Esempio n. 1
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    def __init__(self,
                 state_stack,
                 message,
                 width=settings.MINIMUM_WIDTH * 0.8,
                 max_height=settings.MINIMUM_HEIGHT * 0.8):
        self.message = message
        self._width = width
        self.max_height = max_height
        self._state_stack = state_stack

        margin = style.interface_theme.margin
        self.text_stack_panel = gui.StackPanelVertical((-1, -1),
                                                       vertical_space=1)
        self.text_stack_panel.append(
            gui.TextBoxWrap(message, (0, 0), colors.GRAY, self.width,
                            max_height))
        self.text_stack_panel.append(
            gui.TextBoxWrap(messenger.PRESS_ENTER_TO_ACCEPT, (0, 0),
                            colors.LIGHT_ORANGE, self.width, max_height))
        self.text_stack_panel.update()
        rect = rectfactory.ratio_of_screen_rect(
            self.text_stack_panel.width + margin[0] * 2,
            self.text_stack_panel.height + margin[1] * 2, 0.5, 0.3)
        self.text_stack_panel.offset = geo.add_2d(rect.top_left, (2, 2))
        self.bg_rectangle = gui.StyledRectangle(
            rect, style.interface_theme.rect_style)
        self.result = False
Esempio n. 2
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def game_over_screen(state_stack):
    game_over_stack_panel = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_CENTER)
    red_line = gui.HorizontalLine(graphic.GraphicChar(None, colors.RED, icon.H_LINE), settings.SCREEN_WIDTH + 1)
    game_over_text = gui.TextBox("YOU DIED", (0, 0), colors.RED)
    insult_text = gui.TextBox("Like a bitch.", (0, 0), colors.DARK_BROWN)

    continue_option = \
        menu.MenuOption("Press Enter to Accept Your Fate...",
                        [lambda: state_stack.pop_to_main_menu()])

    continue_menu = menu.StaticMenu((0, 0), [continue_option], state_stack,
                                    margin=style.menu_theme.margin, may_escape=False)

    short_vspace = gui.VerticalSpace(7)
    long_vspace = gui.VerticalSpace(settings.SCREEN_HEIGHT - 22)

    game_over_stack_panel.append(short_vspace)
    game_over_stack_panel.append(red_line)
    game_over_stack_panel.append(game_over_text)
    game_over_stack_panel.append(red_line)
    game_over_stack_panel.append(insult_text)
    game_over_stack_panel.append(long_vspace)
    game_over_stack_panel.append(continue_menu)

    grayout_rect = gui.RectangleChangeColor(rectfactory.full_screen_rect(),
                                            colors.BLACK, colors.DARK_PURPLE)

    ui_elements = [grayout_rect, game_over_stack_panel]
    ui_state = state.UIState(gui.UIElementList(ui_elements))
    return ui_state
Esempio n. 3
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def victory_screen(state_stack):
    victory_stack_panel = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_CENTER)
    line = gui.HorizontalLine(graphic.GraphicChar(None, colors.YELLOW, icon.H_LINE), settings.SCREEN_WIDTH + 1)
    victory_text = gui.TextBox("A WINNER IS YOU", (0, 0), colors.WHITE)
    ironic_text = \
        gui.TextBox("Good job! No seriously, I bet it was real hard...",
                    (0, 0), colors.YELLOW_D)

    continue_option = \
        menu.MenuOption("Press Enter to Continue...", [lambda: state_stack.pop_to_main_menu()])

    continue_menu = menu.StaticMenu((0, 0), [continue_option], state_stack,
                                    margin=style.menu_theme.margin, may_escape=False)

    short_vspace = gui.VerticalSpace(7)
    long_vspace = gui.VerticalSpace(settings.SCREEN_HEIGHT - 22)

    victory_stack_panel.append(short_vspace)
    victory_stack_panel.append(line)
    victory_stack_panel.append(victory_text)
    victory_stack_panel.append(line)
    victory_stack_panel.append(ironic_text)
    victory_stack_panel.append(long_vspace)
    victory_stack_panel.append(continue_menu)

    grayout_rect = gui.RectangleChangeColor(rectfactory.full_screen_rect(), colors.DARK_BROWN, colors.YELLOW_D)

    ui_elements = [grayout_rect, victory_stack_panel]
    ui_state = state.UIState(gui.UIElementList(ui_elements))
    return ui_state
Esempio n. 4
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def get_item_menu_stack_panel_template(heading_text, heading_icon=None):
    menu_stack_panel = gui.StackPanelVertical((2, 2), vertical_space=1)
    heading_stack = gui.StackPanelHorizontal((0, 1), horizontal_space=1)
    if heading_icon:
        heading_stack.append(gui.SymbolUIElement((0, 0), heading_icon))
    heading_stack.append(gui.TextBox(heading_text, (0, 0), colors.INVENTORY_HEADING))
    menu_stack_panel.append(heading_stack)
    return menu_stack_panel
Esempio n. 5
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def player_status_menu(player):
    split_width = 27
    content_padding = (2, 2)
    player_status_stack_panel = gui.StackPanelVertical(geo.add_2d((0, 0), content_padding),
                                                       alignment=gui.StackPanelVertical.ALIGN_LEFT,
                                                       vertical_space=1)
    player_status_stack_panel_row_1 = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_TOP,
                                                               horizontal_space=1)
    player_status_stack_panel.append(player_status_stack_panel_row_1)
    player_status_stack_panel_row_1.append(gui.BigSymbolUIElement((0, 0), player.graphic_char))
    player_description_stack = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_LEFT,
                                                      vertical_space=1)
    player_status_stack_panel_row_1.append(player_description_stack)
    player_description_stack.append(gui.TextBox(player.description.name, (2, 0), colors.WHITE))
    player_description_stack.append(gui.TextBox(player.race.value + "\n" + player.job.value, (2, 0), colors.WHITE))

    player_description_stack.append(gui.new_player_hp_bar(12, player.health.hp))
    player_description_stack.append(gui.new_player_sanity_bar(12, Counter(10, 10)))

    player_status_stack_panel_row_2 = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_TOP,
                                                               horizontal_space=3)
    player_status_stack_panel.append(player_status_stack_panel_row_2)
    player_status_stack_panel_row_2.append(new_player_status_stack(player, 8))
    player_status_stack_panel_row_2.append(new_player_weapon_table(player, 8))

    description_card = gui.new_item_description_card()
    power_list = get_power_list(player, description_card)
    if len(power_list.menu_items) > 0:
        player_status_stack_panel.append(gui.VerticalSpace(1))
    player_status_stack_panel.append(power_list)

    bg_rect_height = (player_status_stack_panel.total_height + 4)
    bg_rect = rectfactory.center_of_screen_rect(split_width, bg_rect_height)

    player_status_stack_panel.offset = geo.add_2d(bg_rect.top_left, (2, 2))

    styled_bg_rect = get_menu_background(bg_rect, style.rogue_classic_theme.rect_style)

    dock = gui.UIDock(rectfactory.full_screen_rect())
    dock.bottom = description_card
    return state.UIState(gui.UIElementList([styled_bg_rect, player_status_stack_panel, dock]))
Esempio n. 6
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def sacrifice_menu(player, powers, post_power_gain_function):
    game_state = player.game_state.value
    state_stack = game_state.menu_prompt_stack
    context_options = []
    stack_pop_function = menu.BackToGameFunction(state_stack)
    width = 24

    for power in powers:
        power_caption = power.description.name + str(power.buy_cost).rjust(width - len(power.description.name))
        power_option = menu.MenuOption(power_caption, [lambda p=power: player.set_child(p),
                                                       lambda p=power: p.on_power_gained(),
                                                       lambda p=power: sacrifice.sacrifice_health(player, p.buy_cost),
                                                       lambda: player.actor.add_energy_spent(gametime.single_turn),
                                                       post_power_gain_function,
                                                       stack_pop_function],
                                       (lambda: player.health.hp.value > power.buy_cost), payload=power)
        context_options.append(power_option)

    cancel_option = menu.MenuOption("Cancel", [stack_pop_function], (lambda: True))
    context_options.append(cancel_option)

    tmp = (0, 0)
    menu_stack_panel = gui.StackPanelVertical(tmp, style.menu_theme.margin, vertical_space=0,
                                              alignment=gui.StackPanelVertical.ALIGN_CENTER)

    heading_stack_panel = gui.StackPanelHorizontal((0, 0), (0, 0), horizontal_space=2)
    menu_stack_panel.append(heading_stack_panel)
    if any(powers):
        power_caption = "Power" + str("Cost").rjust(width - len("Cost   "))
        heading_stack_panel.append(gui.TextBox(power_caption, (1, 0), colors.GRAY))
        heading_stack_panel.append(gui.SymbolUIElement((0, 0), graphic.GraphicChar(colors.DARK_BLUE, colors.HP_BAR_FULL, icon.HEALTH_STAT)))
        menu_stack_panel.append(gui.VerticalSpace(2))
    else:
        power_caption = "There are no more powers."
        menu_stack_panel.append(gui.VerticalSpace(4))
        heading_stack_panel.append(gui.TextBox(power_caption, (1, 0), colors.GRAY))

    item_description_card = gui.new_item_description_card()
    resulting_menu = menu.StaticMenu((0, 0), context_options, state_stack, selected_payload_callback=(lambda item: item_description_card.set_item(item)))
    menu_stack_panel.append(resulting_menu)

    context_menu_rect = rectfactory.center_of_screen_rect(max(menu_stack_panel.total_width, 24),
                                                          max(menu_stack_panel.total_height, 6))
    menu_stack_panel.offset = context_menu_rect.top_left
    background_rect = get_menu_background(context_menu_rect, style.sacrifice_menu_theme.rect_style)

    dock = gui.UIDock(rectfactory.full_screen_rect())
    dock.bottom = item_description_card

    ui_elements = [background_rect, menu_stack_panel, dock]
    ui_state = state.UIState(gui.UIElementList(ui_elements))
    return ui_state
Esempio n. 7
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 def _init_gui(self):
     self.entity_stack_panel = gui.StackPanelVertical((0, 0))
     self.entity_stack_panel.append(
         gui.EntityStatusList(self.player,
                              constants.LEFT_SIDE_BAR_WIDTH,
                              vertical_space=0))
     self.entity_stack_panel.append(
         gui.PlayerStatusBox(rectfactory.player_status_rect(), self.player))
     self.gui_dock = gui.UIDock(rectfactory.full_screen_rect())
     self.gui_dock.bottom_left = self.entity_stack_panel
     self.command_list_bar = gui.CommandListPanel(
         rectfactory.right_side_menu_rect())
     self.gui_dock.bottom_right = self.command_list_bar
     self._message_display = gui.MessageDisplay(
         rectfactory.message_display_rect(), vertical_space=0)
Esempio n. 8
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def new_player_status_stack(player, width):
    text_margin = width - 3
    text_box_margin = (0, 0)
    strength_text_box = gui.TextBox("Str" + str(player.strength.value).rjust(text_margin), text_box_margin,
                                    colors.ORANGE)
    armor_text_box = gui.TextBox("Def" + str(player.armor.value).rjust(text_margin), text_box_margin, colors.GRAY)
    evasion_text_box = gui.TextBox("Eva" + str(player.evasion.value).rjust(text_margin), text_box_margin, colors.GREEN)
    stealth_text_box = gui.TextBox("Sth" + str(player.stealth.value).rjust(text_margin), text_box_margin, colors.BLUE)
    movement_speed_text_box = gui.TextBox("Mov" + str(int(120.0 / player.movement_speed.value * 10)).rjust(text_margin),
                                          text_box_margin, colors.CHAMPAGNE)

    status_stack_panel = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_LEFT, vertical_space=0)
    status_stack_panel.append(strength_text_box)
    status_stack_panel.append(armor_text_box)
    status_stack_panel.append(evasion_text_box)
    status_stack_panel.append(stealth_text_box)
    status_stack_panel.append(movement_speed_text_box)
    return status_stack_panel
Esempio n. 9
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def item_actions_menu(item, player, state_stack):
    menu_stack_panel = gui.StackPanelVertical((2, 2), vertical_space=1)
    heading_stack = gui.StackPanelHorizontal((0, 1), horizontal_space=1)
    heading_stack.append(gui.SymbolUIElement((0, 0), item.graphic_char))
    heading = gui.TextBox(item.description.name, (0, 0), colors.INVENTORY_HEADING)
    heading_stack.append(heading)
    menu_stack_panel.append(heading_stack)

    item_actions_menu = menu.ItemActionsMenu((0, 0), item, player, state_stack, margin=(2, 2))
    menu_stack_panel.append(item_actions_menu)
    inventory_menu_bg = gui.StyledRectangle(rectfactory.right_side_menu_rect(),
                                            style.rogue_classic_theme.rect_style)

    dock = gui.UIDock(rectfactory.full_screen_rect())
    ui_elements = [inventory_menu_bg, menu_stack_panel]
    dock.bottom_right = gui.UIElementList(ui_elements)
    ui_state = state.UIState(dock)
    return ui_state
Esempio n. 10
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def new_player_weapon_table(player, width):
    equipment = player.equipment
    if equipment.slot_is_equiped(EquipmentSlots.MELEE_WEAPON):
        melee_graphic = equipment.get(EquipmentSlots.MELEE_WEAPON).graphic_char
    else:
        melee_graphic = graphic.GraphicChar(None, colors.WHITE, icon.BIG_CENTER_DOT)
    melee_damage = str(player.melee_attacker.min_damage) + "-" + str(player.melee_attacker.max_damage)
    melee_accuracy = player.melee_attacker.accuracy
    melee_crit_chance = "{:.0f}".format(player.melee_attacker.crit_chance * 100) + "%"

    if equipment.slot_is_equiped(EquipmentSlots.RANGED_WEAPON):
        range_graphic = equipment.get(EquipmentSlots.RANGED_WEAPON).graphic_char
    else:
        range_graphic = graphic.GraphicChar(None, colors.GRAY, icon.STONE)
    range_damage = str(player.ranged_attacker.min_damage) + "-" + str(player.ranged_attacker.max_damage)
    range_accuracy = player.ranged_attacker.accuracy
    range_crit_chance = "{:.0f}".format(player.ranged_attacker.crit_chance * 100) + "%"

    value_width = 3
    text_box_margin = (0, 0)
    heading_stack_panel = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_TOP,
                                                   horizontal_space=0)
    heading_stack_panel.append(gui.HorizontalSpace(6))
    heading_stack_panel.append(gui.SymbolUIElement((0, 0), melee_graphic))
    heading_stack_panel.append(gui.HorizontalSpace(3))
    heading_stack_panel.append(gui.SymbolUIElement((0, 0), range_graphic))
    damage_text_box = gui.TextBox("Dmg " + str(melee_damage).rjust(value_width) +
                                  " " + str(range_damage).rjust(value_width),
                                  text_box_margin, colors.WHITE)
    hit_text_box = gui.TextBox("Hit " + str(melee_accuracy).rjust(value_width) +
                               " " + str(range_accuracy).rjust(value_width),
                               text_box_margin, colors.YELLOW)
    crit_chance_text_box = gui.TextBox("Cri " + str(melee_crit_chance).rjust(value_width) +
                                       " " + str(range_crit_chance).rjust(value_width),
                                       text_box_margin, colors.RED)

    status_stack_panel = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_LEFT,
                                                vertical_space=0)
    status_stack_panel.append(heading_stack_panel)
    status_stack_panel.append(gui.VerticalSpace(1))
    status_stack_panel.append(damage_text_box)
    status_stack_panel.append(hit_text_box)
    status_stack_panel.append(crit_chance_text_box)
    return status_stack_panel
Esempio n. 11
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 def __init__(self,
              offset,
              state_stack,
              margin=geo.zero2d(),
              vertical_space=1,
              may_escape=True,
              vi_keys_accepted=True,
              selected_payload_callback=None):
     super(Menu, self).__init__(margin)
     self.menu_items = []
     self._state_stack = state_stack
     self._selected_index = None
     self.offset = offset
     self._wrap = True
     self.may_escape = may_escape
     self._item_stack_panel = gui.StackPanelVertical(
         (0, 0), vertical_space=vertical_space)
     self.vi_keys_accepted = vi_keys_accepted
     self.selected_payload_callback = selected_payload_callback
Esempio n. 12
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def equipment_menu(player, state_stack):
    menu_stack_panel = gui.StackPanelVertical((0, 0), margin=(0, 0))
    heading = gui.TextBox("Equipment", (2, 1), colors.INVENTORY_HEADING, (2, 2))
    menu_stack_panel.append(heading)

    equipment_menu_bg = gui.StyledRectangle(rectfactory.right_side_menu_rect(),
                                            style.rogue_classic_theme.rect_style)

    item_description_card = gui.new_item_description_card()
    resulting_menu = menu.EquipmentMenu((0, 0), player, state_stack, selected_payload_callback=(lambda item: item_description_card.set_item(item)), margin=(2, 1))
    menu_stack_panel.append(resulting_menu)

    equipment_gui = gui.UIElementList([equipment_menu_bg, menu_stack_panel])

    equipment_stack_panel = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_BOTTOM)
    equipment_stack_panel.append(item_description_card)
    equipment_stack_panel.append(equipment_gui)

    dock = gui.UIDock(rectfactory.full_screen_rect())
    dock.bottom_right = equipment_stack_panel
    return state.UIState(dock)
Esempio n. 13
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def equipment_slot_menu(player, equipment_slot, state_stack):
    """
    Creates a menu which shows the possible actions
    that can be taken on a given equipment_slot.
    """
    menu_stack_panel = gui.StackPanelVertical((0, 0), margin=(0, 0))
    heading = gui.TextBox("Change " + equipment_slot.name, (2, 1), colors.INVENTORY_HEADING, (2, 2))
    menu_stack_panel.append(heading)

    item_description_card = gui.new_item_description_card()
    resulting_menu = menu.EquipSlotMenu((0, 0), player, equipment_slot, state_stack, (lambda item: item_description_card.set_item(item)), (2, 1))
    menu_stack_panel.append(resulting_menu)

    equipment_menu_bg = gui.StyledRectangle(rectfactory.right_side_menu_rect(),
                                            style.rogue_classic_theme.rect_style)
    equipment_slot_gui = gui.UIElementList([equipment_menu_bg, menu_stack_panel])

    equipment_slot_stack_panel = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_BOTTOM)
    equipment_slot_stack_panel.append(item_description_card)
    equipment_slot_stack_panel.append(equipment_slot_gui)

    dock = gui.UIDock(rectfactory.full_screen_rect())
    dock.bottom_right = equipment_slot_stack_panel
    return state.UIState(dock)
Esempio n. 14
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def title_screen(state_stack, game_state_factory, test_game_state_factory):

    bg_color = colors.DARKNESS
    logo_fg = colors.RED

    _ = graphic.GraphicChar(bg_color, bg_color, " ")
    x = graphic.GraphicChar(logo_fg, logo_fg, " ")
    d = graphic.GraphicChar(bg_color, logo_fg, icon.DIAGONAL_SE)
    b = graphic.GraphicChar(bg_color, logo_fg, icon.DIAGONAL_SW)
    p = graphic.GraphicChar(logo_fg, bg_color, icon.DIAGONAL_SE)
    q = graphic.GraphicChar(logo_fg, bg_color, icon.DIAGONAL_SW)


    graphic_matrix = [
    [_,_,_,x,x,x,_,_,x,_,x,_,_,x,x,x,_,_,_,_,_,_,_,x,_,_,_,_,d,x,b,_,_,d,x,p,_,_,x,x,x,_,_],
    [_,_,_,_,x,_,_,_,x,_,x,_,_,x,_,_,_,_,_,_,_,_,_,x,_,_,_,_,x,_,x,_,_,x,_,_,_,_,_,x,_,_,_],
    [_,_,_,_,x,_,_,_,x,x,x,_,_,x,x,_,_,_,_,_,_,_,_,x,_,_,_,_,x,x,x,_,_,q,x,b,_,_,_,x,_,_,_],
    [_,_,_,_,x,_,_,_,x,_,x,_,_,x,_,_,_,_,_,_,_,_,_,x,_,_,_,_,x,_,x,_,_,_,_,x,_,_,_,x,_,_,_],
    [_,_,_,_,x,_,_,_,x,_,x,_,_,x,x,x,_,_,_,_,_,_,_,x,x,x,_,_,x,_,x,_,_,x,x,p,_,_,_,x,_,_,_],
    [_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_],
    [_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_],
    [_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_],
    [q,x,x,x,x,x,x,b,_,_,d,x,x,x,x,x,b,_,_,d,x,x,x,x,x,b,_,q,x,x,p,_,q,x,x,p,q,x,x,x,x,x,x],
    [_,x,x,_,_,q,x,x,_,_,x,x,p,_,q,x,x,_,_,x,x,p,_,q,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,q],
    [_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,_,_,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,_],
    [_,x,x,_,_,d,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,_,_,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,_],
    [_,x,x,x,x,x,x,p,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,x,x,x,p,_,x,x,_,_,_,x,x,_,_,x,x,x,x,p,_],
    [_,x,x,q,x,b,_,_,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,_],
    [_,x,x,_,q,x,b,_,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,_],
    [_,x,x,_,_,q,x,b,_,_,x,x,b,_,d,x,x,_,_,x,x,b,_,d,x,x,_,_,x,x,b,_,d,x,x,_,_,x,x,_,_,_,d],
    [d,x,x,b,_,_,x,x,b,_,q,x,x,x,x,x,p,_,_,q,x,x,x,x,x,p,_,_,q,x,x,x,x,x,p,_,d,x,x,x,x,x,x]
    ]

    logo = gui.GraphicCharMatrix(graphic_matrix)
    line = gui.HorizontalLine(graphic.GraphicChar(bg_color, colors.RED, icon.H_LINE), settings.SCREEN_WIDTH + 1)
    title_stack_panel = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_CENTER)
    title_stack_panel.append(gui.VerticalSpace(int(settings.SCREEN_HEIGHT * 0.2)))
    title_stack_panel.append(line)
    title_stack_panel.append(gui.VerticalSpace(1))
    title_stack_panel.append(logo)
    title_stack_panel.append(gui.VerticalSpace(1))
    title_stack_panel.append(line)
    title_stack_panel.append(gui.VerticalSpace(5))

    bg_rect = gui.FilledRectangle(rectfactory.full_screen_rect(), bg_color)

    ui_state = state.UIState(gui.UIElementList(None))
    hero_name_type_writer = gui.TypeWriter((0, 0), colors.WHITE, colors.GRAY_D, constants.LEFT_SIDE_BAR_WIDTH - 4,
                                           default_text=settings.DEFAULT_PLAYER_NAME)
    main_menu = _main_menu(ui_state, state_stack, lambda: hero_name_type_writer.text, game_state_factory, test_game_state_factory)

    name_heading = gui.TextBox("Name:", (0, 0), colors.CYAN_D, (0, 1))
    menu_stack_panel = gui.StackPanelVertical((0, 0), (0, 0), vertical_space=0,
                                              alignment=gui.StackPanelVertical.ALIGN_CENTER)
    menu_stack_panel.append(name_heading)
    menu_stack_panel.append(hero_name_type_writer)
    menu_stack_panel.append(main_menu)

    dock = gui.UIDock(rectfactory.full_screen_rect())
    dock.bottom = menu_stack_panel

    type_writer_highlight_update = \
        gui.UpdateCallOnlyElement(
            [lambda: type_writer_highlight_update_function(name_heading, hero_name_type_writer,
                                                           main_menu, colors.WHITE,
                                                           colors.GRAY_D, [1, 2])])

    ui_state.ui_element.elements = [bg_rect, title_stack_panel, dock, type_writer_highlight_update]
    return ui_state