS to 60
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = []
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu))
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", uwu))
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# RENDER YOUR GAME HERE
with open(background, 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
for obj in objects:
obj.process(screen)
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(60) # limits FPS to 60
def main():
config = readConfig()
screen, clock, running, isblack, background, objects = setUp(config["screen"])
WIDTH, HEIGHT = screen.get_size()
list1 = DropDown(50, 50, 128, 48, 'simple', 32, ['#881188', '#220044'], ['#991122', '#33ff11'], 'Test', ['Test 2', 'Test 17', '982'])
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if not isblack:
with open(background, 'r') as i:
bg = pygame.image.load(i)
@ -51,7 +108,11 @@ def main():
# RENDER YOUR GAME HERE
else:
selected_option = list1.update(pygame.event.get())
if selected_option >= 0:
list1.main = list1.options[selected_option]
screen.fill('#000000')
list1.draw(screen)
for obj in objects:
obj.process(screen)
# flip() the display to put your work on screen