PinmikPanik/gamedata/objects/button.py

90 lines
4.4 KiB
Python
Raw Normal View History

2021-09-10 19:22:30 +02:00
import gamedata.objects.base as base
class Button(base.BaseObject):
def __init__(self,x,y,game,w=100,h=64,folder="base",folderact="baseAct"):
super().__init__(x,y,game,w,h) # initialise l'objet de base avec les bons arguments
self.text = "Hello"
self.spritenon = self.gensprite(w,h,folder)
self.spriteact = self.gensprite(w,h,folderact)
self.sfx = game.sound_lib["sfx/click.wav"]
self.trigger = False
self.collision = False
def click(self,game):
print("hello world ! ")
self.click = click
self.skip = False # Si je passe l'effet sonore de base
def gensprite(self,w,h,foldername):
game = self.game
# Initialisation des parties de sprites
sprites = {}
for i in ("middle","left","right","up","down","corner_ul","corner_ur","corner_dl","corner_dr"):
sprites[i] = game.sprite_lib["gui/button/"+foldername+"/"+i+".png"] # Je récupère tout les sprites correspondant aux boutons
basewidth = w-sprites["left"].get_width()-sprites["right"].get_width() # Largeur du sprite du milieu
baseheight = h-sprites["up"].get_height()-sprites["down"].get_height() # Hauteur du sprite du milieu
for i in ("left","right"):
sprites[i] = base.pygame.transform.scale(sprites[i],(sprites[i].get_width(),baseheight))
for i in ("up","down"):
sprites[i] = base.pygame.transform.scale(sprites[i],(basewidth,sprites[i].get_height()))
# Initialisation de son sprite
finalsprite = base.pygame.Surface((w,h))
# Bordures haut et bas
finalsprite.blit(sprites["up"],(sprites["left"].get_width(),0))
finalsprite.blit(sprites["down"],(sprites["left"].get_width(),sprites["up"].get_height()+baseheight))
# Bordures gauche et droite
finalsprite.blit(sprites["left"],(0,sprites["up"].get_height()))
finalsprite.blit(sprites["right"],(sprites["left"].get_width()+basewidth,sprites["up"].get_height()))
# Coins du bouton
# Coins du bas
sprites["corner_dr"] = base.pygame.transform.scale(sprites["corner_dr"],(sprites["right"].get_width(),sprites["down"].get_height()))
finalsprite.blit(sprites["corner_dr"],(sprites["left"].get_width()+basewidth,sprites["up"].get_height()+baseheight))
sprites["corner_dl"] = base.pygame.transform.scale(sprites["corner_dl"],(sprites["left"].get_width(),sprites["down"].get_height()))
finalsprite.blit(sprites["corner_dl"],(0,sprites["up"].get_height()+baseheight))
# Coins du haut
sprites["corner_ur"] = base.pygame.transform.scale(sprites["corner_ur"],(sprites["right"].get_width(),sprites["up"].get_height()))
finalsprite.blit(sprites["corner_ur"],(sprites["left"].get_width()+basewidth,0))
sprites["corner_ul"] = base.pygame.transform.scale(sprites["corner_ul"],(sprites["left"].get_width(),sprites["up"].get_height()))
finalsprite.blit(sprites["corner_ul"],(0,0))
# Sprite du milieu
finalsprite.blit(base.pygame.transform.scale(sprites["middle"],(basewidth,baseheight)),(sprites["left"].get_width(),sprites["up"].get_height()))
return finalsprite
def step(self):
game = self.game
# Je vérifie si mon curseur de souris est dans le rectangle de l'objet
self.collision = True
nb = len(self.rect)//2 # Le nombre de dimensions, dans ce cas 2
for i in range(nb):
self.collision = self.collision and self.rect[i]<=game.inputs["mouse"]["pos"][i]<=self.rect[i+nb]+self.rect[i]
if self.collision and game.inputs["mouse"]["click"]==1:
self.trigger = True
if self.trigger:
self.click(self,game)
if self.skip:
self.skip = False
else:
self.sfx.play()
self.trigger = False
def draw(self):
game = self.game
# J'utilise le sprite special selection quand j'ai la souris dessus
self.sprite = self.spritenon
if self.collision:
self.sprite = self.spriteact
super().draw()
# Affichage du texte centré
value = 150
if self.collision: # Eclaircissement du texte
value+=75
img = game.fontfile.render(self.text, False, [value]*4)
posx = self.rect[0]+self.rect[2]/2-img.get_width()/2
posy = self.rect[1]+self.rect[3]/2-img.get_height()/2
self.game.window.blit(img, (posx, posy))