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import sys, os
import pygame
from gooeypy import gl as gui
from gooeypy.const import *
from OpenGL.GL import *
from gooeypy.texture import Texture
import settings
import glob
import zipfile
from cStringIO import StringIO
from ConfigParser import ConfigParser
import data, rabbyt
class Map:
def __init__(self, name, image, filename, iconfilename, description,
objectives):
self.name = name
self.image = image
self.filename = filename
self.iconfilename = iconfilename
self.returnvalue = None
self.description = description
self.objectives = objectives
class Main:
def __init__(self, (vw,vh)):
self.playing = False
self.cur_map = 0
self.list_of_maps = []
# Load maps.
for f in glob.glob(os.path.join("maps", "*.zip")):
filename = f.split(os.path.sep)[-1].split(".")[0]
z = zipfile.ZipFile(os.path.join(*f.split(os.path.sep)), "r")
settingsfile = z.read("settings.ini")
cf = ConfigParser()
cf.readfp(StringIO(settingsfile))
if "icon.png" in z.namelist():
iconfilename = StringIO(z.read("icon.png"))
else:
iconfilename = "data/noicon.png"
name = cf.get("map", "name")
description = cf.get("map", "description")
objectives = cf.get("map", "objectives")
icon = pygame.image.load(iconfilename)
self.list_of_maps.append(Map(name, icon, filename, icon,
description, objectives))
gui.init(vw,vh)
self.bg = Texture("data/menu.png").sub(0,0,640,480)
self.x = x = (vw-640)/2
self.y = y = (vh-480)/2
self.vh = vh
self.vw = vw
self.app = gui.App(width=640, height=480, x=x, y=y, bgimage="none", theme="snowballz")
menus = Menus(width=640, height=480)
self.app.add(menus)
# Now let's create our menus.
mainmenu = gui.Container(width=640, height=480)
b1 = gui.Button("Single Play")
b1.connect(CLICK, menus.activate, 1)
b2 = gui.Button("Lan Game")
b2.connect(CLICK, menus.activate, 3)
b3 = gui.Button("Settings")
b3.connect(CLICK, menus.activate, 2)
b4 = gui.Button("Quit")
b4.connect(CLICK, self.exit)
menubar = gui.HBox(align="center", valign="bottom", y=-15, spacing=20)
menubar.add(b1, b2, b3, b4)
mainmenu.add(menubar)
back_button = gui.Button("Back")
back_button.connect(CLICK, menus.activate, 0)
# Play.
menu1 = gui.Container(width=640, height=480)
#w1 = gui.Label("Map", align="center", valign="center",
#font_size=25)
p = gui.Image("data/map_img_panel.png", x=20, y=125)
self.singleplay_image = gui.Image(self.list_of_maps[self.cur_map].iconfilename, x=25, y=130)
self.singleplay_label = gui.Label(self.list_of_maps[self.cur_map].name, x=300, y=260, font_size=25)
self.singleplay_objectives = gui.Label(self.list_of_maps[self.cur_map].objectives, x=300, y=310, font_size=13)
self.singleplay_description = gui.Label(self.list_of_maps[self.cur_map].description, x=300, y=290, font_size=13)
b = gui.Button("Play")
b.connect(CLICK, self.singleplay)
nb = gui.Button("Next")
nb.connect(CLICK, self.seek, 1)
pb = gui.Button("Previous")
pb.connect(CLICK, self.seek, -1)
menubar = gui.HBox(align="center", valign="bottom", y=-15, spacing=20)
menubar.add(back_button, pb, nb, b)
menu1.add(menubar, p, self.singleplay_image, self.singleplay_label,
self.singleplay_objectives, self.singleplay_description)
ob = gui.Button("Back")
ob.connect(CLICK, menus.activate, 0)
# Options.
menu2 = gui.Container(width=640, height=480)
option_table = OptionTable(align="center", valign="top", spacing=10, bgimage="bg.png repeat", padding=10)
option_table.add("fullscreen", ("0", "1"), "Fullscreen")
ress = settings.get_res_available()
reslabels = ["%i x %i"%r for r in ress]
reses = []
for i in xrange(len(ress)):
reses.append(str(i))
option_table.add("resolution", reses, "Resolution", labels=reslabels)
option_table.add("daynight", ("0", "1"), "Day/Night cycles")
#option_table.add("footprints", ("0", "1"), "Footprints")
option_table.add("smoke", ("0", "1"), "Smoke")
option_table.add("footprints", ("0", "1"), "Footprints")
option_table.add("snowballdetail", ("1", "2", "3"), "Snowball detail",
labels=("Low", "Medium", "High"))
pname = gui.Input(settings.config.get("player", "name"), width=140,
disallowed_chars=[" "])
hb = gui.HBox(spacing="20")
hb.add(gui.Label("Name:", font_size=20, min_width=180), pname)
super(OptionTable, option_table).add(hb)
def savename():
settings.config.set("player", "name", pname.value)
settings.save_config()
pname.connect(CHANGE, savename)
option_table.add("cursor", ("0", "1"), "Ice Cursor",
labels=("Off", "On"))
menubar = gui.HBox(align="center", valign="bottom", y=-15, spacing=20)
menubar.add(ob)
menu2.add(menubar, option_table)
b_button = gui.Button("Back")
b_button.connect(CLICK, menus.activate, 0)
# Lan game.
menu3 = gui.Container(width=640, height=480)
b1 = gui.Button("Host a game")
b1.connect(CLICK, menus.activate, 5)
b2 = gui.Button("Join a game")
b2.connect(CLICK, menus.activate, 4)
menubar = gui.HBox(align="center", valign="bottom", y=-15, spacing=20)
menubar.add(b_button,b1, b2)
menu3.add(menubar)
l_button = gui.Button("Back")
l_button.connect(CLICK, menus.activate, 3)
# Client. TODO: Find avialible games.
menu4 = gui.Container(width=640, height=480)
l = gui.Label("Host:", font_size=20)
self.host = gui.Input(width=200, disallowed_chars=[" "])
b1 = gui.Button("Go!")
b1.connect(CLICK, self.client)
menubar = gui.HBox(align="center", valign="center", y=-15, spacing=20)
menubar.add(l, self.host, b1)
mbar = gui.HBox(align="center", valign="bottom", y=-15, spacing=20)
mbar.add(l_button)
menu4.add(menubar, mbar)
ml_button = gui.Button("Back")
ml_button.connect(CLICK, menus.activate, 3)
# MP lobby.
menu5 = gui.Container(width=640, height=480)
self.servermap = gui.SelectBox(align="left", valign="center", width=200,
height=300, scrollable=True)
for m in self.list_of_maps:
self.servermap.add(m.name, m.filename)
b1 = gui.Button("Host")
b1.connect(CLICK, self.server)
menubar = gui.HBox(align="center", valign="bottom", y=-15, spacing=20)
menubar.add(ml_button, b1)
menu5.add(menubar, self.servermap)
# Add menus
menus.add(mainmenu, menu1, menu2, menu3, menu4, menu5)
# Active the mainmenu.
menus.activate(0)
def run(self):
clock = pygame.time.Clock()
glClearColor(0, 0, 0, 1)
while not self.playing:
clock.tick(35)
glClear(GL_COLOR_BUFFER_BIT)
# Draw background.
glPushMatrix()
glTranslatef(self.x,self.vh-480-self.y,1)
self.bg.render()
glPopMatrix()
events = pygame.event.get()
for event in events:
if event.type == QUIT:
self.exit()
self.app.run(events)
self.app.draw()
#glMatrixMode(GL_PROJECTION)
#glLoadIdentity()
#glOrtho(0, self.vw, self.vh, 0, -50, 50)
#glMatrixMode(GL_MODELVIEW)
#glLoadIdentity()
#rabbyt.set_time(pygame.time.get_ticks())
#data.snowflakes.run(True)
#glMatrixMode(GL_PROJECTION)
#glLoadIdentity()
#glOrtho(0, data.view.w, 0, data.view.h, -50, 50)
#glMatrixMode(GL_MODELVIEW)
#glLoadIdentity()
pygame.display.flip()
Texture.bound_texture_id = None
self.playing = False
return self.returnvalue
def seek(self, direction):
self.cur_map += direction
if self.cur_map < 0:
self.cur_map = len(self.list_of_maps) - 1
elif self.cur_map > len(self.list_of_maps) -1:
self.cur_map = 0
i = self.list_of_maps[self.cur_map].image
self.singleplay_image.value = Texture(i).sub(0,0, i.get_width(), i.get_height())
self.singleplay_label.value = self.list_of_maps[self.cur_map].name
self.singleplay_objectives.value = self.list_of_maps[self.cur_map].objectives
self.singleplay_description.value = self.list_of_maps[self.cur_map].description
def exit(self):
sys.exit()
def singleplay(self):
self.playing = True
self.returnvalue = self.list_of_maps[self.cur_map].filename, "single", None
def server(self):
if not self.servermap.selected:
return
self.playing = True
self.returnvalue = self.servermap.values.pop(), "server", None
def client(self):
self.playing = True
self.returnvalue = self.list_of_maps[self.cur_map].filename, "client", self.host.value
class OptionTable(gui.VBox):
def add(self, option, values, label, labels=("Off", "On")):
switch = gui.Switch(settings.get_option(option), options=values,
labels=labels, min_width=140)
switch.connect(CHANGE, settings.toggle, option, values)
hb = gui.HBox(spacing="20")
hb.add(gui.Label(label+":", font_size=20, min_width=180), switch)
super(OptionTable, self).add(hb)
class Menus(gui.Container):
""" We have this to hold all of our menus. Keeps things clean and tidy. """
def activate(self, index):
""" Basically what we do here is deactivate all the widgets (menus) and
then activate the menu at index. When a widget is not active, it
simply disappears. """
for w in self.widgets:
w.active = False
self.widgets[index].active = True
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