Exemplo n.º 1
0
class MainMenu(BaseAppState):
    def __init__(self, ui_manager: pygame_gui.UIManager, state_manger):
        super().__init__('main_menu', 'select_level', state_manger)

        self.ui_manager = ui_manager
        self.background_image = pygame.image.load(
            "images/menu_background.png").convert()

        self.title_label = None
        self.play_game_button = None

    def start(self):
        self.title_label = UILabel(pygame.Rect((87, 40), (850, 178)),
                                   "Turret Warfare",
                                   self.ui_manager,
                                   object_id="#game_title")

        self.play_game_button = UIButton(
            pygame.Rect((437, 515), (150, 35)),
            "Start Game",
            self.ui_manager,
            tool_tip_text="<b>Click to Start.</b>")

    def end(self):
        self.title_label.kill()
        self.play_game_button.kill()

    def run(self, surface, time_delta):
        for event in pygame.event.get():
            if event.type == QUIT:
                self.set_target_state_name('quit')
                self.trigger_transition()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    self.set_target_state_name('quit')
                    self.trigger_transition()

            self.ui_manager.process_events(event)

            if event.type == pygame.USEREVENT:
                if event.user_type == "ui_button_pressed":
                    if event.ui_element == self.play_game_button:
                        self.set_target_state_name('select_level')
                        self.trigger_transition()

        self.ui_manager.update(time_delta)

        surface.blit(self.background_image, (0, 0))  # draw the background

        self.ui_manager.draw_ui(surface)
Exemplo n.º 2
0
class SelectLevelMenu(BaseAppState):
    def __init__(self, ui_manager: pygame_gui.UIManager, state_manager):
        super().__init__('select_level', 'game', state_manager)
        self.ui_manager = ui_manager
        self.all_level_paths = []
        self.selected_level_path = None
        self.background_image = None
        self.title_label = None
        self.play_game_button = None
        self.edit_map_button = None
        self.level_button_group = []
        self.level_group_y_start = 100
        self.reload_levels()

    def start(self):
        self.level_group_y_start = 100
        self.selected_level_path = self.all_level_paths[0].path

        self.background_image = pygame.image.load(
            "images/menu_background.png").convert()

        self.title_label = UILabel(pygame.Rect((400, 25), (229, 60)),
                                   "Select Level",
                                   self.ui_manager,
                                   object_id="#game_sub_title")

        self.play_game_button = UIButton(
            pygame.Rect((437, 515), (150, 35)),
            "Start Level",
            self.ui_manager,
            tool_tip_text="<b>Click to start level.</b>")

        self.edit_map_button = UIButton(
            pygame.Rect((437, 555), (150, 35)),
            "Edit Level",
            self.ui_manager,
            tool_tip_text="<b>Click to enter the level editor.</b>")

        for level_data in self.all_level_paths:
            self.level_button_group.append(
                UIButton(pygame.Rect((437, self.level_group_y_start),
                                     (150, 20)),
                         level_data.display_name,
                         self.ui_manager,
                         tool_tip_text="<b>Select this level.</b>",
                         object_id="#choose_level_button"))
            self.level_group_y_start += 25

        if len(self.level_button_group) > 0:
            self.ui_manager.set_focus_element(self.level_button_group[0])

    def end(self):
        self.title_label.kill()
        self.play_game_button.kill()
        self.edit_map_button.kill()
        for button in self.level_button_group:
            button.kill()
        self.level_button_group.clear()

    def reload_levels(self):
        self.all_level_paths[:] = []
        for level_file in os.listdir("data/levels/"):
            full_file_name = "data/levels/" + level_file
            level_data = LevelUIData(full_file_name)
            self.all_level_paths.append(level_data)

    def run(self, surface, time_delta):
        for event in pygame.event.get():
            if event.type == QUIT:
                self.set_target_state_name('quit')
                self.trigger_transition()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    self.trigger_transition()

            self.ui_manager.process_events(event)

            if event.type == pygame.USEREVENT:
                if event.user_type == "ui_button_pressed":
                    if event.ui_element == self.play_game_button:
                        self.set_target_state_name('game')
                        self.outgoing_transition_data[
                            'selected_level_path'] = self.selected_level_path
                        self.trigger_transition()

                    if event.ui_element == self.edit_map_button:
                        self.set_target_state_name('editor')
                        self.outgoing_transition_data[
                            'selected_level_path'] = self.selected_level_path
                        self.trigger_transition()

                    if event.ui_object_id == "#choose_level_button":
                        self.ui_manager.set_focus_element(event.ui_element)
                        for level_data in self.all_level_paths:
                            if level_data.display_name == event.ui_element.text:
                                self.selected_level_path = level_data.path

        self.ui_manager.update(time_delta)

        surface.blit(self.background_image, (0, 0))  # draw the background
        self.ui_manager.draw_ui(surface)