start of Menu implementation

This commit is contained in:
IM23a-bachmannj2
2025-02-02 09:16:50 +01:00
parent b8887598d4
commit fc31ab5912
12 changed files with 296 additions and 51 deletions
+11 -6
View File
@@ -1,7 +1,7 @@
import pygame as pg
from game.settings import *
from game.game_manager import Grid
from game.util import draw_text, get_fall_interval
from game.util.util import *
from game.tetrominos import Tetrominos
import game.settings as settings
import sys
@@ -25,17 +25,20 @@ class Game:
self.next_tetromino = Tetrominos(cols, cell_size)
self.hold_tetromino = None
self.hold_used = False # Flag to track if hold has been used for the current tetromino
self.hold_used = False
self.fall_timer = 0
self.move_timer = 0
self.move_interval = 100
self.playing = None
def run(self):
"""Main game loop."""
self.playing = True
if settings.gamestate == False:
if not settings.gamestate:
self.game_grid = Grid(rows, cols, cell_size)
settings.game_score = 0
settings.gamestate = True
while self.playing:
@@ -79,6 +82,8 @@ class Game:
if not self.game_grid.check_collision(self.current_tetromino.shape, self.current_tetromino.x - 1, self.current_tetromino.y):
self.current_tetromino.move(-1, 0) # Move left
self.move_timer = current_time # Reset timer
elif keys[pg.K_DOWN]:
fall_interval = 40
# Handle automatic falling based on timer
if current_time - self.fall_timer > fall_interval:
@@ -98,9 +103,8 @@ class Game:
# Draw the grid and tetromino
self.game_grid.draw_grid(self.grid_surface)
self.current_tetromino.draw(self.grid_surface)
self.ghost_tetromino.draw_ghost_tetromino(self.grid_surface)
self.current_tetromino.draw(self.grid_surface)
# Draw next and hold previews
self.next_surface.fill((0, 0, 0))
@@ -111,7 +115,7 @@ class Game:
self.hold_tetromino.draw_next_tetromino(self.hold_surface)
# Draw score
draw_text(self.screen, f'Score: {settings.game_score}', 30, self.width - 75, 100, (255, 255, 255))
draw_text(self.screen, f'Score: {settings.game_score}', get_font(20), self.width - 150, 100, (255, 255, 255))
# Render surfaces
self.screen.blit(self.grid_surface, (0, 0))
@@ -155,5 +159,6 @@ class Game:
def show_game_over(self):
"""Handle game over screen."""
add_score("gamescore.json", settings.game_score)
settings.gamestate = False
self.playing = False
+79 -10
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@@ -1,17 +1,23 @@
import pygame as pg
from game.settings import *
import game.settings as setting
from game.util import draw_text
from game.util.button import Button
from game.util.util import *
import sys
class StartMenu:
def __init__(self, screen, clock):
self.menu_running = None
self.screen = screen
self.clock = clock
self.screen_size = self.screen.get_size()
self.mouse_pos = pg.mouse.get_pos()
self.score = load_score("gamescore.json")
self.option = False
self.options_menu = OptionMenu(self.screen, self.clock)
def run(self):
self.menu_running = True
@@ -22,6 +28,7 @@ class StartMenu:
return True
def update(self):
self.mouse_pos = pg.mouse.get_pos()
for event in pg.event.get():
if event.type == pg.QUIT:
@@ -33,17 +40,50 @@ class StartMenu:
if event.key == pg.K_ESCAPE:
pg.quit()
sys.exit()
if event.type == pg.MOUSEBUTTONDOWN:
if self.play.checkForInput(self.mouse_pos):
self.menu_running = False
if self.options.checkForInput(self.mouse_pos):
self.option = True
while self.option:
self.option = self.options_menu.run()
if self.quit.checkForInput(self.mouse_pos):
pg.quit()
sys.exit()
def draw(self):
self.screen.fill((0, 0, 0))
self.screen.blit(get_background(), (0, 0))
self.play = Button(image=None, pos=(setting.width // 2, setting.height // 3), text_input="Play", font=get_font(50), base_color=(255, 255, 255), hovering_color=(200, 200, 200))
self.play.changeColor(self.mouse_pos)
self.quit = Button(image=None, pos=(setting.width // 2, setting.height // 3 * 2), text_input="Quit", font=get_font(50), base_color=(255, 255, 255), hovering_color=(200, 200, 200))
self.quit.changeColor(self.mouse_pos)
self.options = Button(image=None, pos=(setting.width // 2, setting.height // 2), text_input="Options", font=get_font(50), base_color=(255, 255, 255), hovering_color=(200, 200, 200))
self.options.changeColor(self.mouse_pos)
draw_text(self.screen, "TETRIS", get_font(30), setting.width // 2, setting.height // 3 - 50, (255, 255, 255))
position = 0
for item in self.score["score"]:
draw_text(self.screen, f"Score: {item}", get_font(30), setting.width // 5, setting.height // 3 - 50 + position, (255, 255, 255))
position += 50
self.play.update(self.screen)
self.options.update(self.screen)
self.quit.update(self.screen)
pg.display.update()
def draw_options(self):
self.screen.blit(get_background(), (0, 0))
draw_text(self.screen, "TETRIS", 50, width // 2, HEIGHT // 2 - 50, (255, 255, 255))
draw_text(self.screen, "Press ENTER to Start", 30, width // 2, HEIGHT // 2 + 50, (200, 200, 200))
pg.display.update()
class GameMenu:
def __init__(self, screen, clock):
self.menu_running = None
self.screen = screen
self.clock = clock
self.screen_size = self.screen.get_size()
@@ -74,10 +114,39 @@ class GameMenu:
self.screen.fill((0, 0, 0))
if setting.gamestate:
draw_text(self.screen, "Game Paused", 50, width // 2, HEIGHT // 2 - 50, (255, 255, 255))
draw_text(self.screen, "Press ESC to Resume", 30, width // 2, HEIGHT // 2 + 10, (200, 200, 200))
draw_text(self.screen, "Game Paused", get_font(50), setting.width // 2, setting.height // 2 - 50, (255, 255, 255))
draw_text(self.screen, "Press ESC to Resume", get_font(30), setting.width // 2, setting.height // 2 + 10, (200, 200, 200))
else:
draw_text(self.screen, "Game Over", 50, width // 2, HEIGHT // 2 - 50, (255, 0, 0))
draw_text(self.screen, "Press Enter to Restart", 30, width // 2, HEIGHT // 2 + 50, (200, 200, 200))
draw_text(self.screen, "Game Over", get_font(50), setting.width // 2, setting.height // 2 - 50, (255, 0, 0))
draw_text(self.screen, "Press Enter to Restart", get_font(30), setting.width // 2, setting.height // 2 + 50, (200, 200, 200))
pg.display.update()
pg.display.update()
class OptionMenu:
def __init__(self, screen, clock):
self.menu_running = None
self.screen = screen
self.clock = clock
self.screen_size = self.screen.get_size()
def run(self):
self.menu_running = True
while self.menu_running:
self.clock.tick(60)
self.update()
self.draw()
return False
def update(self):
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
self.menu_running = False
def draw(self):
self.screen.blit(get_background(), (0, 0))
pg.display.update()
+1 -9
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@@ -1,15 +1,8 @@
# Variables
#screen size
global height, width
height, width = 600, 450
width, height = 0, 0
#grid surface
g_height, g_width = 600, 300
#start surface size
HEIGHT, WIDTH = 600, 300
#score
game_score = 0
@@ -19,5 +12,4 @@ cell_size = 30
fps = 60
global gamestate # Add game state variable
gamestate = True
-23
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@@ -1,23 +0,0 @@
import pygame
def get_fall_interval(score):
"""
Calculate the fall interval based on the current score.
"""
base_interval = 1000 # Base interval in milliseconds
decrease_per_1000_points = 50 # Decrease in ms per 1000 points
min_interval = 100 # Minimum interval in milliseconds
# Calculate the fall interval
interval = base_interval - (score // 400) * decrease_per_1000_points
# Ensure the interval doesn't go below the minimum
return max(interval, min_interval)
#game states
def draw_text(surface, text, size, x, y, color):
"""Utility function to render text onto a surface."""
font = pygame.font.Font(None, size) # Use default font
text_surface = font.render(text, True, color)
text_rect = text_surface.get_rect(center=(x, y))
surface.blit(text_surface, text_rect)
+29
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@@ -0,0 +1,29 @@
class Button():
def __init__(self, image, pos, text_input, font, base_color, hovering_color):
self.image = image
self.x_pos = pos[0]
self.y_pos = pos[1]
self.font = font
self.base_color, self.hovering_color = base_color, hovering_color
self.text_input = text_input
self.text = self.font.render(self.text_input, True, self.base_color)
if self.image is None:
self.image = self.text
self.rect = self.image.get_rect(center=(self.x_pos, self.y_pos))
self.text_rect = self.text.get_rect(center=(self.x_pos, self.y_pos))
def update(self, screen):
if self.image is not None:
screen.blit(self.image, self.rect)
screen.blit(self.text, self.text_rect)
def checkForInput(self, position):
if position[0] in range(self.rect.left, self.rect.right) and position[1] in range(self.rect.top, self.rect.bottom):
return True
return False
def changeColor(self, position):
if position[0] in range(self.rect.left, self.rect.right) and position[1] in range(self.rect.top, self.rect.bottom):
self.text = self.font.render(self.text_input, True, self.hovering_color)
else:
self.text = self.font.render(self.text_input, True, self.base_color)
+83
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@@ -0,0 +1,83 @@
import pygame, sys
from util import write_save
class Controls_Handler():
def __init__(self, save):
self.save_file = save
self.curr_block = save["current_profile"]
self.controls = self.save_file["controls"][str(self.curr_block)]
self.setup()
def update(self, actions):
if self.selected: self.set_new_control()
else: self.navigate_menu(actions)
def render(self, surface):
self.draw_text(surface, "Control Profile " + str(self.curr_block+1) , 20, pygame.Color((0,0,0)), 480 / 2, 270/8)
self.display_controls(surface, self.save_file["controls"][str(self.curr_block)])
if self.curr_block == self.save_file["current_profile"]: self.draw_text(surface, "*" , 20, pygame.Color((0,0,0)), 20, 20)
def navigate_menu(self, actions):
# Move the cursor up and down
if actions["Down"]: self.curr_index = (self.curr_index + 1) % (len(self.save_file["controls"][str(self.curr_block)]) + 1)
if actions["Up"]: self.curr_index = (self.curr_index - 1) % (len(self.save_file["controls"][str(self.curr_block)]) + 1)
# Switch between profiles
if actions["Left"]: self.curr_block = (self.curr_block -1) % len(self.save_file["controls"])
if actions["Right"]: self.curr_block = (self.curr_block +1) % len(self.save_file["controls"])
# Handle Selection
if actions["Action1"] or actions["Start"]:
# Set the current profile to be the main one
if self.cursor_dict[self.curr_index] == "Set":
self.controls = self.save_file["controls"][str(self.curr_block)]
self.save_file["current_profile"] = self.curr_block
write_save(self.save_file)
else:
self.selected = True
def set_new_control(self):
selected_control = self.cursor_dict[self.curr_index]
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
done = True
pygame.quit()
sys.exit()
elif event.key not in self.save_file["controls"][str(self.curr_block)].values():
self.save_file["controls"][str(self.curr_block)][selected_control] = event.key
write_save(self.save_file)
self.selected = False
done = True
def display_controls(self,surface, controls):
color = (255,13,5) if self.selected else (255,250,239)
pygame.draw.rect(surface, color, (80 , 270/4 - 10 + (self.curr_index*30), 320, 20) )
i = 0
for control in controls:
self.draw_text(surface, control + ' - ' + pygame.key.name(controls[control]),20,
pygame.Color((0,0,0)), 480 / 2, 270/4 + i)
i += 30
self.draw_text(surface, "Set Current Profile",20, pygame.Color((0,0,0)), 480 / 2, 270/4 + i)
def setup(self):
self.selected = False
self.font = pygame.font.Font("RetroFont.ttf", 20)
self.cursor_dict = {}
self.curr_index = 0
i = 0
for control in self.controls:
self.cursor_dict[i] = control
i += 1
self.cursor_dict[i] = "Set"
def draw_text(self,surface, text, size, color, x, y):
text_surface = self.font.render(text, True, color, size)
text_surface.set_colorkey((0,0,0))
text_rect = text_surface.get_rect()
text_rect.center = (x, y)
surface.blit(text_surface, text_rect)
+86
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@@ -0,0 +1,86 @@
import pygame
import json, os
# calculate fall speed
def get_fall_interval(score):
"""
Calculate the fall interval based on the current score.
"""
base_interval = 1000 # Base interval in milliseconds
decrease_per_1000_points = 50 # Decrease in ms per 1000 points
min_interval = 100 # Minimum interval in milliseconds
# Calculate the fall interval
interval = base_interval - (score // 400) * decrease_per_1000_points
# Ensure the interval doesn't go below the minimum
return max(interval, min_interval)
# Draw text simplified
def draw_text(surface, text, font, x, y, color):
"""Utility function to render text onto a surface."""
text_surface = font.render(text, True, color)
text_rect = text_surface.get_rect(center=(x, y))
surface.blit(text_surface, text_rect)
def get_font(size):
return pygame.font.Font("assets/font.ttf", size)
def get_background():
return pygame.image.load('assets/menu_background.png')
#For the Leaderboard
def load_score(filename):
"""Load JSON data only if the file is not empty."""
if os.path.exists(filename) and os.path.getsize(filename) > 0: # Check if file exists & not empty
with open(filename, "r") as file:
return json.load(file)
return {}
def add_score(filename, score):
if os.path.exists(filename):
with open(os.path.join(os.getcwd(), filename), "w") as file:
json.dump(score, file)
# For keybinds (control.py)
def load_existing_save(savefile):
with open(os.path.join(savefile), 'r+') as file:
controls = json.load(file)
return controls
def write_save(data):
with open(os.path.join(os.getcwd(),'save.json'), 'w') as file:
json.dump(data, file)
def load_save():
try:
# Save is loaded
save = load_existing_save('save.json')
except:
# No save file, so create one
save = create_save()
write_save(save)
return save
def create_save():
new_save = {
"controls":{
"0" :{"Left": pygame.K_a, "Right": pygame.K_d, "Up": pygame.K_w, "Down": pygame.K_s,
"Start": pygame.K_RETURN, "Action1": pygame.K_SPACE},
"1" :{"Left": pygame.K_a, "Right": pygame.K_d, "Up": pygame.K_w, "Down": pygame.K_s,
"Start": pygame.K_RETURN, "Action1": pygame.K_SPACE}
},
"current_profile": 0
}
return new_save
def reset_keys(actions):
for action in actions:
actions[action] = False
return actions