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menu.py
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menu.py
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# menu.py -- display/use the game and configuration menu
# Copyright 2004 Joe Wreschnig <piman@sacredchao.net>
# Released under the terms of the GNU GPL v2.
__revision__ = "$Id: menu.py 306 2005-10-06 19:46:26Z piman $"
import pygame
from pygame.sprite import Sprite, RenderUpdates
import config
import textfx
import load
from util import Singleton
import events; from events import EventManager
from constants import *
# One of the carts displayed in the game menus.
class Platform(Sprite):
def __init__(self, midbottom, string, pos):
Sprite.__init__(self)
self._pos = pos
self.rect = Rect([0, 0, 0, 0])
self.rect.midbottom = midbottom
self.text = string
self._lastx = self._goalx = self.rect.left
self._ntime = 0
# Set the text on the cart, using lettered box.es
def _set_text(self, string):
midbottom = self.rect.midbottom
plat = load.image("platform.png")
plat.set_colorkey(plat.get_at([0, 0]), RLEACCEL)
plat_r = plat.get_rect()
letters = textfx.boxes_from_string(string, pos = self._pos)
surf = pygame.Surface([max(260, letters.get_width()),
plat.get_height() + letters.get_height()])
plat_r.centerx = surf.get_rect().centerx
plat_r.bottom = surf.get_height() - 1
surf.blit(plat, plat_r)
letters_r = letters.get_rect()
letters_r.centerx = surf.get_rect().centerx
letters_r.bottom = surf.get_height() - 16
surf.blit(letters, letters_r)
surf.set_colorkey(surf.get_at([0, 0]), RLEACCEL)
self.image = surf
self.rect = self.image.get_rect()
self.rect.midbottom = midbottom
text = property(None, _set_text)
# Move the cart to the left.
def left(self):
t = pygame.time.get_ticks()
self._ntime = t + 600
self._goalx += 260
self._lastx = self.rect.left
# Move it to the right.
def right(self):
t = pygame.time.get_ticks()
self._ntime = t + 600
self._goalx -= 260
self._lastx = self.rect.left
def update(self, time):
if time < self._ntime:
p = (self._ntime - time) / 600.0
self.rect.left = self._goalx - (self._goalx - self._lastx) * p
else: self.rect.left = self._goalx
# Top score display
class TopScores(Sprite, Singleton):
def __init__(self):
Sprite.__init__(self)
self._start = pygame.time.get_ticks()
self.read_scores()
Singleton.__init__(self)
# Load all the scores from the configuration data.
def read_scores(self):
self._images = []
secs = []
for c in range(1, 10, 2):
sec = "scores-versus-%d" % c
name = "Top Scores: Best %d/%d" % (c / 2 + 1, c)
secs.append((sec, name))
if config.getboolean("unlock", "single"):
secs.append(("scores-single", "Top Scores: Single Player"))
secs.append(("scores-versus-arcade", "Top Scores: Arcade"))
for sec, name in secs:
img = pygame.Surface([420, 110], SRCALPHA, 32)
img.fill([0, 0, 0, 0])
t = textfx.shadow(name, 26)
img.blit(t, t.get_rect(midtop = [210, 0]))
for i in range(1, 4):
parts = config.get(sec, str(i)).split(",")
score = parts.pop()
name = ",".join(parts)
tl = textfx.shadow(name, 30)
tr = textfx.shadow(score, 30)
img.blit(tl, tl.get_rect(topleft = [10, 25 * i]))
img.blit(tr, tr.get_rect(topright = [415, 25 * i]))
self._images.append(img)
self.image = self._images[0]
self.rect = self.image.get_rect(midtop = [400, 440])
def update(self, time):
# Switch displayed scores every 4 seconds.
time = time % (4000 * len(self._images))
self.image = self._images[int(time / 4000)]
# A menu; a bunch of boxes displayed on carts, with callbacks
class Menu(object):
def __init__(self, items):
platforms = [Platform([400 + 260 * i, 390], s[0], i)
for i, s in enumerate(items)]
credits = Credits()
self._score = TopScores()
sprites = RenderUpdates([credits, self._score])
sprites.add(platforms)
pos = 0
em = EventManager()
em.clear()
screen = pygame.display.get_surface()
em.get()
quit = False
screen.blit(Menu.bg, [0, 0])
sprites.draw(screen)
pygame.display.update()
while not quit:
for ev in em.get():
if ev.type == PLAYER:
if ev.key == LEFT:
if pos != 0:
pos -= 1
for p in platforms: p.left()
elif ev.key == RIGHT:
if pos != len(items) - 1:
pos += 1
for p in platforms: p.right()
else:
try:
r = items[pos][1][ev.key](self, platforms[pos],
pos, ev.key)
if r:
# If the callback returns true, then we
# need to redraw the whole screen and
# reread our scores. (If it returns false,
# it probably means it just modified some
# cart text).
self._score.read_scores()
screen.blit(Menu.bg, [0, 0])
pygame.display.update()
except KeyError: pass
elif ev.type == QUIT: quit = True
sprites.update(pygame.time.get_ticks())
pygame.display.update(sprites.draw(screen))
sprites.clear(screen, Menu.bg)
pygame.time.clock.tick(60)
# The most common kind of menu entry, a single callback function
# that we call when certain keys are pressed.
def entry(f, dirs = True):
if dirs: return { UP: f, DOWN: f, ROT_CC: f, ROT_CW: f, CONFIRM: f }
else: return { ROT_CC: f, ROT_CW: f, CONFIRM: f }
# A "go back" callback function. By posting a QUIT event to the queue,
# the menu will exit and go to the previous screen.
break_menu = entry(lambda *args: pygame.event.post(pygame.event.Event(QUIT)),
False)
# A sprite displaying a small credits banner in the lower-left corner.
class Credits(Sprite, Singleton):
def __init__(self, lines = CREDITS):
Sprite.__init__(self)
self._lines = [textfx.shadow(i, 20, [255, 255, 255]) for i in lines]
self._idx = 0
self._update = pygame.time.get_ticks() + 7000
self._w = 220
self._h = 19
self.update(pygame.time.get_ticks())
def update(self, t):
self.image = pygame.Surface([self._w, self._h], SRCALPHA, 32)
self.rect = self.image.get_rect(bottomleft = [0, 600])
if self._update - t > 1000:
txt = self._lines[self._idx]
r = txt.get_rect(center = [self._w / 2, self._h / 2])
self.image.blit(txt, r)
elif t < self._update:
p = (self._update - t) / 1000.0
wy = int(self._h * p)
idx1 = self._idx
idx2 = (self._idx + 1) % len(self._lines)
txt1 = self._lines[idx1]
txt2 = self._lines[idx2]
r1 = txt1.get_rect()
r2 = txt2.get_rect()
r2.centerx = r1.centerx = self._w / 2
r2.top = wy
r1.bottom = wy
self.image.blit(txt1, r1)
self.image.blit(txt2, r2)
else:
self._idx = (self._idx + 1) % len(self._lines)
self._update = t + 4000
txt = self._lines[self._idx]
r = txt.get_rect(center = [self._w / 2, self._h / 2])
self.image.blit(txt, r)