class Menu_play_button: #------------------------------------------------------------------------------------------------------- def __init__( self ): self.text = Text( "menu/KGHAPPY.ttf", 80 ) self.sprite = Sprite( "menu/blankbutton.png", 4 ) self.click = pygame.mixer.Sound( "menu/click.wav" ) self.next = 0 self.on = 0 self.mouseup = 0 #------------------------------------------------------------------------------------------------------- def load( self, width, height ): self.text.createText( "play", [ 0x82, 0xae, 0x20 ] ) self.text.setX( width/2 - self.text.getWidth()/2 ) self.text.setY( height/2 - self.text.getHeight()/2 -10 +120 ) self.sprite.setX( width/2 - self.sprite.getWidth()/2 ) self.sprite.setY( height/2 - self.sprite.getHeight()/2 +120 ) #------------------------------------------------------------------------------------------------------- def draw( self, window ): self.sprite.draw( window ) self.text.draw( window ) #------------------------------------------------------------------------------------------------------- def fadein( self, i = 1, m = 255 ): self.sprite.fadein( i, m ) self.text.fadein( i, m ) #------------------------------------------------------------------------------------------------------- def fadeout( self, i = 1, m = 0 ): self.sprite.fadeout( i, m ) self.text.fadeout( i, m ) #------------------------------------------------------------------------------------------------------- def setState( self ): if self.on == 0: self.on = 1 else: self.on = 0 #print self.on #------------------------------------------------------------------------------------------------------- def handle( self, event ): self.focus = False if event.type == pygame.MOUSEBUTTONDOWN: self.focus = True self.mouseup = 1 elif event.type == pygame.MOUSEBUTTONUP: self.mouseup = 0 self.sprite.setOffset( 0 ) self.x, self.y = pygame.mouse.get_pos() if self.x > self.sprite.getLeft() and self.x < self.sprite.getRight() and self.sprite.getAlpha() == 255: if self.y > self.sprite.getTop() and self.y < self.sprite.getBot(): if self.focus == True: if self.on == 0: self.click.play() self.next = 1 if self.focus == True or self.mouseup == 1: self.sprite.setOffset( 2 ) else: self.sprite.setOffset( 1 ) #------------------------------------------------------------------------------------------------------- def getAlpha( self ): return self.sprite.getAlpha() #------------------------------------------------------------------------------------------------------- def getState( self ): return self.next #------------------------------------------------------------------------------------------------------- def setNext( self, n ): self.next = n #------------------------------------------------------------------------------------------------------- def getLeft( self ): return self.sprite.getLeft() #------------------------------------------------------------------------------------------------------- def getBot( self ): return self.sprite.getBot()
class Hero: #------------------------------------------------------------------------------------------------------- def __init__( self ): self.hero = Sprite( "hero/0.png", 8 ) self.hero.setOffset( 4 ) self.move = 8 self.delay = 2 self.startstate = 0 self.stateD = False self.stateA = False self.stateSpace = False self.spacecounter = 0 #------------------------------------------------------------------------------------------------------- def load( self, width, height ): self.hero.setX( 0 ) self.hero.setY( height - 130 - self.hero.getHeight() ) self.minX = width/4 self.maxX = width*4/5 #------------------------------------------------------------------------------------------------------- def draw( self, window ): if self.hero.getAlpha() == 255: if self.startstate == 0: if self.hero.getX() < self.minX: self.hero.setX( self.hero.getX() + 3 ) else: self.startstate = 1 else: if self.stateD and self.hero.getRight() < self.maxX: self.hero.setX( self.hero.getX() + 7 ) elif self.hero.getRight() >= self.maxX: self.stateD = False if self.hero.getX() > self.minX +5: self.hero.setX( self.hero.getX() - 3 ) if self.stateA and self.hero.getX() > self.minX +5: self.hero.setX( self.hero.getX() - 4 ) self.move += 1 if self.move >= 4 * self.delay: self.move = 0 self.hero.setOffset( self.move / self.delay ) self.hero.draw( window ) #------------------------------------------------------------------------------------------------------- def handle( self, event ): if self.startstate == 1: if event.type == pygame.KEYDOWN: if event.key == pygame.K_d: self.stateD = True elif event.key == pygame.K_a: self.stateA = True if event.key == pygame.K_SPACE: self.stateSpace = True elif event.type == pygame.KEYUP: if event.key == pygame.K_d: self.stateD = False elif event.key == pygame.K_a: self.stateA = False if event.key == pygame.K_SPACE: self.stateSpace = False #------------------------------------------------------------------------------------------------------- def fadein( self, i = 1, m = 255 ): self.hero.fadein( i, m ) #------------------------------------------------------------------------------------------------------- def fadeout( self, i = 1, m = 0 ): self.hero.fadeout( i, m )