Example #1
0
def MODE_SELECT():
    CLOCK = pygame.time.Clock()
    LOOP = True
    ALL_SPRITES = pygame.sprite.Group()
    SELECTOR_BIG = S.SELECTOR_BIG((250, 200))
    ALL_SPRITES.add(SELECTOR_BIG)
    SELECTINT = 0
    MODE_CHOICES = ['CLASSIC', 'TENSE', 'CHAOS']
    TEXTS1 = G.FONTNORMAL.render('Choose your difficulty', True, G.WHITE)
    TEXTS2 = G.FONTNORMAL.render('Space to continue', True, G.WHITE)    

    while LOOP:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            # Keymap
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_UP:
                    SELECTINT -= 1
                    SELECTOR_BIG.pos[1] -= 100

                    
                if event.key == pygame.K_DOWN:
                    SELECTINT += 1
                    SELECTOR_BIG.pos[1] += 100
                    
                if event.key == pygame.K_SPACE:
                    '''Loads values into G.MODE'''
                    G.MODE = MODE_CHOICES[SELECTINT]
                    D.MODE_DICT[G.MODE]['SOUND'].play()
                    LOOP = False
                    
                if event.key in (pygame.K_UP, pygame.K_DOWN):
                    if SELECTINT  == -1:
                        SELECTINT = 2
                    elif SELECTINT == 3:
                        SELECTINT = 0
                    D.MEDIA['select_sound'].play()
        ALL_SPRITES.update()

        # Drawing
        G.SCREEN.fill(G.BLACK)
        G.SCREEN.blit(D.MEDIA['classic_card'], (150, 150))
        G.SCREEN.blit(D.MEDIA['tense_card'], (150, 250))
        G.SCREEN.blit(D.MEDIA['chaos_card'], (150, 350))
        ALL_SPRITES.draw(G.SCREEN)
        # G.SCREEN.blit(D.MEDIA['mode_select_border'], (0, 0))
        G.SCREEN.blit(TEXTS1, (100, 50))
        G.SCREEN.blit(TEXTS2, (125, 500))

        pygame.display.flip()
        CLOCK.tick(60)
Example #2
0
def MODE_SELECT():
    CLOCK = pygame.time.Clock()
    LOOP = True
    ALL_SPRITES = pygame.sprite.Group()
    SELECTOR_BIG = s.SELECTOR_BIG((250, 250))
    MODE_CHOICES = ['CLASSIC', 'CHAOS']
    ALL_SPRITES.add(SELECTOR_BIG)
    TEXTS1 = g.FONTNORMAL.render('Choose Mode', True, g.WHITE)
    TEXTS2 = g.FONTNORMAL.render('Space To Continue', True, g.WHITE)
    SELECTOR = 0

    while LOOP:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            # Keymap
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_UP:
                    SELECTOR += 1
                    SELECTOR_BIG.pos[1] -= 100
                if event.key == pygame.K_DOWN:
                    SELECTOR -= 1
                    SELECTOR_BIG.pos[1] += 100
                if event.key == pygame.K_SPACE:
                    # Load Mode into variable to use later
                    g.MODE = MODE_CHOICES[SELECTOR]
                    d.GAME_DICT['MODE'][g.MODE]['SOUND'].play()
                    LOOP = False
                if event.key in (pygame.K_UP, pygame.K_DOWN):
                    SELECTOR %= len(MODE_CHOICES)
                    g.MODE = MODE_CHOICES[SELECTOR]
                    m.MEDIA['select_sound'].play()
        ALL_SPRITES.update()

        # Drawing
        m.SCREEN.fill(g.BLACK)
        m.SCREEN.blit(m.MEDIA['classic_card'], (150, 200))
        m.SCREEN.blit(m.MEDIA['chaos_card'], (150, 300))
        m.SCREEN.blit(TEXTS1, (155, 100))
        m.SCREEN.blit(TEXTS2, (120, 500))
        ALL_SPRITES.draw(m.SCREEN)

        pygame.display.flip()
        CLOCK.tick(60)
Example #3
0
def MODE_SELECT():
    CLOCK = pygame.time.Clock()
    LOOP = True
    ALL_SPRITES = pygame.sprite.Group()
    SELECTOR_BIG = S.SELECTOR_BIG((250, 250))
    MODE_CHOICES = ['CLASSIC', 'CHAOS']
    ALL_SPRITES.add(SELECTOR_BIG)
    SELECTINT = 0

    while LOOP:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            # Keymap
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_UP:
                    SELECTINT += 1
                    SELECTOR_BIG.pos[1] -= 100
                if event.key == pygame.K_DOWN:
                    SELECTINT -= 1
                    SELECTOR_BIG.pos[1] += 100
                if event.key == pygame.K_SPACE:
                    '''Loads values into G.MODE'''
                    G.MODE = MODE_CHOICES[SELECTINT]
                    D.MODE_DICT[G.MODE]['SOUND'].play()
                    LOOP = False
                if event.key in (pygame.K_UP, pygame.K_DOWN):
                    SELECTINT %= len(MODE_CHOICES)
                    G.MODE = MODE_CHOICES[SELECTINT]
                    D.MEDIA['select_sound'].play()
        ALL_SPRITES.update()

        # Drawing
        G.SCREEN.fill(G.BLACK)
        G.SCREEN.blit(D.MEDIA['classic_card'], (150, 200))
        G.SCREEN.blit(D.MEDIA['chaos_card'], (150, 300))
        ALL_SPRITES.draw(G.SCREEN)
        G.SCREEN.blit(D.MEDIA['mode_select_border'], (0, 0))

        pygame.display.flip()
        CLOCK.tick(60)