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()