def __init__(self):
     SceneBase.__init__(self)
     self.returnbutton = Button("Return to Menu", (900, 425),
                                self.GoBack,
                                size=(300, 60),
                                font_size=20,
                                bg=(109, 177, 255))
 def __init__(self):
     SceneBase.__init__(self)
     self.continuebutton = Button("Continue", (900, 500),
                                  self.Continue,
                                  size=(160, 60),
                                  font_size=20,
                                  bg=(109, 177, 255))
Exemple #3
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    def __init__(self):
        SceneBase.__init__(self)

        self.economybutton = Button("+5 MoonCrystals Economy", (300, 200),
                                    self.Economy,
                                    size=(240, 60),
                                    font_size=20,
                                    bg=(109, 177, 255))
        self.defensebutton = Button("+500 Mothership HP", (300, 300),
                                    self.Defense,
                                    size=(240, 60),
                                    font_size=20,
                                    bg=(109, 177, 255))

        self.continuebutton = Button("Make the Game Great Again", (900, 500),
                                     self.Continue,
                                     size=(240, 60),
                                     font_size=20,
                                     bg=(109, 177, 255))
        self.damagebutton = Button("Unit Damage +10", (300, 400),
                                   self.Damage,
                                   size=(240, 60),
                                   font_size=20,
                                   bg=(109, 177, 255))

        self.healthbutton = Button("Unit Health +20", (300, 500),
                                   self.Health,
                                   size=(240, 60),
                                   font_size=20,
                                   bg=(109, 177, 255))

        b = Boombox()

        if not b.MusicStatus():
            b.PlayMusic("menumusic")
    def __init__(self):
        SceneBase.__init__(self)

        self.hardcoremode = ToggleBox((600, 225),
                                      self.HardcoreMode,
                                      size=(30, 30),
                                      bg=(0, 170, 28))
        self.hardcoretext = Text(225,
                                 500,
                                 "Hardcore Mode",
                                 bold=True,
                                 font="Arial",
                                 fontSize=18)

        self.backbutton = Button("Back", (50, 625),
                                 self.GoBack,
                                 size=(60, 30),
                                 bg=(109, 177, 255))

        self.text1 = Text(100,
                          600,
                          "Options Menu",
                          bold=True,
                          color=(255, 255, 255),
                          font="Arial",
                          fontSize=35)
class Instructions(SceneBase):
    def __init__(self):
        SceneBase.__init__(self)
        self.returnbutton = Button("Return to Menu", (900, 425),
                                   self.GoBack,
                                   size=(300, 60),
                                   font_size=20,
                                   bg=(109, 177, 255))

    def ProcessInput(self, events, pressed_keys):
        mousepos = pygame.mouse.get_pos()
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                self.SwitchToScene(None)
            elif event.type == pygame.MOUSEBUTTONDOWN:

                if self.returnbutton.IsClicked(mousepos):
                    self.returnbutton.call_back_()

    def Update(self):
        pass

    def Render(self, screen):
        screen.fill((0, 0, 0))

        screen.blit(GetImage("./Images/Instructions.jpg"), (0, 0))
        self.returnbutton.Draw(screen)

    def GoBack(self):
        print("REturning to menu")
        self.SwitchToScene("Scenes.MenuScene.MenuScene")
Exemple #6
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class Level1Defeat(SceneBase):
    def __init__(self):
        SceneBase.__init__(self)
        self.continuebutton = Button("Menu", (900, 500),
                                     self.Continue,
                                     size=(120, 60),
                                     font_size=20,
                                     bg=(109, 177, 255))

        b = Boombox()
        b.PlayMusic("leveldefeatmusic")

    def ProcessInput(self, events, pressed_keys):
        mousepos = pygame.mouse.get_pos()
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                self.SwitchToScene(None)
            elif event.type == pygame.MOUSEBUTTONDOWN:

                if self.continuebutton.IsClicked(mousepos):
                    self.continuebutton.call_back_()

    def Update(self):
        pass

    def Render(self, screen):
        screen.fill((0, 0, 0))

        screen.blit(GetImage("./Images/level1defeat.jpg"), (0, 0))

        self.continuebutton.Draw(screen)

    def Continue(self):
        print("returning to menu scene cuz youre shit at games")
        self.SwitchToScene("Scenes.MenuScene.MenuScene")
class Level6Opening(SceneBase):
    def __init__(self):
        SceneBase.__init__(self)
        self.continuebutton = Button("Continue", (900, 500),
                                     self.Continue,
                                     size=(160, 60),
                                     font_size=20,
                                     bg=(109, 177, 255))

    def ProcessInput(self, events, pressed_keys):
        mousepos = pygame.mouse.get_pos()
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                self.SwitchToScene(None)
            elif event.type == pygame.MOUSEBUTTONDOWN:

                if self.continuebutton.IsClicked(mousepos):
                    self.continuebutton.call_back_()

    def Update(self):
        pass

    def Render(self, screen):
        screen.fill((0, 0, 0))

        screen.blit(GetImage("./Images/level6opening.jpg"), (0, 0))

        self.continuebutton.Draw(screen)

    def Continue(self):
        print("going to final level")
        self.SwitchToScene(NeptuneGameScene())
Exemple #8
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class Level1Victory(SceneBase):
    def __init__(self):
        SceneBase.__init__(self)
        self.continuebutton = Button("Continue...", (900, 500),
                                     self.Continue,
                                     size=(160, 60),
                                     font_size=20,
                                     bg=(109, 177, 255))

        b = Boombox()
        b.PlayMusic("levelvictorymusic")

    def ProcessInput(self, events, pressed_keys):
        mousepos = pygame.mouse.get_pos()
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                self.SwitchToScene(None)
            elif event.type == pygame.MOUSEBUTTONDOWN:

                if self.continuebutton.IsClicked(mousepos):
                    self.continuebutton.call_back_()

    def Update(self):
        pass

    def Render(self, screen):
        screen.fill((0, 0, 0))

        screen.blit(GetImage("./Images/level1victory.jpg"), (0, 0))

        self.continuebutton.Draw(screen)

    def Continue(self):
        print("going to upgrades")
        self.SwitchToScene(MoonUpgrade())
Exemple #9
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    def __init__(self):
        SceneBase.__init__(self)

        self.continuebutton = Button("Continue", (900,500), self.Continue, size=(120,60), font_size=20, bg=(109,177,255))

        b = Boombox()
        b.PlayMusic("levelvictorymusic")
Exemple #10
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 def __init__(self):
     SceneBase.__init__(self)
     self.text = Text(228,
                      600,
                      "Special Thanks: Connor Daniel",
                      bold=True,
                      color=(109, 177, 255),
                      fontSize=45)
     self.returnbutton = Button("Return to Menu", (900, 425),
                                self.GoBack,
                                size=(300, 60),
                                font_size=20,
                                bg=(109, 177, 255))
    def __init__(self):
        SceneBase.__init__(self)
        self.continuebutton = Button("Continue", (900, 525),
                                     self.Continue,
                                     size=(120, 60),
                                     font_size=20,
                                     bg=(109, 177, 255))
        self.backbutton = Button("Back", (900, 605),
                                 self.GoBack,
                                 size=(120, 60),
                                 font_size=20,
                                 bg=(109, 177, 255))

        b = Boombox()
        b.PlayMusic("loremusic")
Exemple #12
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    def __init__(self):
        SceneBase.__init__(self)
        self.backbutton = Button("Back", (900, 605),
                                 self.GoBack,
                                 size=(120, 60),
                                 font_size=20,
                                 bg=(109, 177, 255))
        self.returnbutton = Button("Menu", (900, 525),
                                   self.Return,
                                   size=(120, 60),
                                   font_size=20,
                                   bg=(109, 177, 255))

        b = Boombox()
        if not b.MusicStatus():
            b.PlayMusic("loremusic")
Exemple #13
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class MenuScene(SceneBase):
    
    def __init__(self):
        SceneBase.__init__(self)
        self.menubutton = Button("BUTTON", (60,30), self.function)
    
    def ProcessInput(self, events, pressed_keys):
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                self.SwitchToScene(None)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mousepos = pygame.mouse.get_pos()
                
                
                
    def Update(self):
        pass
    
    def Render(self, screen):
        screen.fill((0, 0, 0))
            
        screen.blit(GetImage("./Images/background.jpg"), (0,0))
        
        self.menubutton.Draw(screen)
        

    def function(self):
        print ("WHOOOOOOOOOO")
        
        
        
        
        
        
Exemple #14
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class SpaceMongolianLoreKraymer(SceneBase):
    def __init__(self):
        SceneBase.__init__(self)
        self.backbutton = Button("Back", (900, 605),
                                 self.GoBack,
                                 size=(120, 60),
                                 font_size=20,
                                 bg=(109, 177, 255))
        self.returnbutton = Button("Menu", (900, 525),
                                   self.Return,
                                   size=(120, 60),
                                   font_size=20,
                                   bg=(109, 177, 255))

        b = Boombox()
        if not b.MusicStatus():
            b.PlayMusic("loremusic")

    def ProcessInput(self, events, pressed_keys):
        mousepos = pygame.mouse.get_pos()
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                self.SwitchToScene(None)
            elif event.type == pygame.MOUSEBUTTONDOWN:

                # Check if the buttons has been pressed

                if self.backbutton.IsClicked(mousepos):
                    self.backbutton.call_back_()

                if self.returnbutton.IsClicked(mousepos):
                    self.returnbutton.call_back_()

    def Update(self):
        pass

    def Render(self, screen):
        screen.fill((0, 0, 0))

        screen.blit(GetImage("./Images/Lore/kramerlore.jpg"), (0, 0))

        self.backbutton.Draw(screen)
        self.returnbutton.Draw(screen)

    def GoBack(self):
        print("Returning to addisonlore...")
        self.SwitchToScene(
            "Scenes.Lore.SpaceMongolianLoreAddison.SpaceMongolianLoreAddison")

    def Return(self):
        print("REturning to menu scene...")
        self.SwitchToScene("Scenes.MenuScene.MenuScene")
Exemple #15
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 def __init__(self):
     # Set window width and height
     self.display_width = 702
     self.display_height = 754
     # Set number of cells to use in game
     self.cell_x = 100
     self.cell_y = 100
     # Initialize a grid to keep track of the statuses of all cells
     self.grid = Grid(self.cell_x, self.cell_y)
     # Set some properties on for the window
     self.game_display = pygame.display.set_mode(
         (self.display_width, self.display_height))
     pygame.display.set_caption('Conway\'s Game of Life')
     self.clock = pygame.time.Clock()
     # Create a bool to determine whenever to loop the update grid function
     self.loop = False
     # Create a variable to terminate the game
     self.game_exit = False
     self.controls = pygame.sprite.Group()
     self.cells = pygame.sprite.Group()
     self.stop = pygame.sprite.Group()
     self.step_button = Button(100, 702, 100, 50, self.update_cells,
                               "Step 1")
     self.loop_button = Button(500, 702, 100, 50, self.set_loop, "Loop")
     self.stop_button = Button(500, 702, 100, 50, self.set_loop, "Stop")
     self.clear_button = Button(202, 702, 100, 50, self.clear_grid, "Clear")
     # Draw all the cells and add them to the cells sprite group
     x = 2
     for i in range(self.cell_x):
         y = 2
         for j in range(self.cell_y):
             new_cell = Cell(x, y, i, j, self.grid)
             self.cells.add(new_cell)
             y += 7
         x += 7
     # Add in the step, loop and clear the buttons to the controls sprite group
     self.controls.add(self.step_button)
     self.controls.add(self.loop_button)
     self.controls.add(self.clear_button)
     # Add the stop button to the stop sprite group
     self.stop.add(self.stop_button)
class SpaceMongolianLoreTohnborjin(SceneBase):
    def __init__(self):
        SceneBase.__init__(self)
        self.continuebutton = Button("Continue", (900, 525),
                                     self.Continue,
                                     size=(120, 60),
                                     font_size=20,
                                     bg=(109, 177, 255))
        self.backbutton = Button("Back", (900, 605),
                                 self.GoBack,
                                 size=(120, 60),
                                 font_size=20,
                                 bg=(109, 177, 255))

        b = Boombox()
        b.PlayMusic("loremusic")

    def ProcessInput(self, events, pressed_keys):
        mousepos = pygame.mouse.get_pos()
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                self.SwitchToScene(None)
            elif event.type == pygame.MOUSEBUTTONDOWN:

                # Check if the buttons has been pressed
                if self.continuebutton.IsClicked(mousepos):
                    self.continuebutton.call_back_()

                if self.backbutton.IsClicked(mousepos):
                    self.backbutton.call_back_()

    def Update(self):
        pass

    def Render(self, screen):
        screen.fill((0, 0, 0))

        screen.blit(GetImage("./Images/Lore/tohnlore.jpg"), (0, 0))

        self.continuebutton.Draw(screen)

        self.backbutton.Draw(screen)

    def Continue(self):
        print("Next Lore")
        self.SwitchToScene(SpaceMongolianLoreAndrew())

    def GoBack(self):
        self.SwitchToScene("Scenes.MenuScene.MenuScene")
Exemple #17
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    def main_menu_loop(self):
        start_game = False

        # Create buttons with the static callback functions
        new_game_img = self.ui_cache.get_image("new_game_but")
        new_game_img_hov = self.ui_cache.get_image("new_game_but_hover")
        new_game_button = Button(self.get_half_width(), self.get_half_height() - 50,
                                 new_game_img, new_game_img_hov, 200, 50, start_game_cb)

        quit_img = self.ui_cache.get_image("quit_but")
        quit_img_hover = self.ui_cache.get_image("quit_but_hover")
        quit_button = Button(self.get_half_width(), self.get_half_height() + 10,
                             quit_img, quit_img_hover, 200, 50, quit_game)

        # Define sprite group for buttons to easily draw
        button_entities = pygame.sprite.Group()
        button_entities.add((new_game_button, quit_button))

        # Retrieve other UI images from cache
        bg_img = self.ui_cache.get_image("menu_bg")
        credits_img = self.ui_cache.get_image("credits")

        # Only draw background and other static images once to screen
        self.screen.blit(bg_img, (0, 0))
        self.screen.blit(credits_img, (20, self.window_height - 50))

        # Set the screen title
        pygame.display.set_caption("The Forming")

        while not start_game:
            self.clock.tick(self.fps)
            mouse_clicked = False

            # Loop through all events
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                if event.type == pygame.MOUSEBUTTONDOWN:
                    mouse_clicked = True
                if event.type == pygame.KEYDOWN:
                    pass

            # Update the buttons. Start game will return True if clicked, exiting the menu loop
            start_game = new_game_button.update(pygame.mouse.get_pos(), mouse_clicked)
            quit_button.update(pygame.mouse.get_pos(), mouse_clicked)

            button_entities.draw(self.screen)

            pygame.display.flip()

        self.main_game_loop()
Exemple #18
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 def spawnMenu(self, gridPos, screenPos, actions):
     if not self.menuSpawned:
         self.menuPosition = gridPos
         self.buttonContainer.position = screenPos
         self.buttonContainer.buttons.clear()
         x = 10
         y = 10
         for action in actions:
             self.buttonContainer.addButton(Button(Rect(x, y, 80, 20), (255, 0, 0), action.getName(), lambda: self.taskList.enqueueTask(action.getTask())))
             y += 30
         self.menuSpawned = True
     else:
         if (self.buttonContainer.position.x + self.buttonContainer.size.x > screenPos.x > self.buttonContainer.position.x and
                 self.buttonContainer.position.y + self.buttonContainer.size.y > screenPos.y > self.buttonContainer.position.y):
             if self.buttonContainer.getButtonPressed(screenPos):
                 self.menuSpawned = False
         else:
             self.menuSpawned = False
    def __init__(self):
        SceneBase.__init__(self)
        self.text = Text(228,
                         600,
                         "Level Select",
                         bold=True,
                         color=(109, 177, 255),
                         fontSize=45)
        self.marsbutton = Button("2. Mars", (690, 325),
                                 self.Mars,
                                 size=(120, 60),
                                 font_size=20,
                                 bg=(109, 177, 255))
        self.moonbutton = Button("1. Moon", (510, 325),
                                 self.Moon,
                                 size=(120, 60),
                                 font_size=20,
                                 bg=(109, 177, 255))
        self.saturnbutton = Button("3. Saturn", (510, 425),
                                   self.Saturn,
                                   size=(120, 60),
                                   font_size=20,
                                   bg=(109, 177, 255))
        self.mercurybutton = Button("4. Mercury", (690, 425),
                                    self.Mercury,
                                    size=(120, 60),
                                    font_size=20,
                                    bg=(109, 177, 255))

        self.uranusbutton = Button("5. Uranus", (510, 525),
                                   self.Uranus,
                                   size=(120, 60),
                                   font_size=20,
                                   bg=(109, 177, 255))
        self.neptunebutton = Button("6. Neptune", (690, 525),
                                    self.Neptune,
                                    size=(120, 60),
                                    font_size=20,
                                    bg=(109, 177, 255))

        self.continuebutton = Button("Back", (50, 625),
                                     self.Continue,
                                     size=(60, 30),
                                     bg=(109, 177, 255))
        # Start music
        b = Boombox()

        if not b.MusicStatus():
            b.PlayMusic("menumusic")
Exemple #20
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class Game:
    def __init__(self):
        # Set window width and height
        self.display_width = 702
        self.display_height = 754
        # Set number of cells to use in game
        self.cell_x = 100
        self.cell_y = 100
        # Initialize a grid to keep track of the statuses of all cells
        self.grid = Grid(self.cell_x, self.cell_y)
        # Set some properties on for the window
        self.game_display = pygame.display.set_mode(
            (self.display_width, self.display_height))
        pygame.display.set_caption('Conway\'s Game of Life')
        self.clock = pygame.time.Clock()
        # Create a bool to determine whenever to loop the update grid function
        self.loop = False
        # Create a variable to terminate the game
        self.game_exit = False
        self.controls = pygame.sprite.Group()
        self.cells = pygame.sprite.Group()
        self.stop = pygame.sprite.Group()
        self.step_button = Button(100, 702, 100, 50, self.update_cells,
                                  "Step 1")
        self.loop_button = Button(500, 702, 100, 50, self.set_loop, "Loop")
        self.stop_button = Button(500, 702, 100, 50, self.set_loop, "Stop")
        self.clear_button = Button(202, 702, 100, 50, self.clear_grid, "Clear")
        # Draw all the cells and add them to the cells sprite group
        x = 2
        for i in range(self.cell_x):
            y = 2
            for j in range(self.cell_y):
                new_cell = Cell(x, y, i, j, self.grid)
                self.cells.add(new_cell)
                y += 7
            x += 7
        # Add in the step, loop and clear the buttons to the controls sprite group
        self.controls.add(self.step_button)
        self.controls.add(self.loop_button)
        self.controls.add(self.clear_button)
        # Add the stop button to the stop sprite group
        self.stop.add(self.stop_button)

    def event_loop(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
            if not self.loop:
                for button in self.controls:
                    button.handle_event(event)
                for cell in self.cells:
                    cell.handle_event(event)
            else:
                self.stop_button.handle_event(event)

    def draw(self):
        self.game_display.fill((200, 200, 200))
        if not self.loop:
            self.controls.draw(self.game_display)
        else:
            self.stop.draw(self.game_display)
        self.cells.draw(self.game_display)
        pygame.display.update()

    def run(self):
        while not self.game_exit:
            if self.loop:
                self.update_cells()
                time.sleep(0.05)
            self.event_loop()
            self.draw()
            self.clock.tick(60)

    def quit(self):
        self.game_exit = True

    def update_cells(self):
        self.grid.update()
        for cell in self.cells:
            cell.check_status()

    def set_loop(self):
        self.loop = not self.loop

    def clear_grid(self):
        self.grid.clear()
        for cell in self.cells:
            cell.check_status()
class OptionsScene(SceneBase):
    def __init__(self):
        SceneBase.__init__(self)

        self.hardcoremode = ToggleBox((600, 225),
                                      self.HardcoreMode,
                                      size=(30, 30),
                                      bg=(0, 170, 28))
        self.hardcoretext = Text(225,
                                 500,
                                 "Hardcore Mode",
                                 bold=True,
                                 font="Arial",
                                 fontSize=18)

        self.backbutton = Button("Back", (50, 625),
                                 self.GoBack,
                                 size=(60, 30),
                                 bg=(109, 177, 255))

        self.text1 = Text(100,
                          600,
                          "Options Menu",
                          bold=True,
                          color=(255, 255, 255),
                          font="Arial",
                          fontSize=35)

    def ProcessInput(self, events, pressed_keys):
        mousepos = pygame.mouse.get_pos()
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                self.SwitchToScene(None)
            elif event.type == pygame.MOUSEBUTTONDOWN:

                # Check if the buttons have been pressed
                if self.hardcoremode.IsClicked(mousepos):
                    self.hardcoremode.ToggleBox()
                    self.hardcoremode.call_back()

                if self.backbutton.IsClicked(mousepos):
                    self.backbutton.call_back_()

    def Update(self):
        pass

    def Render(self, screen):
        screen.fill((0, 0, 0))

        screen.blit(GetImage("./Images/MoonBG1.jpg"), (0, 0))

        self.text1.Draw(screen)
        self.hardcoretext.Draw(screen)

        self.backbutton.Draw(screen)

        if Options.hardcoremode == True:
            self.hardcoremode.SetToggle(True)

        self.hardcoremode.Draw(screen)

    # Button functions
    def HardcoreMode(self):
        Options.SetHardcoreMode(self.hardcoremode.IsToggled())

    def GoBack(self):
        self.SwitchToScene("Scenes.MenuScene.MenuScene")
Exemple #22
0
class MenuScene(SceneBase):
    def __init__(self):
        SceneBase.__init__(self)
        self.startbutton = Button("New Game", (510, 325),
                                  self.StartGame,
                                  size=(120, 60),
                                  font_size=20,
                                  bg=(109, 177, 255))
        self.Instructionsbutton = Button("Instructions", (690, 325),
                                         self.Instructions,
                                         size=(120, 60),
                                         font_size=20,
                                         bg=(109, 177, 255))
        self.Lorebutton = Button("Read Lore", (510, 425),
                                 self.Lore,
                                 size=(120, 60),
                                 font_size=20,
                                 bg=(109, 177, 255))
        self.exitbutton = Button("Exit Game", (690, 425),
                                 self.ExitGame,
                                 size=(120, 60),
                                 font_size=20,
                                 bg=(109, 177, 255))
        self.optionsbutton = Button("Options", (1150, 625),
                                    self.Options,
                                    size=(90, 40),
                                    bg=(109, 177, 255))
        self.creditsbutton = Button("Credits", (600, 525),
                                    self.Credits,
                                    size=(120, 60),
                                    font_size=20,
                                    bg=(109, 177, 255))

        self.text = Text(
            228,
            600,
            "Mongolian Space Stick Wars XD Special Day One Edition",
            bold=True,
            color=(109, 177, 255),
            fontSize=45)

        self.text1 = Text(
            224,
            600,
            "Mongolian Space Stick Wars XD Special Day One Edition",
            bold=True,
            color=(255, 255, 255),
            font="Arial",
            fontSize=45)

        # Start music
        b = Boombox()

        b.PlayMusic("menumusic")

    def ProcessInput(self, events, pressed_keys):
        mousepos = pygame.mouse.get_pos()
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                self.SwitchToScene(None)

            elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                self.SwitchToScene(None)

            elif event.type == pygame.MOUSEBUTTONDOWN:

                # Check if the buttons has been pressed
                if self.startbutton.IsClicked(mousepos):
                    self.startbutton.call_back_()

                if self.exitbutton.IsClicked(mousepos):
                    self.exitbutton.call_back_()

                if self.Lorebutton.IsClicked(mousepos):
                    self.Lorebutton.call_back_()

                if self.optionsbutton.IsClicked(mousepos):
                    self.optionsbutton.call_back_()

                if self.Instructionsbutton.IsClicked(mousepos):
                    self.Instructionsbutton.call_back_()

                if self.creditsbutton.IsClicked(mousepos):
                    self.creditsbutton.call_back_()

    def Update(self):
        pass

    def Render(self, screen):
        screen.fill((0, 0, 0))

        screen.blit(GetImage("./Images/MoonBG1.jpg"), (0, 0))

        self.text.DrawCenter(screen)
        self.text1.DrawCenter(screen)
        self.startbutton.Draw(screen)
        self.exitbutton.Draw(screen)
        self.Lorebutton.Draw(screen)
        self.optionsbutton.Draw(screen)
        self.Instructionsbutton.Draw(screen)
        self.creditsbutton.Draw(screen)

    # Button functions
    def ExitGame(self):
        print("Exiting Game...")
        self.next = None

    def StartGame(self):
        print("Starting New Game...")
        if DLCCheck.CheckDLC():
            self.SwitchToScene(LevelSelect())
        else:
            print("[ERROR] DLC key not found")

    def Lore(self):
        print("Going to Lore...")
        self.SwitchToScene(SpaceMongolianLoreTohnborjin())

    def Options(self):
        print("Going to Options...")
        self.SwitchToScene(OptionsScene())

    def Instructions(self):
        print("Going to Instructions...")
        self.SwitchToScene(Instructions())

    def Credits(self):
        print("going to credits...")
        self.SwitchToScene(Credits())
Exemple #23
0
 def __init__(self):
     SceneBase.__init__(self)
     self.menubutton = Button("BUTTON", (60,30), self.function)
Exemple #24
0
    def __init__(self):
        SceneBase.__init__(self)
        self.startbutton = Button("New Game", (510, 325),
                                  self.StartGame,
                                  size=(120, 60),
                                  font_size=20,
                                  bg=(109, 177, 255))
        self.Instructionsbutton = Button("Instructions", (690, 325),
                                         self.Instructions,
                                         size=(120, 60),
                                         font_size=20,
                                         bg=(109, 177, 255))
        self.Lorebutton = Button("Read Lore", (510, 425),
                                 self.Lore,
                                 size=(120, 60),
                                 font_size=20,
                                 bg=(109, 177, 255))
        self.exitbutton = Button("Exit Game", (690, 425),
                                 self.ExitGame,
                                 size=(120, 60),
                                 font_size=20,
                                 bg=(109, 177, 255))
        self.optionsbutton = Button("Options", (1150, 625),
                                    self.Options,
                                    size=(90, 40),
                                    bg=(109, 177, 255))
        self.creditsbutton = Button("Credits", (600, 525),
                                    self.Credits,
                                    size=(120, 60),
                                    font_size=20,
                                    bg=(109, 177, 255))

        self.text = Text(
            228,
            600,
            "Mongolian Space Stick Wars XD Special Day One Edition",
            bold=True,
            color=(109, 177, 255),
            fontSize=45)

        self.text1 = Text(
            224,
            600,
            "Mongolian Space Stick Wars XD Special Day One Edition",
            bold=True,
            color=(255, 255, 255),
            font="Arial",
            fontSize=45)

        # Start music
        b = Boombox()

        b.PlayMusic("menumusic")
Exemple #25
0
class NeptuneGameScene(SceneBase):
    def __init__(self):
        SceneBase.__init__(self)
        UnitLoader.__init__()

        self.counter = 0
        self.Economy = False
        self.MoneyCounter = 0
        self.AttackRate = 0
        self.EAttackRate = 0
        self.Health = 1000
        if UpgradeData.defense:
            self.EHealth = 1500
        elif not UpgradeData.defense:
            self.EHealth = 1000

        print(self.Health)

        self.offset = 0
        self.movecamera = 0
        self.scrollfactor = 25

        self.UnitMovement = UnitMovement()

        if Options.hardcoremode:
            self.AI = BaseAI(6)
        else:
            self.AI = BaseAI(3)

        self.defendbutton = Button("Defend", (60, 635),
                                   self.Attack,
                                   size=(120, 30),
                                   font_size=20,
                                   bg=(109, 177, 255))
        self.holdbutton = Button("Hold", (185, 635),
                                 self.HoldPosition,
                                 size=(120, 30),
                                 font_size=20,
                                 bg=(109, 177, 255))
        self.attackbutton = Button("Attack", (310, 635),
                                   self.DefendPosition,
                                   size=(120, 30),
                                   font_size=20,
                                   bg=(109, 177, 255))
        self.openmenu = Button("Build List", (1130, 600),
                               self.Menu,
                               size=(120, 30),
                               font_size=20,
                               bg=(109, 177, 255))

        self.resourcebar = Bar("Moon Crystals: 100", (1080, 15),
                               size=(240, 30),
                               font_size=20,
                               bg=(176, 185, 186))
        self.supplybar = Bar("Units: 0/40", (1080, 45),
                             size=(240, 30),
                             font_size=20,
                             bg=(176, 185, 186))

        self.buildmenu = ToggleMenu((1140, 350),
                                    size=(160, 400),
                                    bg=(176, 185, 186),
                                    shown=False)

        self.buildrifleblaster = Button("RifleBlaster 100", (1130, 275),
                                        self.BRB,
                                        size=(120, 60),
                                        font_size=15,
                                        bg=(109, 177, 255))
        self.buildhorserifleblaster = Button("HorseRifleBlaster 200",
                                             (1130, 435),
                                             self.BHRB,
                                             size=(120, 60),
                                             font_size=12,
                                             bg=(109, 177, 255))
        self.buildspaceraider = Button("SpaceRaider 50", (1130, 195),
                                       self.BSR,
                                       size=(120, 60),
                                       font_size=15,
                                       bg=(109, 177, 255))
        self.buildtank = Button("Tank 300", (1130, 355),
                                self.BTANK,
                                size=(120, 60),
                                font_size=15,
                                bg=(109, 177, 255))

        self.buildmenutoggle = False

        self.buildqueue = StatBar(" ", (1090, 635),
                                  size=(200, 20),
                                  bg=(176, 185, 186),
                                  fg=(109, 177, 255))

        self.basehealth = StatBar(" ", (80, 45),
                                  size=(150, 20),
                                  bg=(176, 185, 186),
                                  fg=(219, 40, 0))

        self.ebasehealth = StatBar(" ", (80, 15),
                                   size=(150, 20),
                                   bg=(176, 185, 186),
                                   fg=(109, 177, 255))

        self.text = Text(15, 80, "Base Health", bold=True, fontSize=18)

        self.etext = Text(45, 80, "Enemy Base Health", bold=True, fontSize=18)

        self.buildmenu.AddButton(self.buildhorserifleblaster)
        self.buildmenu.AddButton(self.buildrifleblaster)
        self.buildmenu.AddButton(self.buildspaceraider)
        self.buildmenu.AddButton(self.buildtank)

        b = Boombox()
        b.PlayMusic("level6playmusic")

    def ProcessInput(self, events, pressed_keys):

        mousepos = pygame.mouse.get_pos()

        for event in events:

            # Keydown events
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN:
                    self.SwitchToScene(None)

                elif event.key == pygame.K_ESCAPE:
                    print("removed")

                elif event.key == pygame.K_a:
                    self.buildqueue.SetFillPercentage(10, 100)

                elif event.key == pygame.K_b:
                    self.buildmenutoggle = not self.buildmenutoggle
                    self.buildmenu.ToggleMenu(self.buildmenutoggle)

                elif event.key == pygame.K_RIGHT:
                    if self.movecamera >= 0:
                        self.movecamera += self.scrollfactor

                elif event.key == pygame.K_LEFT:
                    if self.movecamera <= 3600:
                        self.movecamera -= self.scrollfactor

                elif event.key == pygame.K_m:
                    print("removed")

            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_RIGHT:
                    if self.movecamera >= 0:
                        self.movecamera -= self.scrollfactor

                elif event.key == pygame.K_LEFT:
                    if self.movecamera <= 3600:
                        self.movecamera += self.scrollfactor

            # Mouse click events
            elif event.type == pygame.MOUSEBUTTONDOWN:

                if self.attackbutton.IsClicked(mousepos):
                    self.attackbutton.call_back_()

                elif self.defendbutton.IsClicked(mousepos):
                    self.defendbutton.call_back_()

                elif self.holdbutton.IsClicked(mousepos):
                    self.holdbutton.call_back_()

                elif self.buildhorserifleblaster.IsClicked(mousepos):
                    self.buildhorserifleblaster.call_back_()

                elif self.buildspaceraider.IsClicked(mousepos):
                    self.buildspaceraider.call_back_()

                elif self.buildtank.IsClicked(mousepos):
                    self.buildtank.call_back_()

                elif self.buildrifleblaster.IsClicked(mousepos):
                    self.buildrifleblaster.call_back_()

                elif self.openmenu.IsClicked(mousepos):
                    self.buildmenutoggle = not self.buildmenutoggle
                    self.buildmenu.ToggleMenu(self.buildmenutoggle)

    def Update(self):
        if self.movecamera != 0:
            if Camera.CheckCameraOffsets(self.offset, self.movecamera):
                self.offset += self.movecamera
                Camera.SetCameraOffset(self.offset, 0)

        self.cu = UnitLoader.GetCreatedUnits()
        self.ce = UnitSpawner.GetCreatedUnits()

        self.basehealth.SetFillPercentage(self.Health, 1000)

        self.ebasehealth.SetFillPercentage(self.EHealth, 1000)

        #Generate Money
        if (len(self.cu) > 0):
            self.Economy = True
        if (self.Economy == True):
            if (self.MoneyCounter == 60):
                self.MoneyCounter = 0
                if UpgradeData.economy:
                    CurrencyManagement.AddMoonCrystals(15)
                elif not UpgradeData.economy:
                    CurrencyManagement.AddMoonCrystals(10)

            else:
                self.MoneyCounter += 1
        if (len(self.cu) < 1):
            if (len(self.ce) < 1):
                if (self.Economy == True):
                    self.Economy = False
                    if (CurrencyManagement.GetMoonCrystals() < 100):
                        CurrencyManagement.AddMoonCrystals(
                            100 - CurrencyManagement.GetMoonCrystals())

        # Move all the units based on the current movement mode
        self.UnitMovement.MoveUnits()
        self.UnitMovement.MoveEnemyUnits()
        UnitLoader.BuildUnitsInQueue(self.buildqueue)

        # Call the AI
        self.AI.AIUpdate()

        # Move all spawned enemy units
        self.UnitMovement.MoveEnemyUnits()

        UnitSpawner.BuildUnitsInQueue()
        #You attack
        AttackDefend.UnitsAttack(self.cu, self.ce, self.AttackRate,
                                 self.EAttackRate)
        if (self.AttackRate > 50):
            self.AttackRate = 0
        else:
            self.AttackRate += 1
        if (self.EAttackRate > 50):
            self.EAttackRate = 0
        else:
            self.EAttackRate += 1
        #Attack Base
        if (self.Health != 1000):
            if (self.Health != 1500):
                if (len(self.cu) > 0):
                    self.Health = WinCon.ReachedPlayer(self.cu, 0, self.Health)
        if (self.Health == 1500):
            if (len(self.cu) > 0):
                self.Health = WinCon.ReachedPlayer(self.cu, 0, self.Health)
        if (self.Health == 1000):
            if (len(self.cu) > 0):
                self.Health = WinCon.ReachedPlayer(self.cu, 0)
        if (self.Health <= 0):
            print "Congrats you have won"
            self.SwitchToScene("Scenes.Levels.Level6Victory.Level6Victory")

        #Enemies Attack Base
        if (self.EHealth != 1000):
            if (self.EHealth != 1500):
                if (len(self.ce) > 0):
                    self.EHealth = WinCon.ReachedEPlayer(
                        self.ce, 1, self.EHealth)
        if (self.EHealth == 1000):
            if (len(self.ce) > 0):
                self.EHealth = WinCon.ReachedEPlayer(self.ce, 1)
        if (self.EHealth == 1500):
            if (len(self.ce) > 0):
                self.EHealth = WinCon.ReachedEPlayer(self.ce, 1, self.EHealth)
        if (self.EHealth <= 0):
            print "YOU LOST YOU F*****G SUCK YOU LITTLE DUMBASS"
            self.SwitchToScene("Scenes.Levels.Level6Defeat.Level6Defeat")
        #self.EHealth = WinCon.ReachedPlayer(self.ce, 1, self.EHealth)

    def Render(self, screen):
        screen.fill((0, 0, 0))

        screen.blit(GetImage("Images/Neptune.jpg"),
                    (0 - Camera.GetXOffset(), 0))

        # Draw your units on screen
        for unit in self.cu:
            topLeft = (unit.xpos - Camera.GetXOffset(), unit.ypos, unit.width,
                       unit.hight)
            bottomRight = (unit.animate.frame, 0, unit.width, unit.hight)
            if (self.UnitMovement.movementmode == "A"):
                unit.animate.nextFrame()
                screen.blit(GetImage(unit.imagepath + "walk.png"), topLeft,
                            bottomRight)
            else:
                unit.animate.prevFrame()
                screen.blit(
                    pygame.transform.flip(
                        GetImage(unit.imagepath + "walk.png"), True, False),
                    topLeft, bottomRight)
        # Draw enemy units on screen
        for unit in self.ce:
            unit.animate.prevFrame()
            topLeft = (unit.xpos - Camera.GetXOffset(), unit.ypos, unit.width,
                       unit.hight)
            bottomRight = (unit.animate.frame, 0, unit.width, unit.hight)
            screen.blit(
                pygame.transform.flip(GetImage(unit.imagepath + "walk.png"),
                                      True, False), topLeft, bottomRight)

        # Draw the GUI
        self.attackbutton.Draw(screen)
        self.holdbutton.Draw(screen)
        self.defendbutton.Draw(screen)

        # Make sure not to update the text unless it has changed
        if "Moon Crystals: " + str(
                CurrencyManagement.GetMoonCrystals()) != self.resourcebar.txt:
            self.resourcebar.SetText("Moon Crystals: " +
                                     str(CurrencyManagement.GetMoonCrystals()))

        if "Units: " + str(
                UnitLoader.GetUsedSupply()) + "/40" != self.supplybar.txt:
            self.supplybar.SetText("Units: " +
                                   str(UnitLoader.GetUsedSupply()) + "/40")

        self.resourcebar.Draw(screen)
        self.supplybar.Draw(screen)

        self.buildqueue.Draw(screen)
        self.buildmenu.Draw(screen)
        self.openmenu.Draw(screen)

        self.basehealth.Draw(screen)
        self.ebasehealth.Draw(screen)

        self.text.Draw(screen)
        self.etext.Draw(screen)

    # Cleanup function
    def Terminate(self):
        UnitLoader.createdUnits = []
        UnitLoader.queuedUnits = []
        UnitLoader.buildCount = 0
        UnitLoader.lane = 0
        UnitLoader.currentUnit = None
        CurrencyManagement.mooncrystals = 100
        UnitSpawner.createdUnits = []
        UnitSpawner.queuedUnits = []
        UnitSpawner.buildCount = 0
        UnitSpawner.lane = 0
        UnitSpawner.currentUnit = None
        Camera.SetCameraOffset(0, 0)

    # Button functions

    def DefendPosition(self):
        self.UnitMovement.SetMovementMode("A")

    def Menu(self):
        self.buildmenutoggle = not self.buildmenutoggle
        self.buildmenu.ToggleMenu(self.buildmenutoggle)

    def HoldPosition(self):
        self.UnitMovement.SetMovementMode("H")

    def Attack(self):
        self.UnitMovement.SetMovementMode("D")

    def BRB(self):
        unit = Unit(UnitLoader.units["RifleBlaster"])

        UnitLoader.EnqueueUnit(unit)

    def BHRB(self):
        unit = Unit(UnitLoader.units["HorseRifleBlaster"])

        UnitLoader.EnqueueUnit(unit)

    def BSR(self):
        unit = Unit(UnitLoader.units["SpaceRaider"])

        UnitLoader.EnqueueUnit(unit)

    def BTANK(self):
        unit = Unit(UnitLoader.units["Tank"])

        UnitLoader.EnqueueUnit(unit)
Exemple #26
0
class UranusUpgrade(SceneBase):
    def __init__(self):
        SceneBase.__init__(self)

        self.economybutton = Button("+5 MoonCrystals Economy", (300, 200),
                                    self.Economy,
                                    size=(240, 60),
                                    font_size=20,
                                    bg=(109, 177, 255))
        self.defensebutton = Button("+500 Mothership HP", (300, 300),
                                    self.Defense,
                                    size=(240, 60),
                                    font_size=20,
                                    bg=(109, 177, 255))

        self.continuebutton = Button("Make the Game Great Again", (900, 500),
                                     self.Continue,
                                     size=(240, 60),
                                     font_size=20,
                                     bg=(109, 177, 255))
        self.damagebutton = Button("Unit Damage +10", (300, 400),
                                   self.Damage,
                                   size=(240, 60),
                                   font_size=20,
                                   bg=(109, 177, 255))

        self.healthbutton = Button("Unit Health +20", (300, 500),
                                   self.Health,
                                   size=(240, 60),
                                   font_size=20,
                                   bg=(109, 177, 255))

        b = Boombox()

        if not b.MusicStatus():
            b.PlayMusic("menumusic")

    def ProcessInput(self, events, pressed_keys):
        global x
        mousepos = pygame.mouse.get_pos()
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                self.SwitchToScene(None)

            elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                self.SwitchToScene(None)

            elif event.type == pygame.MOUSEBUTTONDOWN:

                # Check if the buttons has been pressed
                if self.economybutton.IsClicked(
                        mousepos) and not UpgradeData.economy:
                    self.economybutton.call_back_()

                if self.defensebutton.IsClicked(
                        mousepos) and not UpgradeData.defense:
                    self.defensebutton.call_back_()

                if self.damagebutton.IsClicked(
                        mousepos) and not UpgradeData.damage:
                    self.damagebutton.call_back_()

                if self.healthbutton.IsClicked(
                        mousepos) and not UpgradeData.health:
                    self.healthbutton.call_back_()

                if self.continuebutton.IsClicked(mousepos):
                    self.continuebutton.call_back_()

    def Update(self):
        pass

    def Render(self, screen):
        global x
        screen.fill((0, 0, 0))

        screen.blit(GetImage("./Images/background.jpg"), (0, 0))

        if not UpgradeData.economy:
            self.economybutton.Draw(screen)
        if not UpgradeData.defense:
            self.defensebutton.Draw(screen)
        if not UpgradeData.damage:
            self.damagebutton.Draw(screen)
        if not UpgradeData.health:
            self.healthbutton.Draw(screen)
        self.continuebutton.Draw(screen)

    def Continue(self):
        self.SwitchToScene("Scenes.Levels.Level6Opening.Level6Opening")

    def Economy(self):
        UpgradeData.EconomyUpgrade(True)
        print("Economy upgraded")
        print(UpgradeData.economy)
        self.SwitchToScene("Scenes.Levels.Level6Opening.Level6Opening")

    def Defense(self):
        UpgradeData.DefenseUpgrade(True)
        print("Defense upgraded")
        print(UpgradeData.defense)
        self.SwitchToScene("Scenes.Levels.Level6Opening.Level6Opening")

    def Damage(self):
        UpgradeData.DamageUpgrade(True)
        print("unit damageu upgraded")
        self.SwitchToScene("Scenes.Levels.Level6Opening.Level6Opening")

    def Health(self):
        UpgradeData.HealthUpgrade(True)
        print("health damage upgraded")
        self.SwitchToScene("Scenes.Levels.Level6Opening.Level6Opening")
Exemple #27
0
    def __init__(self):
        SceneBase.__init__(self)
        UnitLoader.__init__()

        self.counter = 0
        self.Economy = False
        self.MoneyCounter = 0
        self.AttackRate = 0
        self.EAttackRate = 0
        self.Health = 1000
        if UpgradeData.defense:
            self.EHealth = 1500
        elif not UpgradeData.defense:
            self.EHealth = 1000

        print(self.Health)

        self.offset = 0
        self.movecamera = 0
        self.scrollfactor = 25

        self.UnitMovement = UnitMovement()

        if Options.hardcoremode:
            self.AI = BaseAI(6)
        else:
            self.AI = BaseAI(3)

        self.defendbutton = Button("Defend", (60, 635),
                                   self.Attack,
                                   size=(120, 30),
                                   font_size=20,
                                   bg=(109, 177, 255))
        self.holdbutton = Button("Hold", (185, 635),
                                 self.HoldPosition,
                                 size=(120, 30),
                                 font_size=20,
                                 bg=(109, 177, 255))
        self.attackbutton = Button("Attack", (310, 635),
                                   self.DefendPosition,
                                   size=(120, 30),
                                   font_size=20,
                                   bg=(109, 177, 255))
        self.openmenu = Button("Build List", (1130, 600),
                               self.Menu,
                               size=(120, 30),
                               font_size=20,
                               bg=(109, 177, 255))

        self.resourcebar = Bar("Moon Crystals: 100", (1080, 15),
                               size=(240, 30),
                               font_size=20,
                               bg=(176, 185, 186))
        self.supplybar = Bar("Units: 0/40", (1080, 45),
                             size=(240, 30),
                             font_size=20,
                             bg=(176, 185, 186))

        self.buildmenu = ToggleMenu((1140, 350),
                                    size=(160, 400),
                                    bg=(176, 185, 186),
                                    shown=False)

        self.buildrifleblaster = Button("RifleBlaster 100", (1130, 275),
                                        self.BRB,
                                        size=(120, 60),
                                        font_size=15,
                                        bg=(109, 177, 255))
        self.buildhorserifleblaster = Button("HorseRifleBlaster 200",
                                             (1130, 435),
                                             self.BHRB,
                                             size=(120, 60),
                                             font_size=12,
                                             bg=(109, 177, 255))
        self.buildspaceraider = Button("SpaceRaider 50", (1130, 195),
                                       self.BSR,
                                       size=(120, 60),
                                       font_size=15,
                                       bg=(109, 177, 255))
        self.buildtank = Button("Tank 300", (1130, 355),
                                self.BTANK,
                                size=(120, 60),
                                font_size=15,
                                bg=(109, 177, 255))

        self.buildmenutoggle = False

        self.buildqueue = StatBar(" ", (1090, 635),
                                  size=(200, 20),
                                  bg=(176, 185, 186),
                                  fg=(109, 177, 255))

        self.basehealth = StatBar(" ", (80, 45),
                                  size=(150, 20),
                                  bg=(176, 185, 186),
                                  fg=(219, 40, 0))

        self.ebasehealth = StatBar(" ", (80, 15),
                                   size=(150, 20),
                                   bg=(176, 185, 186),
                                   fg=(109, 177, 255))

        self.text = Text(15, 80, "Base Health", bold=True, fontSize=18)

        self.etext = Text(45, 80, "Enemy Base Health", bold=True, fontSize=18)

        self.buildmenu.AddButton(self.buildhorserifleblaster)
        self.buildmenu.AddButton(self.buildrifleblaster)
        self.buildmenu.AddButton(self.buildspaceraider)
        self.buildmenu.AddButton(self.buildtank)

        b = Boombox()
        b.PlayMusic("level6playmusic")
class LevelSelect(SceneBase):
    def __init__(self):
        SceneBase.__init__(self)
        self.text = Text(228,
                         600,
                         "Level Select",
                         bold=True,
                         color=(109, 177, 255),
                         fontSize=45)
        self.marsbutton = Button("2. Mars", (690, 325),
                                 self.Mars,
                                 size=(120, 60),
                                 font_size=20,
                                 bg=(109, 177, 255))
        self.moonbutton = Button("1. Moon", (510, 325),
                                 self.Moon,
                                 size=(120, 60),
                                 font_size=20,
                                 bg=(109, 177, 255))
        self.saturnbutton = Button("3. Saturn", (510, 425),
                                   self.Saturn,
                                   size=(120, 60),
                                   font_size=20,
                                   bg=(109, 177, 255))
        self.mercurybutton = Button("4. Mercury", (690, 425),
                                    self.Mercury,
                                    size=(120, 60),
                                    font_size=20,
                                    bg=(109, 177, 255))

        self.uranusbutton = Button("5. Uranus", (510, 525),
                                   self.Uranus,
                                   size=(120, 60),
                                   font_size=20,
                                   bg=(109, 177, 255))
        self.neptunebutton = Button("6. Neptune", (690, 525),
                                    self.Neptune,
                                    size=(120, 60),
                                    font_size=20,
                                    bg=(109, 177, 255))

        self.continuebutton = Button("Back", (50, 625),
                                     self.Continue,
                                     size=(60, 30),
                                     bg=(109, 177, 255))
        # Start music
        b = Boombox()

        if not b.MusicStatus():
            b.PlayMusic("menumusic")

    def ProcessInput(self, events, pressed_keys):
        mousepos = pygame.mouse.get_pos()
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                self.SwitchToScene(None)

            elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                self.SwitchToScene("Scenes.MenuScene.MenuScene")

            elif event.type == pygame.MOUSEBUTTONDOWN:

                # Check if the buttons has been pressed
                if self.marsbutton.IsClicked(mousepos) and LevelData.mars:
                    self.marsbutton.call_back_()

                if self.mercurybutton.IsClicked(
                        mousepos) and LevelData.mercury:
                    self.mercurybutton.call_back_()

                if self.saturnbutton.IsClicked(mousepos) and LevelData.saturn:
                    self.saturnbutton.call_back_()

                if self.moonbutton.IsClicked(mousepos):
                    self.moonbutton.call_back_()

                if self.uranusbutton.IsClicked(mousepos) and LevelData.uranus:
                    self.uranusbutton.call_back_()

                if self.continuebutton.IsClicked(mousepos):
                    self.continuebutton.call_back_()

                if self.neptunebutton.IsClicked(
                        mousepos) and LevelData.neptune:
                    self.neptunebutton.call_back_()

    def Update(self):
        pass

    def Render(self, screen):
        screen.fill((0, 0, 0))

        screen.blit(GetImage("./Images/MoonBG1.jpg"), (0, 0))

        self.text.Draw(screen)
        if LevelData.mars:
            self.marsbutton.Draw(screen)
        if LevelData.mercury:
            self.mercurybutton.Draw(screen)
        if LevelData.saturn:
            self.saturnbutton.Draw(screen)
        self.moonbutton.Draw(screen)
        if LevelData.uranus:
            self.uranusbutton.Draw(screen)
        self.continuebutton.Draw(screen)
        if LevelData.neptune:
            self.neptunebutton.Draw(screen)

    # Button functions
    def Mercury(self):
        print("Starting New Game : Mercury...")
        self.SwitchToScene("Scenes.Levels.Level4Opening.Level4Opening")

    def Mars(self):
        print("Starting New Game : Mars...")
        self.SwitchToScene("Scenes.Levels.Level2Opening.Level2Opening")

    def Saturn(self):
        print("Starting New Game : Saturn...")
        self.SwitchToScene("Scenes.Levels.Level3Opening.Level3Opening")

    def Moon(self):
        print("Starting New Game : Moon...")
        self.SwitchToScene("Scenes.Levels.Level1Opening.Level1Opening")

    def Uranus(self):
        print("Starting New Game : Ur ANUS...")
        self.SwitchToScene("Scenes.Levels.Level5Opening.Level5Opening")

    def Neptune(self):
        print("Starting New Game : Neptune...")
        self.SwitchToScene("Scenes.Levels.Level6Opening.Level6Opening")

    def Continue(self):
        print("returning to menu")
        self.SwitchToScene("Scenes.MenuScene.MenuScene")