Implemented ScoreState. Assorted fixes to BaseActor and MenuState.
This commit is contained in:
15
actor.py
15
actor.py
@@ -50,6 +50,18 @@ class BaseActor(pygame.sprite.Sprite):
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def is_visible(self):
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return self.visible
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def set_visible(self, visible):
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self.visible = visible
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def toggle_visible(self):
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self.visible = not self.visible
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def make_visible(self):
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self.visible = True
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def make_invisible(self):
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self.visible = False
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def is_solid(self):
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return self.solid
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@@ -103,6 +115,9 @@ class BaseActor(pygame.sprite.Sprite):
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def set_image_point_xy(self, point_x, point_y):
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self.image_points.append((point_x, point_y))
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def test_collision_with_point(self, point):
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return self.rect.collidepoint(point[0], point[1])
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def draw(self, canvas):
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if self.image is not None:
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canvas.blit(self.image, self.rect)
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14
menu.py
14
menu.py
@@ -28,6 +28,8 @@ class MenuState(BaseState):
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self.cursor_x = 0
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self.cursor_y = 0
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self.background_color = (125, 158, 192)
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# Load main menu buttons.
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image = cached_image_loader.get_image_to_screen_percent('gfx/logo.png')
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@@ -144,7 +146,7 @@ class MenuState(BaseState):
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def reload_scores(self):
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# Reload the scores from the database.
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for row in database.scores.execute('SELECT * FROM score ORDER BY _id'):
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for row in database.cursor.execute('SELECT * FROM score ORDER BY _id'):
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if row[0] == 1:
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self.score_1 = self.font.render("1) " + row[1] + " . . . . . . . . . " + str(max(row[2], 0)), True, (0, 0, 0))
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elif row[0] == 2:
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@@ -158,7 +160,7 @@ class MenuState(BaseState):
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def input(self):
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for event in pygame.event.get():
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if android:
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if android is not None:
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if android.check_pause():
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android.wait_for_resume()
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@@ -184,6 +186,12 @@ class MenuState(BaseState):
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if self.next_transition != VALID_STATES['STAY']:
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# Set next_transition to STAY if the game gets to this state from ScoreState.
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self.next_transition = VALID_STATES['STAY']
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# Reset the scores label to force a database reload.
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self.score_1 = None
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self.score_2 = None
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self.score_3 = None
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self.score_4 = None
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self.score_5 = None
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if self.current_menu == MENUS['MAIN']:
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# Check for mouse (tap) collisions with the main menu buttons.
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@@ -225,7 +233,7 @@ class MenuState(BaseState):
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# Keep tracking time.
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self.then = now
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# Recenter the mouse pointer.
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# Reset the mouse pointer.
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self.cursor_x = 0
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self.cursor_y = 0
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137
score.py
137
score.py
@@ -1,29 +1,83 @@
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###########################################
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# Created on 1-7-2013. Miguel Angel Astor #
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###########################################
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# Update score database:
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# UPDATE score SET player_name = ?, score = ? WHERE _id IN (SELECT _id FROM score WHERE score IN (SELECT MIN(score) FROM score))
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import pygame
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import string
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import pygame
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try:
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import android
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except ImportError:
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android = None
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import database
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from constants import DEBUG
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from imloader import cached_image_loader
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from actor import BaseActor
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from state import BaseState, VALID_STATES
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class ScoreState(BaseState):
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def __init__(self):
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BaseState.__init__(self)
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self.count = 0
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screen_center = self.get_screen_center()
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self.rectangle = pygame.Rect(screen_center[0] - 50, screen_center[1] - 50, 100, 100)
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self.background_color = (125, 158, 192)
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self.next_transition = VALID_STATES['STAY']
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self.cursor_x = 0
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self.cursor_y = 0
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self.letter_index = 0 # Tells how many letters the user has clicked.
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self.player_init = [] # Holds the player initials.
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image = cached_image_loader.get_image_to_screen_percent('gfx/iniciales.png')
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self.banner = BaseActor(0, image, "Banner", False, True, False)
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self.banner.set_position([pygame.display.Info().current_w // 2, (image.get_height() // 2) + 20])
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image2 = cached_image_loader.get_image_to_screen_percent('gfx/Fuente/_.png')
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self.underscore_c = BaseActor(1, image2, "Underscore center", False, True, False)
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self.underscore_c.set_position([pygame.display.Info().current_w // 2,
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self.banner.get_position()[1] + image.get_height()])
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self.underscore_l = BaseActor(2, image2, "Underscore left", False, True, False)
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self.underscore_l.set_position([self.underscore_c.get_position()[0] - image2.get_width(),
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self.underscore_c.get_position()[1]])
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self.underscore_r = BaseActor(3, image2, "Underscore right", False, True, False)
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self.underscore_r.set_position([self.underscore_c.get_position()[0] + image2.get_width(),
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self.underscore_c.get_position()[1]])
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image = cached_image_loader.get_image_to_screen_percent('gfx/del.png')
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self.del_button = BaseActor(4, image, "Delete button", False, True, False)
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self.del_button.set_position([self.underscore_c.get_position()[0] + (2 * image2.get_width()),
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self.underscore_c.get_position()[1]])
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image = cached_image_loader.get_image_to_screen_percent('gfx/listo.png')
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self.done_button = BaseActor(5, image, "Done button", False, False, False)
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self.done_button.set_position([self.underscore_c.get_position()[0] + (3 * image2.get_width()),
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self.underscore_c.get_position()[1]])
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self.letters = {}
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letter_list = ['q', 'w', 'e', 'r', 't', 'y', 'u', 'i', 'o', 'p', 'a', 's', 'd', 'f', 'g', 'h',
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'j', 'k', 'l', 'z', 'x', 'c', 'v', 'b', 'n', 'm']
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q_x_position = int((float(pygame.display.Info().current_w) * 88.0 ) / 1024.0)
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q_y_position = int((float(pygame.display.Info().current_h) * 438.0 ) / 768.0)
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letter_sep = int((float(pygame.display.Info().current_w) * 10.0 ) / 1024.0)
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for l in letter_list:
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image = cached_image_loader.get_image_to_screen_percent('gfx/Fuente/' + l + '.png')
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letter_actor = BaseActor(89, image, string.upper(l), False, True, False)
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if l == 'a':
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q_x_position = int((float(pygame.display.Info().current_w) * 154.0 ) / 1024.0)
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q_y_position = int((float(pygame.display.Info().current_h) * 543.0 ) / 768.0)
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elif l == 'z':
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q_x_position = int((float(pygame.display.Info().current_w) * 199.0 ) / 1024.0)
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q_y_position = int((float(pygame.display.Info().current_h) * 649.0 ) / 768.0)
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letter_actor.set_position([q_x_position, q_y_position])
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self.letters[l] = letter_actor
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q_x_position += image.get_width() + letter_sep
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self.letter_y = int((float(pygame.display.Info().current_h) * 240.0 ) / 768.0)
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def input(self):
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for event in pygame.event.get():
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if android:
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if android is not None:
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if android.check_pause():
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android.wait_for_resume()
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@@ -33,16 +87,77 @@ class ScoreState(BaseState):
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if event.type == pygame.QUIT:
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self.next_transition = VALID_STATES['QUIT']
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# Catch the position of a mouse click (or tap).
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if event.type == pygame.MOUSEBUTTONDOWN:
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(self.cursor_x, self.cursor_y) = event.pos
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def update(self):
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if self.next_transition != VALID_STATES['QUIT']:
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if self.count < 120:
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self.count += 1
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if self.next_transition != VALID_STATES['STAY']:
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# Set next_transition to STAY if the game gets to this state from GameState a second or third time, etc.
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self.next_transition = VALID_STATES['STAY']
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if self.letter_index < 3:
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# If not all initials are set, check taps on every letter.
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for key in self.letters.keys():
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if self.letters[key].test_collision_with_point((self.cursor_x, self.cursor_y)):
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self.player_init.append(self.letters[key].get_name())
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self.letter_index += 1
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if self.letter_index > 0 and self.del_button.test_collision_with_point((self.cursor_x, self.cursor_y)):
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# If the player clicked on the delete button and there are initials set,
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# remove the last one.
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self.player_init.pop()
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self.letter_index -= 1
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if self.letter_index == 3:
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# If all initials have been set, make the done button visible.
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self.done_button.make_visible()
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else:
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self.count = 0
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self.done_button.make_invisible()
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if self.done_button.is_visible() and self.done_button.test_collision_with_point((self.cursor_x, self.cursor_y)):
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# If the user clicked on the done button, insert the score in the database and go to the main menu.
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# TODO: Replace the 0 on the following line with player.get_score()
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score = (str(self.player_init[0] + self.player_init[1] + self.player_init[2]), 0)
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database.cursor.execute('UPDATE score SET player_name = ?, score = ? WHERE _id IN (SELECT _id FROM score WHERE score IN (SELECT MIN(score) FROM score))', score)
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database.scores.commit()
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# Don't forget to reset the initials list.
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self.player_init = []
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self.letter_index = 0
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self.next_transition = VALID_STATES['MENU']
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# Reset the mouse pointer.
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self.cursor_x = 0
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self.cursor_y = 0
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return self.next_transition
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def render(self, canvas):
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canvas.fill(self.background_color)
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pygame.draw.rect(canvas, (255, 255, 0), self.rectangle)
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self.banner.draw(canvas)
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if self.letter_index < 1:
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self.underscore_l.draw(canvas)
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if self.letter_index < 2:
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self.underscore_c.draw(canvas)
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if self.letter_index < 3:
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self.underscore_r.draw(canvas)
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self.del_button.draw(canvas)
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if self.done_button.is_visible():
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self.done_button.draw(canvas)
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for key in self.letters.keys():
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self.letters[key].draw(canvas)
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for i in range(self.letter_index):
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initial = self.letters[string.lower(self.player_init[i])].image
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position = None
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if i == 0:
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position = (self.underscore_l.rect.left, self.letter_y - initial.get_height())
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elif i == 1:
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position = (self.underscore_c.rect.left, self.letter_y - initial.get_height())
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else:
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position = (self.underscore_r.rect.left, self.letter_y - initial.get_height())
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canvas.blit(initial, position)
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