Beispiel #1
0
def temple_handler(self, event):
    """event handler of temple"""
    if self.temple.donate_money != None and self.temple.donate_money.is_visible:
        self.temple.donate_money.system_notify_window_handler(
            event, self, self.party.member)
        return
    elif self.temple.temple_cure_window != None and self.temple.temple_cure_window.is_visible:
        self.temple.temple_cure_window.temple_window_handler(event, self)
        return

    if event.type == KEYDOWN and event.key == K_UP:  #moves the cursor up
        self.cursor_se.play()
        self.temple.menu -= 1
        if self.temple.menu < 0:
            self.temple.menu = MENU_MAX
    elif event.type == KEYDOWN and event.key == K_DOWN:
        self.cursor_se.play()
        self.temple.menu += 1
        if self.temple.menu > MENU_MAX:
            self.temple.menu = 0

    if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_z
                                  or event.key == K_RETURN):
        if self.temple.menu == Temple.CURE:
            self.temple.temple_cure_window = temple_window.Temple_window(
                Rect(60, 50, 520, 360))
            self.temple.temple_cure_window.is_visible = True
        elif self.temple.menu == Temple.DONATE:
            self.temple.donate_money = system_notify.System_notify_window(
                Rect(200, 120, 240, 240),
                system_notify.System_notify_window.DONATE)
            self.temple.donate_money.is_visible = True
        elif self.temple.menu == Temple.BACK:
            self.game_state = CITY
            self.temple.menu = Temple.CURE
            self.temple.music = 0
            self.temple = None
            self.city = city.City()
            self.city.menu = 4
        self.select_se.play()

    if event.type == KEYDOWN and (event.key == K_x):
        self.game_state = CITY
        self.temple.menu = Temple.CURE
        self.temple.music = 0
        self.temple = None
        self.city = city.City()
        self.city.menu = 4
        self.cancel_se.play()
Beispiel #2
0
    def temple_window_handler(self, event, game_self):

        if self.cure_pay_window != None and self.cure_pay_window.is_visible == True:
            self.cure_pay_window.system_notify_window_handler( event, game_self, game_self.party.member)
            return
        
        if event.type == KEYDOWN and event.key == K_x:
            self.menu = 0
            self.page = 0
            self.is_visible = False
            self.to_cure = []

        if event.type == KEYDOWN and event.key == K_UP: #moves the cursor up
            self.menu -= 1
            if self.menu < 0:
                self.menu = 0
        elif event.type == KEYDOWN and event.key == K_DOWN:
            if len(self.to_cure) > self.menu+self.page*10+1:
                self.menu += 1
                if self.menu > self.MENU_MAX:
                    self.menu = self.MENU_MAX
        elif event.type == KEYDOWN and event.key == K_RIGHT:
            if len(self.to_cure) > (self.page+1)*10:
                self.page += 1
                self.menu = 0
        elif event.type == KEYDOWN and event.key == K_LEFT:
            if self.page > 0:
                self.page -= 1
                self.menu = 0

        elif  event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_z or event.key == K_RETURN):
            if len(self.to_cure) == 0: return

            if self.to_cure[self.menu+self.page*10].status == [0,0,0,0,0,0,0,0,0]:
                bad_status = random.randint(1,100)
                if bad_status < 25:
                    self.to_cure[self.menu+self.page*10].status[4] = 1
                elif bad_status < 50:
                    self.to_cure[self.menu+self.page*10].status[5] = 1
                elif bad_status < 75:
                    self.to_cure[self.menu+self.page*10].status[6] = 1
                else:
                    self.to_cure[self.menu+self.page*10].status[7] = 1


            else:
                self.cure_pay_window = system_notify.System_notify_window(Rect(200,120,340, 240),system_notify.System_notify_window.TEMPLE_PAY) 
                self.cure_pay_window.is_visible = True
Beispiel #3
0
    def inn_window_handler(self, event, game_self, character):

        if self.who_rest != None and self.who_rest.is_visible == True:
            self.who_rest.system_notify_window_handler( event, game_self, character)
            return

        if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_z or event.key == K_RETURN):
            self.who_rest = system_notify.System_notify_window(Rect(240, 80 ,240, 240), system_notify.System_notify_window.REST)
            self.who_rest.is_visible = True
                        
        if event.type == KEYDOWN and event.key == K_x:
            self.menu = 0
            self.is_visible = False

        if event.type == KEYDOWN and event.key == K_UP:
            self.menu -= 1
            if self.menu < 0:
                self.menu = self.MENU_MAX

        if event.type == KEYDOWN and event.key == K_DOWN:
            self.menu += 1
            if self.menu > self.MENU_MAX:
                self.menu = 0
Beispiel #4
0
def bar_handler(self, event):
    """event handler of bar"""

    if self.bar.status_view != None and self.bar.status_view.is_visible:
        self.bar.status_view.status_view_window_handler(
            self, event, self.party.member)
        return
    elif self.bar.party_add != None and self.bar.party_add.is_visible:
        self.bar.party_add.character_view_handler(self, event, self.characters)
        return
    elif self.bar.party_remove != None and self.bar.party_remove.is_visible:
        self.bar.party_remove.character_view_handler(self, event,
                                                     self.party.member)
        return
    elif self.bar.character_check != None and self.bar.character_check.is_visible:
        self.bar.character_check.character_view_handler(
            self, event, self.party.member)
        return
    elif self.bar.share_money != None and self.bar.share_money.is_visible:
        self.bar.share_money.system_notify_window_handler(event, self, None)
        return
    elif self.bar.donate_money != None and self.bar.donate_money.is_visible:
        self.bar.donate_money.system_notify_window_handler(
            event, self, self.party.member)
        return
    elif self.bar.collect_money != None and self.bar.collect_money.is_visible:
        self.bar.collect_money.system_notify_window_handler(
            event, self, self.party.member)
        return

    if event.type == KEYDOWN and event.key == K_UP:  #moves the cursor up
        self.cursor_se.play()
        self.bar.menu -= 1
        if self.bar.menu < 0:
            self.bar.menu = MENU_MAX

    elif event.type == KEYDOWN and event.key == K_DOWN:
        self.cursor_se.play()
        self.bar.menu += 1
        if self.bar.menu > MENU_MAX:
            self.bar.menu = 0

    if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_z
                                  or event.key == K_RETURN):
        if self.bar.menu == Bar.ADD:
            if len(self.characters) > 0:
                self.bar.party_add = character_view.Character_view(
                    Rect(80, 60, 480, 360), character_view.Character_view.ADD)
                self.bar.party_add.is_visible = True
        elif self.bar.menu == Bar.REMOVE:
            if len(self.party.member) > 0:
                self.bar.party_remove = character_view.Character_view(
                    Rect(80, 60, 480, 360),
                    character_view.Character_view.REMOVE)
                self.bar.party_remove.is_visible = True
        elif self.bar.menu == Bar.CHECK:
            if len(self.party.member) > 0:
                self.bar.character_check = character_view.Character_view(
                    Rect(80, 60, 480, 360),
                    character_view.Character_view.CHECK)
                self.bar.character_check.is_visible = True
        elif self.bar.menu == Bar.SHARE:
            if len(self.party.member) > 0:
                self.bar.share_money = system_notify.System_notify_window(
                    Rect(220, 140, 220, 50),
                    system_notify.System_notify_window.SHARE)
                self.bar.share_money.is_visible = True
        elif self.bar.menu == Bar.DONATE:
            if len(self.party.member) > 0:
                self.bar.donate_money = system_notify.System_notify_window(
                    Rect(200, 120, 240, 240),
                    system_notify.System_notify_window.DONATE)
                self.bar.donate_money.is_visible = True
        elif self.bar.menu == Bar.COLLECT:
            if len(self.party.member) > 0:
                self.bar.collect_money = system_notify.System_notify_window(
                    Rect(200, 120, 240, 240),
                    system_notify.System_notify_window.COLLECT)
                self.bar.collect_money.is_visible = True
        elif self.bar.menu == Bar.BACK:
            self.game_state = CITY
            self.bar.menu = Bar.ADD
            self.bar.music = 0
            self.city = city.City()
            self.city.menu = 0
            self.bar = None
        self.select_se.play()

    if event.type == KEYDOWN and (event.key == K_x):
        self.game_state = CITY
        self.bar.menu = Bar.ADD
        self.cancel_se.play()
        self.bar.music = 0
        self.city = city.City()
        self.city.menu = 0
        self.bar = None
Beispiel #5
0
def castle_handler(self, event):
    """event handler of castle"""

    if self.castle.delete_confirm != None and self.castle.delete_confirm.is_visible:
        self.castle.delete_confirm.delete_confirm_window_handler(
            self, event, self.characters)
        return
    elif self.castle.character_rename != None and self.castle.character_rename.is_visible:
        self.castle.character_rename.character_view_handler(
            self, event, self.characters)
        return
    elif self.castle.character_delete != None and self.castle.character_delete.is_visible:
        self.castle.character_delete.character_view_handler(
            self, event, self.characters)
        return
    elif self.castle.donate_money != None and self.castle.donate_money.is_visible:
        self.castle.donate_money.system_notify_window_handler(
            event, self, self.party.member)
        return
    elif self.castle.change_job_window != None and self.castle.change_job_window.is_visible:
        self.castle.change_job_window.change_job_window_handler(self, event)
        return

    if event.type == KEYDOWN and event.key == K_UP:  #moves the cursor up
        self.cursor_se.play()
        self.castle.menu -= 1
        if self.castle.menu < 0:
            self.castle.menu = MENU_MAX
    elif event.type == KEYDOWN and event.key == K_DOWN:
        self.cursor_se.play()
        self.castle.menu += 1
        if self.castle.menu > MENU_MAX:
            self.castle.menu = 0

    if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_z
                                  or event.key == K_RETURN):
        if self.castle.menu == Castle.NEW:
            self.game_state = CHARACTER_MAKE
        elif self.castle.menu == Castle.DELETE:
            if len(self.characters) > 0:
                self.castle.character_delete = character_view.Character_view(
                    Rect(80, 60, 480, 360),
                    character_view.Character_view.DELETE)
                self.castle.character_delete.is_visible = True
        elif self.castle.menu == Castle.NAME_CHANGE:
            if len(self.characters) > 0:
                self.castle.character_rename = character_view.Character_view(
                    Rect(80, 60, 480, 360),
                    character_view.Character_view.RENAME)
                self.castle.character_rename.is_visible = True
        elif self.castle.menu == Castle.JOB_CHANGE:
            if len(self.party.member) > 0:
                self.castle.change_job_window = Change_job_window(
                    Rect(80, 60, 480, 360))
                self.castle.change_job_window.is_visible = True
        elif self.castle.menu == Castle.DONATE:
            if len(self.party.member) > 0:
                self.castle.donate_money = system_notify.System_notify_window(
                    Rect(200, 120, 240, 240),
                    system_notify.System_notify_window.DONATE)
                self.castle.donate_money.is_visible = True
        elif self.castle.menu == Castle.BACK:
            self.game_state = CITY
            self.castle.menu = Castle.NEW
            self.castle.music = 0
            self.castle = None
            self.city = city.City()
            self.city.menu = 5
        self.select_se.play()

    if event.type == KEYDOWN and (event.key == K_x):
        self.game_state = CITY
        self.castle.menu = Castle.NEW
        self.castle.music = 0
        self.castle = None
        self.city = city.City()
        self.city.menu = 5

        self.cancel_se.play()
Beispiel #6
0
def inn_handler(self, event):
    """event handler of inn"""

    if self.inn.inn_window != None and self.inn.inn_window.is_visible:
        self.inn.inn_window.inn_window_handler(event, self, self.party.member)
        return
    elif self.inn.save_confirm != None and self.inn.save_confirm.is_visible:
        self.inn.save_confirm.confirm_window_handler(self, event, None)
        return
    elif self.inn.load_confirm != None and self.inn.load_confirm.is_visible:
        self.inn.load_confirm.confirm_window_handler(self, event, None)
        return
    elif self.inn.item_out_window != None and self.inn.item_out_window.is_visible:
        self.inn.item_out_window.system_notify_window_handler(
            event, self, self.party.member)
        return
    elif self.inn.item_in_window != None and self.inn.item_in_window.is_visible:
        self.inn.item_in_window.system_notify_window_handler(
            event, self, self.party.member)
        return

    #moves the cursor up
    if event.type == KEYDOWN and event.key == K_UP:
        self.cursor_se.play()
        self.inn.menu -= 1
        if self.inn.menu < 0:
            self.inn.menu = MENU_MAX
    #moves the cursor down
    elif event.type == KEYDOWN and event.key == K_DOWN:
        self.cursor_se.play
        self.inn.menu += 1
        if self.inn.menu > MENU_MAX:
            self.inn.menu = 0

    if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_z
                                  or event.key == K_RETURN):
        if self.inn.menu == Inn.REST:
            if len(self.party.member) > 0:
                self.inn.inn_window = inn_window.Inn_window(
                    Rect(80, 100, 340, 200))
                self.inn.inn_window.is_visible = True
        elif self.inn.menu == Inn.ITEM_OUT:
            if len(self.party.member) > 0:
                self.inn.item_out_window = system_notify.System_notify_window(
                    Rect(200, 120, 340, 240),
                    system_notify.System_notify_window.ITEM_OUT)
                self.inn.item_out_window.is_visible = True
        elif self.inn.menu == Inn.ITEM_IN:
            if len(self.party.member) > 0:
                self.inn.item_in_window = system_notify.System_notify_window(
                    Rect(200, 120, 340, 240),
                    system_notify.System_notify_window.ITEM_IN)
                self.inn.item_in_window.is_visible = True
        elif self.inn.menu == Inn.SAVE:
            self.inn.save_confirm = system_notify.Confirm_window(
                Rect(150, 150, 200, 110), system_notify.Confirm_window.SAVE)
            self.inn.save_confirm.is_visible = True
        elif self.inn.menu == Inn.LOAD:
            self.inn.load_confirm = system_notify.Confirm_window(
                Rect(150, 150, 200, 110), system_notify.Confirm_window.LOAD)
            self.inn.load_confirm.is_visible = True
        elif self.inn.menu == Inn.BACK:
            self.game_state = CITY
            self.inn.menu = Inn.REST
            self.inn.music = 0
            self.inn = None
            self.city = city.City()
            self.city.menu = 1
        self.select_se.play()

    if event.type == KEYDOWN and (event.key == K_x):
        self.cancel_se.play()
        self.game_state = CITY
        self.inn.menu = Inn.REST
        self.inn.music = 0
        self.inn = None
        self.city = city.City()
        self.city.menu = 1
Beispiel #7
0
def shop_handler(self, event):
    """event handler of shop"""

    if self.shop.donate_money != None and self.shop.donate_money.is_visible:
        self.shop.donate_money.system_notify_window_handler(
            event, self, self.party.member)
        return
    elif self.shop.remove_curse != None and self.shop.remove_curse.is_visible:
        self.shop.remove_curse.system_notify_window_handler(
            event, self, self.party.member)
        return
    elif self.shop.buy_house != None and self.shop.buy_house.is_visible:
        self.shop.buy_house.confirm_window_handler(self, event,
                                                   self.party.member)
        return
    elif self.shop.shop_window != None and self.shop.shop_window.is_visible:
        self.shop.shop_window.shop_window_handler(event, self)
        return
    elif self.shop.sell_window != None and self.shop.sell_window.is_visible:
        self.shop.sell_window.system_notify_window_handler(
            event, self, self.party.member)
        return

    #moves the cursor up
    if event.type == KEYDOWN and event.key == K_UP:
        self.cursor_se.play()
        self.shop.menu -= 1
        if self.shop.menu < 0:
            self.shop.menu = MENU_MAX
        if self.shop.menu == 4 and self.party.house > 0:
            self.shop.menu -= 1
    #moves the cursor down
    elif event.type == KEYDOWN and event.key == K_DOWN:
        self.cursor_se.play()
        self.shop.menu += 1
        if self.shop.menu > MENU_MAX:
            self.shop.menu = 0
        if self.shop.menu == 4 and self.party.house > 0:
            self.shop.menu += 1
    #select the menu items
    if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_z
                                  or event.key == K_RETURN):
        if self.shop.menu == Shop.BUY:
            self.shop.shop_window = shop_window.Shop_window(
                Rect(200, 50, 240, 380))
            self.shop.shop_window.is_visible = True
        elif self.shop.menu == Shop.SELL:
            self.shop.sell_window = system_notify.System_notify_window(
                Rect(200, 120, 340, 240),
                system_notify.System_notify_window.SELL)
            self.shop.sell_window.is_visible = True
        elif self.shop.menu == Shop.CURSE:
            self.shop.remove_curse = system_notify.System_notify_window(
                Rect(150, 120, 340, 240),
                system_notify.System_notify_window.CURSE)
            self.shop.remove_curse.is_visible = True
        elif self.shop.menu == Shop.DONATE:
            self.shop.donate_money = system_notify.System_notify_window(
                Rect(200, 120, 240, 240),
                system_notify.System_notify_window.DONATE)
            self.shop.donate_money.is_visible = True
        elif self.shop.menu == Shop.BUY_HOUSE:
            self.shop.buy_house = system_notify.Confirm_window(
                Rect(100, 160, 300, 120), system_notify.Confirm_window.HOUSE)
            self.shop.buy_house.is_visible = True
        elif self.shop.menu == Shop.BACK:
            self.game_state = CITY
            self.shop.menu = Shop.BUY
            self.shop.music = 0
            #save temp shop data
            save.save_shop_item(self, "Save/shop_item_temp.dat")
            self.shop = None
            self.city = city.City()
            self.city.menu = 3
        self.select_se.play()

    if event.type == KEYDOWN and (event.key == K_x):
        self.game_state = CITY
        self.shop.menu = Shop.BUY
        self.shop.music = 0
        for item_list in self.shop.stock:
            item_list.sort(cmp=lambda x, y: cmp(x.id, y.id), reverse=False)
        save.save_shop_item(self, "Save/shop_item_temp.dat")
        self.shop = None
        self.city = city.City()
        self.city.menu = 3
        self.cancel_se.play()
Beispiel #8
0
    def menu_handler(self, event, game_self):

        if self.item_window != None and self.item_window.is_visible == True:
            self.item_window.system_notify_window_handler(
                event, game_self, game_self.party.member)
            return
        elif self.magic_window != None and self.magic_window.is_visible == True:
            self.magic_window.system_notify_window_handler(
                event, game_self, game_self.party.member)
            return
        elif self.status_window != None and self.status_window.is_visible == True:
            self.status_window.system_notify_window_handler(
                event, game_self, game_self.party.member)
            return
        elif self.change_window != None and self.change_window.is_visible == True:
            self.change_window.system_notify_window_handler(
                event, game_self, self.temp_party1)
            return

        #moves the cursor up
        if event.type == KEYDOWN and event.key == K_UP:
            game_self.cursor_se.play()
            self.menu -= 1
            if self.menu < 0:
                self.menu = self.MENU_MAX

        #moves the cursor up
        if event.type == KEYDOWN and event.key == K_DOWN:
            game_self.cursor_se.play()
            self.menu += 1
            if self.menu > self.MENU_MAX:
                self.menu = 0

        if event.type == KEYDOWN and (event.key == K_z or event.key == K_SPACE
                                      or event.key == K_RETURN):
            game_self.select_se.play()
            if self.menu == self.ITEM:
                if len(game_self.party.member) > 0:
                    self.item_window = system_notify.System_notify_window(
                        Rect(200, 120, 340, 240),
                        system_notify.System_notify_window.USE_ITEM)
                    self.item_window.is_visible = True
            if self.menu == self.MAGIC:
                if len(game_self.party.member) > 0:
                    self.magic_window = system_notify.System_notify_window(
                        Rect(200, 120, 340, 240),
                        system_notify.System_notify_window.USE_MAGIC)
                    self.magic_window.is_visible = True
            if self.menu == self.STATUS:
                if len(game_self.party.member) > 0:
                    self.status_window = system_notify.System_notify_window(
                        Rect(200, 120, 340, 240),
                        system_notify.System_notify_window.VIEW_STATUS)
                    self.status_window.is_visible = True
            if self.menu == self.CHANGE:
                if len(game_self.party.member) > 0:
                    for character in game_self.party.member:
                        self.temp_party1.append(character)
                    self.change_window = system_notify.System_notify_window(
                        Rect(200, 120, 340, 240),
                        system_notify.System_notify_window.CHANGE_PARTY)
                    self.change_window.is_visible = True
            if self.menu == self.SETTINGS:

                character_name_message = u"パーティ名を入力してください"
                message_title = u"パーティ名入力"
                fieldnames = [u"パーティ名"]
                fieldvalues = []

                fieldvalues = easygui.multenterbox(character_name_message,
                                                   message_title, fieldnames)

                if (fieldvalues != None):
                    #if empty string, then re-enter
                    if len(fieldvalues[0]) == 0:
                        return
                    #if it includes spaces at front, then also re-enter
                    if fieldvalues[0][0] == " ":
                        return
                if fieldvalues == None: return
                game_self.party.party_name = u"" + fieldvalues[0]

            if self.menu == self.BACK:
                self.menu = self.ITEM
                if game_self.party.member == []:
                    game_self.game_state = CITY
                    game_self.city = city.City()
                    game_self.menu = None
                    return
                if game_self.party.member[0].coordinate != [-1, -1, -1]:
                    game_self.game_state = DUNGEON
                    game_self.menu = None
                    game_self.dungeon = dungeon.Dungeon(
                        game_self.party.member[0].coordinate[2])
                    game_self.dungeon.vertical_wall = game_self.vertical_wall_temp
                    game_self.dungeon.horizontal_wall = game_self.horizontal_wall_temp
                    game_self.dungeon.ground = game_self.ground_temp
                    game_self.dungeon.space = game_self.space_temp
                    game_self.dungeon.object = game_self.object_temp

                    #dungeon load????
                else:
                    game_self.game_state = CITY
                    game_self.city = city.City()
                    game_self.menu = None

        if event.type == KEYDOWN and (event.key == K_x):
            game_self.cancel_se.play()
            self.menu = self.ITEM
            if game_self.party.member == []:
                game_self.game_state = CITY
                game_self.city = city.City()
                game_self.menu = None
                return
            if game_self.party.member[0].coordinate != [-1, -1, -1]:
                game_self.game_state = DUNGEON
                game_self.menu = None
                game_self.dungeon = dungeon.Dungeon(
                    game_self.party.member[0].coordinate[2])

                game_self.dungeon.vertical_wall = game_self.vertical_wall_temp
                game_self.dungeon.horizontal_wall = game_self.horizontal_wall_temp
                game_self.dungeon.ground = game_self.ground_temp
                game_self.dungeon.space = game_self.space_temp
                game_self.dungeon.object = game_self.object_temp

                #dungeon load?????
            else:
                game_self.game_state = CITY
                game_self.city = city.City()
                game_self.menu = None
Beispiel #9
0
    def house_handler(self, game_self, event):
        """event handler for house"""

        if self.who_rest != None and self.who_rest.is_visible:
            self.who_rest.system_notify_window_handler(event, game_self,
                                                       game_self.party.member)
            return
        elif self.house_change != None and self.house_change.is_visible:
            self.house_change.confirm_window_handler(game_self, event,
                                                     game_self.party.member)
            return
        elif self.save_confirm != None and self.save_confirm.is_visible:
            self.save_confirm.confirm_window_handler(game_self, event, None)
            return
        elif self.load_confirm != None and self.load_confirm.is_visible:
            self.load_confirm.confirm_window_handler(game_self, event, None)
            return
        elif self.item_out_window != None and self.item_out_window.is_visible:
            self.item_out_window.system_notify_window_handler(
                event, game_self, game_self.party.member)
            return
        elif self.item_in_window != None and self.item_in_window.is_visible:
            self.item_in_window.system_notify_window_handler(
                event, game_self, game_self.party.member)
            return

        #moves the cursor up
        if event.type == KEYDOWN and event.key == K_UP:
            game_self.cursor_se.play()
            self.menu -= 1
            if self.menu < 0:
                self.menu = self.MENU_MAX
            if game_self.party.house == 5 and self.menu == 5:
                self.menu -= 1
        #moves the cursor down
        elif event.type == KEYDOWN and event.key == K_DOWN:
            game_self.cursor_se.play()
            self.menu += 1
            if self.menu > self.MENU_MAX:
                self.menu = 0
            if game_self.party.house == 5 and self.menu == 5:
                self.menu += 1

        if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_z
                                      or event.key == K_RETURN):

            game_self.select_se.play()

            if self.menu == self.REST:
                if len(game_self.party.member) > 0:
                    self.who_rest = system_notify.System_notify_window(
                        Rect(240, 80, 240, 240),
                        system_notify.System_notify_window.REST)
                    self.who_rest.is_visible = True
            elif self.menu == self.ITEM_OUT:
                if len(game_self.party.member) > 0:
                    self.item_out_window = system_notify.System_notify_window(
                        Rect(200, 120, 340, 240),
                        system_notify.System_notify_window.ITEM_OUT)
                    self.item_out_window.is_visible = True
            elif self.menu == self.ITEM_IN:
                if len(game_self.party.member) > 0:
                    self.item_in_window = system_notify.System_notify_window(
                        Rect(200, 120, 340, 240),
                        system_notify.System_notify_window.ITEM_IN)
                    self.item_in_window.is_visible = True
            elif self.menu == self.SAVE:
                self.save_confirm = system_notify.Confirm_window(
                    Rect(150, 150, 200, 110),
                    system_notify.Confirm_window.SAVE)
                self.save_confirm.is_visible = True
            elif self.menu == self.LOAD:
                self.load_confirm = system_notify.Confirm_window(
                    Rect(150, 150, 200, 110),
                    system_notify.Confirm_window.LOAD)
                self.load_confirm.is_visible = True
            elif self.menu == self.REFORM:
                if len(game_self.party.member) > 0:
                    self.house_change = system_notify.Confirm_window(
                        Rect(180, 80, 360, 110),
                        system_notify.Confirm_window.HOUSE_CHANGE)
                    self.house_change.is_visible = True
            elif self.menu == self.BACK:
                game_self.game_state = CITY
                self.menu = self.REST
                game_self.city = city.City()
                game_self.city.menu = 2
                game_self.house = None

        if event.type == KEYDOWN and (event.key == K_x):
            game_self.game_state = CITY
            self.menu = self.REST
            game_self.city = city.City()
            game_self.city.menu = 2
            game_self.house = None