def Render(self, screen): cnt = self._counter fadeDone = BG_FADE_TIME bgimg = Resources.ImageLibrary.Get('MapOptions/sc4.png') l3p = (260, 285) l4p = (l3p[0] + self.preHope.get_width(), 285) bgimg.blit(self.hope, l4p) if cnt < fadeDone: screen.fill((0, 0, 0)) offsetcnt = cnt op = _f2op(1 - _op(offsetcnt, BG_FADE_TIME)) self.bg.set_alpha(op) self.bg.blit(bgimg, (0, 0)) screen.blit(self.bg, (0, 0)) return if not self._advance: self._advance = Menus.Credits()
def ProcessInput(self, events): for event in events: if event.type == pygame.KEYDOWN and event.key == pygame.K_F8: self.next = Menus.GameWin(self) if event.type == pygame.MOUSEMOTION and self._story_r: x = event.pos[0] y = event.pos[1] if (self._story_r.collidepoint(x, y)): self._hover = STORY elif (self._custom_r.collidepoint(x, y)): self._hover = CUSTOM elif (self._intro_r.collidepoint(x, y)): self._hover = INTRO elif (self._credits_r.collidepoint(x, y)): self._hover = CREDITS elif (self._quit_r.collidepoint(x, y)): self._hover = QUIT else: self._hover = NONE elif event.type == pygame.MOUSEBUTTONUP and event.button == 1: x = event.pos[0] y = event.pos[1] if not self._story_r: return if (self._story_r.collidepoint(x, y)): self.next = PlayScene(LevelSeed('level1', None)) elif (self._custom_r.collidepoint(x, y)): self.next = Menus.MapOptions() elif (self._intro_r.collidepoint(x, y)): self.next = Menus.Intro() elif (self._credits_r.collidepoint(x, y)): self.next = Menus.Credits() elif (self._quit_r.collidepoint(x, y)): self.next = None
def RollCredits(self): self.next = Menus.Credits()