def __init__(self, position):
     UIObjectBase.__init__(self)
     
     self.size_control = PlayerSettingControl(position, 100, "Size")
     self.add_child(self.size_control)
     
     power_control_position = (
         position[0],
         self.size_control.position[1] + self.size_control.height + 10
     )
     self.power_control = PlayerSettingControl(power_control_position, 100, "Power")
     self.add_child(self.power_control)
     
     speed_control_position = (
         position[0],
         self.power_control.position[1] + self.power_control.height + 10
     )
     self.speed_control = PlayerSettingControl(speed_control_position, 100, "Speed")
     self.add_child(self.speed_control)
     
     weight_control_position = (
         position[0],
         self.speed_control.position[1] + self.speed_control.height + 10
     )
     self.weight_control = PlayerSettingControl(
         weight_control_position, 
         200, 
         "Weight"
     )
     #self.add_child(self.weight_control)
     self.evaluate_position()
     self.set_dimensions()
 def __init__(self, center, selected_index):
     global radius
     global swatch_radius
     global angle_increment
     
     UIObjectBase.__init__(self)
     
     self.swatch_center = center
     self.color_swatches = []
     self.swatch_radius = swatch_radius
     self.selected_swatch = None
     
     for i in range(len(playerconstants.COLORS)):
         angle = angle_increment * i
         swatch_center = (
             int(center[0] + (math.cos(angle) * radius)),  
             int(center[1] + (math.sin(angle) * radius))
         )
         self.color_swatches.append(
             ColorSwatchCircle(playerconstants.COLORS[i], swatch_center, swatch_radius)
         )
     
     self.color_swatches.append(
         ColorSwatchRect(
             (255, 255, 255),
             (0, 0, 0),
             (
                 int(center[0] - radius - swatch_radius), 
                 int(center[1] + radius + swatch_radius)
             ),
             int(radius + swatch_radius), 
             int(.333 * (radius + swatch_radius))
         )
     )
     
     self.color_swatches.append(
         ColorSwatchRect(
             (0, 0, 0),
             (255, 255, 255),
             (
                 center[0], 
                 int(center[1] + radius + swatch_radius)
             ),
             int(radius + swatch_radius), 
             int(.333 * (radius + swatch_radius))
         )
     )
     
     self.add_children(self.color_swatches)
     self.evaluate_position()
     self.set_dimensions()
     
     self.color_swatches[selected_index].handle_selected()
     self.selected_swatch = self.color_swatches[selected_index]
 def __init__(self, position, movesets):
     UIObjectBase.__init__(self)
     self.set_layout_data(position, MovesetSelector.HEIGHT, MovesetSelector.WIDTH)
     self.selected_thumbnail_index = 0
     self.fixed_dimensions = True
     
     MovesetLoader.__init__(self, movesets)
     self.selected_moveset = self.thumbnails[self.selected_thumbnail_index].moveset
     self.left_scroll_button = ScrollButton(SCROLL_LEFT)
     self.right_scroll_button = ScrollButton(SCROLL_RIGHT)
     self.set_scroll_button_layout_data()
     self.scroll_increment = 10
예제 #4
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 def __init__(self, stages, position):
     UIObjectBase.__init__(self)
     self.set_position(position)
     self.height = 500
     self.width = 310
     self.stages = stages
     self.thumbnails = [StageThumbnail(stage) for stage in stages]
     self.thumbnail_padding = 20
     self.surface = pygame.Surface((self.width, self.height))
     self.selected_thumbnail = None
     self.selected_thumbnail_target_position = [
         self.position[0],
         self.position[1] + (.5 * self.height) - (.5 * self.thumbnails[0].height)
     ]
     self.layout_thumbnails()
     self.fade_top = None
     self.fade_bottom = None
     self.create_fades()