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