forked from s464965/WMICraft
Merge pull request 'structure_cleanup' (#4) from structure_cleanup into master
Reviewed-on: s464965/WMICraft#4
This commit is contained in:
commit
f7cfb1a22b
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common/__init__.py
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0
common/__init__.py
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@ -19,4 +19,4 @@ TILES = [
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'sand.png',
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'water.png',
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'grass_with_tree.jpg',
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]
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]
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0
logic/__init__.py
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logic/__init__.py
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@ -1,22 +1,25 @@
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import pygame
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import sys
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from colors import FONT_DARK, WHITE
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from constants import GAME_TITLE, WINDOW_WIDTH, WINDOW_HEIGHT, FPS_COUNT, TILES
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from grid import Grid
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from helpers import draw_text
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from logs import Logs
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from stats import Stats
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from knight import Knight
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from monster import Monster
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from spawner import Spawner
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import pygame
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from common.colors import FONT_DARK, WHITE
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from common.constants import GAME_TITLE, WINDOW_WIDTH, WINDOW_HEIGHT, FPS_COUNT, TILES
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from common.helpers import draw_text
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from models.knight import Knight
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from models.monster import Monster
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from ui.screens.credits import Credits
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from ui.logs import Logs
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from ui.screens.options import Options
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from ui.stats import Stats
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from .grid import Grid
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from .spawner import Spawner
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class Game:
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def __init__(self):
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pygame.init()
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pygame.display.set_caption(GAME_TITLE)
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pygame.display.set_icon(pygame.image.load('resources/icons/sword.png'))
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pygame.display.set_icon(pygame.image.load('./resources/icons/sword.png'))
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self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
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self.clock = pygame.time.Clock()
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@ -26,7 +29,8 @@ class Game:
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converted_tile = pygame.image.load('resources/textures/' + tile_path).convert_alpha()
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self.tiles.append((tile_path, converted_tile))
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self.bg = pygame.image.load("resources/textures/bg.jpg")
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self.bg = pygame.image.load("./resources/textures/bg.jpg")
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self.screens = {'credits': Credits(self.screen, self.clock), 'options': Options(self.screen, self.clock)}
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click = False
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@ -47,10 +51,10 @@ class Game:
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self.game()
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if button_2.collidepoint((mx, my)):
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if click:
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self.options()
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self.screens['options'].display_screen()
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if button_3.collidepoint((mx, my)):
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if click:
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self.credits()
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self.screens['credits'].display_screen()
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pygame.draw.rect(self.screen, (0, 191, 255), button_1, 0, 4)
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draw_text('PLAY', WHITE, self.screen, 870, 255)
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@ -76,52 +80,19 @@ class Game:
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pygame.display.update()
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self.clock.tick(60)
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def options(self):
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running = True
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while running:
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self.screen.fill((0, 0, 0))
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draw_text('options', WHITE, self.screen, 20, 20, 30)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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pygame.display.update()
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self.clock.tick(60)
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def credits(self):
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running = True
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while running:
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self.screen.fill((0, 0, 0))
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draw_text('credits', WHITE, self.screen, 20, 20, 30)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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pygame.display.update()
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self.clock.tick(60)
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def game(self):
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running = True
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grid = Grid(self.tiles)
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stats = Stats()
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logs = Logs()
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knight1 = Knight("/resources/textures/knight.png")
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knight2 = Knight("/resources/textures/knight.png")
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knight1 = Knight("./resources/textures/knight.png")
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knight2 = Knight("./resources/textures/knight.png")
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spawn = Spawner(grid, [knight1, knight2], 4, 5, 8, 0)
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spawn.spawn()
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knights_list = pygame.sprite.Group()
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knights_list.add(knight1)
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knights_list.add(knight2)
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while running:
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self.screen.blit(self.bg, (0, 0))
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@ -138,7 +109,7 @@ class Game:
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logs.draw(self.screen)
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knights_list.draw(self.screen)
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monster1 = Monster(self.screen, "/resources/textures/dragon.png")
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monster1 = Monster(self.screen, "./resources/textures/dragon.png")
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monster_list = pygame.sprite.Group()
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monster_list.add(monster1)
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pygame.display.update()
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@ -1,8 +1,10 @@
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import pygame
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import random
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from field import Field
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from constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, BORDER_RADIUS
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import pygame
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from common.constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, \
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BORDER_RADIUS
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from .field import Field
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class Grid:
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@ -33,4 +35,3 @@ class Grid:
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GRID_CELL_HEIGHT]
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image = self.grid[row][column].converted_texture
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screen.blit(pygame.transform.scale(image, (GRID_CELL_WIDTH, GRID_CELL_HEIGHT)), box_rect)
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@ -1,6 +1,7 @@
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from constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, BORDER_RADIUS
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import random
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from common.constants import GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT
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class Spawner:
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def __init__(self, grid, objs_to_spawn_list: list, width, height, pos_row, pos_column):
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@ -20,9 +21,8 @@ class Spawner:
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(GRID_CELL_PADDING + GRID_CELL_HEIGHT) * row + GRID_CELL_PADDING + 7])
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for obj in self.objs_to_spawn_list:
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random_tile = random.randint(0, len(coords)-1)
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random_tile = random.randint(0, len(coords) - 1)
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obj.rect.x = coords[random_tile][0]
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obj.rect.y = coords[random_tile][1]
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coords.pop(random_tile)
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obj.update()
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2
main.py
2
main.py
@ -1,4 +1,4 @@
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from game import Game
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from logic.game import Game
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if __name__ == '__main__':
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game = Game()
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0
models/__init__.py
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0
models/__init__.py
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@ -1,17 +1,13 @@
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import pygame.image
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from constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, BORDER_RADIUS, \
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WINDOW_WIDTH, WINDOW_HEIGHT
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class Knight(pygame.sprite.Sprite):
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def __init__(self, img):
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super().__init__()
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self.images = []
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self.image = pygame.image.load("resources/textures/knight.png")
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self.image = pygame.transform.scale(self.image, (40, 40))
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self.images.append(self.image)
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self.rect = self.image.get_rect()
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knights_list = pygame.sprite.Group()
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import pygame.image
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class Knight(pygame.sprite.Sprite):
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def __init__(self, img):
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super().__init__()
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self.images = []
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self.image = pygame.image.load("./resources/textures/knight.png")
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self.image = pygame.transform.scale(self.image, (40, 40))
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self.images.append(self.image)
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self.rect = self.image.get_rect()
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knights_list = pygame.sprite.Group()
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@ -1,5 +1,4 @@
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import pygame.image
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import random
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class Monster(pygame.sprite.Sprite):
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@ -7,7 +6,7 @@ class Monster(pygame.sprite.Sprite):
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def __init__(self, screen, img):
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super().__init__()
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self.images = []
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self.image = pygame.image.load("resources/textures/dragon.png")
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self.image = pygame.image.load("./resources/textures/dragon.png")
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self.image = pygame.transform.scale(self.image, (40, 40))
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self.images.append(self.image)
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self.rect = self.image.get_rect()
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0
ui/__init__.py
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ui/__init__.py
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@ -1,8 +1,8 @@
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import pygame
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from colors import FONT_DARK, ORANGE, WHITE, RED
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from constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, BORDER_WIDTH, BORDER_RADIUS
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from helpers import draw_text
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from common.colors import FONT_DARK, ORANGE, WHITE
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from common.constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, BORDER_WIDTH, BORDER_RADIUS
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from common.helpers import draw_text
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class Logs:
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ui/screens/__init__.py
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ui/screens/__init__.py
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6
ui/screens/credits.py
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6
ui/screens/credits.py
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@ -0,0 +1,6 @@
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from ui.screens.screen import Screen
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class Credits(Screen):
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def __init__(self, screen, clock):
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super().__init__('credits', screen, clock)
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ui/screens/options.py
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6
ui/screens/options.py
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@ -0,0 +1,6 @@
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from ui.screens.screen import Screen
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class Options(Screen):
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def __init__(self, screen, clock):
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super().__init__('options', screen, clock)
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ui/screens/screen.py
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28
ui/screens/screen.py
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@ -0,0 +1,28 @@
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import pygame
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from common.colors import WHITE
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from common.helpers import draw_text
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class Screen:
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def __init__(self, screen_name, screen, clock):
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self.screen_name = screen_name
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self.screen = screen
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self.clock = clock
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def display_screen(self):
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"""override this method in order to get specific layout"""
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running = True
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while running:
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self.screen.fill((0, 0, 0))
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draw_text(self.screen_name, WHITE, self.screen, 20, 20, 30)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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pygame.display.update()
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self.clock.tick(60)
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@ -1,8 +1,8 @@
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import pygame
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from colors import FONT_DARK, ORANGE, WHITE, RED
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from constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, BORDER_WIDTH, BORDER_RADIUS
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from helpers import draw_text
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from common.colors import FONT_DARK, ORANGE, WHITE, RED
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from common.constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, BORDER_WIDTH, BORDER_RADIUS
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from common.helpers import draw_text
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class Stats:
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@ -21,8 +21,8 @@ class Stats:
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pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 65, 340, 3))
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# shields
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shield_blue = pygame.image.load('resources/textures/shield_blue.png')
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shield_red = pygame.image.load('resources/textures/shield_red.png')
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shield_blue = pygame.image.load('./resources/textures/shield_blue.png')
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shield_red = pygame.image.load('./resources/textures/shield_red.png')
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screen.blit(shield_blue, (x + 20, y + 80))
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screen.blit(shield_red, (x + 200, y + 80))
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draw_text('VS', FONT_DARK, screen, x + 150, y + 120, 36)
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@ -41,4 +41,4 @@ class Stats:
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# points
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pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 390, 340, 3))
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draw_text('PUNKTY: 10', FONT_DARK, screen, x + 35, y + 408, 18, True)
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draw_text('PUNKTY: 10', FONT_DARK, screen, x + 215, y + 408, 18, True)
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draw_text('PUNKTY: 10', FONT_DARK, screen, x + 215, y + 408, 18, True)
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