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MENU.py
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MENU.py
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import pygame
import pickle
import os
import copy
import random
import SETTINGS
import TEXT
import SOUND
SETTINGS.menu_showing = True
class Controller:
def __init__(self, canvas):
self.current_menu = 'main'
self.current_type = 'main'
self.canvas = canvas
self.shut_up = False
self.load_settings()
self.esc_pressed = False
self.new_pressed = False
self.mainMenu = MainMenu()
self.newMenu = NewMenu(self.current_settings)
self.optionsMenu = OptionsMenu(self.current_settings)
self.creditsMenu = CreditsMenu()
self.gMainMenu = GMainMenu()
self.supportSplash = SupportSplash()
self.scoreMenu = ScoreMenu()
def load_settings(self):
#This script does not change the settings themselves, but only the settings.dat
with open(os.path.join('data', 'settings.dat'), 'rb') as file1:
settings = pickle.load(file1)
self.current_settings = settings
#self.current_settings = {'fov': 60, 'fullscreen': False, 'sensitivity': 0.25, 'graphics': (140, 12), 'volume': 0.5, 'music volume' : 0, 'shut up' : False}
self.shut_up = self.current_settings['shut up']
def save_settings(self):
current_settings = self.optionsMenu.current_settings
current_settings['shut up'] = self.shut_up
with open(os.path.join('data', 'settings.dat'), 'wb') as file2:
pickle.dump(current_settings, file2)
def check_mouse(self):
pygame.event.set_grab(False)
pygame.mouse.set_visible(True)
def control(self):
self.check_mouse()
if self.current_type == 'main':
if self.current_menu == 'main':
self.mainMenu.draw(self.canvas)
if self.mainMenu.new_button.get_clicked():
self.current_menu = 'new'
elif self.mainMenu.options_button.get_clicked():
self.current_menu = 'options'
elif self.mainMenu.score_button.get_clicked():
self.current_menu = 'score'
elif self.mainMenu.credits_button.get_clicked():
self.current_menu = 'credits'
elif self.mainMenu.quit_button.get_clicked():
SETTINGS.quit_game = True
#Splash screen
if SETTINGS.statistics['playtime'] >= 120 and not self.shut_up:
self.supportSplash.draw(self.canvas)
if self.supportSplash.button.get_clicked():
self.shut_up = True
self.save_settings()
elif self.current_menu == 'new':
self.newMenu.draw(self.canvas)
if self.newMenu.back_button.get_clicked():
self.current_menu = 'main'
#Play generated maps
elif self.newMenu.new_button.get_clicked():
self.newMenu.reset_inventory()
self.newMenu.loading.draw(self.canvas)
self.new_pressed = True
#Check if new levels have been loaded and loading string is showing
elif self.new_pressed:
SETTINGS.playing_new = True
self.new_pressed = False
elif SETTINGS.playing_new:
self.current_type = 'game'
self.current_menu = 'main'
SETTINGS.current_level = 0
SETTINGS.menu_showing = False
SETTINGS.playing_new = False
#Play custom maps
elif self.newMenu.custom_button.get_clicked():
if SETTINGS.clevels_list:
self.newMenu.reset_inventory()
SETTINGS.playing_customs = True
else:
self.newMenu.no_levels_on = True
#Check if custom levels have been loaded
elif SETTINGS.playing_customs:
self.current_type = 'game'
self.current_menu = 'main'
SETTINGS.current_level = 0
SETTINGS.menu_showing = False
SETTINGS.playing_customs = False
#Play tutorial
elif self.newMenu.tutorial_button.get_clicked():
self.newMenu.reset_inventory()
SETTINGS.playing_tutorial = True
elif SETTINGS.playing_tutorial:
self.current_type = 'game'
self.current_menu = 'main'
SETTINGS.current_level = 0
SETTINGS.menu_showing = False
SETTINGS.playing_tutorial = False
elif self.current_menu == 'options':
self.optionsMenu.draw(self.canvas)
if self.optionsMenu.back_button.get_clicked():
self.current_menu = 'main'
if self.optionsMenu.save:
self.save_settings()
self.optionsMenu.save = False
elif self.current_menu == 'score':
self.scoreMenu.draw(self.canvas)
if self.scoreMenu.back_button.get_clicked():
self.current_menu = 'main'
elif self.current_menu == 'credits':
self.creditsMenu.draw(self.canvas, self.shut_up)
if self.creditsMenu.back_button.get_clicked():
self.current_menu = 'main'
#Show menu in game
elif self.current_type == 'game':
key = pygame.key.get_pressed()
if self.current_menu == 'main':
self.gMainMenu.draw(self.canvas)
if self.gMainMenu.resume_button.get_clicked() or (self.esc_pressed and not key[pygame.K_ESCAPE]):
SETTINGS.menu_showing = False
self.esc_pressed = False
elif self.gMainMenu.exit_button.get_clicked():
self.current_type = 'main'
if key[pygame.K_ESCAPE]:
self.esc_pressed = True
class Menu:
def __init__(self, title):
self.title = TEXT.Text(0,0, title, SETTINGS.BLACK, "DUGAFONT.ttf", 120)
self.title.update_pos((SETTINGS.canvas_actual_width/2)-(self.title.layout.get_width()/2)+8, 20)
self.background_image = None
class MainMenu(Menu):
def __init__(self):
Menu.__init__(self, '')
self.new_button = Button((SETTINGS.canvas_actual_width/2, 200, 200, 60), "NEW GAME")
self.options_button = Button((SETTINGS.canvas_actual_width/2, 270, 200, 60), "OPTIONS")
self.score_button = Button((SETTINGS.canvas_actual_width/2, 340, 200, 60), "STATISTICS")
self.credits_button = Button((SETTINGS.canvas_actual_width/2, 410, 200, 60), "CREDITS")
self.quit_button = Button((SETTINGS.canvas_actual_width/2, 500, 200, 60), "QUIT")
self.logo = pygame.image.load(os.path.join('graphics', 'logo_cutout.png')).convert_alpha()
self.logo_rect = self.logo.get_rect()
self.logo_surface = pygame.Surface(self.logo.get_size()).convert()
self.logo_surface_rect = self.logo_surface.get_rect()
self.logo_surface_rect.center = (SETTINGS.canvas_actual_width/2, 90)
#(image, x-position)
self.stone_tiles = [[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'stone_wall.png')).convert(), self.logo_surface_rect.left],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'stone_wall_crack.png')).convert(), self.logo_surface_rect.left + 160],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'stone_wall.png')).convert(), self.logo_surface_rect.left + (2*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'stone_wall.png')).convert(), self.logo_surface_rect.left + (3*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'stone_vent.png')).convert(), self.logo_surface_rect.left + (4*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'stone_wall.png')).convert(), self.logo_surface_rect.left + (5*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'stone_vase.png')).convert(), self.logo_surface_rect.left + (6*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'stone_wall.png')).convert(), self.logo_surface_rect.left + (7*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'stone_wall.png')).convert(), self.logo_surface_rect.left + (8*160)]]
self.baroque_tiles = [[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'baroque.png')).convert(), self.logo_surface_rect.left],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'baroque.png')).convert(), self.logo_surface_rect.left + 160],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'baroque_lamps.png')).convert(), self.logo_surface_rect.left + (2*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'baroque.png')).convert(), self.logo_surface_rect.left + (3*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'baroque.png')).convert(), self.logo_surface_rect.left + (4*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'baroque_worn.png')).convert(), self.logo_surface_rect.left + (5*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'baroque.png')).convert(), self.logo_surface_rect.left + (6*160)]]
self.wood_tiles = [[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'wood_wall.png')).convert(), self.logo_surface_rect.left],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'wood_painting.png')).convert(), self.logo_surface_rect.left + 160],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'wood_wall.png')).convert(), self.logo_surface_rect.left + (2*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'wood_wall.png')).convert(), self.logo_surface_rect.left + (3*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'wood_books.png')).convert(), self.logo_surface_rect.left + (4*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'wood_fireplace.png')).convert(), self.logo_surface_rect.left + (5*160)],
[pygame.image.load(os.path.join('graphics', 'tiles', 'walls', 'wood_wall.png')).convert(), self.logo_surface_rect.left + (6*160)]]
self.tiles = random.choice((self.stone_tiles, self.baroque_tiles, self.wood_tiles))
for i in range(len(self.tiles)):
self.tiles[i][0] = pygame.transform.scale(self.tiles[i][0], (160,160)) #??
def draw(self, canvas):
self.logo_animation(canvas)
self.new_button.draw(canvas)
self.options_button.draw(canvas)
self.score_button.draw(canvas)
self.credits_button.draw(canvas)
self.quit_button.draw(canvas)
def logo_animation(self, canvas):
for tile in self.tiles:
self.logo_surface.blit(tile[0], (tile[1], self.logo_rect.top))
tile[1] -= 1
if tile[1] < self.logo_surface_rect.left - 160:
tile[1] += (160 * len(self.tiles))
self.logo_surface.blit(self.logo, (0,0))
canvas.blit(self.logo_surface, self.logo_surface_rect)
class NewMenu(Menu):
def __init__(self, settings):
Menu.__init__(self, 'NEW GAME')
self.new_button = Button((SETTINGS.canvas_actual_width/2, 200, 200, 60), "NEW GAME")
self.custom_button = Button((SETTINGS.canvas_actual_width/2, 270, 200, 60), "CUSTOM MAPS")
self.tutorial_button = Button((SETTINGS.canvas_actual_width/2, 325, 200, 30), "TUTORIAL")
self.back_button = Button((SETTINGS.canvas_actual_width/2, 500, 200, 60), "BACK")
self.loading = TEXT.Text(0,0, "LOADING...", SETTINGS.BLACK, "DUGAFONT.ttf", 74)
self.loading.update_pos((SETTINGS.canvas_actual_width/2)-(self.loading.layout.get_width()/2)+8, (SETTINGS.canvas_target_height/2)-(self.loading.layout.get_height()/2))
self.nolevels = TEXT.Text(0,0, "NO CUSTOM LEVELS", SETTINGS.RED, "DUGAFONT.ttf", 50)
self.nolevels.update_pos((SETTINGS.canvas_actual_width/2)-(self.nolevels.layout.get_width()/2)+8, (SETTINGS.canvas_target_height/2)-(self.nolevels.layout.get_height()/2))
self.timer = 0
self.no_levels_on = False
self.settings = settings
def draw(self, canvas):
self.new_button.draw(canvas)
self.custom_button.draw(canvas)
self.tutorial_button.draw(canvas)
self.back_button.draw(canvas)
self.title.draw(canvas)
if self.no_levels_on:
self.draw_no_levels(canvas)
else:
self.timer = 0
def reset_inventory(self):
for i in SETTINGS.inventory:
SETTINGS.inventory[i] = None
for i in SETTINGS.held_ammo:
SETTINGS.held_ammo[i] = 0
for i in SETTINGS.gun_list:
i.current_mag = 0
SETTINGS.current_gun = None
SETTINGS.next_gun = None
SETTINGS.player_health = SETTINGS.og_player_health
SETTINGS.player_armor = SETTINGS.og_player_armor
SETTINGS.current_level = 0
SETTINGS.player_states['dead'] = False
SETTINGS.player_states['invopen'] = False
SETTINGS.player_states['heal'] = False
SETTINGS.player_states['armor'] = False
SETTINGS.player_states['cspeed'] = 0
SETTINGS.statistics['last enemies'] = 0
SETTINGS.statistics['last dtaken'] = 0
SETTINGS.statistics['last ddealt'] = 0
SETTINGS.statistics['last shots'] = 0
SETTINGS.statistics['last levels'] = 0
SETTINGS.fov = self.settings['fov']
SETTINGS.player_states['cspeed'] = SETTINGS.player_speed
SETTINGS.aiming = False
SETTINGS.player.update_collide_list = True
def draw_no_levels(self, canvas):
if self.timer <= 1.2:
self.nolevels.draw(canvas)
else:
self.no_levels_on = False
self.timer += SETTINGS.dt
class OptionsMenu(Menu):
def __init__(self, settings):
Menu.__init__(self, 'OPTIONS')
self.save = False
self.strings = ['LOW', 'MED', 'HIGH']
self.music_strings = ['OFF', 'MED', 'HIGH']
self.degrees = ['50', '60', '70']
self.onoff = ['ON', 'OFF']
self.strings_to_data = {
#'graphics' : [(resolution, render), (), ()]
'graphics' : [(100, 10), (140, 12), (175, 14)],
'fov' : [50, 60, 70],
'sensitivity' : [0.15, 0.25, 0.35], #Tjek den her
'volume' : [0.1, 0.5, 1],
'music volume' : [0, 0.5, 1],
'fullscreen' : [True, False],}
self.graphics_index = self.strings_to_data['graphics'].index(settings['graphics'])
self.fov_index = self.strings_to_data['fov'].index(settings['fov'])
self.sens_index = self.strings_to_data['sensitivity'].index(settings['sensitivity'])
self.vol_index = self.strings_to_data['volume'].index(settings['volume'])
self.music_index = self.strings_to_data['music volume'].index(settings['music volume'])
self.fs_index = self.strings_to_data['fullscreen'].index(settings['fullscreen'])
self.update_strings()
def update_strings(self):
self.graphics_button = Button((SETTINGS.canvas_actual_width/2, 150, 300, 30), "GRAPHICS: %s" % self.strings[self.graphics_index])
self.fov_button = Button((SETTINGS.canvas_actual_width/2, 200, 300, 30), "FOV: %s" % self.degrees[self.fov_index])
self.sensitivity_button = Button((SETTINGS.canvas_actual_width/2, 250, 300, 30), "SENSITIVITY: %s" % self.strings[self.sens_index])
self.volume_button = Button((SETTINGS.canvas_actual_width/2, 300, 300, 30), "MASTER VOLUME: %s" % self.strings[self.vol_index])
self.music_button = Button((SETTINGS.canvas_actual_width/2, 350, 300, 30), "MUSIC VOLUME: %s" % self.music_strings[self.music_index])
self.fullscreen_button = Button((SETTINGS.canvas_actual_width/2, 400, 300, 30), "FULLSCREEN: %s" % self.onoff[self.fs_index])
self.back_button = Button((SETTINGS.canvas_actual_width/2, 500, 200, 60), "BACK")
self.restart = TEXT.Text(0,0, 'RESTART GAME TO APPLY CHANGES', SETTINGS.LIGHTGRAY, "DUGAFONT.ttf", 20)
self.restart.update_pos((SETTINGS.canvas_actual_width/2)-(self.restart.layout.get_width()/2), 580)
self.current_settings = {
'graphics' : self.strings_to_data['graphics'][self.graphics_index],
'fov' : self.strings_to_data['fov'][self.fov_index],
'sensitivity' : self.strings_to_data['sensitivity'][self.sens_index],
'volume' : self.strings_to_data['volume'][self.vol_index],
'music volume' : self.strings_to_data['music volume'][self.music_index],
'fullscreen' : self.strings_to_data['fullscreen'][self.fs_index],}
self.save = True
def control_options(self):
if self.graphics_button.get_clicked():
self.graphics_index += 1
if self.graphics_index >= len(self.strings):
self.graphics_index = 0
self.update_strings()
elif self.fov_button.get_clicked():
self.fov_index += 1
if self.fov_index >= len(self.degrees):
self.fov_index = 0
self.update_strings()
elif self.sensitivity_button.get_clicked():
self.sens_index += 1
if self.sens_index >= len(self.strings):
self.sens_index = 0
self.update_strings()
elif self.volume_button.get_clicked():
self.vol_index += 1
if self.vol_index >= len(self.strings):
self.vol_index = 0
self.update_strings()
elif self.music_button.get_clicked():
self.music_index += 1
if self.music_index >= len(self.music_strings):
self.music_index = 0
self.update_strings()
elif self.fullscreen_button.get_clicked():
self.fs_index += 1
if self.fs_index >= len(self.onoff):
self.fs_index = 0
self.update_strings()
def draw(self, canvas):
self.graphics_button.draw(canvas)
self.fov_button.draw(canvas)
self.sensitivity_button.draw(canvas)
self.volume_button.draw(canvas)
self.music_button.draw(canvas)
self.fullscreen_button.draw(canvas)
self.back_button.draw(canvas)
self.title.draw(canvas)
self.restart.draw(canvas)
self.control_options()
class ScoreMenu(Menu):
def __init__(self):
Menu.__init__(self, 'STATISTICS')
self.area = pygame.Surface((600, 300))
self.area_rect = self.area.get_rect()
self.area_rect.center = (SETTINGS.canvas_actual_width / 2, SETTINGS.canvas_target_height / 2)
self.area.fill((200,200,200))
self.middle_area = pygame.Surface((200, 300))
self.middle_area.fill((180,180,180))
self.back_button = Button((SETTINGS.canvas_actual_width/2, 500, 200, 60), "BACK")
self.score_testing = copy.copy(SETTINGS.statistics)
self.highlights = []
for i in range(6):
if i == 0:
self.highlights.append(pygame.Surface((600, 35)).convert_alpha())
else:
self.highlights.append(pygame.Surface((600, 30)).convert_alpha())
self.highlights[i].fill((0,0,0,20))
#High scores
self.best_scores = ['HIGHEST SCORES',
'ENEMIES KILLED : %s' % SETTINGS.statistics['best enemies'],
'DAMAGE DEALT : %s' % SETTINGS.statistics['best ddealt'],
'DAMAGE TAKEN : %s' % SETTINGS.statistics['best dtaken'],
'SHOTS FIRED : %s' % SETTINGS.statistics['best shots'],
'LEVEL STREAK : %s' % SETTINGS.statistics['best levels']]
self.texts = []
self.pos = 10
for i in range(len(self.best_scores)):
if i == 0:
self.texts.append(TEXT.Text(0, 0, self.best_scores[i], SETTINGS.DARKGRAY, "DUGAFONT.ttf", 18))
else:
self.texts.append(TEXT.Text(0, 0, self.best_scores[i], SETTINGS.WHITE, "DUGAFONT.ttf", 18))
self.texts[i].update_pos(10, self.pos)
self.pos += 30
#Last play scores
self.last_scores = ['LAST PLAY',
'ENEMIES KILLED : %s' % SETTINGS.statistics['last enemies'],
'DAMAGE DEALT : %s' % SETTINGS.statistics['last ddealt'],
'DAMAGE TAKEN : %s' % SETTINGS.statistics['last dtaken'],
'SHOTS FIRED : %s' % SETTINGS.statistics['last shots'],
'LEVEL STREAK : %s' % SETTINGS.statistics['last levels']]
self.last_texts = []
self.pos = 10
for i in range(len(self.last_scores)):
if i == 0:
self.last_texts.append(TEXT.Text(0, 0, self.last_scores[i], SETTINGS.DARKGRAY, "DUGAFONT.ttf", 18))
else:
if self.last_scores[i] == self.best_scores[i] and self.last_scores[i].find(' 0') == -1:
self.last_texts.append(TEXT.Text(0, 0, self.last_scores[i], (100,100,200), "DUGAFONT.ttf", 18))
else:
self.last_texts.append(TEXT.Text(0, 0, self.last_scores[i], SETTINGS.WHITE, "DUGAFONT.ttf", 18))
self.last_texts[i].update_pos(210, self.pos)
self.pos += 30
#all time statistics
#format play time
self.all_scores = ['ALL TIME',
'ENEMIES KILLED : %s' % SETTINGS.statistics['all enemies'],
'DAMAGE DEALT : %s' % SETTINGS.statistics['all ddealt'],
'DAMAGE TAKEN : %s' % SETTINGS.statistics['all dtaken'],
'SHOTS FIRED : %s' % SETTINGS.statistics['all shots'],
'LEVEL STREAK : %s' % SETTINGS.statistics['all levels'],
'TIME PLAYED : {:02d}h {:02d}m'.format(*divmod(SETTINGS.statistics['playtime'], 60))]
self.all_texts = []
self.pos = 10
for i in range(len(self.all_scores)):
if i == 0:
self.all_texts.append(TEXT.Text(0, 0, self.all_scores[i], SETTINGS.DARKGRAY, "DUGAFONT.ttf", 18))
else:
self.all_texts.append(TEXT.Text(0, 0, self.all_scores[i], SETTINGS.WHITE, "DUGAFONT.ttf", 18))
self.all_texts[i].update_pos(410, self.pos)
self.pos += 30
def draw(self, canvas):
if self.score_testing != SETTINGS.statistics:
self.__init__()
self.title.draw(canvas)
self.back_button.draw(canvas)
self.area.fill((200,200,200))
self.area.blit(self.middle_area, (200,0))
pos = 0
for i in self.highlights:
self.area.blit(i, (0, pos))
if pos == 0:
pos = 5
pos += 60
for i in self.texts:
i.draw(self.area)
for i in self.last_texts:
i.draw(self.area)
for i in self.all_texts:
i.draw(self.area)
canvas.blit(self.area, self.area_rect)
class CreditsMenu(Menu):
def __init__(self):
Menu.__init__(self, 'CREDITS')
self.back_button = Button((SETTINGS.canvas_actual_width/2, 500, 200, 60), "BACK")
#Created by
self.createdby = TEXT.Text(0,0, 'CREATED BY', SETTINGS.LIGHTGRAY, "DUGAFONT.ttf", 24)
self.createdby.update_pos((SETTINGS.canvas_actual_width/2)-(self.createdby.layout.get_width()/2)+8, 130)
self.maxwellsalmon = TEXT.Text(0,0, 'TALISMAN', SETTINGS.DARKGRAY, "DUGAFONT.ttf", 38)
self.maxwellsalmon.update_pos((SETTINGS.canvas_actual_width/2)-(self.maxwellsalmon.layout.get_width()/2)+8, 160)
#Music
self.musicby = TEXT.Text(0,0, 'MUSIC BY', SETTINGS.LIGHTGRAY, "DUGAFONT.ttf", 20)
self.musicby.update_pos((SETTINGS.canvas_actual_width/2)-(self.musicby.layout.get_width()/2)+8, 210)
self.eli = TEXT.Text(0,0, 'HUD-LUM @ SOUNDCLOUD', SETTINGS.DARKGRAY, "DUGAFONT.ttf", 30)
self.eli.update_pos((SETTINGS.canvas_actual_width/2)-(self.eli.layout.get_width()/2)+8, 240)
#Maps
self.contributions = TEXT.Text(0,0, 'THANKS TO', SETTINGS.LIGHTGRAY, "DUGAFONT.ttf", 20)
self.contributions.update_pos((SETTINGS.canvas_actual_width/2)-(self.contributions.layout.get_width()/2)+8, 290)
self.contributors = TEXT.Text(0,0, 'POELE, OLE, ROCKETTHEMINIFIG, ANDY BOY, J4CKINS' , SETTINGS.DARKGRAY, "DUGAFONT.ttf", 20)
self.contributors.update_pos((SETTINGS.canvas_actual_width/2)-(self.contributors.layout.get_width()/2)+8, 320)
self.contributors2 = TEXT.Text(0,0, 'THEFATHOBBITS, STARLITEPONY' , SETTINGS.DARKGRAY, "DUGAFONT.ttf", 20)
self.contributors2.update_pos((SETTINGS.canvas_actual_width/2)-(self.contributors2.layout.get_width()/2)+8, 345)
self.specialthanks = TEXT.Text(0,0, 'THANKS TO THE PYGAME COMMUNITY FOR HELP AND MOTIVATION', SETTINGS.DARKGRAY, "DUGAFONT.ttf", 15)
self.specialthanks.update_pos((SETTINGS.canvas_actual_width/2)-(self.specialthanks.layout.get_width()/2)+8, 380)
self.and_you = TEXT.Text(0,0, 'THANKS TO YOU FOR PLAYING!' , SETTINGS.GREEN, "DUGAFONT.ttf", 22)
self.and_you.update_pos((SETTINGS.canvas_actual_width/2)-(self.and_you.layout.get_width()/2)+8, 410)
def draw(self, canvas, show):
self.back_button.draw(canvas)
self.title.draw(canvas)
self.createdby.draw(canvas)
self.musicby.draw(canvas)
self.eli.draw(canvas)
self.contributions.draw(canvas)
self.contributors.draw(canvas)
self.contributors2.draw(canvas)
self.specialthanks.draw(canvas)
self.maxwellsalmon.draw(canvas)
if show or SETTINGS.statistics['playtime'] >= 120:
self.and_you.draw(canvas)
class SupportSplash:
def __init__(self):
self.area = pygame.Surface((200, 300)).convert()
self.rect = self.area.get_rect()
self.rect.topleft = SETTINGS.canvas_actual_width - 220, SETTINGS.canvas_target_height - 280
self.area.fill((200,200,200))
self.title = TEXT.Text(0,0, 'THANKS FOR PLAYING', SETTINGS.DARKGRAY, "DUGAFONT.ttf", 19)
self.title.update_pos((self.rect.width/2) - (self.title.layout.get_width()/2)+2, 5)
self.pleas = ['You have been playing META', 'for over two hours now. I', 'really hope you enjoy it.',
'If you do, please consider', 'buying it. If you have al-', 'ready bought it, thank you', 'very much! If you don\'t think',
'it is worth money, please let', 'me know what to improve.', 'Well, I\'m happy to have you',
'playing, so I added you to', 'the credits!']
self.texts = []
self.pos = 30
self.button = Button((SETTINGS.canvas_actual_width - 120, SETTINGS.canvas_target_height - 15, 192, 40), "LEAVE ME ALONE!")
for i in range(len(self.pleas)):
self.texts.append(TEXT.Text(0, 0, self.pleas[i], SETTINGS.WHITE, "DUGAFONT.ttf", 15))
self.texts[i].update_pos((self.rect.width/2) - (self.texts[i].layout.get_width()/2)+2, self.pos)
self.pos += 17
def draw(self, canvas):
self.title.draw(self.area)
for text in self.texts:
text.draw(self.area)
canvas.blit(self.area, self.rect)
self.button.draw(canvas)
#---------------------------------------- IN-GAME MENUS ----------------------------------------------------------------------------
class GMainMenu(Menu):
def __init__(self):
Menu.__init__(self, 'META')
self.resume_button = Button((SETTINGS.canvas_actual_width/2, 200, 200, 60), " RESUME")
self.exit_button = Button((SETTINGS.canvas_actual_width/2, 500, 200, 60), " EXIT")
self.background = pygame.Surface((SETTINGS.canvas_actual_width, SETTINGS.canvas_target_height)).convert_alpha()
self.background.fill((100,100,100,10))
def draw(self, canvas):
canvas.blit(self.background, (0,0))
self.resume_button.draw(canvas)
self.exit_button.draw(canvas)
self.title.draw(canvas)
class Button:
def __init__(self, xywh, text):
#ADD CLICK SOUND
self.surface = pygame.Surface((xywh[2], xywh[3]))
self.rect = self.surface.get_rect()
self.rect.center = (xywh[0], xywh[1])
self.clicked = False
self.text = TEXT.Text(0,0, text, SETTINGS.WHITE, "DUGAFONT.ttf", 24)
self.text.update_pos(xywh[0] - self.text.layout.get_width()/2, xywh[1] - (self.text.layout.get_height() / 2)+2)
self.filling = SETTINGS.LIGHTGRAY
self.sound = pygame.mixer.Sound(os.path.join('sounds', 'other', 'button.ogg'))
def draw(self, canvas):
self.surface.fill(self.filling)
canvas.blit(self.surface, self.rect)
self.text.draw(canvas)
if self.rect.collidepoint(pygame.mouse.get_pos()):
self.filling = SETTINGS.DARKGRAY
else:
self.filling = SETTINGS.LIGHTGRAY
def get_clicked(self):
if self.rect.collidepoint(pygame.mouse.get_pos()):
if pygame.mouse.get_pressed()[0]:
self.clicked = True
if not pygame.mouse.get_pressed()[0] and self.clicked:
self.clicked = False
SOUND.play_sound(self.sound, 0)
return True
else:
return False
else:
return False