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SharedAssetsScenes.py
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SharedAssetsScenes.py
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# -*- coding: utf-8 -*-
"""
Created on Sun Mar 19 16:55:01 2023
@author: carol
For the future, dont set class attributes within functions.
It turned out to be very difficult and debbug to read.
"""
import pygame
import os
from Scenes import Scene as SceneBase
from Constants import c
from Assets import Asset, Text, ButtonImage, Pane, Square, Circle, ButtonImageActivate, PaneImage, PaneSurface
from HighScores import ScoresData
from datetime import datetime
from babel.dates import format_timedelta
from UserSettings import UserSetting
# class used for play assets
class Variant(PaneSurface):
"""Add a status 'selected' that defines the background and surfaces to be shown depending on wether 'selected' is True or False."""
def __init__(self, window, border_radius=None, surfaces=None, colors=None):
super().__init__(
window, surfaces['on'], color=colors['on'], border_radius=border_radius)
self.surfaces = surfaces
self.colors = colors
self._selected = True
@property
def selected(self):
return self._selected
@selected.setter
def selected(self, state):
if state == True:
self.surface = self.surfaces['on']
self.color = self.colors['on']
else:
self.surface = self.surfaces['off']
self.color = self.colors['off']
self._selected = state
class Scene(SceneBase):
"""Assets that are accesed by all scences are designed here."""
# CONSTANTS
border_radius = c('border_radius')
fontsize_small = c('fontsize_small')
fontsize_medium = c('fontsize_medium')
fontsize_large = c('fontsize_large')
images_path = c('images_path')
text_options = {'fontname': c('fontname')}
score_data = ScoresData()
user = UserSetting()
data_dic = user.settings
def __init__(self, window):
self.window = window
def images_files(self, name):
"""Return images file dictionary for the construction of image buttons."""
colors = {'default': 'red', 'hover': 'blue', 'pressed': 'green', 'disabled': 'grey'
}
def file(name, color): return f'{color}_{name}.svg'
files = {key: file(name, color) for key, color in colors.items()}
return files
def shared_assets(self, bubble):
"""Set Assets that are common across Scenes. Nomarlly called when the scene is initiated."""
# it is used in several scenes and not necessarily with the same format.
def buttons_set(container):
color = 'cyan' # grey81 # turq = 102, 228,255
grid = Square(container, '', (10, 20), color=color,
border_radius=self.border_radius)
play_button = ButtonImage(container, self.images_path, self.images_files(
'play'), resize=(60, 60), enter_activated=True)
home_button = ButtonImage(
grid, self.images_path, self.images_files('home'), resize=(50, 50))
sound_button = ButtonImageActivate(grid, self.images_path, self.images_files(
'sound'), self.images_files('silence'), resize=(55, 45))
sound_button.on = self.data_dic['sound']
history_button = ButtonImage(
grid, self.images_path, self.images_files('history'), resize=(40, 49))
Asset.grid(1, 4, grid, [
play_button, home_button, history_button, sound_button], margin=25, outer_margin=20)
for i in play_button, home_button, sound_button, history_button:
i.align('centery')
return grid, play_button, home_button, sound_button, history_button
self.bub_buttons, self.start_button, self.home_button, self.sound_button, self.history_button = buttons_set(
bubble)
assets = self.bub_buttons, self.start_button, self.home_button, self.sound_button, self.history_button
return assets
def intro_assets(self, bubble):
"""Set of assets for intro Scene, called when Intro is initiated."""
def title_text(bubble,text):
# small title within selection bubbles
title = Square(bubble, text
, size = (157 + 20 , 23 + 20)
# , color = 'green'
, color = c('palette')[3]
, fontsize = self.fontsize_small
, fontcolor = 'red'
# , fontcolor = c('palette')[1]
, fontname = c('fontname')
, border_radius = 30
, margin = 2)
return title
def choose_numbers(container):
# white bubble
bubble = Square(container, '', (10,10), 'white', border_radius = self.border_radius)
grid = Pane(bubble, (10,10))
squares = dict()
for n in list(range(1,16)):
squares[n] = Square(grid, n, (40, 40)
, color = 'yellow'
, fontname = c('fontname'), fontsize = self.fontsize_medium
, border_radius = self.border_radius)
# set selected at start
if n in self.data_dic['selected_numbers']:
squares[n].selected = True
Asset.grid(5,3, grid, squares.values(), margin=5)
text = title_text(bubble, 'Choose your numbers')
Asset.grid(2,1,bubble, [ text, grid ] , margin=10, outer_margin = 10)
grid.align('centerx')
text.align('centerx')
assets = [bubble, text ] + list(squares.values())
return bubble, assets, squares
def choose_speed(container ):
bubble = Square(container, '', (10,20), 'white', border_radius = self.border_radius)
grid = Pane(bubble, (10,20))
levels = dict()
for level in ['normal', 'fast', 'even faster']:
levels[level] = Square(grid, level, (120, 40)
, color = 'yellow'
, fontname = c('fontname'), fontsize = self.fontsize_medium
, border_radius = self.border_radius)
if level == self.data_dic['selected_speed'] :
levels[level].selected = True
else:
levels[level].selected = False
Asset.grid(3, 1, grid, levels.values(), margin=10 )
text = title_text(bubble, 'Choose your speed')
Asset.grid(2,1, bubble, [ text, grid ] , margin=10, outer_margin = 10)
grid.align('centerx')
text.align('centerx')
assets = [bubble, text ] + list(levels.values())
return bubble, assets, levels
def choose_avatar(container ):
bubble = Square(container, '', (10,20), 'white', border_radius = self.border_radius)
grid = Pane(bubble, (10,20))
avatars = dict()
size = (60,60)
for n in list(range(0,10)):
# if n!=4: # drop pig
_file = os.path.join(self.images_path, f'{n}_avatar.svg')
avatars[n] = PaneImage(grid, size, _file, 'white', border_radius = 20 )
if _file == self.data_dic['selected_avatar']:
avatars[n].selected = True
else:
avatars[n].selected = False
# avatars[n].color = 'yellow' if n== 0 else 'white'
Asset.grid(5,2, grid, avatars.values(), margin=5)
text = title_text(bubble, 'Choose your avatar')
Asset.grid(2,1, bubble, [ text, grid ], margin= 10, outer_margin = 10)
grid.align('centerx')
text.align('centerx')
assets = [bubble, text ] + list(avatars.values())
return bubble, assets, avatars
def choose_game(container):
# main container
bubble = Square(container, '', (10,20), 'white', border_radius = self.border_radius)
grid = Pane(bubble, (10,20))
# letters
def letter(grid, text):
color = 'white'
if text == '?' :
color = 'cyan'
letter_text = Square(grid, text, (25, 25)
, color = color
, fontname = c('fontname')
, fontsize = self.fontsize_medium
, border_radius = self.border_radius)
return letter_text
# games
def level(text, container):
game = Pane(bubble, (10,20))
# get each letter into a square
game_list = [letter(game, l) for l in list(text)]
# allign letters
Asset.grid(1, len(game_list), game, game_list, margin=0, outer_margin =10 )
for l in game_list:
l.draw()
pygame.Surface.set_colorkey(game.surface, 'white')
game = PaneSurface(bubble,game.surface, border_radius = self.border_radius)
return game
game1 = level('1x2=?', bubble)
game2 = level('?x?=2', bubble)
Asset.grid(2, 1, grid, (game1,game2), margin=10 )
# title
text = title_text(bubble, 'Choose your game')
Asset.grid(2,1, bubble, [ text, grid ] , margin=10, outer_margin = 10)
grid.align('centerx')
text.align('centerx')
levels = {1: game1, 2:game2}
# # assign selection status
for n, game in levels.items():
if self.data_dic['selected_game'] == n:
game.selected = True
else:
game.selected = False
assets = [bubble, text] + list(levels.values())
return bubble, assets, levels
def title_pane(container):
"""Set main title of the game."""
print(c('palette')[2])
print(c('palette') )
bubble = Square(container, '', (10,10), c('palette')[2], border_radius = self.border_radius) # paleturquoise1 'olivedrab2'
# deeppink darkorange
display = pygame.display.get_surface()
w, h = display.get_size()
title = Text( bubble , 'Multi Space Invaders'
, h_align =1 , v_align=1
, width = w*0.95 , height = 1, margin = 1
, wrap = False, adjust_size = True
, fontsize = self.fontsize_large
, fontcolor = 'red'
# , fontcolor = c('palette')[1]
, **self.text_options)
bubble.include_aligned(title, margin =5, adjust_size = True)
assets = bubble, title
return assets
#### run functions
# selections
all_assets = list()
self.bub_numbers , assets, self.squares = choose_numbers(bubble)
all_assets = all_assets + assets
self.bub_speed , assets, self.speeds = choose_speed(bubble)
all_assets = all_assets + assets
self.bub_avatars, assets, self.avatars = choose_avatar(bubble)
all_assets = all_assets + assets
self.bub_games, assets, self.games = choose_game(bubble)
all_assets = all_assets + assets
assets = title_pane(self.window)
self.bub_title, title = assets
all_assets = all_assets + list(assets)
return all_assets
def play_assets(self):
"""Set of assets for Play Scene, called when Play is initiated."""
def score_pane(big_bubble, bub_text , image_size ):
# here I do not know yet which is the image to show
w,h = self.window.get_size()
avatar = Pane(big_bubble, image_size)
# print(w/2)
size = Text(bub_text , f'Last answer:{chr(10)}15 x 15 = 225'
, h_align =0, v_align=1
, margin = 0
, fontsize = self.fontsize_small
, fontcolor = 'blue'
, color = bub_text.color
, wrap = False, adjust_size = False
, **self.text_options )
print(size.surface.get_size() )
print(size.line_h)
print(size.text_surface.get_size() )
w,h =size.surface.get_size()
score_text= Text(bub_text , ''
, h_align =1, v_align=1
, margin = 0
, height = size.line_h*3
, fontsize = self.fontsize_small
, fontcolor = 'blue'
, color = bub_text.color
, wrap = False, adjust_size = False
, **self.text_options )
last_answer = Text(bub_text , ''
, h_align =1, v_align=1
, margin = 0
, width = w
, height = size.line_h*3
, fontsize = self.fontsize_small
, fontcolor = 'blue'
, color = bub_text.color
, wrap = False, adjust_size = False
, **self.text_options )
return avatar, score_text, last_answer
def mat(bottom, top):
""" Frame and board for the game, it adjusts to the possition of top and bottom panels"""
# only the frame is drwan in the game
# yellow
frame = Pane(self.window,self.window.get_size() , c('palette')[1])
w = c('width_mat')
h = c('height_window') - bottom.rect.height - top.rect.height
# board is used to get the size of the playing board
board = Pane(self.window, (w, h), color = 'black')
board.rect.y = top.rect.bottom
board.align('centerx')
# make transparent the board area on the frame
pygame.draw.rect(frame.surface, 'black', board.rect, border_radius = self.border_radius)
pygame.Surface.set_colorkey(frame.surface, 'black')
return frame, board
def middle(board):
w, h = board.rect.size
middle_text = Text(self.window , 'Press play or ENTER to start playing...'
, adjust_size = True
, width = w*0.85 , height = h*0.7
, fontcolor = 'blue'
, **self.text_options)
return middle_text
def game_variants(circles_on_color, circles_off_color, background_on, background_off, pos):
"""
create the dices for the game variants
Parameters
----------
circles_on_color = color of small circles when activated
circles_off_color = color of small circles when desactivated
background_on = background color when activated
background_off = background color when activated
pos: list of positions ['centery', 'bottom', 'top']
"""
# create surface
surface_on = pygame.Surface((42,42))
surface_on.convert_alpha
surface_on.fill('white')
pygame.Surface.set_colorkey(surface_on, 'white')
surface_off = surface_on.copy()
circles_on = list()
circles_off = list()
for n in range(3):
c = Circle(surface_on , '' , fontsize = 1 , size= (10,10) , color = circles_on_color)
circles_on.append(c)
c = Circle(surface_off , '' , fontsize = 1 , size= (10,10) , color = circles_off_color)
circles_off.append(c)
# align horizonal
Asset.grid(1, 3, surface_on, circles_on, margin = 2, outer_margin= 2)
Asset.grid(1, 3, surface_off, circles_off, margin = 2, outer_margin= 2)
# align veritical
for circle, pos in zip( circles_on + circles_off , pos*2) :
circle.align( pos, margin = 5)
# print circles into their own surfaces
for circle in circles_on + circles_off:
circle.draw()
surfaces = {'on' : surface_on
, 'off' : surface_off}
colors = {'on' : background_on
, 'off' : background_off }
# get windows display
screen = pygame.display.get_surface()
variant = Variant(screen, border_radius = 15, surfaces = surfaces, colors = colors )
return variant
def choose_variant( container ):
circles_on_color = 'red' # 'orange'
circles_off_color = 'gray65'
background_on = c('palette')[4] # 'yellow'
background_off = 'gray92'
bubble = Square(self.window ,'', (10,20), color = 'white' , border_radius =self.border_radius)
# variant 1
pos = ['centery']*3
variant_1 = game_variants(circles_on_color ,circles_off_color, background_on, background_off, pos )
# variant 2
pos = ['centery', 'bottom', 'top']
variant_2 = game_variants(circles_on_color ,circles_off_color, background_on, background_off, pos)
levels = {'variant_1': variant_1
,'variant_2' : variant_2 }
for level, obj in levels.items():
if level == self.data_dic['selected_variant']:
obj.selected = True
else:
obj.selected = False
Asset.grid(1, 2 , bubble, levels.values() , margin=10, outer_margin= 10)
for i in variant_1, variant_2:
i.align('centery')
return bubble, levels
#### Assets to object
#### BOTTOM
# bub buttons and buttons
# self.bub_buttons, self.start_button, self.home_button, self.sound_button, self.history_button
buttons = list(self.shared_assets(self.window)) # windows does not matter here as the window of reference will change
self.bub_variants , self.variants = choose_variant(self.bub_buttons)
buttons = buttons[1:]
buttons.insert(1, self.bub_variants )
Asset.grid(1,len(buttons), self.bub_buttons , buttons , margin= 20, outer_margin = 20)
for button in buttons:
button.align(align = 'centery')
self.bub_buttons.align(align = 'midbottom')
#### TOP
# orange
self.top = Square(self.window, '', (10,10) , c('palette')[2], border_radius = self.border_radius)
self.bub_text = Square(self.top, '', (10,10) , 'cyan', border_radius = self.border_radius)
self.avatar_img, self.score_text, self.last_answer= score_pane(self.top ,self.bub_text , c('avatar_play_size'))
Asset.grid(1,2, self.bub_text, [ self.score_text, self.last_answer ] , margin=10 , outer_margin = 10)
self.score_text.align('centery')
self.last_answer.align('centery')
Asset.grid(1,2, self.top, [ self.avatar_img , self.bub_text ] , margin= 10 , outer_margin = 5)
#### MAT and BOARD
self.frame, self.board = mat(self.bub_buttons, self.top) # create a frame and board area
self.top.rect.x = self.board.rect.x
self.bub_buttons.rect.right = self.board.rect.right
# self.top.align(align = 'midtop')
self.bub_text.align('centery')
self.avatar_img.align('centery')
#### MIDDLE TEXT
self.middle_text = middle(self.board) # text for introduction
self.middle_text.align('center')
#### ASSETS
# self.top_panel, self.bub_variants , self.variants, self.bubble
all_assets = [self.frame
, self.middle_text
, self.top
, self.bub_text
, self.bub_buttons
, self.bub_variants ]
all_assets = all_assets + buttons # buttons
all_assets =( all_assets
+ [self.avatar_img, self.last_answer, self.score_text ]
+ list(self.variants.values()) )
return all_assets
def scores_assets(self):
"""Set of assets for HighScores Scene, called when HighScores is initiated."""
today = datetime.now()
def text_date(date, width = 10):
text = Text( self.window , date
, h_align =0, v_align=1
, margin = 1
, fontsize = self.fontsize_medium
, fontcolor = 'blue'
, color = None
, width = width
, wrap = True, adjust_size = True
, **self.text_options )
return text
def text_score(score):
text = Square(self.window, score, (40, 40)
, color = 'yellow'
, fontname = c('fontname'), fontsize = self.fontsize_medium
, border_radius = self.border_radius)
return text
def text_title(string):
text = Square(self.window, string, (50 , 40 )
, color = 'cyan'
, fontcolor ='red'
, fontname = c('fontname'), fontsize = self.fontsize_medium
, border_radius = self.border_radius)
return text
container_big = Square(self.window,'', (10,20), color = 'green' , border_radius = self.border_radius )
container = Square(self.window,'', (10,20), color = 'white' , border_radius = self.border_radius )
assets = [container_big, container]
# if list of highest scores is not empty
if len(self.score_data.scores_list)>0 :
container_score = Square(self.window,'', (10,20), color = 'white' , border_radius = self.border_radius )
assets = assets + [ container_score]
scores_lst = list()
for score in self.score_data.scores_list :
_list = list()
# score
_list.append(text_score(str(score[0])))
# image
_list.append(PaneImage(self.window, (40,40), score[1]) )
# date
date = datetime.fromisoformat(score[2])
delta = date -today
date_text = format_timedelta(delta, granularity='second', threshold=1, locale='en_US', add_direction=True)
_list.append(text_date(date_text))
scores_lst.append(_list)
# a grid for each score
grids = [Pane(self.window, (10,10)) for i in scores_lst ]
assets = assets + grids
for n,score in enumerate(scores_lst) :
cols = len(score) # items to print per score
Asset.grid(1,cols, grids[n] , score , margin= 30, outer_margin = 0)
assets = assets + score
# Asset.grid( len(grids)//2, 2, container, grids , margin= 5, outer_margin = 5)
Asset.grid( len(grids) , 1, container_score, grids , margin= 5, outer_margin = 10)
bub_title = Square(self.window,'', ( 10 ,10), color = 'cyan' , border_radius = self.border_radius )
assets = assets + [bub_title]
headings = list()
for t in 'score', 'player', 'date':
headings.append(text_title(t))
assets = assets + headings
Asset.grid( 1 , len(headings), bub_title, headings, margin= 30, outer_margin = 10)
Asset.grid( 2 , 1, container , [ bub_title, container_score ], margin= 0, outer_margin = 5)
h = bub_title.rect.height
w = container.rect.width
bub_title.rect = *container.rect.topleft, w, h
else: # if not yet scores in list
no_score_text = Text(container , "No scores yet!\nStart playing..."
, h_align =1, v_align=1
, margin = 3
, fontsize = self.fontsize_medium
, fontcolor = 'blue'
, color = None
, width = 200
, wrap = True, adjust_size = True
, **self.text_options )
container.include_aligned(no_score_text, adjust_size = True)
assets = assets + [no_score_text]
# bring buttons
bub_buttons, *buttons = self.shared_assets(self.window)
self.garbage_button = ButtonImage(bub_buttons, self.images_path, self.images_files('garbage'), resize=(40,49))
buttons = list(buttons)
buttons.append(self.garbage_button )
Asset.grid( len(buttons) , 1, bub_buttons , buttons , margin= 30, outer_margin = 10)
for button in buttons:
button.align('centerx')
assets = assets + [bub_buttons] + buttons
Asset.grid( 1 , 2, container_big , [ container, bub_buttons ], margin= 20, outer_margin = 20)
container_big.align('center')
return assets
def shared_handle(self, event):
"""Handle of pygame events used in all Scenes."""
if self.sound_button.handle(event):
self.sound_button.on = not self.sound_button.on
self.data_dic['sound'] = self.sound_button.on
# add history button
if self.history_button.handle(event) and self.id != 'scores' :
self.go_to('scores' )