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CPanel.py
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116 lines (93 loc) · 4.56 KB
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import pygame
from Constants import Colors
from pygame import Rect
class Button:
def __init__(self, id, rect, text, color, left, top, text_color=None):
self.rect = rect
self.color = color
self.left = left
self.top = top
self.text = text
self.id = id
font = pygame.font.SysFont('Comic Sans MS', 30)
self.text_surface = font.render(text, False, text_color if text_color else Colors.BLACK)
def set_text(self, text):
font = pygame.font.SysFont('Comic Sans MS', 30)
self.text_surface = font.render(text, False, Colors.BLACK)
class CPanel:
def __init__(self, game, left, top, width, height):
self.game = game
self.width = width
self.height = height
self.left = left
self.top = top
self.buttons = dict()
r = Rect(self.left, self.top, 220, 50)
self.endmove_button = Button('endmove', r, 'End move', Colors.PINKRED, 55, 15, (150, 200, 205))
r = Rect(self.left, self.top + 60, 280, 50)
self.player1_button = Button('player1', r, 'Player 1 ({}): '.format(self.game.player1.name), Colors.GREENLOW, 20, 15)
r = Rect(self.left, self.top + 120, 280, 50)
self.player2_button = Button('player2', r, 'Player 2 ({}): '.format(self.game.player2.name), Colors.GREENLOW, 20, 15)
r = Rect(self.left + 260, self.top + 80, 10, 10)
self.player1_move_button = Button('player1_move_button', r, '', Colors.PINKRED, 0, 0)
r = Rect(self.left + 260, self.top + 140, 10, 10)
self.player2_move_button = Button('player2_move_button', r, '', Colors.PINKRED, 0, 0)
self.player1_train_buttons = []
i = 0
for name in self.game.player1.factory.unit_names:
r = Rect(self.left, self.top + 180 + i * 40, 220, 30)
unit_str = name.capitalize() + ' ({} gold)'.format(self.game.player1.factory.unit_cost[name])
self.player1_train_buttons.append(Button('train_{}'.format(name), r,
unit_str, Colors.GREENLOW, 10, 4))
i += 1
self.player2_train_buttons = []
i = 0
for name in self.game.player2.factory.unit_names:
r = Rect(self.left, self.top + 180 + i * 40, 220, 30)
unit_str = name.capitalize() + ' ({} gold)'.format(self.game.player2.factory.unit_cost[name])
self.player2_train_buttons.append(Button('train_{}'.format(name), r,
unit_str, Colors.GREENLOW, 10, 4))
i += 1
self.buttons['player1'] = self.player1_button
self.buttons['player2'] = self.player2_button
self.buttons['endmove'] = self.endmove_button
self.buttons['player1_move'] = self.player1_move_button
for but in self.player1_train_buttons:
self.buttons[but.id] = but
def render(self):
for key in self.buttons:
but = self.buttons[key]
# update players gold
if but.id == 'player1' or but.id == 'player2':
pos = but.text.find(': ')
gold = self.game.player1.gold if but.id == 'player1' else self.game.player2.gold
if pos == -1:
but.set_text(but.text + ': ' + str(gold))
else:
but.set_text(but.text[:pos + 2] + str(gold))
but_color = but.color
if but.id.startswith('train_'):
name = but.id[6:]
if name == self.game.gamestate.chosen_unit:
but_color = Colors.PINKPINKRED
pygame.draw.rect(self.game.screen, but_color, but.rect)
if but.text_surface:
self.game.screen.blit(but.text_surface, (but.rect.left + but.left, but.rect.top + but.top))
def get_button(self, pos):
for e in self.buttons:
if self.buttons[e].rect.collidepoint(pos):
return e
def endmove(self):
for key in list(self.buttons.keys()):
if key.startswith('train'):
del self.buttons[key]
if 'player1_move' in self.buttons.keys():
del self.buttons['player1_move']
self.buttons['player2_move'] = self.player2_move_button
for but in self.player2_train_buttons:
self.buttons[but.id] = but
elif 'player2_move' in self.buttons.keys():
del self.buttons['player2_move']
self.buttons['player1_move'] = self.player1_move_button
for but in self.player1_train_buttons:
self.buttons[but.id] = but