Esempio n. 1
0
class Help_Menu():
    def __init__(self, window, game_menu):
        self._window = window
        self._game_menu = game_menu
        self._font = settings.defaultFont
        self._name = ""

        self._titletext = sf.Text("Help", self._font, 50)
        self._titletext_left = sf.Text("Help", self._font, 50)
        self._titletext_up = sf.Text("Help", self._font, 50)
        self._titletext_right = sf.Text("Help", self._font, 50)
        self._titletext_down = sf.Text("Help", self._font, 50)

        self._titletext.position = (
            (self._window.size[0] - self._titletext.local_bounds.size[0]) / 2,
            20)
        self._titletext_left.position = (
            (self._window.size[0] - self._titletext.local_bounds.size[0]) / 2 -
            1.5, 20)
        self._titletext_up.position = (
            (self._window.size[0] - self._titletext.local_bounds.size[0]) / 2,
            20 - 1.5)
        self._titletext_right.position = (
            (self._window.size[0] - self._titletext.local_bounds.size[0]) / 2 +
            1.5, 20)
        self._titletext_down.position = (
            (self._window.size[0] - self._titletext.local_bounds.size[0]) / 2,
            20 + 1.5)
        self._titletext_left.color = sf.Color.BLACK
        self._titletext_up.color = sf.Color.BLACK
        self._titletext_right.color = sf.Color.BLACK
        self._titletext_down.color = sf.Color.BLACK

        self._helptext = sf.Text(
            "The goal of this game is to light-off as many bulbs with your\nbacon as possible. The brighter/whiter the light is,"
            + "the more\npoints you will get for lighting it off...\n" +
            "Occasionally some bread slices will appear on top of lighted\n" +
            "windows. Lighting off windows with these slices will give you\n" +
            "some extra points.\n" +
            "Additionally at the top corner you will find a points-counter\n" +
            "and a bar representing your remaining energy. Lighting off\n" +
            "windows will replenish some of your energy and those with a\n" +
            "bread slice will replenish even a bit more.\n" +
            "But beware! Every window is consuming some of your energy\n" +
            "and so the more windows are lighted, the faster your energy\n" +
            "will be consumed. The further you are into the game, the\n" +
            "faster new windows will be lighted.\n"
            "Once your energy reaches 0 it\'s \"Game Over\" for you.",
            self._font, 25)
        self._helptext_left = sf.Text(
            "The goal of this game is to light-off as many bulbs with your\nbacon as possible. The brighter/whiter the light is,"
            + "the more\npoints you will get for lighting it off...\n" +
            "Occasionally some bread slices will appear on top of lighted\n" +
            "windows. Lighting off windows with these slices will give you\n" +
            "some extra points.\n" +
            "Additionally at the top corner you will find a points-counter\n" +
            "and a bar representing your remaining energy. Lighting off\n" +
            "windows will replenish some of your energy and those with a\n" +
            "bread slice will replenish even a bit more.\n" +
            "But beware! Every window is consuming some of your energy\n" +
            "and so the more windows are lighted, the faster your energy\n" +
            "will be consumed. The further you are into the game, the\n" +
            "faster new windows will be lighted.\n"
            "Once your energy reaches 0 it\'s \"Game Over\" for you.",
            self._font, 25)
        self._helptext_up = sf.Text(
            "The goal of this game is to light-off as many bulbs with your\nbacon as possible. The brighter/whiter the light is,"
            + "the more\npoints you will get for lighting it off...\n" +
            "Occasionally some bread slices will appear on top of lighted\n" +
            "windows. Lighting off windows with these slices will give you\n" +
            "some extra points.\n" +
            "Additionally at the top corner you will find a points-counter\n" +
            "and a bar representing your remaining energy. Lighting off\n" +
            "windows will replenish some of your energy and those with a\n" +
            "bread slice will replenish even a bit more.\n" +
            "But beware! Every window is consuming some of your energy\n" +
            "and so the more windows are lighted, the faster your energy\n" +
            "will be consumed. The further you are into the game, the\n" +
            "faster new windows will be lighted.\n"
            "Once your energy reaches 0 it\'s \"Game Over\" for you.",
            self._font, 25)
        self._helptext_right = sf.Text(
            "The goal of this game is to light-off as many bulbs with your\nbacon as possible. The brighter/whiter the light is,"
            + "the more\npoints you will get for lighting it off...\n" +
            "Occasionally some bread slices will appear on top of lighted\n" +
            "windows. Lighting off windows with these slices will give you\n" +
            "some extra points.\n" +
            "Additionally at the top corner you will find a points-counter\n" +
            "and a bar representing your remaining energy. Lighting off\n" +
            "windows will replenish some of your energy and those with a\n" +
            "bread slice will replenish even a bit more.\n" +
            "But beware! Every window is consuming some of your energy\n" +
            "and so the more windows are lighted, the faster your energy\n" +
            "will be consumed. The further you are into the game, the\n" +
            "faster new windows will be lighted.\n"
            "Once your energy reaches 0 it\'s \"Game Over\" for you.",
            self._font, 25)
        self._helptext_down = sf.Text(
            "The goal of this game is to light-off as many bulbs with your\nbacon as possible. The brighter/whiter the light is,"
            + "the more\npoints you will get for lighting it off...\n" +
            "Occasionally some bread slices will appear on top of lighted\n" +
            "windows. Lighting off windows with these slices will give you\n" +
            "some extra points.\n" +
            "Additionally at the top corner you will find a points-counter\n" +
            "and a bar representing your remaining energy. Lighting off\n" +
            "windows will replenish some of your energy and those with a\n" +
            "bread slice will replenish even a bit more.\n" +
            "But beware! Every window is consuming some of your energy\n" +
            "and so the more windows are lighted, the faster your energy\n" +
            "will be consumed. The further you are into the game, the\n" +
            "faster new windows will be lighted.\n"
            "Once your energy reaches 0 it\'s \"Game Over\" for you.",
            self._font, 25)

        self._helptext.position = (
            (self._window.size[0] - self._helptext.local_bounds.size[0]) / 2,
            100)
        self._helptext_left.position = (
            (self._window.size[0] - self._helptext.local_bounds.size[0]) / 2 -
            1.5, 100)
        self._helptext_up.position = (
            (self._window.size[0] - self._helptext.local_bounds.size[0]) / 2,
            100 - 1.5)
        self._helptext_right.position = (
            (self._window.size[0] - self._helptext.local_bounds.size[0]) / 2 +
            1.5, 100)
        self._helptext_down.position = (
            (self._window.size[0] - self._helptext.local_bounds.size[0]) / 2,
            100 + 1.5)
        self._helptext_left.color = sf.Color.BLACK
        self._helptext_up.color = sf.Color.BLACK
        self._helptext_right.color = sf.Color.BLACK
        self._helptext_down.color = sf.Color.BLACK

        #backbutton
        self._backbutton = Button(
            sf.Vector2(20, (self._window.size[1] - 50)),  #position
            sf.Vector2(150, 20),  #size
            sf.Color.GREEN,  #background color
            sf.Color.BLACK,  #text color
            sf.Color.RED,  #outline color
            2,  #outline thickness
            "Back",  #lable
            self._font,  #font
            17)  #text size

    def loop(self, background):
        background.draw(self._window)
        self._window.draw(self._titletext_left)
        self._window.draw(self._titletext_right)
        self._window.draw(self._titletext_up)
        self._window.draw(self._titletext_down)
        self._window.draw(self._titletext)
        self._window.draw(self._helptext_left)
        self._window.draw(self._helptext_up)
        self._window.draw(self._helptext_right)
        self._window.draw(self._helptext_down)
        self._window.draw(self._helptext)
        self._window.draw(self._backbutton)

    def listen_for_event(self, event):
        self.esc_listener(event)
        self.mouse_listener(event)

    def esc_listener(self, event):
        if type(
                event
        ) is sf.KeyEvent and event.pressed and event.code is sf.Keyboard.ESCAPE:
            self._game_menu.show_splash()

    def mouse_listener(self, event):
        if type(
                event
        ) is sf.MouseButtonEvent and event.pressed and sf.Mouse.is_button_pressed(
                sf.Mouse.LEFT):
            mouse_pos = sf.Mouse.get_position(self._window)
            if self._backbutton.contains(mouse_pos):
                self._backbutton.bgcolor(sf.Color.RED)

        if type(
                event
        ) is sf.MouseButtonEvent and event.released and event.button == sf.Mouse.LEFT:
            mouse_pos = sf.Mouse.get_position(self._window)
            #startbutton
            if self._backbutton.contains(mouse_pos):
                self._game_menu.show_splash()
        if type(event) is sf.MouseButtonEvent and event.released:
            self._backbutton.bgcolor(sf.Color.GREEN)
Esempio n. 2
0
class Gameover_menu():

    def __init__(self, window, game_menu):
        self._window = window
        self._game_menu = game_menu
        self._font = settings.defaultFont
        self._highscore = Highscore()
        self._name = ""
        self._titletext = sf.Text("Game Over", self._font, 50)
        self._titletext_left = sf.Text("Game Over", self._font, 50)
        self._titletext_up = sf.Text("Game Over", self._font, 50)
        self._titletext_right = sf.Text("Game Over", self._font, 50)
        self._titletext_down = sf.Text("Game Over", self._font, 50)
        self._titletext_left.color = sf.Color.BLACK
        self._titletext_up.color = sf.Color.BLACK
        self._titletext_right.color = sf.Color.BLACK
        self._titletext_down.color = sf.Color.BLACK
        self._titletext.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2,50)
        self._titletext_left.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2-1.5,50)
        self._titletext_up.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2,50-1.5)
        self._titletext_right.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2+1.5,50)
        self._titletext_down.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2,50+1.5)
        self._scoretext = sf.Text("Points "+str(self._game_menu._points), self._font, 50)
        self._enternametext = sf.Text("Enter Name!", self._font, 50)
        self._enternametext_left = sf.Text("Enter Name!", self._font, 50)
        self._enternametext_up = sf.Text("Enter Name!", self._font, 50)
        self._enternametext_right = sf.Text("Enter Name!", self._font, 50)
        self._enternametext_down = sf.Text("Enter Name!", self._font, 50)
        self._enternametext.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2,250)
        self._enternametext_left.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2-1.5,250)
        self._enternametext_up.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2,250-1.5)
        self._enternametext_right.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2+1.5,250)
        self._enternametext_down.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2,250+1.5)
        self._enternametext_left.color = sf.Color.BLACK
        self._enternametext_up.color = sf.Color.BLACK
        self._enternametext_right.color = sf.Color.BLACK
        self._enternametext_down.color = sf.Color.BLACK
        self._nametext = sf.Text(self._name, self._font, 50)
        self._nametext_left = sf.Text(self._name, self._font, 50)
        self._nametext_up = sf.Text(self._name, self._font, 50)
        self._nametext_right = sf.Text(self._name, self._font, 50)
        self._nametext_down = sf.Text(self._name, self._font, 50)
        self._nametext.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2,350)
        self._nametext_left.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2-1.5,350)
        self._nametext_up.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2,350-1.5)
        self._nametext_right.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2+1.5,350)
        self._nametext_down.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2,350+1.5)
        self._nametext_left.color = sf.Color.BLACK
        self._nametext_up.color = sf.Color.BLACK
        self._nametext_right.color = sf.Color.BLACK
        self._nametext_down.color = sf.Color.BLACK

        #backbutton
        self._okbutton = Button(sf.Vector2((self._window.size[0]-150)/2,(self._window.size[1]-50)), #position
                                  sf.Vector2(150,20),  #size
                                  sf.Color.GREEN,      #background color
                                  sf.Color.BLACK,      #text color
                                  sf.Color.RED,        #outline color
                                  2,                   #outline thickness
                                  "OK",              #lable
                                  self._font,          #font
                                  17)                  #text size




    def loop(self, background):
        self._scoretext.string = "Points " + str(self._game_menu._points)
        self._scoretext_left = sf.Text("Points "+str(self._game_menu._points), self._font, 50)
        self._scoretext_up = sf.Text("Points "+str(self._game_menu._points), self._font, 50)
        self._scoretext_right = sf.Text("Points "+str(self._game_menu._points), self._font, 50)
        self._scoretext_down = sf.Text("Points "+str(self._game_menu._points), self._font, 50)
        self._scoretext.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2,150)
        self._scoretext_left.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2-1.5,150)
        self._scoretext_up.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2,150-1.5)
        self._scoretext_right.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2+1.5,150)
        self._scoretext_down.position = ((self._window.size[0]-self._titletext.local_bounds.size[0])/2,150+1.5)
        self._scoretext_left.color = sf.Color.BLACK
        self._scoretext_up.color = sf.Color.BLACK
        self._scoretext_right.color = sf.Color.BLACK
        self._scoretext_down.color = sf.Color.BLACK
        background.draw(self._window)
        self._window.draw(self._titletext_left)
        self._window.draw(self._titletext_up)
        self._window.draw(self._titletext_right)
        self._window.draw(self._titletext_down)
        self._window.draw(self._titletext)
        self._window.draw(self._enternametext_left)
        self._window.draw(self._enternametext_up)
        self._window.draw(self._enternametext_right)
        self._window.draw(self._enternametext_down)
        self._window.draw(self._enternametext)
        self._window.draw(self._scoretext_left)
        self._window.draw(self._scoretext_up)
        self._window.draw(self._scoretext_right)
        self._window.draw(self._scoretext_down)
        self._window.draw(self._scoretext)
        self._window.draw(self._nametext_left)
        self._window.draw(self._nametext_up)
        self._window.draw(self._nametext_right)
        self._window.draw(self._nametext_down)
        self._window.draw(self._nametext)
        self._window.draw(self._okbutton)



        
    def listen_for_event(self, event):
        self.mouse_listener(event)
        self.text_listener(event)
        self.key_listener(event)

    def key_listener(self, event):
        if type(event) is sf.KeyEvent and event.pressed and event.code is sf.Keyboard.RETURN:
            self._highscore.addScore(self._name,self._game_menu._points)
            self._name = ""
            self._nametext.string = ""
            self._game_menu._highscore.scorelist()
            self._game_menu.show_highscore()
        try:
            if type(event) is sf.KeyEvent and event.pressed and event.code is sf.Keyboard.BACK_SPACE:
                if not (len(self._name)==0):
                    self._name = self._name[:-1]
                    self._nametext.string = self._name
                    self._nametext_left.string = self._name
                    self._nametext_up.string = self._name
                    self._nametext_right.string = self._name
                    self._nametext_down.string = self._name
        except AttributeError: 
            if type(event) is sf.KeyEvent and event.pressed and event.code is sf.Keyboard.BACK:
                if not (len(self._name)==0):
                    self._name = self._name[:-1]
                    self._nametext.string = self._name
                    self._nametext_left.string = self._name
                    self._nametext_up.string = self._name
                    self._nametext_right.string = self._name
                    self._nametext_down.string = self._name


    def mouse_listener(self, event):
        if type(event) is sf.MouseButtonEvent and event.pressed and sf.Mouse.is_button_pressed(sf.Mouse.LEFT):
            mouse_pos = sf.Mouse.get_position(self._window)
            if self._okbutton.contains(mouse_pos):
                self._okbutton.bgcolor(sf.Color.RED)
        
        if type(event) is sf.MouseButtonEvent and event.released and event.button == sf.Mouse.LEFT:
            mouse_pos = sf.Mouse.get_position(self._window)
            #startbutton
            if self._okbutton.contains(mouse_pos):
                self._highscore.addScore(self._name,self._game_menu._points)
                self._name = ""
                self._nametext.string = ""
                self._game_menu._highscore.scorelist()
                self._game_menu.show_highscore()   
        if type(event) is sf.MouseButtonEvent and event.released:
            self._okbutton.bgcolor(sf.Color.GREEN)

    def text_listener(self, event):
        if type(event) is sf.TextEvent:
            if(48 <= event.unicode <= 57 or 65 <= event.unicode <= 90 or 97 <= event.unicode <= 122):
                self._name += chr(event.unicode)
                self._nametext.string = self._name
                self._nametext_left.string = self._name
                self._nametext_up.string = self._name
                self._nametext_right.string = self._name
                self._nametext_down.string = self._name
Esempio n. 3
0
class Highscore_menu():

    def __init__(self, window, game_menu):
        self._window = window
        self._game_menu = game_menu
        self._font = settings.defaultFont
        self._score = Highscore().getScore()

        #backbutton
        self._backbutton = Button(sf.Vector2(20,(self._window.size[1]-50)), #position
                                  sf.Vector2(150,20),  #size
                                  sf.Color.GREEN,      #background color
                                  sf.Color.BLACK,      #text color
                                  sf.Color.RED,        #outline color
                                  2,                   #outline thickness
                                  "Back",              #lable
                                  self._font,          #font
                                  17)                  #text size

    def scorelist(self):
        self._highcontainer = DrawableContainer()
        self._score = Highscore().getScore()
        self._highcontainer.position = ((self._window.size[0]-200)/2,0)
        self._titletext = sf.Text("Highscore", self._font, 50)
        self._titletext_left = sf.Text("Highscore", self._font, 50)
        self._titletext_left.position = (0-1.5,0)
        self._titletext_left.color = sf.Color.BLACK
        self._titletext_up = sf.Text("Highscore", self._font, 50)
        self._titletext_up.position = (0,0-1.5)
        self._titletext_up.color = sf.Color.BLACK
        self._titletext_right = sf.Text("Highscore", self._font, 50)
        self._titletext_right.position = (0+1.5,0)
        self._titletext_right.color = sf.Color.BLACK
        self._titletext_down = sf.Text("Highscore", self._font, 50)
        self._titletext_down.position = (0,0+1.5)
        self._titletext_down.color = sf.Color.BLACK
        self._highcontainer.add_element(self._titletext_left)
        self._highcontainer.add_element(self._titletext_up)
        self._highcontainer.add_element(self._titletext_right)
        self._highcontainer.add_element(self._titletext_down)
        self._highcontainer.add_element(self._titletext)
        for x in range(10):
            name = self._score[x]['name']
            score = self._score[x]['score']
            linename = sf.Text(name, self._font, 40)
            linename_left = sf.Text(name, self._font, 40)
            linename_left.color = sf.Color.BLACK
            linename_up = sf.Text(name, self._font, 40)
            linename_up.color = sf.Color.BLACK
            linename_right = sf.Text(name, self._font, 40)
            linename_right.color = sf.Color.BLACK
            linename_down = sf.Text(name, self._font, 40)
            linename_down.color = sf.Color.BLACK
            linescore = sf.Text(str(score), self._font, 40)
            linescore_left = sf.Text(str(score), self._font, 40)
            linescore_left.color = sf.Color.BLACK
            linescore_up = sf.Text(str(score), self._font, 40)
            linescore_up.color = sf.Color.BLACK
            linescore_right = sf.Text(str(score), self._font, 40)
            linescore_right.color = sf.Color.BLACK
            linescore_down = sf.Text(str(score), self._font, 40)
            linescore_down.color = sf.Color.BLACK
            self._highcontainer.add_element(linename_left,sf.Vector2(-200-1.5,(50*x)+50))
            self._highcontainer.add_element(linename_up,sf.Vector2(-200,(50*x)+50-1.5))
            self._highcontainer.add_element(linename_right,sf.Vector2(-200+1.5,(50*x)+50))
            self._highcontainer.add_element(linename_down,sf.Vector2(-200,(50*x)+50+1.5))
            self._highcontainer.add_element(linename,sf.Vector2(-200,(50*x)+50))
            self._highcontainer.add_element(linescore_left,sf.Vector2(250-1.5,(50*x+50)))
            self._highcontainer.add_element(linescore_up,sf.Vector2(250,(50*x+50-1.5)))
            self._highcontainer.add_element(linescore_right,sf.Vector2(250+1.5,(50*x+50)))
            self._highcontainer.add_element(linescore_down,sf.Vector2(250,(50*x+50+1.5)))
            self._highcontainer.add_element(linescore,sf.Vector2(250,(50*x+50)))


    def loop(self, background):
        # self._haus.position = (self._hausplace,200)
        # self._hausplace += 1
        # self._hausplace = self._hausplace % 800
        background.draw(self._window)
        # self._window.draw(self._haus)
        self._window.draw(self._highcontainer)
        self._window.draw(self._backbutton)
            #for b in self._menubuttons:
            #   self._window.draw(b)

        
    def listen_for_event(self, event):
        self.esc_listener(event)
        self.mouse_listener(event)

    def esc_listener(self, event):
        if type(event) is sf.KeyEvent and event.pressed and event.code is sf.Keyboard.ESCAPE:
            self._game_menu.show_splash()

    def mouse_listener(self, event):
        if type(event) is sf.MouseButtonEvent and event.pressed and sf.Mouse.is_button_pressed(sf.Mouse.LEFT):
            mouse_pos = sf.Mouse.get_position(self._window)
            if self._backbutton.contains(mouse_pos):
                self._backbutton.bgcolor(sf.Color.RED)
        
        if type(event) is sf.MouseButtonEvent and event.released and event.button == sf.Mouse.LEFT:
            mouse_pos = sf.Mouse.get_position(self._window)
            #startbutton
            if self._backbutton.contains(mouse_pos):
              self._game_menu.show_splash()   
        if type(event) is sf.MouseButtonEvent and event.released:
            self._backbutton.bgcolor(sf.Color.GREEN)
Esempio n. 4
0
class Highscore_menu():
    def __init__(self, window, game_menu):
        self._window = window
        self._game_menu = game_menu
        self._font = settings.defaultFont
        self._score = Highscore().getScore()

        #backbutton
        self._backbutton = Button(
            sf.Vector2(20, (self._window.size[1] - 50)),  #position
            sf.Vector2(150, 20),  #size
            sf.Color.GREEN,  #background color
            sf.Color.BLACK,  #text color
            sf.Color.RED,  #outline color
            2,  #outline thickness
            "Back",  #lable
            self._font,  #font
            17)  #text size

    def scorelist(self):
        self._highcontainer = DrawableContainer()
        self._score = Highscore().getScore()
        self._highcontainer.position = ((self._window.size[0] - 200) / 2, 0)
        self._titletext = sf.Text("Highscore", self._font, 50)
        self._titletext_left = sf.Text("Highscore", self._font, 50)
        self._titletext_left.position = (0 - 1.5, 0)
        self._titletext_left.color = sf.Color.BLACK
        self._titletext_up = sf.Text("Highscore", self._font, 50)
        self._titletext_up.position = (0, 0 - 1.5)
        self._titletext_up.color = sf.Color.BLACK
        self._titletext_right = sf.Text("Highscore", self._font, 50)
        self._titletext_right.position = (0 + 1.5, 0)
        self._titletext_right.color = sf.Color.BLACK
        self._titletext_down = sf.Text("Highscore", self._font, 50)
        self._titletext_down.position = (0, 0 + 1.5)
        self._titletext_down.color = sf.Color.BLACK
        self._highcontainer.add_element(self._titletext_left)
        self._highcontainer.add_element(self._titletext_up)
        self._highcontainer.add_element(self._titletext_right)
        self._highcontainer.add_element(self._titletext_down)
        self._highcontainer.add_element(self._titletext)
        for x in range(10):
            name = self._score[x]['name']
            score = self._score[x]['score']
            linename = sf.Text(name, self._font, 40)
            linename_left = sf.Text(name, self._font, 40)
            linename_left.color = sf.Color.BLACK
            linename_up = sf.Text(name, self._font, 40)
            linename_up.color = sf.Color.BLACK
            linename_right = sf.Text(name, self._font, 40)
            linename_right.color = sf.Color.BLACK
            linename_down = sf.Text(name, self._font, 40)
            linename_down.color = sf.Color.BLACK
            linescore = sf.Text(str(score), self._font, 40)
            linescore_left = sf.Text(str(score), self._font, 40)
            linescore_left.color = sf.Color.BLACK
            linescore_up = sf.Text(str(score), self._font, 40)
            linescore_up.color = sf.Color.BLACK
            linescore_right = sf.Text(str(score), self._font, 40)
            linescore_right.color = sf.Color.BLACK
            linescore_down = sf.Text(str(score), self._font, 40)
            linescore_down.color = sf.Color.BLACK
            self._highcontainer.add_element(
                linename_left, sf.Vector2(-200 - 1.5, (50 * x) + 50))
            self._highcontainer.add_element(
                linename_up, sf.Vector2(-200, (50 * x) + 50 - 1.5))
            self._highcontainer.add_element(
                linename_right, sf.Vector2(-200 + 1.5, (50 * x) + 50))
            self._highcontainer.add_element(
                linename_down, sf.Vector2(-200, (50 * x) + 50 + 1.5))
            self._highcontainer.add_element(linename,
                                            sf.Vector2(-200, (50 * x) + 50))
            self._highcontainer.add_element(
                linescore_left, sf.Vector2(250 - 1.5, (50 * x + 50)))
            self._highcontainer.add_element(
                linescore_up, sf.Vector2(250, (50 * x + 50 - 1.5)))
            self._highcontainer.add_element(
                linescore_right, sf.Vector2(250 + 1.5, (50 * x + 50)))
            self._highcontainer.add_element(
                linescore_down, sf.Vector2(250, (50 * x + 50 + 1.5)))
            self._highcontainer.add_element(linescore,
                                            sf.Vector2(250, (50 * x + 50)))

    def loop(self, background):
        # self._haus.position = (self._hausplace,200)
        # self._hausplace += 1
        # self._hausplace = self._hausplace % 800
        background.draw(self._window)
        # self._window.draw(self._haus)
        self._window.draw(self._highcontainer)
        self._window.draw(self._backbutton)
        #for b in self._menubuttons:
        #   self._window.draw(b)

    def listen_for_event(self, event):
        self.esc_listener(event)
        self.mouse_listener(event)

    def esc_listener(self, event):
        if type(
                event
        ) is sf.KeyEvent and event.pressed and event.code is sf.Keyboard.ESCAPE:
            self._game_menu.show_splash()

    def mouse_listener(self, event):
        if type(
                event
        ) is sf.MouseButtonEvent and event.pressed and sf.Mouse.is_button_pressed(
                sf.Mouse.LEFT):
            mouse_pos = sf.Mouse.get_position(self._window)
            if self._backbutton.contains(mouse_pos):
                self._backbutton.bgcolor(sf.Color.RED)

        if type(
                event
        ) is sf.MouseButtonEvent and event.released and event.button == sf.Mouse.LEFT:
            mouse_pos = sf.Mouse.get_position(self._window)
            #startbutton
            if self._backbutton.contains(mouse_pos):
                self._game_menu.show_splash()
        if type(event) is sf.MouseButtonEvent and event.released:
            self._backbutton.bgcolor(sf.Color.GREEN)