McRogueFace/src/scripts/game.py

685 lines
28 KiB
Python

import mcrfpy
import code
#t = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16) # 12, 11)
t = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16) # 12, 11)
btn_tex = mcrfpy.Texture("assets/48px_ui_icons-KenneyNL.png", 48, 48)
font = mcrfpy.Font("assets/JetbrainsMono.ttf")
frame_color = (64, 64, 128)
import random
import cos_entities as ce
import cos_level as cl
from cos_itemdata import itemdata
#import cos_tiles as ct
class Resources:
def __init__(self):
self.music_enabled = True
self.music_volume = 40
self.sfx_enabled = True
self.sfx_volume = 100
self.master_volume = 100
# load the music/sfx files here
self.splats = []
for i in range(1, 10):
mcrfpy.createSoundBuffer(f"assets/sfx/splat{i}.ogg")
def play_sfx(self, sfx_id):
if self.sfx_enabled and self.sfx_volume and self.master_volume:
mcrfpy.setSoundVolume(self.master_volume/100 * self.sfx_volume)
mcrfpy.playSound(sfx_id)
def play_music(self, track_id):
if self.music_enabled and self.music_volume and self.master_volume:
mcrfpy.setMusicVolume(self.master_volume/100 * self.music_volume)
mcrfpy.playMusic(...)
resources = Resources()
class Crypt:
def __init__(self):
mcrfpy.createScene("play")
self.ui = mcrfpy.sceneUI("play")
entity_frame = mcrfpy.Frame(pos=(815, 10), size=(194, 595), fill_color=frame_color)
inventory_frame = mcrfpy.Frame(pos=(10, 610), size=(800, 143), fill_color=frame_color)
stats_frame = mcrfpy.Frame(pos=(815, 610), size=(194, 143), fill_color=frame_color)
#self.level = cl.Level(30, 23)
self.entities = []
self.depth=1
self.stuck_btn = SweetButton(self.ui, (810, 700), "Stuck", icon=19, box_width=150, box_height = 60, click=self.stuck)
self.level_plan = {
1: [("spawn", "button", "boulder"), ("exit")],
2: [("spawn", "button", "treasure", "treasure", "treasure", "rat", "rat", "boulder"), ("exit")],
#2: [("spawn", "button", "boulder"), ("rat"), ("exit")],
3: [("spawn", "button", "boulder"), ("rat"), ("exit")],
4: [("spawn", "button", "rat"), ("boulder", "rat", "treasure"), ("exit")],
5: [("spawn", "button", "rat"), ("boulder", "rat"), ("exit")],
6: {(("spawn", "button"), ("boulder", "treasure", "exit")),
(("spawn", "boulder"), ("button", "treasure", "exit"))},
7: {(("spawn", "button"), ("boulder", "treasure", "exit")),
(("spawn", "boulder"), ("button", "treasure", "exit"))},
8: {(("spawn", "treasure", "button"), ("boulder", "treasure", "exit")),
(("spawn", "treasure", "boulder"), ("button", "treasure", "exit"))}
#9: self.lv_planner
}
# empty void for the player to initialize into
self.headsup = mcrfpy.Frame(pos=(10, 684), size=(320, 64), fill_color=(0, 0, 0, 0))
self.sidebar = mcrfpy.Frame(pos=(860, 4), size=(160, 600), fill_color=(96, 96, 160))
# Heads Up (health bar, armor bar) config
self.health_bar = [mcrfpy.Sprite(x=32*i, y=2, texture=t, sprite_index=659, scale=2) for i in range(10)]
[self.headsup.children.append(i) for i in self.health_bar]
self.armor_bar = [mcrfpy.Sprite(x=32*i, y=42, texture=t, sprite_index=659, scale=2) for i in range(10)]
[self.headsup.children.append(i) for i in self.armor_bar]
# (40, 3), caption, font, fill_color=font_color
self.stat_captions = mcrfpy.Caption(text="HP:10\nDef:0(+0)", pos=(325,0), font=font, fill_color=(255, 255, 255))
self.stat_captions.outline = 3
self.stat_captions.outline_color = (0, 0, 0)
self.headsup.children.append(self.stat_captions)
# Side Bar (inventory, level info) config
self.level_caption = mcrfpy.Caption(text="Level: 1", pos=(5,5), font=font, fill_color=(255, 255, 255))
self.level_caption.font_size = 26
self.level_caption.outline = 3
self.level_caption.outline_color = (0, 0, 0)
self.sidebar.children.append(self.level_caption)
self.inv_sprites = [mcrfpy.Sprite(x=15, y=70 + 95*i, texture=t, sprite_index=659, scale=6.0) for i in range(5)]
for i in self.inv_sprites:
self.sidebar.children.append(i)
self.key_captions = [
mcrfpy.Sprite(x=75, y=130 + (95*2) + 95 * i, texture=t, sprite_index=384 + i, scale=3.0) for i in range(3)
]
for i in self.key_captions:
self.sidebar.children.append(i)
self.inv_captions = [
mcrfpy.Caption(text="x", pos=(25, 130 + 95 * i), font=font, fill_color=(255, 255, 255)) for i in range(5)
]
for i in self.inv_captions:
i.font_size = 16
self.sidebar.children.append(i)
liminal_void = mcrfpy.Grid(grid_size=(1, 1), texture=t, pos=(0, 0), size=(16, 16))
self.grid = liminal_void
self.player = ce.PlayerEntity(game=self)
self.spawn_point = (0, 0)
# level creation moves player to the game level at the generated spawn point
self.create_level(self.depth)
#self.grid = mcrfpy.Grid(20, 15, t, (10, 10), (1014, 758))
self.swap_level(self.level, self.spawn_point)
# Test Entities
#ce.BoulderEntity(9, 7, game=self)
#ce.BoulderEntity(9, 8, game=self)
#ce.ExitEntity(12, 6, 14, 4, game=self)
# scene setup
## might be done by self.swap_level
#[self.ui.append(e) for e in (self.grid, self.stuck_btn.base_frame)] # entity_frame, inventory_frame, stats_frame)]
self.possibilities = None # track WFC possibilities between rounds
self.enemies = []
#mcrfpy.setTimer("enemy_test", self.enemy_movement, 750)
#mcrfpy.Frame(x, y, box_width+shadow_offset, box_height, fill_color = (0, 0, 0, 255))
#Sprite(0, 3, btn_tex, icon, icon_scale)
#def enemy_movement(self, *args):
# for e in self.enemies: e.act()
#def spawn_test_rat(self):
# success = False
# while not success:
# x, y = [random.randint(0, i-1) for i in self.grid.grid_size]
# success = self.grid.at((x,y)).walkable
# self.enemies.append(ce.EnemyEntity(x, y, game=self))
def gui_update(self):
self.stat_captions.text = f"HP:{self.player.hp}\nDef:{self.player.calc_defense()}(+{self.player.calc_defense() - self.player.base_defense})"
for i, hs in enumerate(self.health_bar):
full_hearts = self.player.hp - (i*2)
empty_hearts = self.player.max_hp - (i*2)
hs.sprite_number = 659
if empty_hearts >= 2:
hs.sprite_number = 208
if full_hearts >= 2:
hs.sprite_number = 210
elif full_hearts == 1:
hs.sprite_number = 209
for i, arm_s in enumerate(self.armor_bar):
full_hearts = self.player.calc_defense() - (i*2)
arm_s.sprite_number = 659
if full_hearts >= 2:
arm_s.sprite_number = 211
elif full_hearts == 1:
arm_s.sprite_number = 212
#items = self.player.equipped[:] + self.player.inventory[:]
for i in range(5):
if i == 0:
item = self.player.equipped[0] if len(self.player.equipped) > 0 else None
elif i == 1:
item = self.player.equipped[1] if len(self.player.equipped) > 1 else None
elif i == 2:
item = self.player.inventory[0] if len(self.player.inventory) > 0 else None
elif i == 3:
item = self.player.inventory[1] if len(self.player.inventory) > 1 else None
elif i == 4:
item = self.player.inventory[2] if len(self.player.inventory) > 2 else None
if item is None:
self.inv_sprites[i].sprite_number = 659
if i > 1: self.key_captions[i - 2].sprite_number = 659
self.inv_captions[i].text = ""
continue
self.inv_sprites[i].sprite_number = item.sprite
if i > 1:
self.key_captions[i - 2].sprite_number = 384 + (i - 2)
if item.zap_cooldown_remaining:
self.inv_captions[i].text = f"[{item.zap_cooldown_remaining}] {item.text})"
else:
self.inv_captions[i].text = item.text
self.inv_captions[i].fill_color = item.text_color
def lv_planner(self, target_level):
"""Plan room sequence in levels > 9"""
monsters = (target_level - 6) // 2
target_rooms = min(int(target_level // 2), 6)
target_treasure = min(int(target_level // 3), 4)
rooms = []
for i in range(target_rooms):
rooms.append([])
for o in ("spawn", "boulder", "button", "exit"):
r = random.randint(0, target_rooms-1)
rooms[r].append(o)
monster_table = {
"rat": int(monsters * 0.8) + 2,
"big rat": max(int(monsters * 0.2) - 2, 0),
"cyclops": max(int(monsters * 0.1) - 3, 0)
}
monster_table = {k: v for k, v in monster_table.items() if v > 0}
monster_names = list(monster_table.keys())
monster_weights = [monster_table[k] for k in monster_names]
for m in range(monsters):
r = random.randint(0, target_rooms - 1)
rooms[r].append(random.choices(monster_names, weights = monster_weights)[0])
for t in range(target_treasure):
r = random.randint(0, target_rooms - 1)
rooms[r].append("treasure")
return rooms
def treasure_planner(self, treasure_level):
"""Plan treasure contents at all levels"""
# find item name in base_wts key (base weight of the category)
#base_weight = lambda s: base_wts[list([t for t in base_wts.keys() if s in t])[0]]
#weights = {d[0]: base_weight(d[0]) for d in item_minlv.items() if treasure_level > d[1]}
#if self.player.archetype is None:
# prefs = []
#elif self.player.archetype == "viking":
# prefs = ["axe2", "axe3", "green_pot"]
#elif self.player.archetype == "knight":
# prefs = ["sword2", "shield", "grey_pot"]
#elif self.player.archetype == "wizard":
# prefs = ["staff", "staff2", "blue_pot"]
#for i in prefs:
# if i in weights: weights[i] *= 3
weights = {}
for item in itemdata:
data = itemdata[item]
if data.min_lv > treasure_level or treasure_level > data.max_lv: continue
weights[item] = data.base_wt
if self.player.archetype is not None and data.affinity == self.player.archetype:
weights[item] *= 3
return weights
def start(self):
resources.play_sfx(1)
mcrfpy.setScene("play")
mcrfpy.keypressScene(self.cos_keys)
def add_entity(self, e:ce.COSEntity):
self.entities.append(e)
self.entities.sort(key = lambda e: e.draw_order, reverse=False)
# hack / workaround for grid.entities not interable
while len(self.grid.entities): # while there are entities on the grid,
self.grid.entities.pop(0) # remove the 1st ("0th")
for e in self.entities:
self.grid.entities.append(e._entity)
def create_level(self, depth, _luck = 0):
#if depth < 3:
# features = None
self.level = cl.Level(20, 20)
self.grid = self.level.grid
if depth in self.level_plan:
plan = self.level_plan[depth]
else:
plan = self.lv_planner(depth)
coords = self.level.generate(plan)
self.entities = []
if self.player:
luck = self.player.luck
else:
luck = 0
buttons = []
for k, v in sorted(coords, key=lambda i: i[0]): # "button" before "exit"; "button", "button", "door", "exit" -> alphabetical is correct sequence
if k == "spawn":
if self.player:
self.add_entity(self.player)
#self.player.draw_pos = v
self.spawn_point = v
elif k == "boulder":
ce.BoulderEntity(v[0], v[1], game=self)
elif k == "treasure":
ce.TreasureEntity(v[0], v[1], treasure_table = self.treasure_planner(depth + luck), game=self)
elif k == "button":
buttons.append(v)
elif k == "exit":
btn = buttons.pop(0)
ce.ExitEntity(v[0], v[1], btn[0], btn[1], game=self)
elif k == "rat":
ce.EnemyEntity(*v, game=self)
elif k == "big rat":
ce.EnemyEntity(*v, game=self, base_damage=2, hp=4, sprite=130)
elif k == "cyclops":
ce.EnemyEntity(*v, game=self, base_damage=3, hp=8, sprite=109, base_defense=2)
#if self.depth > 2:
#for i in range(10):
# self.spawn_test_rat()
def stuck(self, sweet_btn, args):
if args[3] == "end": return
self.create_level(self.depth)
self.swap_level(self.level, self.spawn_point)
def cos_keys(self, key, state):
d = None
if state == "end": return
elif key == "Grave":
code.InteractiveConsole(locals=globals()).interact()
return
elif key == "Z":
self.player.do_zap()
self.enemy_turn()
return
elif key == "W": d = (0, -1)
elif key == "A": d = (-1, 0)
elif key == "S": d = (0, 1)
elif key == "D": d = (1, 0)
elif key == "Num1":
if len(self.player.inventory) > 0:
self.player.inventory[0].consume(self.player)
self.player.inventory[0] = None
self.enemy_turn()
else:
print("No item")
elif key == "Num2":
if len(self.player.inventory) > 1:
self.player.inventory[1].consume(self.player)
self.player.inventory[1] = None
else:
print("No item")
elif key == "Num3":
if len(self.player.inventory) > 2:
self.player.inventory[2].consume(self.player)
self.player.inventory[2] = None
else:
print("No item")
#elif key == "M": self.level.generate()
#elif key == "R":
# self.level.reset()
# self.possibilities = None
#elif key == "T":
# self.level.split()
# self.possibilities = None
#elif key == "Y": self.level.split(single=True)
#elif key == "U": self.level.highlight(+1)
#elif key == "I": self.level.highlight(-1)
#elif key == "O":
# self.level.wall_rooms()
# self.possibilities = None
#elif key == "P": ct.format_tiles(self.grid)
#elif key == "P":
#self.possibilities = ct.wfc_pass(self.grid, self.possibilities)
elif key == "P":
self.depth += 1
print(f"Descending: lv {self.depth}")
self.stuck(None, [1,2,3,4])
elif key == "Period":
self.enemy_turn()
elif key == "X":
self.pull_boulder_search()
else:
print(key)
if d:
self.entities.sort(key = lambda e: e.draw_order, reverse=False)
self.player.try_move(*d)
self.enemy_turn()
def enemy_turn(self):
self.entities.sort(key = lambda e: e.draw_order, reverse=False)
for e in self.entities:
e.act()
# end of enemy turn = player turn
for i in self.player.equipped:
i.tick()
self.gui_update()
def pull_boulder_search(self):
for dx, dy in ( (0, -1), (-1, 0), (1, 0), (0, 1) ):
for e in self.entities:
if e.draw_pos.x != self.player.draw_pos.x + dx or e.draw_pos.y != self.player.draw_pos.y + dy: continue
if type(e) == ce.BoulderEntity:
self.pull_boulder_move((dx, dy), e)
return self.enemy_turn()
else:
print("No boulder found to pull.")
def pull_boulder_move(self, p, target_boulder):
print(p, target_boulder)
self.entities.sort(key = lambda e: e.draw_order, reverse=False)
if self.player.try_move(-p[0], -p[1], test=True):
old_pos = self.player.draw_pos
self.player.try_move(-p[0], -p[1])
target_boulder.do_move(old_pos.x, old_pos.y)
def swap_level(self, new_level, spawn_point):
self.level = new_level
self.grid = self.level.grid
self.grid.zoom = 2.0
# Center the camera on the middle of the grid (pixel coordinates: cells * tile_size / 2)
gw, gh = self.grid.grid_size
self.grid.center = (gw * 16 / 2, gh * 16 / 2)
# TODO, make an entity mover function
#self.add_entity(self.player)
self.player.grid = self.grid
self.player.draw_pos = spawn_point
#self.grid.entities.append(self.player._entity)
# reform UI (workaround to ui collection iterators crashing)
while len(self.ui) > 0:
try:
self.ui.pop(0)
except:
pass
self.ui.append(self.grid)
self.ui.append(self.stuck_btn.base_frame)
self.ui.append(self.headsup)
self.level_caption.text = f"Level: {self.depth}"
self.ui.append(self.sidebar)
self.gui_update()
class SweetButton:
def __init__(self, ui:mcrfpy.UICollection,
pos:"Tuple[int, int]",
caption:str, font=font, font_size=24, font_color=(255,255,255), font_outline_color=(0, 0, 0), font_outline_width=2,
shadow_offset = 8, box_width=200, box_height = 80, shadow_color=(64, 64, 86), box_color=(96, 96, 160),
icon=4, icon_scale=1.75, shadow=True, click=lambda *args: None):
self.ui = ui
#self.shadow_box = mcrfpy.Frame
x, y = pos
# box w/ drop shadow
self.shadow_offset = shadow_offset
self.base_frame = mcrfpy.Frame(pos=(x, y), size=(box_width+shadow_offset, box_height), fill_color=(0, 0, 0, 255))
self.base_frame.click = self.do_click
# drop shadow won't need configured, append directly
if shadow:
self.base_frame.children.append(mcrfpy.Frame(pos=(0, 0), size=(box_width, box_height), fill_color=shadow_color))
# main button is where the content lives
self.main_button = mcrfpy.Frame(pos=(shadow_offset, shadow_offset), size=(box_width, box_height), fill_color=box_color)
self.click = click
self.base_frame.children.append(self.main_button)
# main button icon
self.icon = mcrfpy.Sprite(x=0, y=3, texture=btn_tex, sprite_index=icon, scale=icon_scale)
self.main_button.children.append(self.icon)
# main button caption
self.caption = mcrfpy.Caption(text=caption, pos=(40, 3), font=font, fill_color=font_color)
self.caption.font_size = font_size
self.caption.outline_color=font_outline_color
self.caption.outline=font_outline_width
self.main_button.children.append(self.caption)
def unpress(self):
"""Helper func for when graphics changes or glitches make the button stuck down"""
self.main_button.x, self.main_button.y = (self.shadow_offset, self.shadow_offset)
def do_click(self, x, y, mousebtn, event):
if event == "start":
self.main_button.x, self.main_button.y = (0, 0)
elif event == "end":
self.main_button.x, self.main_button.y = (self.shadow_offset, self.shadow_offset)
result = self.click(self, (x, y, mousebtn, event))
if result: # return True from event function to instantly un-pop
self.main_button.x, self.main_button.y = (self.shadow_offset, self.shadow_offset)
@property
def text(self):
return self.caption.text
@text.setter
def text(self, value):
self.caption.text = value
@property
def sprite_number(self):
return self.icon.sprite_number
@sprite_number.setter
def sprite_number(self, value):
self.icon.sprite_number = value
class MainMenu:
def __init__(self):
mcrfpy.createScene("menu")
self.ui = mcrfpy.sceneUI("menu")
mcrfpy.setScene("menu")
self.crypt = None
components = []
# demo grid
self.demo = cl.Level(20, 20)
self.grid = self.demo.grid
self.grid.zoom = 1.75
# Center the camera on the middle of the grid (pixel coordinates: cells * tile_size / 2)
gw, gh = self.grid.grid_size
self.grid.center = (gw * 16 / 2, gh * 16 / 2)
coords = self.demo.generate(
[("boulder", "boulder", "rat", "cyclops", "boulder"), ("spawn"), ("rat", "big rat"), ("button", "boulder", "exit")]
)
self.entities = []
self.add_entity = lambda e: self.entities.append(e)
#self.create_level = lambda *args: None
buttons = []
#self.depth = 20
for k, v in sorted(coords, key=lambda i: i[0]): # "button" before "exit"; "button", "button", "door", "exit" -> alphabetical is correct sequence
if k == "spawn":
self.player = ce.PlayerEntity(game=self)
self.player.draw_pos = v
#if self.player:
# self.add_entity(self.player)
# #self.player.draw_pos = v
# self.spawn_point = v
elif k == "boulder":
ce.BoulderEntity(v[0], v[1], game=self)
elif k == "treasure":
ce.TreasureEntity(v[0], v[1], treasure_table = {}, game=self)
elif k == "button":
buttons.append(v)
elif k == "exit":
btn = buttons.pop(0)
ce.ExitEntity(v[0], v[1], btn[0], btn[1], game=self)
elif k == "rat":
ce.EnemyEntity(*v, game=self)
elif k == "big rat":
ce.EnemyEntity(*v, game=self, base_damage=2, hp=4, sprite=124)
elif k == "cyclops":
ce.EnemyEntity(*v, game=self, base_damage=3, hp=8, sprite=109, base_defense=2, can_push=True, move_cooldown=0)
#self.demo = cl.Level(20, 20)
#self.create_level(self.depth)
for e in self.entities:
self.grid.entities.append(e._entity)
def just_wiggle(*args):
try:
self.player.try_move(*random.choice(((1, 0),(-1, 0),(0, 1),(0, -1))))
for e in self.entities:
e.act()
except:
pass
mcrfpy.setTimer("demo_motion", just_wiggle, 100)
components.append(
self.demo.grid
)
# title text
drop_shadow = mcrfpy.Caption(text="Crypt Of Sokoban", pos=(150, 10), font=font, fill_color=(96, 96, 96), outline_color=(192, 0, 0))
drop_shadow.outline = 3
drop_shadow.font_size = 64
components.append(
drop_shadow
)
title_txt = mcrfpy.Caption(text="Crypt Of Sokoban", pos=(158, 18), font=font, fill_color=(255, 255, 255))
title_txt.font_size = 64
components.append(
title_txt
)
# toast: text over the demo grid that fades out on a timer
self.toast = mcrfpy.Caption(text="", pos=(150, 400), font=font, fill_color=(0, 0, 0))
self.toast.font_size = 28
self.toast.outline = 2
self.toast.outline_color = (255, 255, 255)
self.toast_event = None
components.append(self.toast)
# button - PLAY
#playbtn = mcrfpy.Frame(284, 548, 456, 120, fill_color =
play_btn = SweetButton(self.ui, (20, 248), "PLAY", box_width=200, box_height=110, icon=1, icon_scale=2.0, click=self.play)
components.append(play_btn.base_frame)
# button - config menu pane
#self.config = lambda self, sweet_btn, *args: print(f"boop, sweet button {sweet_btn} config {args}")
config_btn = SweetButton(self.ui, (10, 678), "Settings", icon=2, click=self.show_config)
components.append(config_btn.base_frame)
# button - insta-1080p scaling
scale_btn = SweetButton(self.ui, (10+256, 678), "Scale up\nto 1080p", icon=15, click=self.scale)
self.scaled = False
components.append(scale_btn.base_frame)
# button - music toggle
music_btn = SweetButton(self.ui, (10+256*2, 678), "Music\nON", icon=12, click=self.music_toggle)
resources.music_enabled = True
resources.music_volume = 40
components.append(music_btn.base_frame)
# button - sfx toggle
sfx_btn = SweetButton(self.ui, (10+256*3, 678), "SFX\nON", icon=0, click=self.sfx_toggle)
resources.sfx_enabled = True
resources.sfx_volume = 40
components.append(sfx_btn.base_frame)
[self.ui.append(e) for e in components]
def toast_say(self, txt, delay=10):
"kick off a toast event"
if self.toast_event is not None:
mcrfpy.delTimer("toast_timer")
self.toast.text = txt
self.toast_event = 350
self.toast.fill_color = (255, 255, 255, 255)
self.toast.outline = 2
self.toast.outline_color = (0, 0, 0, 255)
mcrfpy.setTimer("toast_timer", self.toast_callback, 100)
def toast_callback(self, *args):
"fade out the toast text"
self.toast_event -= 5
if self.toast_event < 0:
self.toast_event = None
mcrfpy.delTimer("toast_timer")
mcrfpy.text = ""
return
a = min(self.toast_event, 255)
self.toast.fill_color = (255, 255, 255, a)
self.toast.outline_color = (0, 0, 0, a)
def show_config(self, sweet_btn, args):
self.toast_say("Beep, Boop! Configurations will go here.")
def play(self, sweet_btn, args):
#if args[3] == "start": return # DRAMATIC on release action!
if args[3] == "end": return
mcrfpy.delTimer("demo_motion") # Clean up the demo timer
self.crypt = Crypt()
#mcrfpy.setScene("play")
self.crypt.start()
def scale(self, sweet_btn, args, window_scale=None):
if args[3] == "end": return
if not window_scale:
self.scaled = not self.scaled
window_scale = 1.3
else:
self.scaled = True
sweet_btn.unpress()
if self.scaled:
self.toast_say("Windowed mode only, sorry!\nCheck Settings for for fine-tuned controls.")
mcrfpy.setScale(window_scale)
sweet_btn.text = "Scale down\n to 1.0x"
else:
mcrfpy.setScale(1.0)
sweet_btn.text = "Scale up\nto 1080p"
def music_toggle(self, sweet_btn, args):
if args[3] == "end": return
resources.music_enabled = not resources.music_enabled
print(f"music: {resources.music_enabled}")
if resources.music_enabled:
mcrfpy.setMusicVolume(self.music_volume)
sweet_btn.text = "Music is ON"
sweet_btn.sprite_number = 12
else:
self.toast_say("Use your volume keys or\nlook in Settings for a volume meter.")
mcrfpy.setMusicVolume(0)
sweet_btn.text = "Music is OFF"
sweet_btn.sprite_number = 17
def sfx_toggle(self, sweet_btn, args):
if args[3] == "end": return
resources.sfx_enabled = not resources.sfx_enabled
#print(f"sfx: {resources.sfx_enabled}")
if resources.sfx_enabled:
mcrfpy.setSoundVolume(self.sfx_volume)
sweet_btn.text = "SFX are ON"
sweet_btn.sprite_number = 0
else:
self.toast_say("Use your volume keys or\nlook in Settings for a volume meter.")
mcrfpy.setSoundVolume(0)
sweet_btn.text = "SFX are OFF"
sweet_btn.sprite_number = 17
mainmenu = MainMenu()