Example #1
0
    def displayScreen(self):
        self.timer = 4.0 * FRAMES_PER_SECOND
        sequence = 1 * FRAMES_PER_SECOND

        while self.timer:
            self.handleEvents()

            self.screen.fill(FILL_COLOR)
            if self.music:
                utility.playMusic(self.music)
            self.timer -= 1

            self.image.draw(self.screen)

            if self.timer >= 3 * FRAMES_PER_SECOND:
                utility.dim((sequence / (1.0 * FRAMES_PER_SECOND)) * 255)
                sequence -= 1
            if self.timer <= 1 * FRAMES_PER_SECOND:
                if self.fadeImage:
                    utility.dim((sequence / (1.0 * FRAMES_PER_SECOND)) * 255)
                sequence += 1

            pygame.display.flip()

            self.clock.tick(FRAMES_PER_SECOND)
Example #2
0
    def actorUpdate(self):
        utility.playMusic(self.music, True)
        self.placeEye()

        if self.lifeTimer <= 30 * FRAMES_PER_SECOND and self.health == self.world.level+ 2:
            if self.lifeTimer == 30 * FRAMES_PER_SECOND:
                tempImage = self.howToKill
                
                helpBubble = infoBubble.infoBubble(tempImage, self.target,5 * FRAMES_PER_SECOND)
                helpBubble.offSet = vector.vector2d(0.0, -100.0)
                self.textGroup.add(helpBubble)
            self.lifeTimer += 1
            
        if not self.active and self.health > 0:
            self.active = True

        if self.active:
            if self.stunned:
                if self.charging:
                    self.speed -= 0.2
                    if self.speed <= 1.75:
                        self.speed = 1.75
                        self.charging = False
                        self.timeUntilCharge = 6 * FRAMES_PER_SECOND
                
                    self.velocity.makeNormal()
                    self.velocity *= self.speed
                
                self.currentSequence = 1
                self.stunned -= 1

                if not self.stunned:
                    self.textGroup.add(self.eye)
                    self.animationList.play("idle")
                if not self.stunned % 4:
                    puffsToCreate = 4
                    
                    while puffsToCreate and settingList[PARTICLES]:
                        puffsToCreate -= 1
                        tempPuff = particle.smokeParticle(self.position,
                                                                 [1,0])
                        tempPuff.velocity.setAngle(359 * random.random())
                        self.effectsGroup.add(tempPuff)

            else:
                self.currentSequence = 0
                self.processAI()

        if self.health <= 0:
            self.active = False
            self.die()
            
            if not self.gaveBonus:
                self.world.giveBonus()
                self.gaveBonus = True
Example #3
0
    def actorUpdate(self):
        if not self.stunned:
            try:
                self.emitter.update()
            except:
                pass
            
            
        utility.playMusic(self.music, True)
        if not self.active and self.health > 0:
            self.active = True

        if self.lifeTimer <= 30 * FRAMES_PER_SECOND and self.health == self.world.level + 2:
            if self.lifeTimer == 30 * FRAMES_PER_SECOND:
                tempImage = self.howToKill
                
                helpBubble = infoBubble.infoBubble(tempImage, self.target,5 * FRAMES_PER_SECOND)
                helpBubble.offSet = vector.vector2d(0.0, -100.0)
                self.textGroup.add(helpBubble)
            self.lifeTimer += 1

        if self.active:
            if self.stunned:
                self.stunned -= 1

                if not self.stunned % 4:
                    puffsToCreate = 4
                    
                    while puffsToCreate and settingList[PARTICLES]:
                        puffsToCreate -= 1
                        tempPuff = particle.smokeParticle(self.position,
                                                                 [1,0])
                        tempPuff.velocity.setAngle(359 * random.random())
                        self.effectsGroup.add(tempPuff)

                if not self.stunned:
                    self.animationList.play("idle")

            else:
                self.currentSequence = 0
                self.processAI()

        if self.health <= 0:
            self.active = False
            self.die()
            
            if not self.gaveBonus and self.world.worldName != "Tutorial":
                self.world.giveBonus()
                self.gaveBonus = True
Example #4
0
    def actorUpdate(self):
        utility.playMusic(self.music, True)
        if not self.active and self.health > 0:
            self.active = True

        if self.lifeTimer <= 30 * FRAMES_PER_SECOND and  self.health == (self.world.level + 1) * 25:
            if self.lifeTimer == 30 * FRAMES_PER_SECOND:
                tempImage = self.howToKill
                
                helpBubble = infoBubble.infoBubble(tempImage, self.target,5 * FRAMES_PER_SECOND)
                helpBubble.offSet = vector.vector2d(0.0, -100.0)
                self.textGroup.add(helpBubble)
            self.lifeTimer += 1

        if self.active:
            if self.stunned:
                if self.charging:
                    self.speed -= 0.2
                    if self.speed <= 1.75:
                        self.speed = 1.75
                        self.charging = False
                        self.timeUntilCharge = 10 * FRAMES_PER_SECOND
                
                    self.velocity.makeNormal()
                    self.velocity *= self.speed

                self.stunned -= 1

                self.animationList.play("vulnerable")
                
                if not self.stunned:
                    utility.playSound(self.shieldRestore, PICKUP_CHANNEL)
                    self.animationList.play("idle")
                
            else:
                self.currentSequence = 0
                self.processAI()

        if self.health <= 0:
            self.active = False
            self.die()
            
            if not self.gaveBonus:
                self.world.giveBonus()
                self.gaveBonus = True
Example #5
0
    def rollCredits(self):
        creditGroup = pygame.sprite.Group()

        """    Create Text Labels    """
        titleCredit  = text.Text(FONT_PATH,48,FONT_COLOR,"Credits")
        titleCredit.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT))

        bigJony   = text.Text(FONT_PATH,36,FONT_COLOR,"Jony Fries")
        bigJony.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT + 100))
        jonyCredit0  = text.Text(FONT_PATH,24,FONT_COLOR,"Game Programming")
        jonyCredit0.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT + 150))
        jonyCredit1  = text.Text(FONT_PATH,24,FONT_COLOR,"Sound Design")
        jonyCredit1.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT + 200))
        jonyCredit2  = text.Text(FONT_PATH,24,FONT_COLOR,"Voice Acting")
        jonyCredit2.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT + 250))

        bigJosh  = text.Text(FONT_PATH,36,FONT_COLOR,"Joshua Skelton")
        bigJosh.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT + 350))
        joshCredit0  = text.Text(FONT_PATH,24,FONT_COLOR,"Game Programming")
        joshCredit0.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT + 400))
        joshCredit1  = text.Text(FONT_PATH,24,FONT_COLOR,"Graphic Design")
        joshCredit1.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT + 450))
        
        bigSpecial = text.Text(FONT_PATH,36,FONT_COLOR,"Special Thanks To:")
        bigSpecial.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT + 550))
        specialCredit0 = text.Text(FONT_PATH,24,FONT_COLOR,"Python Software Foundation")
        specialCredit0.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT + 600))
        specialCredit1 = text.Text(FONT_PATH,24,FONT_COLOR,"PyGame")
        specialCredit1.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT + 650))
        specialCredit2 = text.Text(FONT_PATH,24,FONT_COLOR,"ShyFonts Type Foundry")
        specialCredit2.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT + 700))
        
        thankYou = text.Text(FONT_PATH,64,FONT_COLOR,"Thank You For Playing!")
        thankYou.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT + 800))

        """    Add Labels to Group    """
        creditGroup.add(titleCredit)
        
        creditGroup.add(bigJony)
        creditGroup.add(jonyCredit0)
        creditGroup.add(jonyCredit1)
        creditGroup.add(jonyCredit2)
        
        creditGroup.add(bigJosh)
        creditGroup.add(joshCredit0)
        creditGroup.add(joshCredit1)
        
        creditGroup.add(bigSpecial)
        creditGroup.add(specialCredit0)
        creditGroup.add(specialCredit1)
        creditGroup.add(specialCredit2)

        creditGroup.add(thankYou)

        self.rollingCredits = True
        timer = 5 * FRAMES_PER_SECOND

        for credit in creditGroup:
            credit.setAlign(CENTER_MIDDLE)

        while self.rollingCredits:
            utility.playMusic(self.musicList)
            for credit in creditGroup:
                creditPosition = credit.getPosition()
                credit.setPosition((creditPosition[0],creditPosition[1] + self.scrollRate))

            creditGroup.update()
            self.newScene.draw(self.screen)
            creditGroup.draw(self.screen)
            pygame.display.flip()
            self.handleEvents()
            
            if specialCredit2.getPosition()[1] < 0:
                if self.finished:
                    self.rollingCredits = False

            if thankYou.getPosition()[1] < (SCREEN_HEIGHT / 2):
                thankYou.setPosition((SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2))
Example #6
0
bokko.loadData()
pygame.event.pump()
hakta.loadData()
raayu.loadData()
paajo.loadData()
pygame.event.pump()
boss.loadData()
particle.loadData()
menu.loadData()


for event in pygame.event.get():
    pass

splashScreen.SplashScreen(screen,"pygamesplash")
utility.playMusic(musicList[MENU_MUSIC])
splashScreen.SplashScreen(screen,"gameSplash")

if settingList[WORLD_UNLOCKED] == 0:
    newScene = scene.tutorialScene()
elif settingList[WORLD_UNLOCKED] == 1:
    newScene = scene.forestScene()
elif settingList[WORLD_UNLOCKED] == 2:
    newScene = scene.rockyScene()
elif settingList[WORLD_UNLOCKED] == 3:
    newScene = scene.pinkScene() 

try:
    import psyco
    psyco.full()
except:
Example #7
0
    def handleEvents(self):
        for event in pygame.event.get():
            if (event.type == KEYDOWN and event.key == K_ESCAPE) or (event.type == MOUSEBUTTONDOWN and event.button == 3) or (event.type == ACTIVEEVENT and event.gain == 0):
                utility.dim(128,FILL_COLOR)
                """takingScreenShot = True
                while takingScreenShot:
                    for shotEvent in pygame.event.get():
                        if (event.type == pygame.MOUSEBUTTONDOWN):
                            takingScreenShot = False"""

                screenGrab = self.screen.copy()
                
                pauseMenuRunning = True
                
                while pauseMenuRunning:
                    pauseMenu = menu.Menu(self.screen,
                                          self.musicList[self.worldNumber],
                                          screenGrab,
                                          [0, SCREEN_HEIGHT / 3, SCREEN_WIDTH, SCREEN_HEIGHT],
                                          ["Pause",128,SCREEN_WIDTH / 2, SCREEN_HEIGHT / 4],
                                          pauseMenuDictionary).displayMenu()
    
                    if pauseMenu == OPTION_MENU:
                        optionResult = True
                        lastHighlighted = 0
                        while optionResult:
    
                            optionMenuDictionary = {SOUND_MENU:["Sound Options", "Change Sound Options"],
                                                    DISPLAY_MENU:["Video Options" ,"Change Video Options"],
                                                    CHANGE_SENSITIVITY:["Mouse Sensitivity: " + getSensitivity(settingList[SENSITIVITY]), "Change Mouse Sensitivity"],
                                                    EXIT_OPTIONS:["Back","Go Back to the Main Menu"]}
    
                            sensitivityMenuDictionary = {0:["Very Low", "Change Sensitivty to Very Low"],
                                                         1:["Low", "Change Sensitivty to Low"],
                                                         2:["Normal", "Change Sensitivty to Normal"],
                                                         3:["High", "Change Sensitivty to High"],
                                                         4:["Very High", "Change Sensitivty to Very High"],}
                            
                            soundMenuDictionary = {TOGGLE_SFX:["Sound Effects: " + on(settingList[SFX]), "Turn " + on(not settingList[SFX]) + " Sound Effects"],
                                                    TOGGLE_MUSIC:["Music: " + on(settingList[MUSIC]),"Turn " + on(not settingList[MUSIC]) + " Music"],
                                                    EXIT_OPTIONS:["Back","Go Back to the Option Menu"]}
                            
                            displayMenuDictionary = {TOGGLE_PARTICLES:["Particles: " + able(settingList[PARTICLES]), "Turn " + on(not settingList[PARTICLES]) + " Particle Effects"],
                                                    TOGGLE_FULLSCREEN:["Video Mode: " + getScreenMode(settingList[SETTING_FULLSCREEN]), "Switch To " + getScreenMode(not settingList[SETTING_FULLSCREEN]) + " Mode"],
                                                    EXIT_OPTIONS:["Back","Go Back to the Main Menu"]}
    
                            optionResult = menu.Menu(self.screen,
                                                     self.musicList[self.worldNumber],
                                                     screenGrab,
                                                     [0, SCREEN_HEIGHT / 3, SCREEN_WIDTH, SCREEN_HEIGHT],
                                                     ["Options",96,SCREEN_WIDTH / 2, SCREEN_HEIGHT / 4],
                                                     optionMenuDictionary,
                                                     lastHighlighted).displayMenu()
                            
                            if optionResult == SOUND_MENU:
                                soundResult = True
                                lastHighLighted = 0
                                while soundResult:
                                    
                                    soundResult = menu.Menu(self.screen,
                                                            self.musicList[self.worldNumber],
                                                            screenGrab,
                                                            [0, SCREEN_HEIGHT / 3, SCREEN_WIDTH, SCREEN_HEIGHT],
                                                            ["Sound Options",96,SCREEN_WIDTH / 2, SCREEN_HEIGHT / 4],
                                                            soundMenuDictionary,
                                                            lastHighlighted).displayMenu()
                                    
                                    if soundResult == TOGGLE_SFX:
                                        settingList[SFX] = not settingList[SFX]
                                        lastHighlighted = 0
                                    
                                    elif soundResult == TOGGLE_MUSIC:
                                        settingList[MUSIC] = not settingList[MUSIC]
                                        if not settingList[MUSIC]:
                                            pygame.mixer.Channel(MUSIC_CHANNEL).stop()
                                        lastHighlighted = 1
                                        
                                    elif soundResult == EXIT_OPTIONS:
                                        soundResult = False
                                        
                                    soundMenuDictionary = {TOGGLE_SFX:["Sound Effects: " + on(settingList[SFX]), "Turn " + on(not settingList[SFX]) + " Sound Effects"],
                                        TOGGLE_MUSIC:["Music: " + on(settingList[MUSIC]),"Turn " + on(not settingList[MUSIC]) + " Music"],
                                        EXIT_OPTIONS:["Back","Go Back to the Option Menu"]}
                                        
                            if optionResult == DISPLAY_MENU:
                                displayResult = True
                                lastHighlighted = 0
                                while displayResult:
                                    
                                    displayResult = menu.Menu(self.screen,
                                                            self.musicList[self.worldNumber],
                                                            screenGrab,
                                                            [0, SCREEN_HEIGHT / 3, SCREEN_WIDTH, SCREEN_HEIGHT],
                                                            ["Video Options",96,SCREEN_WIDTH / 2, SCREEN_HEIGHT / 4],
                                                            displayMenuDictionary,
                                                            lastHighlighted).displayMenu()           
                            
                                    if displayResult == TOGGLE_PARTICLES:
                                        settingList[PARTICLES] = not settingList[PARTICLES]
                                        lastHighlighted = 0
                                        
                                    elif displayResult == TOGGLE_FULLSCREEN:
                                        settingList[SETTING_FULLSCREEN] = not settingList[SETTING_FULLSCREEN]
                                        lastHighlighted = 1
                                        pygame.mixer.quit()
                                        pygame.mixer.init()
                                        
                                        if settingList[SETTING_FULLSCREEN]:
                                            utility.setFullscreen()
                                        else:
                                            utility.setFullscreen(False)
                                            
                                        pygame.mouse.set_visible(False)
                                        
                                    elif displayResult == EXIT_OPTIONS:
                                        displayResult = False
                                        
                                    displayMenuDictionary = {TOGGLE_PARTICLES:["Particles: " + able(settingList[PARTICLES]), "Turn " + on(not settingList[PARTICLES]) + " Particle Effects"],
                                                            TOGGLE_FULLSCREEN:["Video Mode: " + getScreenMode(settingList[SETTING_FULLSCREEN]), "Switch To " + getScreenMode(not settingList[SETTING_FULLSCREEN]) + " Mode"],
                                                            EXIT_OPTIONS:["Back","Go Back to the Main Menu"]}
                            
                            elif optionResult == EXIT_OPTIONS:
                                optionResult = False
                            
                            elif optionResult == CHANGE_SENSITIVITY:
                                sensitivityResult = True
                                lastHighlighted = 0
                                while sensitivityResult:
                        
                                    sensitivityResult = menu.Menu(self.screen,
                                                                self.musicList[self.worldNumber],
                                                                screenGrab,
                                                                [0, SCREEN_HEIGHT / 3, SCREEN_WIDTH, SCREEN_HEIGHT],
                                                                ["Mouse Sensitivity",96,SCREEN_WIDTH / 2, SCREEN_HEIGHT / 4],
                                                                sensitivityMenuDictionary,
                                                                lastHighlighted).displayMenu()
                
                                    if sensitivityResult == 0:
                                        settingList[SENSITIVITY] = .5
                                        
                                    elif sensitivityResult == 1:
                                        settingList[SENSITIVITY] = .75
                                        sensitivityResult = False
                                        
                                    elif sensitivityResult == 2:
                                        settingList[SENSITIVITY] = 1
                                        sensitivityResult = False
                                        
                                    elif sensitivityResult == 3:
                                        settingList[SENSITIVITY] = 1.25
                                        sensitivityResult = False
                                        
                                    elif sensitivityResult == 4:
                                        settingList[SENSITIVITY] = 1.5
                                        sensitivityResult = False
                                
                    elif pauseMenu == RESUME_GAME or pauseMenu == False:
                        pauseMenuRunning = False
                        pygame.mouse.get_rel()
    
                    elif pauseMenu == EXIT_GAME:
                       utility.fadeMusic()
                       utility.playMusic(self.musicList[MENU_MUSIC], True)
                       self.done = True
                       pauseMenuRunning = False
                                       
            elif event.type == MOUSEMOTION and self.player.lives:
                mousein = [pygame.mouse.get_pos()[0] - 512.0, pygame.mouse.get_pos()[1] - 384.0]
                if mousein[0] != 0 and mousein[1] != 0:
                    self.player.fire()
                    self.player.velocity = (self.player.velocity + mousein) / 1.5 * settingList[SENSITIVITY]
Example #8
0
    def run(self):
        while not self.done:
            if self.worldDone:
                if self.worldNumber < MAX_WORLD:
                    self.worldBeat()

                    """Resetting player lives so that
                    it isn't in their best interest
                    to play easier worlds just to have
                    extra lives."""
                    self.player.lives = 3
                    self.player.lifeBoard.setText('x' + str(self.player.lives))
                    
                    self.player.score = 0
                    self.player.nextBonus = 50000

                    """Loading the new world"""
                    self.worldNumber += 1
                    
                    if self.worldNumber == 0:
                        self.newScene = scene.tutorialScene()
                    elif self.worldNumber == 1:
                        self.newScene = scene.forestScene()
                    elif self.worldNumber == 2:
                        self.newScene = scene.rockyScene()
                    elif self.worldNumber == 3:
                        self.newScene = scene.pinkScene()                     
                    
                    if self.worldNumber > settingList[WORLD_UNLOCKED]:
                        settingList[WORLD_UNLOCKED] = self.worldNumber
                    utility.playMusic(self.musicList[self.worldNumber],True)
                    self.currentWorld = world.World(self.worldList[self.worldNumber], self.musicList[self.worldNumber])
                    self.currentWorld.load()
                    self.worldDone = False
                        
                else:
                    self.gameBeat()

            self.checkCollision()
            self.update()
            self.draw()
            self.handleEvents()
            
            pygame.mouse.set_pos(MOUSE_DEFAULT_POSITION)
            pygame.mouse.get_rel()
            self.mouseLastMove = pygame.mouse.get_pos()
            
            self.timer.tick(FRAMES_PER_SECOND)
     
            if self.player.dead:
                highScore = readHighScores()

                if self.player.score < highScore[self.worldNumber]:
                    endGameDictionary = {HIGH_SCORE:["High Score For This World: " + str(highScore[self.worldNumber]), "You would need to score " + str(highScore[self.worldNumber] - self.player.score) + " more to beat it!"],
                                         NEXT_WORLD:["Exit","Return To The Menu"]} 
                elif self.player.score == highScore[self.worldNumber]:
                    endGameDictionary = {HIGH_SCORE:["High Score For This World: " + str(highScore[self.worldNumber]), "You Tied the High Score!"],
                                         NEXT_WORLD:["Exit","Return To The Menu"]}         
                else:
                    endGameDictionary = {HIGH_SCORE:["High Score For This World: " + str(highScore[self.worldNumber]), "You Beat the High Score!"],
                                         NEXT_WORLD:["Exit","Return To The Menu"]}

                    highScore[self.worldNumber] = self.player.score
                    writeHighScores(highScore)
                utility.dim(128,FILL_COLOR)
                endGameMenu = menu.Menu(self.screen,
                                        self.musicList[self.worldNumber],
                                        self.screen.convert(),
                                        [0, SCREEN_HEIGHT / 3, SCREEN_WIDTH, SCREEN_HEIGHT],
                                        ["Game Over",128,SCREEN_WIDTH / 2, SCREEN_HEIGHT / 4],
                                        endGameDictionary).displayMenu()

                self.done = True
                utility.fadeMusic()
                utility.playMusic(self.musicList[MENU_MUSIC], True)
Example #9
0
    def displayMenu(self):
        
        self.menuSelectionPointer[self.currentSelection].setFont(48, FONT_COLOR, FONT_PATH)
        pygame.mouse.get_rel()
        mouseTimeout = 10
        sampleMouse = True
        
        while True:
            """Music Stuff"""
            utility.playMusic(self.musicList)

            """Drawing Stuff"""
            self.screen.fill(FILL_COLOR)
            self.menuGroup.update()
            self.menuTooltipGroup.update()
            self.cursorGroup.update()
            try:
                self.screen.blit(self.backgroundImage, self.backgroundImage.get_rect())
            except:
                self.backgroundImage.draw(self.screen)
            
            self.menuGroup.draw(self.screen)
            self.menuTooltipPointer[self.currentSelection].draw(self.screen)
            self.cursorGroup.draw(self.screen)
            
            pygame.display.flip()
            
            self.cursor.position = vector.vector2d(pygame.mouse.get_pos()) + vector.vector2d(32,32)
            
            """Event Handling Stuff"""
            for event in pygame.event.get():
                if event.type == pygame.KEYDOWN and (event.key == pygame.K_SPACE or event.key == pygame.K_RETURN):
                    utility.playSound(self.menuForward)
                    return self.menuDictionary.keys()[self.currentSelection]
                
                elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                    utility.playSound(self.menuForward)
                    return self.menuDictionary.keys()[self.currentSelection]
    
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                    utility.playSound(self.menuBack)
                    return False
                
                elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 3:
                    utility.playSound(self.menuBack)
                    return False
                
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
                    self.menuSelectionPointer[self.currentSelection].setFont(32, FONT_INACTIVE_COLOR, FONT_PATH)
                    self.currentSelection -= 1
                    if self.currentSelection < 0:
                        self.currentSelection = len(self.menuDictionary) - 1
                    self.menuSelectionPointer[self.currentSelection].setFont(48, FONT_COLOR, FONT_PATH)
                    utility.playSound(self.menuBeep)

                elif event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
                    self.menuSelectionPointer[self.currentSelection].setFont(32, FONT_INACTIVE_COLOR, FONT_PATH)
                    self.currentSelection += 1
                    if self.currentSelection > len(self.menuDictionary) - 1:
                        self.currentSelection = 0
                    self.menuSelectionPointer[self.currentSelection].setFont(48, FONT_COLOR, FONT_PATH)
                    utility.playSound(self.menuBeep)
                    
                elif event.type == pygame.MOUSEMOTION:
                    for element in self.menuGroup:
                        if element.mouseOver():
                            if (element.textIndex != self.currentSelection):
                                self.menuSelectionPointer[self.currentSelection].setFont(32, FONT_INACTIVE_COLOR, FONT_PATH)
                                mouseSelection = element.textIndex
                                self.currentSelection = mouseSelection
                                self.menuSelectionPointer[self.currentSelection].setFont(48, FONT_COLOR, FONT_PATH)
                                utility.playSound(self.menuBeep)
            #
                    
                
                """elif event.type == pygame.KEYDOWN and event.key == pygame.K_q:
                    for element in self.menuTooltipGroup:
                        print "ELEMENT: ", element.textIndex
                        element.mouseOverDump()"""
                    
                """elif event.type == pygame.MOUSEMOTION:
                    mouseInput = list(pygame.mouse.get_rel())
                    if sampleMouse:
                        if mouseInput[1] < -10:
                            self.menuSelectionPointer[self.currentSelection].setFont(32, FONT_INACTIVE_COLOR, FONT_PATH)
                            self.currentSelection -= 1
                            if self.currentSelection < 0:
                                self.currentSelection = len(self.menuDictionary) - 1
                            self.menuSelectionPointer[self.currentSelection].setFont(48, FONT_COLOR, FONT_PATH)
                            sampleMouse = False
                            utility.playSound(self.menuBeep)
                                                
                        elif mouseInput[1] > 10:
                            self.menuSelectionPointer[self.currentSelection].setFont(32, FONT_INACTIVE_COLOR, FONT_PATH)
                            self.currentSelection += 1
                            if self.currentSelection > len(self.menuDictionary) - 1:
                                self.currentSelection = 0
                            self.menuSelectionPointer[self.currentSelection].setFont(48, FONT_COLOR, FONT_PATH)
                            sampleMouse = False       
                            utility.playSound(self.menuBeep)   """                  
                            

                    
            if not sampleMouse:
                mouseTimeout -= 1
                
            if mouseTimeout == 0:
                sampleMouse = True
                mouseTimeout = 3
                
            self.timer.tick(30)