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main.py
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from turtle import color
import pygame
import sys
import self as self
import yamlManager
import random
pygame.init()
# pour la taille de la fenêtre, on va voir dans la config.yml yaml les valeurs
screen = pygame.display.set_mode(
(yamlManager.config["screen_settings"]["size_x"], yamlManager.config["screen_settings"]["size_y"]))
# Importé après avoir init et ouvert le screen sinon il y a une erreur
import assets
import classes
Day = 1
palier_camps = [0, 100, 500, 1000, 2500, 5000]
def save_game():
yamlManager.dump_PlayerData(classes.player_data)
yamlManager.log_save()
# change_interface(interface_list, 0)
game_quit()
def game_quit():
# mettre ici une sauvegarde du jeu
pygame.quit()
sys.exit()
def load_save():
stored_player_data = yamlManager.load_PlayerData()
classes.player_data.player_inventory.elements = stored_player_data.player_inventory.elements
for i in range(len(classes.player_data.list_cases)):
classes.player_data.list_cases[i].aliment_type = stored_player_data.list_cases[i].aliment_type
classes.player_data.list_cases[i].fertilized = stored_player_data.list_cases[i].fertilized
classes.player_data.list_cases[i].growth = stored_player_data.list_cases[i].growth
# classes.player_data.list_cases[i].
print(classes.player_data.player_inventory.elements)
change_interface(interface_list, 1)
def change_interface(interface_list, flag):
for interface in interface_list:
if interface.flag == flag:
interface.active = True
else:
interface.active = False
def change_food(case, aliment):
"""fonction qui place les images correspondant a l'aliment selectionné """
# print(aliment.name)
if not main_screen.selected_case is None and case.get_aliment() is None:
case.set_aliment(aliment)
# screen.blit(assets.carrots_seed1, elt.get_pose())
def randomize_shop():
item_list = []
compt = 0
coords_bag = 0
coords = [(5, -15), (5, 15), (35, -15), (35, 15)]
r = random.randint(2,4)
l1 = random.sample([classes.Carotte, classes.Potato, classes.Corn, classes.Tomato, classes.Turnip], r)
l2 = random.sample([1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5], r)
def buy_function(button):
can_pay = classes.playerInventory.try_pay(button.anydata[0].price_buy)
if can_pay:
classes.playerInventory.elements[button.anydata[0].name + " seeds"] += 1
return can_pay
for item in l1:
item_list.append(
classes.Button_counter(70 + coords_bag * 75, 80,
item.ui_element[0], 10, 1, 1, on_click=lambda x: buy_function(x),
use_custom_onclick=True, anydata=[item]))
coords.remove(coords[0])
shop_screen.add_element(
(assets.button_font.render("$"+str(item.price_buy), False, (0, 255, 0)), (85 + coords_bag * 75, 160)))
coords_bag += 1
# print(classes.playerInventory.elements)
item_list.append(classes.Button(321, 18, assets.leave_button, on_click=lambda: change_interface(interface_list, 1)))
return item_list
nb_camps = 0
def update_camps():
global nb_camps
if nb_camps < 6 and classes.playerInventory.elements["money"] >= palier_camps[nb_camps]:
main_screen.add_element((assets.camps, (2 + (nb_camps % 3) * 100, 340 + 100 * (nb_camps // 3))))
nb_camps += 1
pygame.time.set_timer(growth_event, 1000//nb_camps)
# Classe nutural tois fertilizer un choix sur 2
interface_list = []
# Liste de boutons
title_screen_buttons = [
classes.Button_text(screen.get_width() // 4 - 30, screen.get_height() // 4 * 3, "New Game", 2, 2, ombre=True,
on_click=lambda: change_interface(interface_list, 5)),
classes.Button_text(screen.get_width() // 4 * 3 - 30, screen.get_height() // 4 * 3, "Quit", 2, 2, ombre=True,
on_click=lambda: game_quit())
]
if yamlManager.config["last_save"] != "None":
title_screen_buttons.append(
classes.Button_text(screen.get_width() // 2 - 30, screen.get_height() // 4 * 3, yamlManager.config["last_save"], 2, 2,text_resize=0.5, ombre=True,
on_click=lambda: load_save()))
# Liste des interfaces
title_screen = classes.Interface(title_screen_buttons, 0, True, screen, background_color=(132, 74, 14))
# background_color=(47, 129, 54))
# On crée le fond en mettant de la grass random
title_background = pygame.surface.Surface(screen.get_size())
title_background.set_colorkey((0, 0, 0))
for x in range(screen.get_width() // 30 + 1):
for y in range(screen.get_height() // 27 + 1):
r = random.random()
if r < .01:
title_background.blit(assets.trou, (x * 30, y * 30))
elif r < .10:
title_background.blit(assets.short_grass, (x * 30, y * 30))
elif r < .105:
title_background.blit(assets.haybale, (x * 30, y * 30))
title_screen.add_element((title_background, (0, 0)))
title_screen.add_element((assets.title_font.render("Apocalyptic Farmer", False, (0, 0, 0)),
(screen.get_width() // 2 - 450 + 3, 50 + 3)))
title_screen.add_element((assets.title_font.render("Apocalyptic Farmer", False, (219, 215, 101)),
(screen.get_width() // 2 - 450, 50)))
title_screen.add_element((pygame.transform.scale(assets.button_font.render("clement.brun luke.goboyan antoine.goetschy oscar.le-dauphin", False, (0, 0, 0)),(442,15)),
(screen.get_width() -450+ 3, screen.get_height()-20+ 3)))
title_screen.add_element((pygame.transform.scale(assets.button_font.render("clement.brun luke.goboyan antoine.goetschy oscar.le-dauphin", False, (219, 215, 101)),(442,15)),
(screen.get_width() -450, screen.get_height()-20+ 3)))
main_screen_buttons = [
classes.Button_text(screen.get_width() // 100, screen.get_height() // 50, "Save & Quit", 4, 2, ombre=True,
on_click=lambda:save_game()),
classes.Button_text(screen.get_width() // 100, screen.get_height() // 50 + 70, "Shop", 4, 2, ombre=True,
on_click=lambda: change_interface(interface_list, 2)),
# classes.Button(screen.get_width()//10*4,screen.get_height()//50,assets.)
]
menu_ValueText_list = []
for i in range(len(classes.aliment_list)):
main_screen_buttons.append(
classes.Button_aliment(screen.get_width() // 10 * (5 + i), screen.get_height() // 50, classes.aliment_list[i]))
menu_ValueText_list.append(classes.ValueText(screen.get_width() // 10 * (5 + i) + 65, screen.get_height() // 20,
str(classes.playerInventory.elements[
classes.aliment_list[i].name + " seeds"]), color=(0, 0, 0)))
menu_ValueText_list.append(
classes.ValueText(screen.get_width() // 100, screen.get_height() // 50 + 140, "$0", 2, True, color=(0, 255, 0)))
main_screen = classes.main_interface(main_screen_buttons, 1, False, screen)
main_screen.add_element((assets.field_background, (0, 0)))
for elt in classes.list_cases:
main_screen.add_element(elt)
for elt in menu_ValueText_list:
main_screen.add_element(elt)
shop_screen = classes.Interface([], 2, False,
screen)
shop_screen.add_element((assets.shop_background, (50, 20)))
intro_screen = classes.Interface([classes.Button_text(screen.get_width() - 70, screen.get_height() - 60, "Next", 1, 1,
on_click=lambda: change_interface(interface_list, 1))], 5, False,
screen, (0, 0, 0))
intro_screen.add_element((assets.intro_background, (0, 0)))
intro_screen.add_element((assets.button_font.render("The year is 2071. Humanity as we know it is in a state of", False,
(219, 215, 101)), (5, 100)))
intro_screen.add_element((assets.button_font.render("fading, as the post apocalyptic era has settled for decades,",
False, (219, 215, 101)), (5, 125)))
intro_screen.add_element((assets.button_font.render("ending civilization in the process. Having only known ruined",
False, (219, 215, 101)), (5, 150)))
intro_screen.add_element((
assets.button_font.render("cities, you chose to live in an old farm you found so as to", False,
(219, 215, 101)), (5, 175)))
intro_screen.add_element((assets.button_font.render("learn to live by yourself, in hopes of surviving and maybe", False,
(219, 215, 101)), (5, 200)))
intro_screen.add_element((assets.button_font.render("a better future...", False, (219, 215, 101)), (5, 225)))
interface_list = [title_screen, main_screen, shop_screen, intro_screen]
growth_event = pygame.USEREVENT + 1
pygame.time.set_timer(growth_event, 1000)
# pygame.time.set_timer(growth_event, 300)
daylight_event = pygame.USEREVENT + 2
pygame.time.set_timer(daylight_event, 180000)
# pygame.time.set_timer(daylight_event, 1800000)
shop_screen.set_buttons(randomize_shop())
# place_elt_shop = 0
# for elt in shop_screen.button:
# shop_screen.add_element((elt.image, (40+place_elt_shop*30, 80)))
# place_elt_shop += 2
def update_ValueTexts():
for i in range(len(classes.aliment_list)):
menu_ValueText_list[i].set_text(str(classes.playerInventory.elements[classes.aliment_list[i].name + " seeds"]))
menu_ValueText_list[5].set_text("$"+str(classes.playerInventory.elements["money"]))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_quit()
if event.type == pygame.MOUSEBUTTONDOWN:
for interface in interface_list:
if interface.active:
interface.click()
if isinstance(interface, classes.main_interface):
interface.update_grid()
if interface == shop_screen:
main_screen.update()
if event.type == growth_event:
if main_screen.active:
for case in classes.list_cases:
case.dotick()
main_screen.update_grid()
if event.type == daylight_event:
shop_screen.reset_elts(True)
shop_screen.set_buttons(randomize_shop())
Day += 1
for interface in interface_list:
if interface.active:
interface.update()
update_camps()
update_ValueTexts()
# J'ai créé une methode dans la class Interface qui update tout ses boutons
pygame.display.update()
pygame.time.delay(10)