Pygame-RKG-domino/screens.py

131 lines
4.4 KiB
Python

import pygame
import settings as s
from time import time
from random import choice
from json import dumps
# from domino import Domino
pygame.font.init()
my_font = pygame.font.SysFont('Calibri (Body)', 50)
class Hand_screen(pygame.sprite.Sprite):
"""рука игрока"""
def __init__(self):
super().__init__()
self.type = "hand_screen"
self.w = s.SCREEN_WIDTH
self.h = s.DOMINO_H * 1.5
self.color = (141, 111, 100)
self.surf = pygame.Surface((self.w, self.h))
self.surf.fill(self.color)
self.pos = (0, s.SCREEN_HEIGHT - self.h)
self.rect = self.surf.get_rect(center=(self.pos[0] + s.SCREEN_WIDTH / 2, self.pos[1] + self.h / 2))
class Button(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.type = "button"
self.w = 300
self.h = 50
self.color = (101, 71, 60)
self.surf = pygame.Surface((self.w, self.h))
self.surf.fill(self.color)
self.pos = (s.SCREEN_WIDTH - 30, s.SCREEN_HEIGHT - 350)
self.rect = self.surf.get_rect(center=(self.pos[0] - self.w / 2, self.pos[1]))
self.text = "take new domino"
def blit_button(self, screen):
# блит кнопки
screen.blit(self.surf, self.rect)
text = my_font.render(f"{self.text}", True, (255, 255, 255))
screen.blit(text,
(self.rect.x + (self.w / 2) - text.get_width() / 2,
self.rect.y + (self.h / 2) - text.get_height() / 2))
# print(self.rect.x + (self.w / 2) - v_up.get_width(), self.rect.y + (self.h / 4) - v_up.get_height())
def active_button(self, mouse_x, mouse_y, r_click_time, dominos):
# если нажали на кнопку, добавляем домино в руку
values = False
if self.rect.x <= mouse_x <= self.rect.x + self.w and self.rect.y <= mouse_y <= self.rect.y + self.h:
# pygame.transform.rotate(self.surf, 90)
x = 110 * len(dominos) - 1
y = s.SCREEN_HEIGHT - s.DOMINO_H / 2 - 25
if len(s.DOMINOS) > 0:
values = choice(s.DOMINOS)
# domino = Domino(x, y, values, len(dominos) - 1)
s.DOMINOS.remove(values)
return time(), values, [x, y]
return r_click_time, False, False
class Empty_domino(pygame.sprite.Sprite):
"""пустышка"""
def __init__(self, x, y, pos):
super().__init__()
self.type = "empty domino"
self.w = s.DOMINO_W * 1.1
self.h = s.DOMINO_H * 1.1
self.surf = pygame.Surface((self.w, self.h))
self.color = (100, 10, 10)
self.surf.fill(self.color)
self.rect = self.surf.get_rect(center=(x + self.w / 2, y + self.h / 2))
self.pos = pos
class Game_screen(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.type = "game_screen"
self.w = s.SCREEN_WIDTH * 10
self.h = s.SCREEN_HEIGHT * 10
self.color = (220, 220, 220)
self.surf = pygame.Surface((self.w, self.h))
self.surf.fill(self.color)
self.rect = self.surf.get_rect(center=(0, 0))
self.group = pygame.sprite.Group()
self.group.add(self)
self.empty_group = pygame.sprite.Group()
empty_up = Empty_domino(s.SCREEN_WIDTH / 2, s.SCREEN_HEIGHT / 2 - (s.DOMINO_W * 1.1 * 2 + 10), "up")
empty_down = Empty_domino(s.SCREEN_WIDTH / 2, s.SCREEN_HEIGHT / 2 + (s.DOMINO_W * 1.1 * 2 + 10), "down")
empty_both = Empty_domino(s.SCREEN_WIDTH / 2, s.SCREEN_HEIGHT / 2, "both")
self.emptys = [empty_up, empty_down, empty_both]
self.group.add(empty_both)
self.empty_group.add(empty_both)
self.value_up = None
self.value_down = None
self.empty_up = empty_both
self.empty_down = empty_both
self.lives = 3
def blit_g_screen(self, screen, dominos):
# add_empty()
for entity in self.group:
if entity.type == "domino":
entity.blit_domino(screen, dominos)
else:
screen.blit(entity.surf, entity.rect)
def update_pos(self, mouse_x, mouse_y, mouse_new_x, mouse_new_y):
# check if mouse colide with domino
if self.rect.x <= mouse_new_x <= self.rect.x + self.w and self.rect.y <= mouse_new_y <= self.rect.y + self.h:
for entity in self.group:
entity.rect.x -= mouse_x
entity.rect.y -= mouse_y