refactor: separated dir for screens
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@ -7,7 +7,9 @@ from common.constants import GAME_TITLE, WINDOW_WIDTH, WINDOW_HEIGHT, FPS_COUNT,
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from common.helpers import draw_text
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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.knight import Knight
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from models.monster import Monster
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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.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 ui.stats import Stats
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from .grid import Grid
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from .grid import Grid
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from .spawner import Spawner
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from .spawner import Spawner
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@ -28,6 +30,7 @@ class Game:
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self.tiles.append((tile_path, converted_tile))
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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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click = False
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@ -48,10 +51,10 @@ class Game:
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self.game()
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self.game()
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if button_2.collidepoint((mx, my)):
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if button_2.collidepoint((mx, my)):
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if click:
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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 button_3.collidepoint((mx, my)):
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if click:
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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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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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draw_text('PLAY', WHITE, self.screen, 870, 255)
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@ -77,38 +80,6 @@ class Game:
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pygame.display.update()
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pygame.display.update()
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self.clock.tick(60)
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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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def game(self):
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running = True
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running = True
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grid = Grid(self.tiles)
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grid = Grid(self.tiles)
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0
ui/screens/__init__.py
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0
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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6
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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28
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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