Exemple #1
0
    def __init__(self, id):
        Actor.__init__(self)
        #id = 'a'
        self.weakness = None
        self.eqItems_Ar = []  #equipped items
        self.attacks_Ar = [
        ]  #associated array for attack string names and attack power values
        self.eqItem_Ar = []
        self.inv_Ar = []
        self.attacks_Ar = []
        col, row, width, height = ENEMY[id]['sprite']
        self.sprite = DynamicDrawableObject(
            Spritesheet(CHAR_PATH + ENEMY[id]['img']).img_extract(
                col, row, width, height), "", 24)
        self.place = 0
        self.alive = True

        #load image based on type later
        self.name = ENEMY[id]['name']
        #self.sprite.image=pygame.image.load(CHAR_PATH + ENEMY[id]['img'])
        self.HP = ENEMY[id]['hp']
        self.MHP = ENEMY[id]['hp']
        self.ATT = ENEMY[id]['att']
        self.weakness = ENEMY[id]['weak']
Exemple #2
0
    def __init__(self, options, spelltype, magic_list, scene):
        """Initialize the EzMenu! options should be a sequence of lists in the
        format of [option_name, option_function]"""

        self.scene = scene
        self.buttons = []
        self.options = options
        self.x = 0
        self.y = 0
        self.cols = 2
        self.option = 0
        self.width = 2
        self.spelltype = spelltype
        self.magic_list = magic_list
        self.reference = []

        lightning = []
        fire = []
        missile = []
        heal = []

        fire = Spritesheet(PUZZLE_PATH + "FireGlyph.gif").img_extract(
            2, 2, 150, 150, (255, 0, 255))
        lightning = Spritesheet(PUZZLE_PATH +
                                "LightningGlyph.gif").img_extract(
                                    2, 2, 150, 150, (255, 0, 255))
        missile = Spritesheet(PUZZLE_PATH + "MissileGlyph.gif").img_extract(
            2, 2, 150, 150, (255, 0, 255))
        heal = Spritesheet(PUZZLE_PATH + "HealGlyph.gif").img_extract(
            2, 2, 150, 150, (255, 0, 255))

        if (spelltype == 0):
            #fire attack
            for i in range(4):
                self.buttons.append(
                    DrawableObject([pygame.transform.scale(fire[i], (60, 60))],
                                   ""))
            #filler buttons
            for i in range(0, 2):
                self.buttons.append(
                    DrawableObject(
                        [pygame.transform.scale(lightning[i], (60, 60))], ""))
            random.seed()
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(heal[random.randint(0, 3)],
                                           (60, 60))
                ], ""))
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(missile[random.randint(0, 3)],
                                           (60, 60))
                ], ""))

            self.mainGlyph = pygame.image.load(
                PUZZLE_PATH + "FireGlyph.gif").convert_alpha()
            self.glyphs = fire

        elif (spelltype == 1):
            #lightning attack
            for i in range(4):
                self.buttons.append(
                    DrawableObject(
                        [pygame.transform.scale(lightning[i], (60, 60))], ""))
            #filler buttons
            for i in range(0, 2):
                self.buttons.append(
                    DrawableObject([pygame.transform.scale(fire[i], (60, 60))],
                                   ""))
            random.seed()
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(heal[random.randint(0, 3)],
                                           (60, 60))
                ], ""))
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(missile[random.randint(0, 3)],
                                           (60, 60))
                ], ""))

            self.mainGlyph = pygame.image.load(
                PUZZLE_PATH + "LightningGlyph.gif").convert_alpha()
            self.glyphs = lightning

        elif (spelltype == 2):
            #missile attack
            for i in range(4):
                self.buttons.append(
                    DrawableObject(
                        [pygame.transform.scale(missile[i], (60, 60))], ""))
            #filler buttons
            for i in range(0, 2):
                self.buttons.append(
                    DrawableObject(
                        [pygame.transform.scale(lightning[i], (60, 60))], ""))
            random.seed()
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(heal[random.randint(0, 3)],
                                           (60, 60))
                ], ""))
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(fire[random.randint(0, 3)],
                                           (60, 60))
                ], ""))

            self.mainGlyph = pygame.image.load(
                PUZZLE_PATH + "MissileGlyph.gif").convert_alpha()
            self.glyphs = missile
        elif (spelltype == 3):
            #heal
            for i in range(4):
                self.buttons.append(
                    DrawableObject([pygame.transform.scale(heal[i], (60, 60))],
                                   ""))
            #filler buttons
            for i in range(0, 2):
                self.buttons.append(
                    DrawableObject(
                        [pygame.transform.scale(lightning[i], (60, 60))], ""))
            random.seed()
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(missile[random.randint(0, 3)],
                                           (60, 60))
                ], ""))
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(fire[random.randint(0, 3)],
                                           (60, 60))
                ], ""))

            self.mainGlyph = pygame.image.load(
                PUZZLE_PATH + "HealGlyph.gif").convert_alpha()
            self.glyphs = heal

        deck = [0, 1, 2, 3, 4, 5, 6, 7]
        random.seed()
        random.shuffle(deck)
        tOptions = []
        tButtons = []
        for i in range(8):
            tOptions.append(self.options[deck[i]])
            tButtons.append(self.buttons[deck[i]])

        self.buttons = tButtons
        self.options = tOptions

        surf = pygame.Surface((60, 60))
        surf.fill((4, 119, 152))
        self.selectRect = DynamicDrawableObject([surf], "")
        self.selectRect.setPosition(297, 435)
        self.scene.addObject(self.selectRect)
        self.scene.addObjects(self.buttons)

        self.mainGlyph.set_colorkey((255, 0, 255), pygame.RLEACCEL)
        self.mainGlyphDO = DrawableObject([self.mainGlyph], "")
        self.mainGlyphDO.setPosition(485, 350)

        for image in self.glyphs:
            tempDO = DrawableObject([image], "", True)
            #tempDO.makeTransparent(True)
            self.reference.append(tempDO)
        self.scene.addObjects(self.reference)
        self.scene.addObject(self.mainGlyphDO)

        self.height = (len(self.options) *
                       self.buttons[1].getYSize()) / self.cols
Exemple #3
0
    def __init__(self, options, spelltype, magic_list, scene):
        """Initialize the EzMenu! options should be a sequence of lists in the
        format of [option_name, option_function]"""
        
        self.scene = scene
        self.buttons = []
        self.options = options
        self.x = 0
        self.y = 0
        self.cols = 2
        self.option = 0
        self.width = 2
        self.spelltype = spelltype
        self.magic_list = magic_list
        self.reference = []
        
        lightning = []
        fire = []
        missile = []
        heal = []
        

        fire = Spritesheet(PUZZLE_PATH + "FireGlyph.gif").img_extract(2,2,150,150,(255,0,255))
        lightning = Spritesheet(PUZZLE_PATH + "LightningGlyph.gif").img_extract(2,2,150,150,(255,0,255))
        missile = Spritesheet(PUZZLE_PATH + "MissileGlyph.gif").img_extract(2,2,150,150,(255,0,255))
        heal = Spritesheet(PUZZLE_PATH + "HealGlyph.gif").img_extract(2,2,150,150,(255,0,255))

        if(spelltype == 0):
            #fire attack
            for i in range(4):
                self.buttons.append(DrawableObject([pygame.transform.scale(fire[i] , (60,60))], ""))
            #filler buttons
            for i in range(0,2):
                self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], ""))
            random.seed()
            self.buttons.append(DrawableObject([pygame.transform.scale(heal[random.randint(0,3)] , (60,60))], ""))
            self.buttons.append(DrawableObject([pygame.transform.scale(missile[random.randint(0,3)] , (60,60))], ""))
            
            self.mainGlyph = pygame.image.load(PUZZLE_PATH + "FireGlyph.gif").convert_alpha()
            self.glyphs = fire
            
        elif(spelltype == 1):
            #lightning attack
            for i in range(4):
                self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], ""))
            #filler buttons
            for i in range(0,2):
                self.buttons.append(DrawableObject([pygame.transform.scale(fire[i] , (60,60))], ""))
            random.seed()
            self.buttons.append(DrawableObject([pygame.transform.scale(heal[random.randint(0,3)] , (60,60))], ""))
            self.buttons.append(DrawableObject([pygame.transform.scale(missile[random.randint(0,3)] , (60,60))], ""))
            
            self.mainGlyph = pygame.image.load(PUZZLE_PATH + "LightningGlyph.gif").convert_alpha()
            self.glyphs = lightning
            
        elif(spelltype == 2):
            #missile attack
            for i in range(4):
                self.buttons.append(DrawableObject([pygame.transform.scale(missile[i] , (60,60))], ""))
            #filler buttons
            for i in range(0,2):
                self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], ""))
            random.seed()
            self.buttons.append(DrawableObject([pygame.transform.scale(heal[random.randint(0,3)] , (60,60))], ""))
            self.buttons.append(DrawableObject([pygame.transform.scale(fire[random.randint(0,3)] , (60,60))], ""))
            
            self.mainGlyph = pygame.image.load(PUZZLE_PATH + "MissileGlyph.gif").convert_alpha()
            self.glyphs = missile
        elif(spelltype == 3):
            #heal
            for i in range(4):
                self.buttons.append(DrawableObject([pygame.transform.scale(heal[i] , (60,60))], ""))
            #filler buttons
            for i in range(0,2):
                self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], ""))
            random.seed()
            self.buttons.append(DrawableObject([pygame.transform.scale(missile[random.randint(0,3)] , (60,60))], ""))
            self.buttons.append(DrawableObject([pygame.transform.scale(fire[random.randint(0,3)] , (60,60))], ""))
            
            self.mainGlyph = pygame.image.load(PUZZLE_PATH + "HealGlyph.gif").convert_alpha()
            self.glyphs = heal
        
        deck = [0,1,2,3,4,5,6,7]
        random.seed()
        random.shuffle(deck)
        tOptions = []
        tButtons = []
        for i in range(8):
            tOptions.append(self.options[deck[i]])
            tButtons.append(self.buttons[deck[i]])
            
        self.buttons = tButtons
        self.options = tOptions
        
        surf = pygame.Surface((60,60))
        surf.fill((4, 119, 152))
        self.selectRect = DynamicDrawableObject([surf],"")
        self.selectRect.setPosition(297, 435)
        self.scene.addObject(self.selectRect)
        self.scene.addObjects(self.buttons)
        
        self.mainGlyph.set_colorkey((255,0,255), pygame.RLEACCEL)
        self.mainGlyphDO = DrawableObject([self.mainGlyph],"")
        self.mainGlyphDO.setPosition(485,350)
        
        for image in self.glyphs:
            tempDO = DrawableObject([image],"",True)
            #tempDO.makeTransparent(True)
            self.reference.append(tempDO)
        self.scene.addObjects(self.reference)
        self.scene.addObject(self.mainGlyphDO)
        
        self.height = (len(self.options)*self.buttons[1].getYSize()) / self.cols
Exemple #4
0
class Menu(object):
    def __init__(self, options, spelltype, magic_list, scene):
        """Initialize the EzMenu! options should be a sequence of lists in the
        format of [option_name, option_function]"""

        self.scene = scene
        self.buttons = []
        self.options = options
        self.x = 0
        self.y = 0
        self.cols = 2
        self.option = 0
        self.width = 2
        self.spelltype = spelltype
        self.magic_list = magic_list
        self.reference = []

        lightning = []
        fire = []
        missile = []
        heal = []

        fire = Spritesheet(PUZZLE_PATH + "FireGlyph.gif").img_extract(
            2, 2, 150, 150, (255, 0, 255))
        lightning = Spritesheet(PUZZLE_PATH +
                                "LightningGlyph.gif").img_extract(
                                    2, 2, 150, 150, (255, 0, 255))
        missile = Spritesheet(PUZZLE_PATH + "MissileGlyph.gif").img_extract(
            2, 2, 150, 150, (255, 0, 255))
        heal = Spritesheet(PUZZLE_PATH + "HealGlyph.gif").img_extract(
            2, 2, 150, 150, (255, 0, 255))

        if (spelltype == 0):
            #fire attack
            for i in range(4):
                self.buttons.append(
                    DrawableObject([pygame.transform.scale(fire[i], (60, 60))],
                                   ""))
            #filler buttons
            for i in range(0, 2):
                self.buttons.append(
                    DrawableObject(
                        [pygame.transform.scale(lightning[i], (60, 60))], ""))
            random.seed()
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(heal[random.randint(0, 3)],
                                           (60, 60))
                ], ""))
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(missile[random.randint(0, 3)],
                                           (60, 60))
                ], ""))

            self.mainGlyph = pygame.image.load(
                PUZZLE_PATH + "FireGlyph.gif").convert_alpha()
            self.glyphs = fire

        elif (spelltype == 1):
            #lightning attack
            for i in range(4):
                self.buttons.append(
                    DrawableObject(
                        [pygame.transform.scale(lightning[i], (60, 60))], ""))
            #filler buttons
            for i in range(0, 2):
                self.buttons.append(
                    DrawableObject([pygame.transform.scale(fire[i], (60, 60))],
                                   ""))
            random.seed()
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(heal[random.randint(0, 3)],
                                           (60, 60))
                ], ""))
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(missile[random.randint(0, 3)],
                                           (60, 60))
                ], ""))

            self.mainGlyph = pygame.image.load(
                PUZZLE_PATH + "LightningGlyph.gif").convert_alpha()
            self.glyphs = lightning

        elif (spelltype == 2):
            #missile attack
            for i in range(4):
                self.buttons.append(
                    DrawableObject(
                        [pygame.transform.scale(missile[i], (60, 60))], ""))
            #filler buttons
            for i in range(0, 2):
                self.buttons.append(
                    DrawableObject(
                        [pygame.transform.scale(lightning[i], (60, 60))], ""))
            random.seed()
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(heal[random.randint(0, 3)],
                                           (60, 60))
                ], ""))
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(fire[random.randint(0, 3)],
                                           (60, 60))
                ], ""))

            self.mainGlyph = pygame.image.load(
                PUZZLE_PATH + "MissileGlyph.gif").convert_alpha()
            self.glyphs = missile
        elif (spelltype == 3):
            #heal
            for i in range(4):
                self.buttons.append(
                    DrawableObject([pygame.transform.scale(heal[i], (60, 60))],
                                   ""))
            #filler buttons
            for i in range(0, 2):
                self.buttons.append(
                    DrawableObject(
                        [pygame.transform.scale(lightning[i], (60, 60))], ""))
            random.seed()
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(missile[random.randint(0, 3)],
                                           (60, 60))
                ], ""))
            self.buttons.append(
                DrawableObject([
                    pygame.transform.scale(fire[random.randint(0, 3)],
                                           (60, 60))
                ], ""))

            self.mainGlyph = pygame.image.load(
                PUZZLE_PATH + "HealGlyph.gif").convert_alpha()
            self.glyphs = heal

        deck = [0, 1, 2, 3, 4, 5, 6, 7]
        random.seed()
        random.shuffle(deck)
        tOptions = []
        tButtons = []
        for i in range(8):
            tOptions.append(self.options[deck[i]])
            tButtons.append(self.buttons[deck[i]])

        self.buttons = tButtons
        self.options = tOptions

        surf = pygame.Surface((60, 60))
        surf.fill((4, 119, 152))
        self.selectRect = DynamicDrawableObject([surf], "")
        self.selectRect.setPosition(297, 435)
        self.scene.addObject(self.selectRect)
        self.scene.addObjects(self.buttons)

        self.mainGlyph.set_colorkey((255, 0, 255), pygame.RLEACCEL)
        self.mainGlyphDO = DrawableObject([self.mainGlyph], "")
        self.mainGlyphDO.setPosition(485, 350)

        for image in self.glyphs:
            tempDO = DrawableObject([image], "", True)
            #tempDO.makeTransparent(True)
            self.reference.append(tempDO)
        self.scene.addObjects(self.reference)
        self.scene.addObject(self.mainGlyphDO)

        self.height = (len(self.options) *
                       self.buttons[1].getYSize()) / self.cols

    def draw(self):
        """Draw the menu to the surface."""
        i = 0  # Row Spacing
        h = 0  # Selection Spacing
        j = 0  # Col Spacing
        index = 0  #current spot in buttons list
        height = 60
        width = 60

        for o in self.options:

            newX = self.x + width * j
            newY = self.y + i * height

            if h == self.option:
                self.selectRect.setPosition(newX, newY)
            self.buttons[index].setPosition(newX, newY)

            j += 1
            h += 1
            index += 1
            if j >= self.cols:
                i += 1
                j = 0

        # Draw reference glyphs
        for i in range(4):
            if i in self.magic_list:
                self.reference[i].makeTransparent(False)
                self.reference[i].setPosition(800 + ((i % 2) * 150),
                                              350 + (i / 2 * 150))

    def update(self, event):
        """Update the menu and get input for the menu."""
        return_val = True
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_DOWN:
                if self.cols != 1:
                    self.option += self.cols
                else:
                    self.option += 1
                return_val = True
            elif event.key == pygame.K_UP:
                if self.cols != 1:
                    self.option -= self.cols
                else:
                    self.option -= 1
                return_val = True
            elif event.key == pygame.K_RIGHT:
                if self.cols != 1:
                    self.option += 1
                    return_val = True
            elif event.key == pygame.K_LEFT:
                if self.cols != 1:
                    self.option -= 1
                    return_val = True
            elif event.key == pygame.K_RETURN:
                self.options[self.option][1]()
                return_val = True

            self.option = self.option % len(self.options)

        return return_val

    def clear(self):
        for object in self.buttons:
            self.scene.removeObject(object)
        for object in self.reference:
            self.scene.removeObject(object)
        self.scene.removeObject(self.mainGlyphDO)
        self.scene.removeObject(self.selectRect)

    def set_pos(self, x, y):
        """Set the topleft of the menu at x,y"""
        self.x = x
        self.y = y
Exemple #5
0
class Menu(object):
    def __init__(self, options, spelltype, magic_list, scene):
        """Initialize the EzMenu! options should be a sequence of lists in the
        format of [option_name, option_function]"""
        
        self.scene = scene
        self.buttons = []
        self.options = options
        self.x = 0
        self.y = 0
        self.cols = 2
        self.option = 0
        self.width = 2
        self.spelltype = spelltype
        self.magic_list = magic_list
        self.reference = []
        
        lightning = []
        fire = []
        missile = []
        heal = []
        

        fire = Spritesheet(PUZZLE_PATH + "FireGlyph.gif").img_extract(2,2,150,150,(255,0,255))
        lightning = Spritesheet(PUZZLE_PATH + "LightningGlyph.gif").img_extract(2,2,150,150,(255,0,255))
        missile = Spritesheet(PUZZLE_PATH + "MissileGlyph.gif").img_extract(2,2,150,150,(255,0,255))
        heal = Spritesheet(PUZZLE_PATH + "HealGlyph.gif").img_extract(2,2,150,150,(255,0,255))

        if(spelltype == 0):
            #fire attack
            for i in range(4):
                self.buttons.append(DrawableObject([pygame.transform.scale(fire[i] , (60,60))], ""))
            #filler buttons
            for i in range(0,2):
                self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], ""))
            random.seed()
            self.buttons.append(DrawableObject([pygame.transform.scale(heal[random.randint(0,3)] , (60,60))], ""))
            self.buttons.append(DrawableObject([pygame.transform.scale(missile[random.randint(0,3)] , (60,60))], ""))
            
            self.mainGlyph = pygame.image.load(PUZZLE_PATH + "FireGlyph.gif").convert_alpha()
            self.glyphs = fire
            
        elif(spelltype == 1):
            #lightning attack
            for i in range(4):
                self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], ""))
            #filler buttons
            for i in range(0,2):
                self.buttons.append(DrawableObject([pygame.transform.scale(fire[i] , (60,60))], ""))
            random.seed()
            self.buttons.append(DrawableObject([pygame.transform.scale(heal[random.randint(0,3)] , (60,60))], ""))
            self.buttons.append(DrawableObject([pygame.transform.scale(missile[random.randint(0,3)] , (60,60))], ""))
            
            self.mainGlyph = pygame.image.load(PUZZLE_PATH + "LightningGlyph.gif").convert_alpha()
            self.glyphs = lightning
            
        elif(spelltype == 2):
            #missile attack
            for i in range(4):
                self.buttons.append(DrawableObject([pygame.transform.scale(missile[i] , (60,60))], ""))
            #filler buttons
            for i in range(0,2):
                self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], ""))
            random.seed()
            self.buttons.append(DrawableObject([pygame.transform.scale(heal[random.randint(0,3)] , (60,60))], ""))
            self.buttons.append(DrawableObject([pygame.transform.scale(fire[random.randint(0,3)] , (60,60))], ""))
            
            self.mainGlyph = pygame.image.load(PUZZLE_PATH + "MissileGlyph.gif").convert_alpha()
            self.glyphs = missile
        elif(spelltype == 3):
            #heal
            for i in range(4):
                self.buttons.append(DrawableObject([pygame.transform.scale(heal[i] , (60,60))], ""))
            #filler buttons
            for i in range(0,2):
                self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], ""))
            random.seed()
            self.buttons.append(DrawableObject([pygame.transform.scale(missile[random.randint(0,3)] , (60,60))], ""))
            self.buttons.append(DrawableObject([pygame.transform.scale(fire[random.randint(0,3)] , (60,60))], ""))
            
            self.mainGlyph = pygame.image.load(PUZZLE_PATH + "HealGlyph.gif").convert_alpha()
            self.glyphs = heal
        
        deck = [0,1,2,3,4,5,6,7]
        random.seed()
        random.shuffle(deck)
        tOptions = []
        tButtons = []
        for i in range(8):
            tOptions.append(self.options[deck[i]])
            tButtons.append(self.buttons[deck[i]])
            
        self.buttons = tButtons
        self.options = tOptions
        
        surf = pygame.Surface((60,60))
        surf.fill((4, 119, 152))
        self.selectRect = DynamicDrawableObject([surf],"")
        self.selectRect.setPosition(297, 435)
        self.scene.addObject(self.selectRect)
        self.scene.addObjects(self.buttons)
        
        self.mainGlyph.set_colorkey((255,0,255), pygame.RLEACCEL)
        self.mainGlyphDO = DrawableObject([self.mainGlyph],"")
        self.mainGlyphDO.setPosition(485,350)
        
        for image in self.glyphs:
            tempDO = DrawableObject([image],"",True)
            #tempDO.makeTransparent(True)
            self.reference.append(tempDO)
        self.scene.addObjects(self.reference)
        self.scene.addObject(self.mainGlyphDO)
        
        self.height = (len(self.options)*self.buttons[1].getYSize()) / self.cols

    def draw(self):
        """Draw the menu to the surface."""
        i=0 # Row Spacing
        h=0 # Selection Spacing
        j=0 # Col Spacing
        index=0 #current spot in buttons list
        height = 60
        width = 60
        
        for o in self.options:

            newX = self.x + width * j
            newY = self.y + i * height
            
            if h==self.option:
                self.selectRect.setPosition(newX, newY)
            self.buttons[index].setPosition(newX, newY)

            j+=1
            h+=1
            index+=1
            if j >= self.cols:
                i+=1
                j=0
                
        # Draw reference glyphs
        for i in range(4):
            if i in self.magic_list:
                self.reference[i].makeTransparent(False)
                self.reference[i].setPosition(800+((i%2) * 150), 350+(i/2 * 150))
                
    def update(self, event):
        """Update the menu and get input for the menu."""
        return_val = True
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_DOWN:
                if self.cols != 1:
                    self.option += self.cols
                else:
                    self.option += 1
                return_val = True
            elif event.key == pygame.K_UP:
                if self.cols != 1:
                    self.option -= self.cols
                else:
                    self.option -= 1
                return_val = True
            elif event.key == pygame.K_RIGHT:
                if self.cols != 1:
                    self.option += 1
                    return_val = True
            elif event.key == pygame.K_LEFT:
                if self.cols != 1:
                    self.option -= 1
                    return_val = True
            elif event.key == pygame.K_RETURN:
                self.options[self.option][1]()
                return_val = True

            self.option = self.option % len(self.options)

        return return_val

    def clear(self):
        for object in self.buttons:
            self.scene.removeObject(object)
        for object in self.reference:
            self.scene.removeObject(object)
        self.scene.removeObject(self.mainGlyphDO)
        self.scene.removeObject(self.selectRect)

    def set_pos(self, x, y):
        """Set the topleft of the menu at x,y"""
        self.x = x
        self.y = y