class CreateAccountScene(Scene):
    header = None
    name_box = None
    create_btn = None
    back_btn = None

    # Create the various gui elements
    def start(self, screen):
        width = screen.get_width()
        height = screen.get_height()

        if self.already_loaded:
            self.name_box.set_text("")

        else:
            self.header = Label(pygame.rect.Rect(width / 2 - 200, 10, 400, 30), "Add new account", options={
                Options.BACKGROUND: (20, 61, 89),
                Options.FOREGROUND: (244, 180, 26),
                Options.BORDER_WIDTH: 0,
            })
            self.name_box = Textbox(pygame.rect.Rect(width/2 - 200, height/2 - 50, 400, 30), "", options={
                Options.BORDER_WIDTH: 0,
            })
            self.create_btn = Button(pygame.rect.Rect(width / 2 - 100, height / 2 + 50, 200, 30), "Create", options={
                Options.BACKGROUND: (20, 61, 89),
                Options.FOREGROUND: (244, 180, 26),
                Options.HOVERED_BACKGROUND: (10, 30, 45),
                Options.BORDER_WIDTH: 0,
            })
            self.back_btn = Button(pygame.rect.Rect(10, 10, 60, 40), "Back", {
                Options.BORDER_WIDTH: 0,
                Options.BACKGROUND: (20, 61, 89),
                Options.FOREGROUND: (244, 180, 26),
                Options.HOVERED_BACKGROUND: (10, 30, 45),
                Options.FONT: pygame.font.SysFont("Comic Sans MS", 15)
            })

            self.already_loaded = True

    # Check the buttons and switch to corresponding scenes when clicked
    def update(self, event):
        for elt in (self.name_box, self.create_btn, self.back_btn):
            elt.update(event)

        self.create_btn.set_enabled(len(self.name_box.text) > 0)
        if self.create_btn.clicked:
            new_account = Account(self.name_box.text)
            Account.save_to_file(new_account)
            Scene.push_scene(1)

        if self.back_btn.clicked:
            Scene.push_scene(1)

    # Clear the screen and draw the gui
    def draw(self, screen):
        screen.fill((82, 173, 200))

        for elt in (self.header, self.name_box, self.create_btn, self.back_btn):
            elt.draw(screen)
class SelectAccountScene(Scene):
    header = None
    no_account_text = None
    close_btn = None

    account_btns = []
    visible_acc_btns = []
    delete_btns = {}
    up_btn, down_btn = None, None
    create_btn = None

    btn_index = 0
    first_offset = None

    # Create the various gui elements
    def start(self, screen):
        width = screen.get_width()
        height = screen.get_height()

        if self.already_loaded:

            btn_options = {
                Options.BORDER_WIDTH: 0,
                Options.BACKGROUND: (20, 61, 89),
                Options.FOREGROUND: (244, 180, 26),
                Options.HOVERED_BACKGROUND: (10, 30, 45),
            }

            del_btn_options = {
                Options.BORDER_WIDTH: 0,
                Options.BACKGROUND: (200, 20, 40),
                Options.FOREGROUND: (244, 180, 26),
                Options.HOVERED_BACKGROUND: (150, 5, 20),
            }

            original_names = [btn.text for btn in self.account_btns]
            account_names = Account.get_account_names()

            for name in original_names:
                if name not in account_names:
                    btn_to_delete = self.account_btns[[
                        idx for idx, btn in enumerate(self.account_btns)
                        if btn.text == name
                    ][0]]
                    self.account_btns.remove(btn_to_delete)
                    self.delete_btns.pop(btn_to_delete)

            for name in account_names:
                if name not in original_names:
                    btn = Button(pygame.rect.Rect(0, 0, 0, 0), name,
                                 btn_options)
                    self.account_btns.append(btn)

                    del_btn = Button(pygame.rect.Rect(0, 0, 30, 30), "X",
                                     del_btn_options)
                    self.delete_btns[btn] = del_btn

            self.account_btns.sort(key=(lambda btn: btn.text))

        else:
            self.header = Label(pygame.rect.Rect(width / 2 - 200, 10, 400, 30),
                                "Select account to load",
                                options={
                                    Options.BACKGROUND: (20, 61, 89),
                                    Options.FOREGROUND: (244, 180, 26),
                                    Options.BORDER_WIDTH: 0,
                                })

            close_image = Resources.get("close")
            close_rect = pygame.rect.Rect(width - 75, 25, 50, 50)
            self.close_btn = Image(
                close_rect, close_image, {
                    Options.BACKGROUND: (200, 0, 0),
                    Options.HOVERED_BACKGROUND: (100, 0, 0)
                })

            self.no_account_text = Label(
                pygame.rect.Rect(width / 2 - 350, height / 2, 550, 30),
                "No account created. Click the New button to make one.",
                options={
                    Options.BACKGROUND: (82, 173, 200),
                    Options.FOREGROUND: (20, 61, 89),
                    Options.BORDER_WIDTH: 0,
                })

            self.first_offset = pygame.rect.Rect(width / 2 - 125, 75, 250, 30)

            btn_options = {
                Options.BORDER_WIDTH: 0,
                Options.BACKGROUND: (20, 61, 89),
                Options.FOREGROUND: (244, 180, 26),
                Options.HOVERED_BACKGROUND: (10, 30, 45),
            }

            del_btn_options = {
                Options.BORDER_WIDTH: 0,
                Options.BACKGROUND: (200, 20, 40),
                Options.FOREGROUND: (244, 180, 26),
                Options.HOVERED_BACKGROUND: (150, 5, 20),
            }

            account_names = Account.get_account_names()
            for name in account_names:
                btn = Button(pygame.rect.Rect(0, 0, 0, 0), name, btn_options)
                self.account_btns.append(btn)

                del_btn = Button(pygame.rect.Rect(0, 0, 30, 30), "X",
                                 del_btn_options)
                self.delete_btns[btn] = del_btn

            btn_options = {
                Options.BORDER_WIDTH: 0,
                Options.BACKGROUND: (20, 61, 89),
                Options.FOREGROUND: (244, 180, 26),
                Options.HOVERED_BACKGROUND: (10, 30, 45),
                Options.FONT: pygame.font.SysFont("Comic Sans MS", 15)
            }

            self.up_btn = Button(
                pygame.rect.Rect(width * 5 / 6, height * 2 / 6, 60, 40), "Up",
                btn_options)
            self.create_btn = Button(
                pygame.rect.Rect(width * 5 / 6, height * 3 / 6 - 20, 60, 40),
                "New", btn_options)
            self.down_btn = Button(
                pygame.rect.Rect(width * 5 / 6, height * 4 / 6 - 40, 60, 40),
                "Down", btn_options)

            self.already_loaded = True

        Account.current_account = None

        self.btn_index = 0
        self.reposition_buttons()

    # Check the buttons and switch to corresponding scenes when clicked
    def update(self, event):
        for btn in self.visible_acc_btns:
            btn.update(event)
            if btn.clicked:
                Account.current_account = Account.load_from_file(btn.text)
                Scene.push_scene(4)

            self.delete_btns[btn].update(event)
            if self.delete_btns[btn].clicked:
                Account.account_to_delete = Account.load_from_file(btn.text)
                Scene.push_scene(3)

        for btn in (self.create_btn, self.up_btn, self.down_btn,
                    self.close_btn):
            btn.update(event)

        if self.create_btn.clicked:
            Scene.push_scene(2)

        elif self.close_btn.clicked:
            pygame.event.post(pygame.event.Event(pygame.QUIT))

        elif self.up_btn.clicked:
            self.btn_index -= 1
            self.reposition_buttons()
        elif self.down_btn.clicked:
            self.btn_index += 1
            self.reposition_buttons()

    def reposition_buttons(self):
        self.visible_acc_btns.clear()

        offset = 0
        for btn in self.account_btns[self.btn_index:self.btn_index + 10]:
            btn.rect = self.first_offset.copy().move(0, offset)
            btn.recreate()
            self.visible_acc_btns.append(btn)

            offset += 50

            self.delete_btns[btn].rect.top = btn.rect.top
            self.delete_btns[btn].rect.left = btn.rect.right + 10
            self.delete_btns[btn].recreate()

        self.up_btn.set_enabled(self.btn_index > 0)
        self.down_btn.set_enabled(self.btn_index < len(self.account_btns) - 1)

    @staticmethod
    def near_mouse(point, max_dist):
        mouse_pos = pygame.mouse.get_pos()
        distance = ((point[0] - mouse_pos[0])**2) + (
            (point[1] - mouse_pos[1])**2)
        return distance < (max_dist**2)

    # Clear the screen and draw the gui
    def draw(self, screen):
        screen.fill((82, 173, 200))

        for elt in (self.header, self.close_btn):
            elt.draw(screen)

        if len(self.account_btns) == 0:
            self.no_account_text.draw(screen)
        else:
            for btn in self.visible_acc_btns:
                btn.draw(screen)

                if self.near_mouse(self.delete_btns[btn].rect.center, 25):
                    self.delete_btns[btn].draw(screen)

            width, height = screen.get_width(), screen.get_height()

            scroll_rect = pygame.Rect(width * 5 / 6 + 100, height * 1 / 6, 10,
                                      height * 4 / 6)
            pygame.draw.rect(screen, (100, 100, 100), scroll_rect)

            height_diff = (height * 4 / 6) / len(self.account_btns)
            scroll_rect.top = height * 1 / 6 + height_diff * self.btn_index
            scroll_rect.height = height_diff
            pygame.draw.rect(screen, (50, 50, 50), scroll_rect)

        for btn in (self.create_btn, self.up_btn, self.down_btn):
            btn.draw(screen)
Пример #3
0
class StatsScene(Scene):
    header = None
    back_btn = None

    statistics = []
    visible_stats = []
    up_btn, down_btn = None, None

    stat_index = 0
    first_offset = None

    all_metrics = {}

    @staticmethod
    def create_metrics():
        StatsScene.all_metrics = {
            "Total Wins": (lambda acc: acc.stats[Account.TOTAL_WINS]),
            "Total Losses": (lambda acc: acc.stats[Account.TOTAL_LOSSES]),
            "Total Money": (lambda acc: acc.stats[Account.TOTAL_MONEY]),
            "Unlocked Pens": (lambda acc: acc.stats[Account.UNLOCKED_PENS]),
        }

    def start(self, screen):
        width = screen.get_width()
        height = screen.get_height()

        if not self.already_loaded:
            StatsScene.create_metrics()

            self.header = Label(pygame.rect.Rect(width / 2 - 200, 10, 400, 30),
                                "Statistics",
                                options={
                                    Options.BACKGROUND: (20, 61, 89),
                                    Options.FOREGROUND: (244, 180, 26),
                                    Options.BORDER_WIDTH: 0,
                                })

            self.first_offset = pygame.rect.Rect(width / 2 - 125, 75, 250, 30)

            label_options = {
                Options.BACKGROUND: (82, 173, 200),
                Options.FOREGROUND: (20, 61, 89),
                Options.BORDER_WIDTH: 0
            }

            for metric in StatsScene.all_metrics.keys():
                text = f"{metric}: {StatsScene.all_metrics[metric](Account.current_account)}"
                stat_lbl = Label(pygame.rect.Rect(0, 0, 0, 0), text,
                                 label_options)
                self.statistics.append(stat_lbl)

            btn_options = {
                Options.BORDER_WIDTH: 0,
                Options.BACKGROUND: (20, 61, 89),
                Options.FOREGROUND: (244, 180, 26),
                Options.HOVERED_BACKGROUND: (10, 30, 45),
                Options.FONT: pygame.font.SysFont("Comic Sans MS", 15)
            }

            self.back_btn = Button(pygame.rect.Rect(10, 10, 60, 40), "Back",
                                   btn_options)

            self.up_btn = Button(
                pygame.rect.Rect(width * 5 / 6, height * 2 / 6, 60, 40), "Up",
                btn_options)
            self.down_btn = Button(
                pygame.rect.Rect(width * 5 / 6, height * 4 / 6 - 40, 60, 40),
                "Down", btn_options)

            self.already_loaded = True

        self.stat_index = 0
        self.reposition_stats()

    def update(self, event):
        for btn in (self.back_btn, self.up_btn, self.down_btn):
            btn.update(event)

        if self.back_btn.clicked:
            Scene.pop_scene()

        if self.up_btn.clicked:
            self.stat_index -= 1
            self.reposition_stats()
        elif self.down_btn.clicked:
            self.stat_index += 1
            self.reposition_stats()

    def reposition_stats(self):
        self.visible_stats.clear()

        offset = 0
        for stat in self.statistics[self.stat_index:self.stat_index + 10]:
            stat.rect = self.first_offset.copy().move(0, offset)
            stat.recreate()
            self.visible_stats.append(stat)
            offset += 50

        self.up_btn.set_enabled(self.stat_index > 0)
        self.down_btn.set_enabled(self.stat_index < len(self.statistics) - 1)

    def draw(self, screen):
        screen.fill((82, 173, 200))
        self.header.draw(screen)

        for stat in self.visible_stats:
            stat.draw(screen)

        width, height = screen.get_width(), screen.get_height()

        scroll_rect = pygame.rect.Rect(width * 5 / 6 + 100, height * 1 / 6, 10,
                                       height * 4 / 6)
        pygame.draw.rect(screen, (100, 100, 100), scroll_rect)

        height_diff = (height * 4 / 6) / len(self.statistics)
        scroll_rect.top = height * 1 / 6 + height_diff * self.stat_index
        scroll_rect.height = height_diff
        pygame.draw.rect(screen, (50, 50, 50), scroll_rect)

        for btn in (self.back_btn, self.up_btn, self.down_btn):
            btn.draw(screen)
Пример #4
0
class PenSelectScene(Scene):
    header = None
    back_btn = None

    select_btn = None
    purchase_btn = None

    name_text = None
    density_text = None
    restitution_text = None
    description_lines = []

    coins_image = None
    coins_text = None

    pen_images = []
    visible_pen_images = []
    left_btn, right_btn = None, None

    center_pos = None
    pen_index = 0

    def start(self, screen):
        if not self.already_loaded:
            PenData.load_all_pens(Resources.get("all_pens"))

            width = screen.get_width()
            height = screen.get_height()

            self.back_btn = Button(
                pygame.Rect(10, 10, 60, 40), "Back", {
                    Options.BORDER_WIDTH: 0,
                    Options.BACKGROUND: (20, 61, 89),
                    Options.FOREGROUND: (244, 180, 26),
                    Options.HOVERED_BACKGROUND: (10, 30, 45),
                    Options.FONT: pygame.font.SysFont("Comic Sans MS", 15)
                })

            label_options = {
                Options.BACKGROUND: (20, 61, 89),
                Options.FOREGROUND: (244, 180, 26),
                Options.BORDER_WIDTH: 0,
            }
            self.header = Label(pygame.Rect(width / 2 - 200, 10, 400, 30),
                                "Select your weapon!", label_options)
            self.coins_text = Label(
                pygame.Rect(width - 110, height - 55, 100, 40), "0",
                label_options)

            label_options = {
                Options.BACKGROUND: (82, 173, 200),
                Options.FOREGROUND: (20, 61, 89),
                Options.BORDER_WIDTH: 0,
                Options.FONT: pygame.font.SysFont("Comic Sans MS", 18)
            }
            self.density_text = Label(pygame.Rect(width / 5, 110, 100, 20),
                                      "Density: ", label_options)
            self.restitution_text = Label(pygame.Rect(width / 5, 130, 100, 20),
                                          "Restitution: ", label_options)

            self.name_text = Label(
                pygame.Rect(width / 2 - 45, height - 125, 90, 50), "",
                label_options)
            self.description_lines = [
                Label(pygame.Rect(width * 2 / 3, 100 + i * 25, 100, 20), "",
                      label_options) for i in range(0, 3)
            ]

            self.coins_image = Image(
                pygame.Rect(width - 175, height - 60, 50, 50),
                Resources.get("coin"), {Options.BACKGROUND: (82, 173, 200)})

            btn_options = {
                Options.BORDER_WIDTH: 0,
                Options.BACKGROUND: (20, 61, 89),
                Options.FOREGROUND: (244, 180, 26),
                Options.HOVERED_BACKGROUND: (10, 30, 45),
                Options.FONT: pygame.font.SysFont("Comic Sans MS", 25)
            }
            self.left_btn = Button(pygame.Rect(10, height / 2 - 20, 20, 30),
                                   "<", btn_options)
            self.right_btn = Button(
                pygame.Rect(width - 30, height / 2 - 20, 20, 30), ">",
                btn_options)
            self.select_btn = Button(
                pygame.Rect(width / 2 - 45, height - 75, 90, 50), "Select",
                btn_options)
            self.purchase_btn = Button(
                pygame.Rect(width / 2 - 125, height - 75, 250, 40), "",
                btn_options)

            self.center_pos = pygame.Rect(width / 2 - 50, height / 2 - 50, 100,
                                          100)
            for pen in PenData.all_pens:
                self.pen_images.append(
                    Image(self.center_pos, Resources.get(pen.image_file),
                          {Options.BACKGROUND: (82, 173, 200)}))

            self.already_loaded = True

        self.reposition_images()
        self.update_shop_data()
        self.reset_coin_text()

    def update(self, event):
        for elt in (self.back_btn, self.left_btn, self.right_btn):
            elt.update(event)

        cur_pen = PenData.all_pens[self.pen_index]
        if cur_pen.name in Account.current_account.pens:
            self.select_btn.update(event)
            if self.select_btn.clicked:
                PenData.current_pen = cur_pen
                Scene.push_scene(6)
        else:
            self.purchase_btn.set_enabled(
                Account.current_account.money >= cur_pen.cost)
            self.purchase_btn.update(event)
            if self.purchase_btn.clicked:
                Account.current_account.purchase_pen(cur_pen)
                self.reset_coin_text()

        if self.back_btn.clicked:
            Scene.pop_scene()

        if self.left_btn.clicked or self.right_btn.clicked:
            if self.left_btn.clicked:
                self.pen_index -= 1
                self.reposition_images()
            elif self.right_btn.clicked:
                self.pen_index += 1
                self.reposition_images()
            self.update_shop_data()

    def reposition_images(self):
        self.visible_pen_images.clear()

        if self.pen_index > 0:
            img = self.pen_images[self.pen_index - 1]
            self.visible_pen_images.append(img)
            img.rect = self.center_pos.copy().move(-300, 40)

        self.visible_pen_images.append(self.pen_images[self.pen_index])
        self.pen_images[self.pen_index].rect = self.center_pos

        if self.pen_index < len(self.pen_images) - 1:
            img = self.pen_images[self.pen_index + 1]
            self.visible_pen_images.append(img)
            img.rect = self.center_pos.copy().move(300, 40)

        self.left_btn.set_enabled(self.pen_index > 0)
        self.right_btn.set_enabled(self.pen_index < len(self.pen_images) - 1)

    def reset_coin_text(self):
        self.coins_text.text = str(Account.current_account.money)
        self.coins_text.recreate()

    def update_shop_data(self):
        cur_pen = PenData.all_pens[self.pen_index]

        self.name_text.text = cur_pen.name
        self.name_text.recreate()

        self.density_text.text = f"Density: {cur_pen.density}"
        self.density_text.recreate()

        self.restitution_text.text = f"Restitution: {cur_pen.restitution}"
        self.restitution_text.recreate()

        line_index = 0
        for line in cur_pen.description:
            self.description_lines[line_index].text = line
            self.description_lines[line_index].recreate()
            line_index += 1

        if cur_pen.name not in Account.current_account.pens:
            self.purchase_btn.text = f"Purchase for {cur_pen.cost}"
            self.purchase_btn.recreate()

    def draw(self, screen):
        screen.fill((82, 173, 200))

        for elt in (self.header, self.back_btn, self.left_btn, self.right_btn,
                    self.name_text, self.coins_image, self.coins_text,
                    self.density_text, self.restitution_text):
            elt.draw(screen)

        for line in self.description_lines:
            line.draw(screen)

        if PenData.all_pens[
                self.pen_index].name in Account.current_account.pens:
            self.select_btn.draw(screen)
        else:
            self.purchase_btn.draw(screen)

        for img in self.visible_pen_images:
            img.draw(screen)
Пример #5
0
class EnemySelectScene(Scene):
    header = None
    back_btn = None

    select_btn = None
    name_text = None

    random_diff_btn = None
    easy_btn = None
    normal_btn = None
    hard_btn = None
    difficulty = -1

    random_pen_data = None
    pen_images = []
    visible_pen_images = []
    left_btn, right_btn = None, None

    center_pos = None
    pen_index = 0

    def start(self, screen):
        if not self.already_loaded:
            PenData.load_all_pens()

            width = screen.get_width()
            height = screen.get_height()

            self.back_btn = Button(
                pygame.Rect(10, 10, 60, 40), "Back", {
                    Options.BORDER_WIDTH: 0,
                    Options.BACKGROUND: (20, 61, 89),
                    Options.FOREGROUND: (244, 180, 26),
                    Options.HOVERED_BACKGROUND: (10, 30, 45),
                    Options.FONT: pygame.font.SysFont("Comic Sans MS", 15)
                })

            self.header = Label(
                pygame.Rect(width / 2 - 200, 10, 400, 30),
                "Choose your opponent!", {
                    Options.BACKGROUND: (20, 61, 89),
                    Options.FOREGROUND: (244, 180, 26),
                    Options.BORDER_WIDTH: 0,
                })

            self.name_text = Label(
                pygame.Rect(width / 2 - 45, height - 125, 90, 50), "", {
                    Options.BACKGROUND: (82, 173, 200),
                    Options.FOREGROUND: (20, 61, 89),
                    Options.BORDER_WIDTH: 0,
                    Options.FONT: pygame.font.SysFont("Comic Sans MS", 18)
                })

            btn_options = {
                Options.BORDER_WIDTH: 0,
                Options.BACKGROUND: (20, 61, 89),
                Options.FOREGROUND: (244, 180, 26),
                Options.HOVERED_BACKGROUND: (10, 30, 45),
                Options.FONT: pygame.font.SysFont("Comic Sans MS", 25)
            }
            self.left_btn = Button(pygame.Rect(10, height / 2 - 20, 20, 30),
                                   "<", btn_options)
            self.right_btn = Button(
                pygame.Rect(width - 30, height / 2 - 20, 20, 30), ">",
                btn_options)
            self.select_btn = Button(
                pygame.Rect(width / 2 - 45, height - 75, 90, 50), "Select",
                btn_options)

            btn_options[Options.TOGGLED_BACKGROUND] = (5, 20, 30)
            self.random_diff_btn = ToggleButton(
                pygame.Rect(width * 1 / 5 - 50, 100, 100, 30), "Random",
                btn_options)
            self.easy_btn = ToggleButton(
                pygame.Rect(width * 2 / 5 - 50, 100, 100, 30), "Easy",
                btn_options)
            self.normal_btn = ToggleButton(
                pygame.Rect(width * 3 / 5 - 50, 100, 100, 30), "Normal",
                btn_options)
            self.hard_btn = ToggleButton(
                pygame.Rect(width * 4 / 5 - 50, 100, 100, 30), "Hard",
                btn_options)
            toggle_group = [
                self.random_diff_btn, self.easy_btn, self.normal_btn,
                self.hard_btn
            ]
            for elt in toggle_group:
                elt.set_group(toggle_group)
            self.easy_btn.toggle()

            self.center_pos = pygame.Rect(width / 2 - 50, height / 2 - 50, 100,
                                          100)
            self.random_pen_data = PenData.dict_to_pen({
                "name":
                "Random",
                "image_file":
                "random_pen"
            })
            for pen in [self.random_pen_data] + PenData.all_pens:
                self.pen_images.append(
                    Image(self.center_pos, Resources.get(pen.image_file),
                          {Options.BACKGROUND: (82, 173, 200)}))

            self.already_loaded = True

        self.reposition_images()
        self.update_enemy_data()

    def update(self, event):
        for elt in (self.back_btn, self.left_btn, self.right_btn,
                    self.select_btn, self.random_diff_btn, self.easy_btn,
                    self.normal_btn, self.hard_btn):
            elt.update(event)

        if self.select_btn.clicked:
            PenData.current_enemy_pen = \
                random.choice(PenData.all_pens) if self.pen_index == 0 else \
                PenData.all_pens[self.pen_index - 1]

            PenData.current_enemy_difficulty = \
                AIDifficulty.EASY if self.easy_btn.toggled else \
                AIDifficulty.NORMAL if self.normal_btn.toggled else \
                AIDifficulty.HARD if self.hard_btn.toggled else \
                random.choice(list(AIDifficulty))

            Scene.push_scene(7)

        if self.back_btn.clicked:
            Scene.pop_scene()

        if self.left_btn.clicked or self.right_btn.clicked:
            if self.left_btn.clicked:
                self.pen_index -= 1
                self.reposition_images()
            elif self.right_btn.clicked:
                self.pen_index += 1
                self.reposition_images()
            self.update_enemy_data()

    def reposition_images(self):
        self.visible_pen_images.clear()

        if self.pen_index > 0:
            img = self.pen_images[self.pen_index - 1]
            self.visible_pen_images.append(img)
            img.rect = self.center_pos.copy().move(-300, 40)

        self.visible_pen_images.append(self.pen_images[self.pen_index])
        self.pen_images[self.pen_index].rect = self.center_pos

        if self.pen_index < len(self.pen_images) - 1:
            img = self.pen_images[self.pen_index + 1]
            self.visible_pen_images.append(img)
            img.rect = self.center_pos.copy().move(300, 40)

        self.left_btn.set_enabled(self.pen_index > 0)
        self.right_btn.set_enabled(self.pen_index < len(self.pen_images) - 1)

    def update_enemy_data(self):
        self.name_text.text = self.random_pen_data.name if self.pen_index == 0 else \
            PenData.all_pens[self.pen_index - 1].name
        self.name_text.recreate()

    def draw(self, screen):
        screen.fill((82, 173, 200))

        for elt in (self.header, self.back_btn, self.left_btn, self.right_btn,
                    self.name_text, self.select_btn, self.easy_btn,
                    self.normal_btn, self.hard_btn, self.random_diff_btn):
            elt.draw(screen)

        for img in self.visible_pen_images:
            img.draw(screen)