Game
Colony Invicta
11 years ago

GUI Module


“After 10,000 years of development, hopefully it will be worth the wight.”

I have finished the GUI Module. This will double the speed at which the game is made and halve the size of the files!

Because this is open-source:

#PyGUI V.1.2

import pygame, random

from pygame.locals import *

pygame.init();

def help():

print “”“

If Screen((x, y), True) is active, it will run faster and smoother, but will take processing power.

Elif Screen((x, y), False) is not active, it will run blockier and some graphical functions may not work, but will take way less processing power.

Outdated Functions and Classes:

Funtions:

help()

mouse_pos()

set_fontsize(size)

Classes:

Screen(size, active)

Functions:

set_background(image)

set_button(image, (x, y), (x2, y2), title)

clicked(buttontitle)

hover(buttontitle)

set_button_image(image, buttontitle)

del_object(objecttitle)

update()

Variables:

objects

Button(image, (x, y), (x2, y2), title)

Variables:

image

title

x

y

x2

y2

Message(text, (x, y), title)

Variables:

title

text

x

y

Predifined Classes:

Font()

Functions:

set_fontsize(size)

set_fontcolour((R, G, B))

Variables:

size

colour

””“

class Screen:

def init(self, size, active = False):

self.objects = []

self.size = size

self.background = False

self.default_background = pygame.image.load(‘default.png’) #Unstable

self.active = active

def start(self):

self.scr = pygame.display.set_mode((self.size[0], self.size[1]))

def set_background(self, image):

self.background = pygame.image.load(image)

def set_button(self, image, pos, dim, title=”untitled_button”):

self.objects.append(Button(image, pos, dim, title))

def set_button2(self, text, pos, title=”untitled_button2”): #Remove dim

self.objects.append(Button2(text, pos, title))

def set_message(self, text, pos, title=’untitled_button’):

self.objects.append(Message(text, pos, title))

def set_image(self, image, pos):

self.objects.append(Image(image, pos))

#Referencing objects

def clicked(self, tit):

for obj in self.objects:

if obj.type != ‘image’:

if obj.title == tit:

if obj.clicked:

return True

def clicked_released(self, tit):

for obj in self.objects:

if obj.type != ‘image’:

if obj.title == tit:

if obj.hover:

for event in pygame.event.get():

if event.type == MOUSEBUTTONDOWN:

return True

def hover(self, tit):

for obj in self.objects:

if obj.type != ‘image’:

if obj.title == tit:

if obj.hover:

return True

def set_button_image(self, img, tit):

for obj in self.objects:

if obj.type != ‘image’:

if obj.title == tit:

obj.image = pygame.image.load(img)

def set_button_hover(self, img, tit):

for obj in self.objects:

if obj.type != ‘image’:

if obj.title == tit:

obj.image_hover = pygame.image.load(img)

def del_object(self, tit):

for obj in self.objects:

if obj.type != ‘image’:

if obj.title == tit:

del self.objects[self.objects.index(obj)]

def move_object(self, tit, pos):

for obj in self.objects:

if obj.type != ‘image’:

if obj.title == tit:

obj.x = pos[0]

obj.y = pos[1]

def align_object(self, tit, grid):

for obj in self.objects:

if obj.type != ‘image’:

if obj.title == tit:

while obj.x % grid != 0:

obj.x += 1

while obj.y % grid != 0:

obj.y += 1

#Main update loop

def update(self):

if self.active == False:

for event in pygame.event.get():

if event != None:

if self.background != False:

self.scr.blit(self.background, (0, 0))

else:

self.scr.blit(self.default_background, (0, 0))

for obj in self.objects:

obj.update(self.scr)

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

pass

pygame.display.update()

else:

if self.background != False:

self.scr.blit(self.background, (0, 0))

else:

self.scr.blit(self.default_background, (0, 0))

for obj in self.objects:

obj.update(self.scr)

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

pass

pygame.display.update()

class Button2:

def init(self, text, pos, title = “untitled_button2”):

self.type = “button”

self.text = text

self.title = title

self.x = pos[0]

self.y = pos[1]

self.dim = (len(self.text) * Font.size / 2, Font.size) #Dimensions (Need to format to font)

self.x2 = self.x + self.dim[0]

self.y2 = self.y + self.dim[1]

self.hover = False

self.clicked = False

def update(self, scr):

self.x2 = self.x + self.dim[0]

self.y2 = self.y + self.dim[1]

self.check_hover()

self.check_clicked()

if self.hover:

font = pygame.font.Font(None, Font.size)

temp_text = font.render(self.text, 1, (Font.colour))

pygame.draw.rect(scr, Font.colour, (self.x, self.y, self.dim[0], self.dim[1]), 4)

scr.blit(temp_text, (self.x + 8, self.y + 4))

else:

font = pygame.font.Font(None, Font.size)

temp_text = font.render(self.text, 1, (Font.colour))

pygame.draw.rect(scr, Font.colour, (self.x, self.y, self.dim[0], self.dim[1]), 2)

scr.blit(temp_text, (self.x + 8, self.y + 4))

def check_clicked(self):

if self.check_hover():

if pygame.mouse.get_pressed()[0] == 1:

self.clicked = True

else:

self.clicked = False

def check_hover(self):

m_p = mouse_pos()

mouse_x = m_p[0]

mouse_y = m_p[1]

if mouse_x > self.x and mouse_x < self.x2 and mouse_y > self.y and mouse_y < self.y2:

self.hover = True

return True

else:

self.hover = False

return False

class Button:

def init(self, image, pos, dim, title=’untitled_button’):

self.type = “button”

self.image = pygame.image.load(image)

self.title = title

self.x = pos[0]

self.y = pos[1]

self.dimx = dim[0]

self.dimy = dim[1]

self.x2 = self.x + self.dimx

self.y2 = self.y + self.dimy

self.image_default = self.image

self.image_hover = False

self.hover = False

self.clicked = False

def update(self, scr):

self.x2 = self.x + self.dimx

self.y2 = self.y + self.dimy

self.check_hover()

self.check_clicked()

#Updating for hover image

if self.image_hover != False:

if self.hover:

self.image = self.image_hover

else:

self.image = self.image_default

scr.blit(self.image, (self.x, self.y))

def check_clicked(self):

if self.check_hover():

if pygame.mouse.get_pressed()[0] == 1:

#for event in pygame.event.get(): <——- A possibility

#if event.type == MOUSEBUTTONDOWN:

self.clicked = True

else:

self.clicked = False

def check_hover(self):

m_p = mouse_pos()

mouse_x = m_p[0]

mouse_y = m_p[1]

if mouse_x > self.x and mouse_x < self.x2 and mouse_y > self.y and mouse_y < self.y2:

self.hover = True

return True

else:

self.hover = False

return False

class Message: #Not functioning

def init(self, text, pos, title = ‘untitled_message’):

self.type = “message”

self.title = title

self.text = text

self.x = pos[0]

self.y = pos[1]

def update(self, scr):

font = pygame.font.Font(None, Font.size)

temp_text = font.render(self.text, 1, (Font.colour))

scr.blit(temp_text, (self.x, self.y))

class Image:

def init(self, image, pos):

self.image = pygame.image.load(image)

self.type = ‘image’

self.x = pos[0]

self.y = pos[1]

def update(self, scr):

scr.blit(self.image, (self.x, self.y))

def mouse_pos():

return pygame.mouse.get_pos()

class FONT():

def init(self):

self.size = 10

self.colour = (100, 50, 150)

def set_size(self, size):

self.size = size

def set_colour(self, colour):

self.colour = colour

Font = FONT();



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