コード例 #1
0
class StartScreen:
    screen_size = SCREEN_SIZE

    def __init__(self, screen):
        self.screen = screen
        self.menu_screen = self.screen.copy()

        # Start screen loop
        bg_image = pg.image.load(
            'imgs/interface/main_menu_background.jpg').convert_alpha()
        self.background = pg.transform.scale(bg_image, screen.get_size())

        # Creating menu
        self.active_menu = StartScreen.create_menu()
        self.background_menus = []

        # Memorize if a game is currently being performed
        self.level = None

        self.levels = [0, 1, 2]
        self.level_id = None

        # Load current saved parameters
        self.load_options()

        self.exit = False

    def load_options(self):
        # Load current move speed
        Movable.move_speed = int(self.read_options_file("move_speed"))
        StartScreen.screen_size = int(self.read_options_file("screen_size"))

    @staticmethod
    def create_menu():
        entries = [[{
            'name': 'New game',
            'id': StartMenu.NEW_GAME
        }], [{
            'name': 'Load game',
            'id': StartMenu.LOAD_GAME
        }], [{
            'name': 'Options',
            'id': StartMenu.OPTIONS
        }], [{
            'name': 'Exit game',
            'id': StartMenu.EXIT
        }]]

        for row in entries:
            for entry in row:
                entry['type'] = 'button'

        return InfoBox("In the name of the Five Cats", StartMenu,
                       "imgs/interface/PopUpMenu.png", entries,
                       START_MENU_WIDTH)

    @staticmethod
    def load_parameter_entry(param, formatted_name, values, identifier):
        val = int(StartScreen.read_options_file(param))

        entry = {
            'name': formatted_name,
            'values': values,
            'id': identifier,
            'current_value_ind': 0
        }

        for i in range(len(entry['values'])):
            if entry['values'][i]['value'] == val:
                entry['current_value_ind'] = i

        return entry

    @staticmethod
    def create_options_menu():
        entries = [[
            StartScreen.load_parameter_entry("move_speed", "Move speed : ",
                                             [{
                                                 'label': 'Slow',
                                                 'value': ANIMATION_SPEED // 2
                                             }, {
                                                 'label': 'Normal',
                                                 'value': ANIMATION_SPEED
                                             }, {
                                                 'label': 'Fast',
                                                 'value': ANIMATION_SPEED * 2
                                             }], OptionsMenu.CHANGE_MOVE_SPEED)
        ],
                   [
                       StartScreen.load_parameter_entry(
                           "screen_size", "Screen mode : ",
                           [{
                               'label': 'Window',
                               'value': SCREEN_SIZE // 2
                           }, {
                               'label': 'Full',
                               'value': SCREEN_SIZE
                           }], OptionsMenu.CHANGE_SCREEN_SIZE)
                   ]]
        for row in entries:
            for entry in row:
                entry['type'] = 'parameter_button'

        return InfoBox("Options",
                       OptionsMenu,
                       "imgs/interface/PopUpMenu.png",
                       entries,
                       START_MENU_WIDTH,
                       close_button=1)

    @staticmethod
    def modify_options_file(el_to_edit, new_value):
        tree = etree.parse("saves/options.xml")
        el = tree.find(".//" + el_to_edit)
        el.text = str(new_value)
        tree.write("saves/options.xml")

    @staticmethod
    def read_options_file(el_to_read):
        tree = etree.parse("saves/options.xml").getroot()

        el = tree.find(".//" + el_to_read)
        return el.text.strip()

    def display(self):
        if self.level:
            self.screen.fill(BLACK)
            self.level.display(self.screen)
        else:
            self.screen.blit(self.background, (0, 0))
            for menu in self.background_menus:
                if menu[1]:
                    menu[0].display(self.screen)
            if self.active_menu:
                self.active_menu.display(self.screen)

    def play(self, level):
        # Modify screen
        flags = pg.FULLSCREEN if StartScreen.screen_size == 2 else 0
        self.screen = pg.display.set_mode((WIN_WIDTH, WIN_HEIGHT), flags)
        self.level = level

    def update_state(self):
        if self.level:
            status = self.level.update_state()
            if status is Status.ENDED_VICTORY and (self.level_id +
                                                   1) in self.levels:
                self.level_id += 1
                team = self.level.passed_players + self.level.players
                for player in team:
                    # Players are fully restored between level
                    player.healed(player.hp_max)
                    # Reset player's state
                    player.new_turn()
                self.play(StartScreen.load_level(self.level_id, team))
            elif status is Status.ENDED_VICTORY or status is Status.ENDED_DEFEAT:
                # TODO: Game win dialog?
                self.screen = pg.display.set_mode(
                    (MAIN_WIN_WIDTH, MAIN_WIN_HEIGHT))
                self.level = None

    @staticmethod
    def load_level(level, team=None):
        if team is None:
            team = []
        return Level('maps/level_' + str(level) + '/', level, players=team)

    def new_game(self):
        # Init the first level
        self.level_id = 0
        self.play(StartScreen.load_level(self.level_id))

    def load_game(self):
        try:
            save = open("saves/main_save.xml", "r")

            # Test if there is a current saved game
            if save:
                tree_root = etree.parse("saves/main_save.xml").getroot()
                index = tree_root.find("level/index").text.strip()
                level_name = 'maps/level_' + index + '/'
                game_status = tree_root.find("level/phase").text.strip()
                turn_nb = 0
                if game_status != 'I':
                    turn_nb = int(tree_root.find("level/turn").text.strip())

                # Load level with current game status, foes states, and team
                self.level_id = int(index)
                level = Level(level_name, self.level_id, game_status, turn_nb,
                              tree_root.find("level/entities"))
                self.play(level)
                save.close()
                return
        except FileNotFoundError:
            # No saved game
            self.background_menus.append([self.active_menu, True])

            name = "Load Game"
            entries = [[{
                'type': 'text',
                'text': "No saved game.",
                'font': fonts['MENU_SUB_TITLE_FONT']
            }]]
            width = self.screen.get_width() // 2
            self.active_menu = InfoBox(name,
                                       "",
                                       "imgs/interface/PopUpMenu.png",
                                       entries,
                                       width,
                                       close_button=1)

    def options_menu(self):
        self.background_menus.append([self.active_menu, False])
        self.active_menu = StartScreen.create_options_menu()

    def exit_game(self):
        self.exit = True

    def main_menu_action(self, method_id, args):
        # Execute action
        if method_id is StartMenu.NEW_GAME:
            self.new_game()
        elif method_id is StartMenu.LOAD_GAME:
            self.load_game()
        elif method_id is StartMenu.OPTIONS:
            self.options_menu()
        elif method_id is StartMenu.EXIT:
            self.exit_game()
        else:
            print("Unknown action... : ", str(method_id))

    @staticmethod
    def options_menu_action(method_id, args):
        # Execute action
        if method_id is OptionsMenu.CHANGE_MOVE_SPEED:
            Movable.move_speed = args[2][0]
            StartScreen.modify_options_file("move_speed", args[2][0])
        elif method_id is OptionsMenu.CHANGE_SCREEN_SIZE:
            StartScreen.screen_size = args[2][0]
            StartScreen.modify_options_file("screen_size", args[2][0])
        else:
            print("Unknown action... : ", method_id)

    def execute_action(self, menu_type, action):
        if not action:
            return
        method_id = action[0]
        args = action[1]

        # Test if the action is a generic one (according to the method_id)
        # Close menu : Active menu is closed
        if method_id is GenericActions.CLOSE:
            self.active_menu = None
            if self.background_menus:
                self.active_menu = self.background_menus.pop()[0]
            return

        if menu_type is StartMenu:
            self.main_menu_action(method_id, args)
        elif menu_type is OptionsMenu:
            self.options_menu_action(method_id, args)
        else:
            print("Unknown menu... : ", str(menu_type))

    def motion(self, pos):
        if self.level is None:
            self.active_menu.motion(pos)
        else:
            self.level.motion(pos)

    def click(self, button, pos):
        if self.level is None:
            if button == 1:
                self.execute_action(self.active_menu.type,
                                    self.active_menu.click(pos))
        else:
            self.level.click(button, pos)
        return self.exit

    def button_down(self, button, pos):
        if self.level is not None:
            self.level.button_down(button, pos)
コード例 #2
0
class StartScreen:
    def __init__(self, screen):
        self.screen = screen
        self.menu_screen = self.screen.copy()

        # Start screen loop
        bg_image = pg.image.load(
            'imgs/interface/main_menu_background.jpg').convert_alpha()
        self.background = pg.transform.scale(bg_image, screen.get_size())

        # Creating menu
        self.active_menu = StartScreen.create_menu()
        self.background_menus = []

        # Memorize if a game is currently being performed
        self.level = None

        # Load current saved parameters
        self.load_options()

    def load_options(self):
        # Load current move speed
        Movable.move_speed = int(self.read_options_file("move_speed"))

    @staticmethod
    def create_menu():
        entries = [[{
            'name': 'New game',
            'id': NEW_GAME_ACTION_ID
        }], [{
            'name': 'Load game',
            'id': LOAD_GAME_ACTION_ID
        }], [{
            'name': 'Options',
            'id': OPTIONS_ACTION_ID
        }], [{
            'name': 'Exit game',
            'id': EXIT_ACTION_ID
        }]]

        for row in entries:
            for entry in row:
                entry['type'] = 'button'

        return InfoBox("In the name of the Five Cats", START_MENU_ID,
                       "imgs/interface/PopUpMenu.png", entries,
                       START_MENU_WIDTH)

    @staticmethod
    def load_parameter_entry(param, formatted_name, values, id):
        val = int(StartScreen.read_options_file(param))

        entry = {
            'name': formatted_name,
            'values': values,
            'id': id,
            'current_value_ind': 0
        }

        for i in range(len(entry['values'])):
            if entry['values'][i]['value'] == val:
                entry['current_value_ind'] = i

        return entry

    @staticmethod
    def create_options_menu():
        entries = [[
            StartScreen.load_parameter_entry("move_speed", "Move speed : ",
                                             [{
                                                 'label': 'Slow',
                                                 'value': ANIMATION_SPEED // 2
                                             }, {
                                                 'label': 'Normal',
                                                 'value': ANIMATION_SPEED
                                             }, {
                                                 'label': 'Fast',
                                                 'value': ANIMATION_SPEED * 2
                                             }], CHANGE_MOVE_SPEED)
        ]]
        for row in entries:
            for entry in row:
                entry['type'] = 'parameter_button'

        return InfoBox("Options",
                       OPTIONS_MENU_ID,
                       "imgs/interface/PopUpMenu.png",
                       entries,
                       START_MENU_WIDTH,
                       close_button=1)

    @staticmethod
    def modify_options_file(el_to_edit, new_value):
        tree = etree.parse("saves/options.xml")
        el = tree.find(".//" + el_to_edit)
        el.text = str(new_value)
        tree.write("saves/options.xml")

    @staticmethod
    def read_options_file(el_to_read):
        tree = etree.parse("saves/options.xml").getroot()

        el = tree.find(".//" + el_to_read)
        return el.text.strip()

    def display(self):
        if self.level:
            self.screen.fill(BLACK)
            self.level.display(self.screen)
        else:
            self.screen.blit(self.background, (0, 0))
            for menu in self.background_menus:
                if menu[1]:
                    menu[0].display(self.screen)
            if self.active_menu:
                self.active_menu.display(self.screen)

    def play(self, level):
        # Modify screen
        self.screen = pg.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
        self.level = level

    def update_state(self):
        if self.level:
            exit = self.level.update_state()
            if exit:
                self.screen = pg.display.set_mode(
                    (self.menu_screen.get_width(),
                     self.menu_screen.get_height()))
                self.level = None

    def level_is_ended(self):
        return self.level.is_ended()

    @staticmethod
    def init_player(name):
        # -- Reading of the XML file
        tree = etree.parse("data/characters.xml").getroot()
        player_t = tree.xpath(name)[0]
        player_class = player_t.find('class').text.strip()
        race = player_t.find('race').text.strip()
        lvl = player_t.find('lvl')
        if lvl is None:
            # If lvl is not informed, default value is assumes to be 1
            lvl = 1
        else:
            lvl = int(lvl.text.strip())
        defense = int(player_t.find('initDef').text.strip())
        res = int(player_t.find('initRes').text.strip())
        hp = int(player_t.find('initHP').text.strip())
        strength = int(player_t.find('initStrength').text.strip())
        move = int(player_t.find('move').text.strip())
        sprite = 'imgs/dungeon_crawl/player/' + player_t.find(
            'sprite').text.strip()
        compl_sprite = player_t.find('complementSprite')
        if compl_sprite is not None:
            compl_sprite = 'imgs/dungeon_crawl/player/' + compl_sprite.text.strip(
            )

        equipment = player_t.find('equipment')
        equipments = []
        for eq in equipment.findall('*'):
            equipments.append(Level.parse_item_file(eq.text.strip()))
        gold = int(player_t.find('gold').text.strip())

        # Creating player instance
        player = Player(name,
                        sprite,
                        hp,
                        defense,
                        res,
                        move,
                        strength, [player_class],
                        equipments,
                        race,
                        gold,
                        lvl,
                        compl_sprite=compl_sprite)

        # Up stats according to current lvl
        player.stats_up(lvl - 1)
        # Restore hp due to lvl up
        player.healed()

        inventory = player_t.find('inventory')
        for it in inventory.findall('item'):
            item = Level.parse_item_file(it.text.strip())
            player.set_item(item)

        return player

    @staticmethod
    def load_level(level, team):
        return Level('maps/level_' + level + '/', team)

    def new_game(self):
        # Init player's team (one character at beginning)
        team = [self.init_player("john"), self.init_player("archer")]

        # Init the first level
        level = StartScreen.load_level("0", team)

        self.play(level)

    def load_game(self):
        try:
            save = open("saves/main_save.xml", "r")

            # Test if there is a current saved game
            if save:
                tree_root = etree.parse("saves/main_save.xml").getroot()
                level_name = tree_root.find("level/name").text.strip()
                game_status = tree_root.find("level/phase").text.strip()
                turn_nb = 0
                if game_status != 'I':
                    turn_nb = int(tree_root.find("level/turn").text.strip())
                team = []
                for player in tree_root.findall("team/player"):
                    name = player.find("name").text.strip()
                    level = int(player.find("level").text.strip())
                    p_class = player.find("class").text.strip()
                    race = player.find("race").text.strip()
                    gold = int(player.find("gold").text.strip())
                    exp = int(player.find("exp").text.strip())
                    hp = int(player.find("hp").text.strip())
                    strength = int(player.find("strength").text.strip())
                    defense = int(player.find("defense").text.strip())
                    res = int(player.find("res").text.strip())
                    move = int(player.find("move").text.strip())
                    current_hp = int(player.find("currentHp").text.strip())
                    pos = (int(player.find("position/x").text.strip()),
                           int(player.find("position/y").text.strip()))
                    state = player.find("turnFinished").text.strip()
                    inv = []
                    for it in player.findall("inventory/item"):
                        it_name = it.find("name").text.strip()
                        item = Level.parse_item_file(it_name)
                        inv.append(item)

                    equipments = []
                    for eq in player.findall("equipments/equipment"):
                        eq_name = eq.find("name").text.strip()
                        eq = Level.parse_item_file(eq_name)
                        equipments.append(eq)

                    # -- Reading of the XML file for default character's values (i.e. sprites)
                    tree = etree.parse("data/characters.xml").getroot()
                    player_t = tree.xpath(name)[0]

                    sprite = 'imgs/dungeon_crawl/player/' + player_t.find(
                        'sprite').text.strip()
                    compl_sprite = player_t.find('complementSprite')
                    if compl_sprite is not None:
                        compl_sprite = 'imgs/dungeon_crawl/player/' + compl_sprite.text.strip(
                        )

                    p = Player(name,
                               sprite,
                               hp,
                               defense,
                               res,
                               move,
                               strength, [p_class],
                               equipments,
                               race,
                               gold,
                               level,
                               compl_sprite=compl_sprite)
                    p.earn_xp(exp)
                    p.set_items(inv)
                    p.set_current_hp(current_hp)
                    p.set_pos(pos)
                    if state == "True":
                        p.turn_finished()

                    team.append(p)

                # Load level with current game status, foes states, and team
                level = Level(level_name, team, game_status, turn_nb,
                              tree_root.find("level/entities"))
                self.play(level)
                save.close()
                return
        except FileNotFoundError as err:
            pass

        # No saved game
        self.background_menus.append([self.active_menu, True])

        name = "Load Game"
        entries = [[{
            'type': 'text',
            'text': "No saved game.",
            'font': ITEM_DESC_FONT
        }]]
        width = self.screen.get_width() // 2
        self.active_menu = InfoBox(name,
                                   "",
                                   "imgs/interface/PopUpMenu.png",
                                   entries,
                                   width,
                                   close_button=1)

    def options_menu(self):
        self.background_menus.append([self.active_menu, False])
        self.active_menu = StartScreen.create_options_menu()

    @staticmethod
    def exit_game():
        pg.quit()
        raise SystemExit

    def main_menu_action(self, method_id, args):
        # Execute action
        if method_id == NEW_GAME_ACTION_ID:
            self.new_game()
        elif method_id == LOAD_GAME_ACTION_ID:
            self.load_game()
        elif method_id == OPTIONS_ACTION_ID:
            self.options_menu()
        elif method_id == EXIT_ACTION_ID:
            self.exit_game()
        else:
            print("Unknown action... : ", method_id)

    def options_menu_action(self, method_id, args):
        # Execute action
        if method_id == CHANGE_MOVE_SPEED:
            Movable.move_speed = args[2][0]
            StartScreen.modify_options_file("move_speed", args[2][0])
        else:
            print("Unknown action... : ", method_id)

    def execute_action(self, menu_type, action):
        if not action:
            return
        method_id = action[0]
        args = action[1]

        # Test if the action is a generic one (according to the method_id)
        # Close menu : Active menu is closed
        if method_id == CLOSE_ACTION_ID:
            self.active_menu = None
            if self.background_menus:
                self.active_menu = self.background_menus.pop()[0]
            return

        if menu_type == START_MENU_ID:
            self.main_menu_action(method_id, args)
        elif menu_type == OPTIONS_MENU_ID:
            self.options_menu_action(method_id, args)
        else:
            print("Unknown menu... : ", menu_type)

    def motion(self, pos):
        if self.level is None:
            self.active_menu.motion(pos)
        else:
            self.level.motion(pos)

    def click(self, button, pos):
        if self.level is None:
            if button == 1:
                self.execute_action(self.active_menu.get_type(),
                                    self.active_menu.click(pos))
        else:
            self.level.click(button, pos)

    def button_down(self, button, pos):
        if self.level is not None:
            self.level.button_down(button, pos)
コード例 #3
0
class StartScreen:
    def __init__(self, screen):
        self.screen = screen
        self.menu_screen = self.screen.copy()

        # Start screen loop
        bg_image = pg.image.load('imgs/interface/main_menu_background.jpg').convert_alpha()
        self.background = pg.transform.scale(bg_image, screen.get_size())

        # Creating menu
        self.active_menu = StartScreen.create_menu()
        self.background_menus = []

        # Memorize if a game is currently being performed
        self.level = None

        self.levels = [0, 1]
        self.level_id = None

        # Load current saved parameters
        self.load_options()

        self.exit = False

    def load_options(self):
        # Load current move speed
        Movable.move_speed = int(self.read_options_file("move_speed"))

    @staticmethod
    def create_menu():
        entries = [[{'name': 'New game', 'id': StartMenu.NEW_GAME}], [{'name': 'Load game', 'id': StartMenu.LOAD_GAME}],
                   [{'name': 'Options', 'id': StartMenu.OPTIONS}], [{'name': 'Exit game', 'id': StartMenu.EXIT}]]

        for row in entries:
            for entry in row:
                entry['type'] = 'button'

        return InfoBox("In the name of the Five Cats", StartMenu,
                       "imgs/interface/PopUpMenu.png", entries, START_MENU_WIDTH)

    @staticmethod
    def load_parameter_entry(param, formatted_name, values, identifier):
        val = int(StartScreen.read_options_file(param))

        entry = {'name': formatted_name, 'values': values, 'id': identifier, 'current_value_ind': 0}

        for i in range(len(entry['values'])):
            if entry['values'][i]['value'] == val:
                entry['current_value_ind'] = i

        return entry

    @staticmethod
    def create_options_menu():
        entries = [[StartScreen.load_parameter_entry("move_speed", "Move speed : ",
                                                     [{'label': 'Slow', 'value': ANIMATION_SPEED // 2},
                                                      {'label': 'Normal', 'value': ANIMATION_SPEED},
                                                      {'label': 'Fast', 'value': ANIMATION_SPEED * 2}],
                                                     OptionsMenu.CHANGE_MOVE_SPEED)]]
        for row in entries:
            for entry in row:
                entry['type'] = 'parameter_button'

        return InfoBox("Options", OptionsMenu,
                       "imgs/interface/PopUpMenu.png", entries, START_MENU_WIDTH, close_button=1)

    @staticmethod
    def modify_options_file(el_to_edit, new_value):
        tree = etree.parse("saves/options.xml")
        el = tree.find(".//" + el_to_edit)
        el.text = str(new_value)
        tree.write("saves/options.xml")

    @staticmethod
    def read_options_file(el_to_read):
        tree = etree.parse("saves/options.xml").getroot()

        el = tree.find(".//" + el_to_read)
        return el.text.strip()

    def display(self):
        if self.level:
            self.screen.fill(BLACK)
            self.level.display(self.screen)
        else:
            self.screen.blit(self.background, (0, 0))
            for menu in self.background_menus:
                if menu[1]:
                    menu[0].display(self.screen)
            if self.active_menu:
                self.active_menu.display(self.screen)

    def play(self, level):
        # Modify screen
        self.screen = pg.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
        self.level = level

    def update_state(self):
        if self.level:
            status = self.level.update_state()
            if status is Status.ENDED_VICTORY:
                self.level_id += 1
                if self.level_id in self.levels:
                    team = self.level.passed_players
                    for player in team:
                        # Players are fully restored between level
                        player.healed(player.hp_max)
                        # Reset player's state
                        player.new_turn()
                    self.play(StartScreen.load_level(self.level_id, team))
                else:
                    # TODO: Game win dialog?
                    self.screen = pg.display.set_mode((self.menu_screen.get_width(), self.menu_screen.get_height()))
                    self.level = None
            elif status is Status.ENDED_DEFEAT:
                self.screen = pg.display.set_mode((self.menu_screen.get_width(), self.menu_screen.get_height()))
                self.level = None

    @staticmethod
    def load_level(level, team):
        return Level('maps/level_' + str(level) + '/', team, level)

    def new_game(self):
        # Init player's team (one character at beginning)
        team = [LoadFromXMLManager.load_player("john"), LoadFromXMLManager.load_player("archer")]

        # Init the first level
        self.level_id = 0
        self.play(StartScreen.load_level(self.level_id, team))

    def load_game(self):
        try:
            save = open("saves/main_save.xml", "r")

            # Test if there is a current saved game
            if save:
                tree_root = etree.parse("saves/main_save.xml").getroot()
                index = tree_root.find("level/index").text.strip()
                level_name = 'maps/level_' + index + '/'
                game_status = tree_root.find("level/phase").text.strip()
                turn_nb = 0
                if game_status != 'I':
                    turn_nb = int(tree_root.find("level/turn").text.strip())
                team = []
                for player in tree_root.findall("team/player"):
                    name = player.find("name").text.strip()
                    level = int(player.find("level").text.strip())
                    p_class = player.find("class").text.strip()
                    race = player.find("race").text.strip()
                    gold = int(player.find("gold").text.strip())
                    exp = int(player.find("exp").text.strip())
                    hp = int(player.find("hp").text.strip())
                    strength = int(player.find("strength").text.strip())
                    defense = int(player.find("def").text.strip())
                    res = int(player.find("res").text.strip())
                    move = int(player.find("move").text.strip())
                    current_hp = int(player.find("currentHp").text.strip())
                    pos = (int(player.find("position/x").text.strip()) * TILE_SIZE,
                           int(player.find("position/y").text.strip()) * TILE_SIZE)
                    state = player.find("turnFinished").text.strip()
                    inv = []
                    for it in player.findall("inventory/item"):
                        it_name = it.find("name").text.strip()
                        item = LoadFromXMLManager.parse_item_file(it_name)
                        inv.append(item)

                    equipments = []
                    for eq in player.findall("equipments/equipment"):
                        eq_name = eq.find("name").text.strip()
                        eq = LoadFromXMLManager.parse_item_file(eq_name)
                        equipments.append(eq)

                    # -- Reading of the XML file for default character's values (i.e. sprites)
                    tree = etree.parse("data/characters.xml").getroot()
                    player_t = tree.xpath(name)[0]

                    sprite = 'imgs/dungeon_crawl/player/' + player_t.find('sprite').text.strip()
                    compl_sprite = player_t.find('complementSprite')
                    if compl_sprite is not None:
                        compl_sprite = 'imgs/dungeon_crawl/player/' + compl_sprite.text.strip()

                    p = Player(name, sprite, hp, defense, res, move, strength, [p_class], equipments, race, gold, level,
                               compl_sprite=compl_sprite)
                    p.earn_xp(exp)
                    p.items = inv
                    p.set_current_hp(current_hp)
                    p.pos = pos
                    if state == "True":
                        p.turn_finished()

                    team.append(p)

                # Load level with current game status, foes states, and team
                self.level_id = int(index)
                level = Level(level_name, team, self.level_id, game_status, turn_nb, tree_root.find("level/entities"))
                self.play(level)
                save.close()
                return
        except FileNotFoundError:
            # No saved game
            self.background_menus.append([self.active_menu, True])

            name = "Load Game"
            entries = [[{'type': 'text', 'text': "No saved game.", 'font': fonts['MENU_SUB_TITLE_FONT']}]]
            width = self.screen.get_width() // 2
            self.active_menu = InfoBox(name, "", "imgs/interface/PopUpMenu.png",
                                       entries, width, close_button=1)

    def options_menu(self):
        self.background_menus.append([self.active_menu, False])
        self.active_menu = StartScreen.create_options_menu()

    def exit_game(self):
        self.exit = True

    def main_menu_action(self, method_id, args):
        # Execute action
        if method_id is StartMenu.NEW_GAME:
            self.new_game()
        elif method_id is StartMenu.LOAD_GAME:
            self.load_game()
        elif method_id is StartMenu.OPTIONS:
            self.options_menu()
        elif method_id is StartMenu.EXIT:
            self.exit_game()
        else:
            print("Unknown action... : ", str(method_id))

    @staticmethod
    def options_menu_action(method_id, args):
        # Execute action
        if method_id is OptionsMenu.CHANGE_MOVE_SPEED:
            Movable.move_speed = args[2][0]
            StartScreen.modify_options_file("move_speed", args[2][0])
        else:
            print("Unknown action... : ", method_id)

    def execute_action(self, menu_type, action):
        if not action:
            return
        method_id = action[0]
        args = action[1]

        # Test if the action is a generic one (according to the method_id)
        # Close menu : Active menu is closed
        if method_id is GenericActions.CLOSE:
            self.active_menu = None
            if self.background_menus:
                self.active_menu = self.background_menus.pop()[0]
            return

        if menu_type is StartMenu:
            self.main_menu_action(method_id, args)
        elif menu_type is OptionsMenu:
            self.options_menu_action(method_id, args)
        else:
            print("Unknown menu... : ", str(menu_type))

    def motion(self, pos):
        if self.level is None:
            self.active_menu.motion(pos)
        else:
            self.level.motion(pos)

    def click(self, button, pos):
        if self.level is None:
            if button == 1:
                self.execute_action(self.active_menu.type, self.active_menu.click(pos))
        else:
            self.level.click(button, pos)
        return self.exit

    def button_down(self, button, pos):
        if self.level is not None:
            self.level.button_down(button, pos)