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interface.py
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interface.py
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import os.path
import pygame
import random
from typing import OrderedDict
pygame.init()
def draw_text(text,font,color,app,x,y):
text_obj = font.render(text,1,color)
text_rect = text_obj.get_rect()
text_rect.center = (x,y)
app.window.blit(text_obj,text_rect)
def add_button(left,top,width,height):
return pygame.Rect(left-width/2,top,width,height)
def corner_text(text,font,color,app,corner,padding):
text_obj = font.render(text,1,color)
text_rect = text_obj.get_rect()
if corner==1:
text_rect.topleft = (padding,padding)
elif corner==2:
text_rect.topright = (app.window_size[0]-padding,padding)
elif corner==3:
text_rect.bottomright = (app.window_size[0]-padding,app.window_size[1]-padding)
elif corner==4:
text_rect.bottomleft = (padding,app.window_size[1]-padding)
app.window.blit(text_obj,text_rect)
class GameInfo:
def __init__(self,app):
self.app=app
def draw_game_info(self,app,score,coins,level,life):
corner_text((" Niveau: "+str(level)),app.text_font,(255,255,255),app,1,25)
corner_text((" Score: "+str(score)),app.text_font,(255,255,255),app,2,25)
corner_text((str(coins))+" $",app.text_font,(255,255,255),app,1,60)
corner_text((" Vies: "+str(life)),app.text_font,(255,255,255),app,3,25)
class PauseMenu:
def __init__(self,app):
clock = pygame.time.Clock()
self.display=True
self.click=False
self.top=0
self.h_align=app.window_size[0]/2
self.v_align=app.window_size[1]/2
self.ui_menu=app.sprites_list["UI_Menu"]
self.ui_button=app.sprites_list["UI_Button"]
self.resume=add_button(self.h_align,self.v_align-30,200,50)
self.quit=add_button(self.h_align,self.v_align+30,200,50)
while self.display:
if (self.top<720):
self.top+=36
app.window.blit(self.ui_menu,pygame.Rect(self.h_align-250,720-self.top,500,720))
else:
draw_text("PAUSE",app.text_font,(255,255,255),app,app.window_size[0]/2,100)
app.window.blit(self.ui_button,self.resume)
app.window.blit(self.ui_button,self.quit)
draw_text("Reprendre",app.button_font,(127,0,0),app,self.h_align,self.v_align-5)
draw_text("Quitter",app.button_font,(127,0,0),app,self.h_align,self.v_align+55)
mouse_x,mouse_y=pygame.mouse.get_pos()
if (self.resume.collidepoint(mouse_x,mouse_y)):
if (self.click):
self.display=False
app.state="game"
elif (self.quit.collidepoint(mouse_x,mouse_y)):
if (self.click):
self.display=False
app.state="menu"
app.menu=MainMenu(app)
self.click=False
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.display=False
app.state="game"
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
self.click=True
pygame.display.update()
clock.tick(120)
class GameOver:
def __init__(self,game):
clock = pygame.time.Clock()
self.display=True
self.click=False
self.top=0
self.h_align=game.app.window_size[0]/2
self.v_align=game.app.window_size[1]/2
self.ui_menu=game.app.sprites_list["UI_Menu"]
self.ui_button=game.app.sprites_list["UI_Button"]
self.resume=add_button(self.h_align,self.v_align-30,200,50)
self.quit=add_button(self.h_align,self.v_align+30,200,50)
while self.display:
game.app.window.fill((0,0,0))
if (self.top<720):
self.top+=36
game.app.window.blit(self.ui_menu,pygame.Rect(self.h_align-250,720-self.top,500,720))
else:
game.app.window.blit(self.ui_menu,pygame.Rect(self.h_align-250,0,500,720))
draw_text("GAME OVER",game.app.text_font,(255,255,255),game.app,game.app.window_size[0]/2,100)
game.app.window.blit(self.ui_button,self.resume)
game.app.window.blit(self.ui_button,self.quit)
draw_text("Recommencer",game.app.button_font,(127,0,0),game.app,self.h_align,self.v_align-5)
draw_text("Quitter",game.app.button_font,(127,0,0),game.app,self.h_align,self.v_align+55)
mouse_x,mouse_y=pygame.mouse.get_pos()
if (self.resume.collidepoint(mouse_x,mouse_y)):
if (self.click):
self.display=False
game.app.start_game()
elif (self.quit.collidepoint(mouse_x,mouse_y)):
if (self.click):
self.display=False
game.app.state="menu"
game.app.menu=MainMenu(game.app)
self.click=False
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.display=False
app.state="game"
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
self.click=True
pygame.display.update()
clock.tick(120)
class MainMenu:
def __init__(self,app):
clock = pygame.time.Clock()
self.display=True
self.click=False
self.h_align=app.window_size[0]/2
self.button1=add_button(self.h_align,325,200,50)
self.button2=add_button(self.h_align,400,200,50)
self.button3=add_button(self.h_align,475,200,50)
#self.statsbtn=add_button(app.window_size[0]-110,10,200,50)
while self.display:
self.ui_button=app.sprites_list["UI_Button"]
app.window.blit(app.background,(0,0))
draw_text("Menu principal",app.title_font,(255,255,255),app,self.h_align,100)
try:
draw_text("Meilleur score: "+str(app.best_list[app.settings_list["Player_Name"]]),app.text_font,(255,255,255),app,self.h_align,150)
except:
app.best_list[app.settings_list["Player_Name"]]=0
#print(app.best_list)
app.window.blit(self.ui_button,self.button1)
app.window.blit(self.ui_button,self.button2)
app.window.blit(self.ui_button,self.button3)
#app.window.blit(self.ui_button,self.statsbtn)
draw_text("Jouer",app.button_font,(127,0,0),app,self.h_align,350)
draw_text("Options",app.button_font,(127,0,0),app,self.h_align,425)
draw_text("Quitter",app.button_font,(127,0,0),app,self.h_align,500)
#draw_text("Classement",app.button_font,(127,0,0),app,app.window_size[0]-110,35)
draw_text(app.settings_list["Player_Name"],app.button_font,(127,0,0),app,110,35)
draw_text("Asteroids ©2020 HeH, developed by Vitali L., Belga D., De Troch T., Lambrecht B., Vlassembrouck M.",app.mini_font,(255,255,255),app,app.window_size[0]/2,app.window_size[1]-35)
mouse_x,mouse_y=pygame.mouse.get_pos()
if (self.button1.collidepoint(mouse_x,mouse_y)):
if (self.click):
self.display=False
app.start_game()
elif (self.button2.collidepoint(mouse_x,mouse_y)):
if (self.click):
self.settings=Settings(app)
elif (self.button3.collidepoint(mouse_x,mouse_y)):
if (self.click):
pygame.quit()
self.click=False
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
self.click=True
pygame.display.update()
clock.tick(30)
class Shop:
def __init__(self, game):
self.game = game
clock = pygame.time.Clock()
self.display=True
self.click=False
self.top=0
self.h_align=game.app.window_size[0]/2
self.v_align=game.app.window_size[1]/2
self.ui_menu=game.app.sprites_list["UI_Menu"]
self.back_button=add_button(self.h_align,550,200,50)
self.background=pygame.Rect(self.h_align-240,self.v_align-85,490,170)
self.item1=pygame.Rect(self.h_align-230,self.v_align-75,150,150)
self.item2=pygame.Rect(self.h_align-70,self.v_align-75,150,150)
self.item3=pygame.Rect(self.h_align+90,self.v_align-75,150,150)
self.ui_button=game.app.sprites_list["UI_Button"]
self.items={
0:"5 Vies",
1:"Stabilité ++",
2:"Tir ++",
3:"Bouclier"
}
self.prices=[50,100,250,300]
self.generate_sale()
while self.display:
if (self.top<720):
self.top+=36
game.app.window.blit(self.ui_menu,pygame.Rect(self.h_align-245,720-self.top,490,720))
else:
pygame.draw.rect(game.app.window, (45,45,45),self.background)
pygame.draw.rect(game.app.window, (10,10,10),self.item1)
pygame.draw.rect(game.app.window, (10,10,10),self.item2)
pygame.draw.rect(game.app.window, (10,10,10),self.item3)
draw_text(self.items[self.item_1],game.app.button_font,(127,0,0),game.app,self.item1.x+75,self.item1.y+15)
draw_text(self.items[self.item_2],game.app.button_font,(127,0,0),game.app,self.item2.x+75,self.item2.y+15)
draw_text(self.items[self.item_3],game.app.button_font,(127,0,0),game.app,self.item3.x+75,self.item3.y+15)
draw_text(str(self.prices[self.item_1]),game.app.button_font,(127,0,0),game.app,self.item1.x+75,self.item1.y+130)
draw_text(str(self.prices[self.item_2]),game.app.button_font,(127,0,0),game.app,self.item2.x+75,self.item2.y+130)
draw_text(str(self.prices[self.item_3]),game.app.button_font,(127,0,0),game.app,self.item3.x+75,self.item2.y+130)
draw_text("BOUTIQUE",game.app.text_font,(255,255,255),game.app,game.app.window_size[0]/2,100)
draw_text("Améliorations disponibles",game.app.text_font,(255,255,255),game.app,game.app.window_size[0]/2,self.v_align-140)
draw_text("Vous avez "+str(game.coins)+"$",game.app.button_font,(255,255,255),game.app,game.app.window_size[0]/2,self.v_align-105)
game.app.window.blit(self.ui_button,self.back_button)
draw_text("Passer",game.app.button_font,(127,0,0),game.app,self.h_align,575)
mouse_x,mouse_y=pygame.mouse.get_pos()
if (self.back_button.collidepoint(mouse_x,mouse_y)):
if (self.click):
self.display=False
if (self.item1.collidepoint(mouse_x,mouse_y)):
if (self.click):
if (game.coins>=self.prices[self.item_1]):
self.transaction(self.item_1)
print("Achat de "+str(self.items[self.item_1]+"pour un prix de "+str(self.prices[self.item_1])))
self.display=False
if (self.item2.collidepoint(mouse_x,mouse_y)):
if (self.click):
if (game.coins>=self.prices[self.item_2]):
self.transaction(self.item_2)
self.display=False
if (self.item3.collidepoint(mouse_x,mouse_y)):
if (self.click):
if (game.coins>=self.prices[self.item_3]):
self.transaction(self.item_3)
self.display=False
self.click=False
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
self.click=True
pygame.display.update()
clock.tick(120)
def transaction(self,item):
if (item==0):
self.game.player_space_ship.life+=5
elif (item==1):
if (self.game.player_space_ship.deceleration==0.07):
self.game.player_space_ship.deceleration=0.09
elif (self.game.player_space_ship.deceleration==0.09):
self.game.player_space_ship.deceleration=0.11
elif (self.game.player_space_ship.deceleration==0.11):
self.game.player_space_ship.deceleration=0.13
elif (item==2):
if (self.game.player_space_ship.shoot_rate>0.2):
self.game.player_space_ship.shoot_rate-=0.05
elif (item==3):
self.game.player_space_ship.is_invincible = 1800
self.game.coins-=self.prices[item]
def generate_sale(self):
it1=random.randint(0,3)
it2=random.randint(0,3)
it3=random.randint(0,3)
if (it3!=it1 and it3!=it2 and it1!=it2 and self.is_available(it1) and self.is_available(it2) and self.is_available(it3)):
self.item_1=it1
self.item_2=it2
self.item_3=it3
else:
self.generate_sale()
def is_available(self,item):
if (item==1):
return not self.game.player_space_ship.deceleration==0.13
elif (item==2):
print(self.game.player_space_ship.shoot_rate)
return not self.game.player_space_ship.shoot_rate==0.05 #todo fix
else:
return True
class GameIntro:
def __init__(self, app):
pass
class Settings:
def __init__(self, app):
self.app = app
clock = pygame.time.Clock()
self.display=True
self.click=False
self.h_align=app.window_size[0]/2
self.settings_list = app.settings_list
self.back_button=add_button(self.h_align,550,200,50)
self.text=add_button(self.h_align,155,200,40)
self.textbox=add_button(self.h_align,190,200,5)
self.active=False
self.difficulty_button=add_button(self.h_align,250,200,50)
self.sounds_button=add_button(self.h_align,350,200,50)
self.skin_button=add_button(self.h_align,450,200,50)
while self.display:
self.ui_button=app.sprites_list["UI_Button"]
self.pack_banner=app.sprites_list["Pack_Banner"]
app.window.blit(app.background,(0,0))
draw_text("Options",app.title_font,(255,255,255),app,app.window_size[0]/2,100)
if (self.active):
pygame.draw.rect(app.window, (45,0,0),self.textbox)
else:
pygame.draw.rect(app.window, (127,0,0),self.textbox)
pygame.draw.rect(app.window, (10,10,10),self.difficulty_button)
pygame.draw.rect(app.window, (10,10,10),self.sounds_button)
app.window.blit(self.pack_banner,self.skin_button)
app.window.blit(self.ui_button,self.back_button)
draw_text(self.settings_list["Player_Name"],app.button_font,(255,255,255),app,self.h_align,175)
draw_text("Difficulté",app.button_font,(255,255,255),app,self.h_align,235)
if (self.settings_list["Difficulty"]==0):
draw_text("Facile",app.button_font,(127,0,0),app,self.h_align,275)
elif (self.settings_list["Difficulty"]==1):
draw_text("Normal",app.button_font,(127,0,0),app,self.h_align,275)
elif (self.settings_list["Difficulty"]==2):
draw_text("Difficile",app.button_font,(127,0,0),app,self.h_align,275)
draw_text("Son",app.button_font,(255,255,255),app,self.h_align,335)
if (self.settings_list["Sounds"]==0):
draw_text("Sans",app.button_font,(127,0,0),app,self.h_align,375)
elif (self.settings_list["Sounds"]==1):
draw_text("Avec",app.button_font,(127,0,0),app,self.h_align,375)
draw_text("Pack de skins",app.button_font,(255,255,255),app,self.h_align,435)
draw_text("Retour",app.button_font,(127,0,0),app,self.h_align,575)
mouse_x,mouse_y=pygame.mouse.get_pos()
if (self.text.collidepoint(mouse_x,mouse_y)):
if (self.click):
self.active=True
if (self.difficulty_button.collidepoint(mouse_x,mouse_y)):
if (self.click):
self.settings_list["Difficulty"]+=1
self.settings_list["Difficulty"]%=3
self.save_options()
if (self.sounds_button.collidepoint(mouse_x,mouse_y)):
if (self.click):
self.settings_list["Sounds"]+=1
self.settings_list["Sounds"]%=2
self.save_options()
if (self.skin_button.collidepoint(mouse_x,mouse_y)):
if (self.click):
self.settings_list["Skin_Pack"]+=1
self.settings_list["Skin_Pack"]%=2 #A mettre le nombre de packs de skins
self.save_options()
self.app.load_sprites()
if (self.back_button.collidepoint(mouse_x,mouse_y)):
if (self.click):
self.app.load_statistics()
self.save_options()
self.display=False
self.click=False
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
self.active=False
self.click=True
elif event.type == pygame.KEYDOWN:
if self.active:
if event.key == pygame.K_RETURN:
self.active=False
elif event.key == pygame.K_BACKSPACE:
self.settings_list["Player_Name"] = self.settings_list["Player_Name"][:-1]
else:
self.settings_list["Player_Name"] += event.unicode
pygame.display.update()
clock.tick(30)
def save_options(self):
if self.settings_list["Player_Name"]=="":
self.settings_list["Player_Name"]="Joueur"
try:
f = open(os.path.join(self.app.folder,"Files/settings.txt"),"w")
f.write(
"Player_Name:"+str(self.settings_list["Player_Name"])+"\nDifficulty:"+str(self.settings_list["Difficulty"])+"\nSounds:"+str(self.settings_list["Sounds"])+"\nSkin_Pack:"+str(self.settings_list["Skin_Pack"])
)
f.close()
except:
print("Erreur de sauvegarde")