/
pages.py
687 lines (567 loc) · 27.4 KB
/
pages.py
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# python standard library modules
import textwrap
# our modules
from pygbutton import PygButton
from classes import *
SELECTION_BOX_WIDTH = 4
SELECTION_BOX_COLOR = BLUE
# noinspection PyStatementEffect,PyAttributeOutsideInit
class StartPage:
def __init__(self):
self.bg_image = image_load('data/backgrounds/bg_start_page.png')
self.start_button = PygButton((325, 395, 140, 40), 'Start')
self.help_button = PygButton((485, 395, 110, 40), 'Help')
self.options_button = PygButton((615, 395, 175, 40), 'Options')
self.exit_button = PygButton((810, 395, 105, 40), 'Exit')
if AUDIO.music_on:
AUDIO.turn_on_music()
title_font = pygame.font.Font('data/fonts/Kremlin.ttf', 50)
self.title_font1 = title_font.render('Famished', True, DKRED)
self.title_font2 = title_font.render('Tournament', True, DKRED)
self.selection_box = Deque2([self.start_button, self.help_button, self.options_button, self.exit_button])
def __call__(self):
self.return_now = False
while not self.return_now:
self.draw()
self.input()
self.events()
GL.CLOCK.tick(GL.FPS)
def draw(self):
GL.SCREEN.blit(self.bg_image, (0, 0))
self.start_button.draw(GL.SCREEN)
self.help_button.draw(GL.SCREEN)
self.options_button.draw(GL.SCREEN)
self.exit_button.draw(GL.SCREEN)
GL.SCREEN.blit(self.title_font1, (495, 120))
GL.SCREEN.blit(self.title_font2, (450, 175))
pygame.draw.rect(GL.SCREEN, SELECTION_BOX_COLOR, self.selection_box().rect, SELECTION_BOX_WIDTH)
draw_mouse_debug()
pygame.display.update()
def input(self):
GL.INPUT1.refresh()
if GL.INPUT1.QUICK_START:
all_sprites = ['data/sprites+portraits/human_p1.png',
'data/sprites+portraits/elf_p1.png',
'data/sprites+portraits/human_p2.png',
'data/sprites+portraits/elf_p2.png']
p1_sprite = random.choice(all_sprites)
p2_sprite = random.choice([s for s in all_sprites if s != p1_sprite])
GL.P1_SPRITESHEET = p1_sprite
GL.P2_SPRITESHEET = p2_sprite
arena = random.choice([GL.arena3, GL.arena4, GL.arena5])
GL.SELECTED_ARENA = Arena(arena)
self.return_now = True
GL.NEXT_PAGE = 'GameLoop()'
if GL.INPUT1.CONFIRM:
if self.selection_box() == self.start_button:
self.return_now = True
GL.NEXT_PAGE = 'PlayerSelectPage()'
elif self.selection_box() == self.help_button:
self.return_now = True
GL.NEXT_PAGE = '_help'
elif self.selection_box() == self.options_button:
self.return_now = True
GL.NEXT_PAGE = '_options'
elif self.selection_box() == self.exit_button:
EXIT_GAME()
if GL.INPUT1.LEFT_EVENT:
+self.selection_box
if GL.INPUT1.RIGHT_EVENT:
-self.selection_box
if GL.INPUT1.CANCEL:
EXIT_GAME()
def events(self):
for event in pygame.event.get():
if 'click' in self.start_button.handleEvent(event):
while self.selection_box() != self.start_button:
+self.selection_box
self.return_now = True
GL.NEXT_PAGE = 'PlayerSelectPage()'
if 'click' in self.help_button.handleEvent(event):
while self.selection_box() != self.help_button:
+self.selection_box
self.return_now = True
GL.NEXT_PAGE = '_help'
if 'click' in self.options_button.handleEvent(event):
while self.selection_box() != self.options_button:
+self.selection_box
self.return_now = True
GL.NEXT_PAGE = '_options'
if 'click' in self.exit_button.handleEvent(event):
while self.selection_box() != self.exit_button:
+self.selection_box
EXIT_GAME()
if event.type == pygame.QUIT:
EXIT_GAME()
# ----------------------------------------------------------------------------
# noinspection PyAttributeOutsideInit
class HelpPage:
def __init__(self):
self.return_button = PygButton((0, 550, 300, 50), 'Main Menu')
self.section_font = pygame.font.Font('data/fonts/Kremlin.ttf', 40)
self.font = pygame.font.Font('data/fonts/arial_narrow_7.ttf', 20)
self.bg_image = image_load('data/backgrounds/bg_help.png')
self.bg_title = self.section_font.render('Background', True, WHITE)
self.bg_text = textwrap.wrap('Under the tyranny of the dark overlord, the world ' +
'is in chaos and all the resources are nearly depleted. ' +
'Entire populations have been subjugated to life in labor ' +
'camps, brutally policed by the overlord\'s military forces. ' +
'As your people\'s champion, you must fight to the death in the ' +
'battle arena to win much needed resources.', width=50)
self.goals_title = self.section_font.render('Goals', True, WHITE)
self.goals_text = textwrap.wrap('Ultimately, you want to slay your opponent. ' +
'To become a better fighter, kill the monsters, gain ' +
'experience, and pick up skills. The player to land ' +
'the last hit on the monster will receives the experience ' +
'points. An ultimate boss will spawn every few ' +
'minutes. These bosses drop ultimate skills which ' +
'will help you humiliate and destroy your opponent. ' +
'Muah Hah Hah!!', width=50)
self.selection_box = Deque2([self.return_button])
def __call__(self):
self.return_now = False
while not self.return_now:
self.draw()
self.input()
self.events()
GL.CLOCK.tick(GL.FPS)
def draw(self):
GL.SCREEN.fill(BLACK)
GL.SCREEN.blit(self.bg_image, (0, 0))
GL.SCREEN.blit(self.bg_title, (800, 40))
for num, text in enumerate(self.bg_text):
line = self.font.render(text, True, DKRED)
GL.SCREEN.blit(line, (800, 90 + (num * 20)))
GL.SCREEN.blit(self.goals_title, (800, 250))
for num, text in enumerate(self.goals_text):
line = self.font.render(text, True, DKRED)
GL.SCREEN.blit(line, (800, 300 + (num * 20)))
self.return_button.draw(GL.SCREEN)
pygame.draw.rect(GL.SCREEN, SELECTION_BOX_COLOR, self.selection_box().rect, SELECTION_BOX_WIDTH)
draw_mouse_debug()
pygame.display.update()
def input(self):
GL.INPUT1.refresh()
if GL.INPUT1.CONFIRM or GL.INPUT1.CANCEL:
self.return_now = True
GL.NEXT_PAGE = '_start'
def events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
EXIT_GAME()
if 'click' in self.return_button.handleEvent(event):
self.return_now = True
GL.NEXT_PAGE = '_start'
# ----------------------------------------------------------------------------
# noinspection PyStatementEffect,PyAttributeOutsideInit
class PlayerSelectPage:
def __init__(self):
self.return_button = PygButton((0, 550, 300, 50), 'Main Menu')
self.bg_image = image_load('data/backgrounds/bg_player_select.png')
self.humanPortrait = image_load('data/sprites+portraits/human_portrait.png')
self.elfPortrait = image_load('data/sprites+portraits/elf_portrait.png')
self.portraits = Deque2([self.humanPortrait, self.elfPortrait])
self.portraits2 = Deque2([self.humanPortrait, self.elfPortrait])
self.start_font = pygame.font.Font('data/fonts/Kremlin.ttf', 50)
self.start_font_xy = font_position_center(GL.SCREEN.get_rect(), self.start_font, '---------------Press Start when ready---------------')
self.start_font_rendered = self.start_font.render('---------------Press Start when ready---------------', True, YELLOW)
self.ready1 = False
# if there is a second gamepad, there is a second player
# set ready to false if second player exists
# if no second player, set ready to true
self.ready2 = False if GL.INPUT2.gamepad_found else True
def __call__(self):
self.return_now = False
while not self.return_now:
self.draw()
self.input()
self.events()
GL.CLOCK.tick(GL.FPS)
def draw(self):
GL.SCREEN.blit(self.bg_image, (0, 0))
self.return_button.draw(GL.SCREEN)
GL.SCREEN.blit(self.portraits(), (167, 106))
GL.SCREEN.blit(self.portraits2(), (810, 106))
if self.ready1 and self.ready2:
GL.SCREEN.blit(self.start_font_rendered, self.start_font_xy)
draw_mouse_debug()
pygame.display.update()
def input(self):
def refresh_inputs():
GL.INPUT1.refresh()
GL.INPUT2.refresh()
def player_select_inputs():
if not self.ready1:
if GL.INPUT1.LEFT_EVENT:
+self.portraits
elif GL.INPUT1.RIGHT_EVENT:
-self.portraits
if not self.ready2:
if GL.INPUT2.LEFT_EVENT:
+self.portraits2
elif GL.INPUT2.RIGHT_EVENT:
-self.portraits2
def player_done_selecting():
# if player presses A
# they selected sprite
# set sprite to player
# if they pressed select
# they want to select a different sprite or return to start screen
if GL.INPUT1.CONFIRM:
if self.portraits() == self.portraits2() and self.ready2:
print('Player 2 is using this character. Select a different one.')
else:
print('Player 1 ready')
self.ready1 = True
if GL.INPUT2.CONFIRM:
if self.portraits() == self.portraits2() and self.ready1:
print('Player 1 is using this character. Select a different one.')
else:
print('Player 2 ready')
self.ready2 = True
# if player presses back when previously stated they were ready
# allow them to reselect player
if self.ready1 and GL.INPUT1.CANCEL:
print('Player 1 not ready anymore')
self.ready1 = False
elif not self.ready1 and GL.INPUT1.CANCEL:
print('Player 1 requested to go back to start')
self.return_now = True
GL.NEXT_PAGE = '_start'
if self.ready2 and GL.INPUT2.CANCEL:
print('Player 2 not ready anymore')
self.ready2 = False
elif not self.ready2 and GL.INPUT2.CANCEL:
print('Player 2 requested to go back to start')
self.return_now = True
GL.NEXT_PAGE = '_start'
def ready_for_start():
if self.ready1 and self.ready2:
# if player 1 or player 2 presses start when both players are ready
# go to level select
# if using a keyboard - only one player
# if keyboard user presses 'A' when he is ready
# go to level select
if GL.INPUT1.CONFIRM or GL.INPUT2.CONFIRM:
print('Setting sprites')
set_sprites()
print('Set sprites')
print('going to level select screen')
GL.NEXT_PAGE = 'LevelSelectPage()'
self.return_now = True
def set_sprites():
# set spritesheet for player1
if self.portraits() == self.humanPortrait:
self.player1_spritesheet = 'data/sprites+portraits/human_p1.png'
elif self.portraits() == self.elfPortrait:
self.player1_spritesheet = 'data/sprites+portraits/elf_p1.png'
# set spritesheet for player2
if self.portraits2() == self.humanPortrait:
self.player2_spritesheet = 'data/sprites+portraits/human_p2.png'
elif self.portraits2() == self.elfPortrait:
self.player2_spritesheet = 'data/sprites+portraits/elf_p2.png'
GL.P1_SPRITESHEET = self.player1_spritesheet
GL.P2_SPRITESHEET = self.player2_spritesheet
refresh_inputs()
ready_for_start()
player_select_inputs()
player_done_selecting()
def events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
EXIT_GAME()
if 'click' in self.return_button.handleEvent(event):
self.return_now = True
GL.NEXT_PAGE = '_start'
# ----------------------------------------------------------------------------
# noinspection PyStatementEffect,PyAttributeOutsideInit
class LevelSelectPage:
def __init__(self):
self.return_button = PygButton((0, 550, 300, 50), 'Main Menu')
self.ready = False
self.bg_image = image_load('data/backgrounds/bg_level_select.png')
self.bg_image2 = image_load('data/backgrounds/bg_level_select2.png')
arena_image_size = (369, 153)
human_arena_image = image_scale(image_load('data/backgrounds/arena_human.png'), arena_image_size)
elf_arena_image = image_scale(image_load('data/backgrounds/arena_vines.png'), arena_image_size)
android_arena_image = image_scale(image_load('data/backgrounds/arena_android.png'), arena_image_size)
human_arena = Rect2(topleft=(29, 194), size=arena_image_size, bg=human_arena_image, arena=GL.arena4)
elf_arena = Rect2(topleft=(444, 194), size=arena_image_size, bg=elf_arena_image, arena=GL.arena3)
android_arena = Rect2(topleft=(874, 194), size=arena_image_size, bg=android_arena_image, arena=GL.arena5)
self.levels = Deque2([human_arena, elf_arena, android_arena])
def __call__(self):
self.return_now = False
while not self.return_now:
self.input()
self.draw()
self.events()
GL.CLOCK.tick(GL.FPS)
def draw(self):
GL.SCREEN.blit(self.bg_image, (0, 0))
GL.SCREEN.blit(self.bg_image2, (0, 0))
for level in self.levels:
if self.levels() == level:
outer = Rect2(left=level.left - 10, top=level.top - 10, width=level.width + 20, height=level.height + 20)
inner = Rect2(left=level.left - 5, top=level.top - 5, width=level.width + 10, height=level.height + 10)
pygame.draw.rect(GL.SCREEN, DKCYAN, outer)
pygame.draw.rect(GL.SCREEN, CYAN, inner)
GL.SCREEN.blit(level.bg, level.topleft)
self.return_button.draw(GL.SCREEN)
draw_mouse_debug()
pygame.display.update()
def input(self):
GL.INPUT1.refresh() # only player 1 can select level
if GL.INPUT1.LEFT_EVENT:
+self.levels
if GL.INPUT1.RIGHT_EVENT:
-self.levels
if GL.INPUT1.CANCEL:
GL.NEXT_PAGE = 'PlayerSelectPage()'
self.return_now = True
if GL.INPUT1.CONFIRM:
self.ready = True
print('Ready to load, setting arena ... ', end='')
GL.SELECTED_ARENA = Arena(self.levels().arena)
print('set.')
GL.NEXT_PAGE = 'GameLoop()'
self.return_now = True
def events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
EXIT_GAME()
if 'click' in self.return_button.handleEvent(event):
self.return_now = True
GL.NEXT_PAGE = '_start'
# ----------------------------------------------------------------------------
# noinspection PyStatementEffect,PyAttributeOutsideInit
class OptionsPage:
def __init__(self):
self.bg_image = image_load('data/backgrounds/bg_start_page.png')
self.active_colors = BLACK, DKRED
self.inactive_colors = DKRED, BLACK
self.main_menu_button = PygButton((0, 550, 300, 50), 'Main Menu')
self.music_on_button = PygButton((650, 200, 60, 50), 'ON')
self.sound_on_button = PygButton((650, 260, 60, 50), 'ON')
self.music_off_button = PygButton((730, 200, 80, 50), 'OFF')
self.sound_off_button = PygButton((730, 260, 80, 50), 'OFF')
font = pygame.font.Font('data/fonts/Kremlin.ttf', 40)
self.bg_font = font.render('Music:', True, DKRED)
self.se_font = font.render('Sound:', True, DKRED)
self.selection_box = Deque2([
Deque2([self.main_menu_button]),
Deque2([self.sound_on_button, self.sound_off_button]),
Deque2([self.music_on_button, self.music_off_button]),
])
if not AUDIO.music_on:
+self.selection_box(2)
if not AUDIO.sound_on:
+self.selection_box(1)
def __call__(self):
self.return_now = False
while not self.return_now:
self.draw()
self.input()
self.events()
GL.CLOCK.tick(GL.FPS)
def draw(self):
if AUDIO.music_on:
self.music_on_button.fgcolor, self.music_on_button.bgcolor = self.active_colors
self.music_off_button.fgcolor, self.music_off_button.bgcolor = self.inactive_colors
else:
self.music_on_button.fgcolor, self.music_on_button.bgcolor = self.inactive_colors
self.music_off_button.fgcolor, self.music_off_button.bgcolor = self.active_colors
if AUDIO.sound_on:
self.sound_on_button.fgcolor, self.sound_on_button.bgcolor = self.active_colors
self.sound_off_button.fgcolor, self.sound_off_button.bgcolor = self.inactive_colors
else:
self.sound_on_button.fgcolor, self.sound_on_button.bgcolor = self.inactive_colors
self.sound_off_button.fgcolor, self.sound_off_button.bgcolor = self.active_colors
GL.SCREEN.blit(self.bg_image, (0, 0))
GL.SCREEN.blit(self.bg_font, (450, 200))
GL.SCREEN.blit(self.se_font, (450, 260))
self.music_on_button.draw(GL.SCREEN)
self.music_off_button.draw(GL.SCREEN)
self.sound_on_button.draw(GL.SCREEN)
self.sound_off_button.draw(GL.SCREEN)
self.main_menu_button.draw(GL.SCREEN)
pygame.draw.rect(GL.SCREEN, SELECTION_BOX_COLOR, self.selection_box()().rect, SELECTION_BOX_WIDTH)
draw_mouse_debug()
pygame.display.update()
def input(self):
GL.INPUT1.refresh()
if GL.INPUT1.CONFIRM:
if self.selection_box()() == self.main_menu_button:
self.return_now = True
GL.NEXT_PAGE = '_start'
if GL.INPUT1.CANCEL:
if self.selection_box()() == self.main_menu_button: # if already on main menu button when hit select / b ..
self.return_now = True # .. then return
GL.NEXT_PAGE = '_start'
else: # if not on main menu button when hit select / b ..
while self.selection_box()() != self.main_menu_button: # .. then go to return button
+self.selection_box
if GL.INPUT1.UP_EVENT:
-self.selection_box
if GL.INPUT1.DOWN_EVENT:
+self.selection_box
if GL.INPUT1.LEFT_EVENT or GL.INPUT1.RIGHT_EVENT:
if GL.INPUT1.LEFT_EVENT:
+self.selection_box()
if GL.INPUT1.RIGHT_EVENT:
-self.selection_box()
if self.selection_box()() == self.sound_on_button:
AUDIO.turn_on_effects()
elif self.selection_box()() == self.sound_off_button:
AUDIO.turn_off_effects()
elif self.selection_box()() == self.music_on_button:
AUDIO.turn_on_music()
elif self.selection_box()() == self.music_off_button:
AUDIO.turn_off_music()
def events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
EXIT_GAME()
if 'click' in self.music_on_button.handleEvent(event):
while self.selection_box()() not in (self.music_on_button, self.music_off_button):
+self.selection_box
while self.selection_box()() != self.music_on_button:
+self.selection_box()
AUDIO.turn_on_music()
if 'click' in self.music_off_button.handleEvent(event):
while self.selection_box()() not in (self.music_on_button, self.music_off_button):
+self.selection_box
while self.selection_box()() != self.music_off_button:
+self.selection_box()
AUDIO.turn_off_music()
if 'click' in self.sound_on_button.handleEvent(event):
while self.selection_box()() not in (self.sound_on_button, self.sound_off_button):
+self.selection_box
while self.selection_box()() != self.sound_on_button:
+self.selection_box()
AUDIO.turn_on_effects()
if 'click' in self.sound_off_button.handleEvent(event):
while self.selection_box()() not in (self.sound_on_button, self.sound_off_button):
+self.selection_box
while self.selection_box()() != self.sound_off_button:
+self.selection_box()
AUDIO.turn_off_effects()
if 'click' in self.main_menu_button.handleEvent(event):
while self.selection_box()() != self.main_menu_button:
+self.selection_box
self.return_now = True
GL.NEXT_PAGE = '_start'
# ----------------------------------------------------------------------------
# noinspection PyStatementEffect,PyAttributeOutsideInit
class PausePage:
def __init__(self):
self.bg_image = image_load('data/backgrounds/bg_menus_dim.png')
self.menu_box = Rect2(topleft=(320, 120), size=(640, 240), border_color=BLACK, fill_color=DGREY)
main_font = 'data/fonts/Kremlin.ttf'
pause_font = pygame.font.Font(main_font, 100)
self.pause_font_xy = font_position_center(self.menu_box, pause_font, '-PAUSE-')
self.pause_font_rendered = pause_font.render('-PAUSE-', True, RED)
self.continue_button = PygButton((395, 270, 200, 50), 'Continue')
self.quit_button = PygButton((730, 270, 100, 50), 'Quit')
self.selection_box = Deque2([self.continue_button, self.quit_button])
def __call__(self):
self.return_now = False
while not self.return_now:
self.draw()
self.input()
self.events()
GL.CLOCK.tick(GL.FPS)
while self.selection_box() != self.continue_button: # reset selection box to 'continue'
+self.selection_box
def draw(self):
scaled_bg = image_scale(self.bg_image, self.menu_box.size)
GL.SCREEN.blit(scaled_bg, self.menu_box.topleft)
pygame.draw.rect(GL.SCREEN, self.menu_box.border_color, self.menu_box, 4)
GL.SCREEN.blit(self.pause_font_rendered, (self.pause_font_xy[0], self.menu_box.top))
self.continue_button.draw(GL.SCREEN)
self.quit_button.draw(GL.SCREEN)
pygame.draw.rect(GL.SCREEN, SELECTION_BOX_COLOR, self.selection_box().rect, SELECTION_BOX_WIDTH)
draw_mouse_debug()
pygame.display.update()
def input(self):
GL.INPUT1.refresh()
if GL.INPUT1.CONFIRM:
self.return_now = True
if self.selection_box() == self.continue_button:
GL.NEXT_PAGE = 'GL.CURR_GAME'
elif self.selection_box() == self.quit_button:
GL.NEXT_PAGE = '_start'
if GL.INPUT1.LEFT_EVENT:
+self.selection_box
if GL.INPUT1.RIGHT_EVENT:
-self.selection_box
if GL.INPUT1.CANCEL:
self.return_now = True
GL.NEXT_PAGE = 'GL.CURR_GAME'
def events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
EXIT_GAME()
if 'click' in self.continue_button.handleEvent(event):
self.return_now = True
GL.NEXT_PAGE = 'GL.CURR_GAME'
if 'click' in self.quit_button.handleEvent(event):
self.return_now = True
GL.NEXT_PAGE = '_start'
# ----------------------------------------------------------------------------
# noinspection PyStatementEffect,PyAttributeOutsideInit
class GameOverPage:
def __init__(self):
self.bg_image = image_load('data/backgrounds/bg_menus_dim.png')
self.menu_box = Rect2(topleft=(320, 120), size=(640, 240), border_color=BLACK, fill_color=DGREY)
main_font = 'data/fonts/Kremlin.ttf'
game_over_font = pygame.font.Font(main_font, 95)
self.game_over_xy = font_position_center(self.menu_box, game_over_font, '-Game Over-')
self.game_over_rendered = game_over_font.render('-Game Over-', True, RED)
self.main_menu_button = PygButton((395, 270, 200, 50), 'Main Menu')
self.exit_button = PygButton((730, 270, 100, 50), 'Exit')
self.selection_box = Deque2([self.main_menu_button, self.exit_button])
def __call__(self):
self.return_now = False
while not self.return_now:
self.draw()
self.input()
self.events()
GL.CLOCK.tick(GL.FPS)
def draw(self):
scaled_bg = image_scale(self.bg_image, self.menu_box.size)
GL.SCREEN.blit(scaled_bg, self.menu_box.topleft)
pygame.draw.rect(GL.SCREEN, self.menu_box.border_color, self.menu_box, 4)
GL.SCREEN.blit(self.game_over_rendered, (self.game_over_xy[0], self.menu_box.top))
self.main_menu_button.draw(GL.SCREEN)
self.exit_button.draw(GL.SCREEN)
pygame.draw.rect(GL.SCREEN, SELECTION_BOX_COLOR, self.selection_box().rect, SELECTION_BOX_WIDTH)
draw_mouse_debug()
pygame.display.update()
def input(self):
GL.INPUT1.refresh()
if GL.INPUT1.CANCEL:
self.return_now = True
GL.NEXT_PAGE = '_start'
if GL.INPUT1.CONFIRM:
if self.selection_box() == self.main_menu_button:
self.return_now = True
GL.NEXT_PAGE = '_start'
elif self.selection_box() == self.exit_button:
EXIT_GAME()
if GL.INPUT1.LEFT_EVENT:
+self.selection_box
if GL.INPUT1.RIGHT_EVENT:
-self.selection_box
def events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
EXIT_GAME()
if 'click' in self.main_menu_button.handleEvent(event):
while self.selection_box() != self.main_menu_button:
+self.selection_box
self.return_now = True
GL.NEXT_PAGE = '_start'
if 'click' in self.exit_button.handleEvent(event):
while self.selection_box() != self.exit_button:
+self.selection_box
EXIT_GAME()