def renderLight(self, renderer, xMin, yMin):
        mod = 1
        texture = driver.lightTextures[7]  # default red
        if self.attacking is 1:
            texture = driver.lightTextures[6]  # change to green
            sdl.setTextureAlphaMod(texture, 64)
            mod = 10
        elif self.attacking is 2:
            texture = driver.lightTextures[3]  # change to orange
            sdl.setTextureAlphaMod(texture, 64)
        elif self.attacking is 3:
            texture = driver.lightTextures[4]  # change to purple
            sdl.setTextureAlphaMod(texture, 64)
        if self.hurt:
            texture = driver.lightTextures[5]  # change to blue
            sdl.setTextureAlphaMod(texture, 64)
        if self.dying:
            color = (self.currentFrame % 5) + 3
            texture = driver.lightTextures[
                color]  # change to self.currentFrame % len(driver.lightTextures)
            sdl.setTextureAlphaMod(texture, 255)
            if color is 6:
                mod = 10

        textureW, textureH = chef.textureSize(texture)
        textureW *= mod
        textureH *= mod
        lightRect = sdl.Rect((0, 0, textureW, textureH))
        sdl.setTextureBlendMode(texture, sdl.BLENDMODE_ADD)

        posRect = sdl.Rect(
            (int(self.xPos) - int(xMin) + int(self.width / 2) -
             int(textureW / 2), int(self.yPos) - int(yMin) +
             int(self.height / 2) - int(textureH / 2), textureW, textureH))
        sdl.renderCopy(renderer, texture, lightRect, posRect)
示例#2
0
	def load(self):
		images = []
		if self.num is 1:
			images.append(sdl.image.load("graphics/story/intro_0.png"))
			images.append(sdl.image.load("graphics/story/intro_1.png"))
			images.append(sdl.image.load("graphics/story/intro_2.png"))
			images.append(sdl.image.load("graphics/story/intro_3.png"))
			images.append(sdl.image.load("graphics/states/level1.png"))
		elif self.num is 2:
			images.append(sdl.image.load("graphics/story/basement_0.png"))
			images.append(sdl.image.load("graphics/story/basement_1.png"))
		elif self.num is 3:
			images.append(sdl.image.load("graphics/states/level2.png"))
		elif self.num is 4:
			images.append(sdl.image.load("graphics/story/miniboss_0.png"))
			images.append(sdl.image.load("graphics/story/miniboss_1.png"))
		elif self.num is 5:
			images.append(sdl.image.load("graphics/states/level3.png"))
		elif self.num is 6:
			for x in range(0, 8):
				images.append(sdl.image.load('graphics/story/boss_' + str(x) + '.png'))
		elif self.num is 7:
			images.append(sdl.image.load("graphics/story/you_won.png"))
			images.append(sdl.image.load("graphics/states/credits.png"))
			global blackScreen
			blackScreen = driver.renderer.createTextureFromSurface(sdl.image.load('graphics/colors/black.png'))
			sdl.setTextureBlendMode(blackScreen,sdl.BLENDMODE_BLEND)
		self.length = len(images)
		for x in range(len(images)):
			self.textures.append(driver.renderer.createTextureFromSurface(images[x]))
			sdl.freeSurface(images[x])
		global textureRect
		textureW, textureH = game.textureSize(self.textures[0])
		textureRect = game.centeredRect(game.width, game.height, textureW, textureH)
    def renderDamage(self, renderer, xMin, yMin):

        #if there has been any change in health
        if (self.changeInHp != 0):
            #create the string
            stringDamage = str(self.changeInHp)
            #make it red
            color = sdl.Color((255, 0, 0)).cdata[0]
            #but if the "damage" is positive (ie, healing)
            if (self.changeInHp > 0):
                #show that it is positive
                stringDamage = "+" + str(self.changeInHp)
                #and make it green
                color = sdl.Color((0, 255, 0)).cdata[0]

            dmgSurf = sdl.ttf.renderText_Solid(driver.scoreFont, stringDamage,
                                               color)
            dmgTexture = renderer.createTextureFromSurface(dmgSurf)
            textureW, textureH = chef.textureSize(dmgTexture)
            dmgRect = sdl.Rect()
            dmgRect.x = int(self.xPos + textureW // 6 - xMin)
            dmgRect.y = int(self.yPos - textureH - yMin)
            dmgRect.w = textureW
            dmgRect.h = textureH
            dmgRect.x = int(dmgRect.x)
            dmgRect.y = int(dmgRect.y)
            sdl.renderCopy(renderer, dmgTexture, None, dmgRect)
            sdl.freeSurface(dmgSurf)
            sdl.destroyTexture(dmgTexture)
    def run(self):
        running = True
        currentTime = 0
        lastTime = 0
        time = 0

        event = sdl.Event()
        while running:
            sdl.renderClear(driver.renderer)
            textureW, textureH = game.textureSize(backgroundTexture)
            backgroundRect = game.centeredRect(game.width, game.height,
                                               textureW, textureH)
            sdl.renderCopy(driver.renderer, backgroundTexture, None,
                           backgroundRect)
            while sdl.pollEvent(event):
                if event.type == sdl.MOUSEBUTTONDOWN:
                    running = False
                    self.next = "menu"
                elif event.type == sdl.KEYDOWN:
                    if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]:
                        running = False
                        game.turnOff()
                    elif event.key.keysym.sym in [sdl.K_SPACE, sdl.K_RETURN]:
                        running = False
                        self.next = "menu"
            sdl.renderPresent(driver.renderer)
示例#5
0
    def run(self):
        sdl.renderClear(driver.renderer)

        textureW, textureH = game.textureSize(loadingTexture)
        textureRect = game.centeredRect(game.width, game.height, textureW,
                                        textureH)
        sdl.renderCopy(driver.renderer, loadingTexture, None, textureRect)
        sdl.renderPresent(driver.renderer)
示例#6
0
 def renderScore(self, renderer):
     stringScore = "Score: " + str(self.totalScore)
     score = sdl.ttf.renderText_Solid(driver.scoreFont, stringScore,
                                      sdl.Color((255, 255, 255)).cdata[0])
     scoreTexture = renderer.createTextureFromSurface(score)
     textureW, textureH = game.textureSize(scoreTexture)
     scoreRect = game.centeredRect(game.width, 60, textureW, textureH)
     sdl.renderCopy(renderer, scoreTexture, None, scoreRect)
     sdl.freeSurface(score)
     sdl.destroyTexture(scoreTexture)
示例#7
0
 def renderLight(self, renderer, xMin, yMin):
     if 'carrot' in driver.chef.items:
         textureW, textureH = chef.textureSize(driver.lightTextures[0])
         lightRect = sdl.Rect((0, 0, textureW, textureH))
         sdl.setTextureBlendMode(driver.lightTextures[0], sdl.BLENDMODE_ADD)
         sdl.setTextureAlphaMod(driver.lightTextures[0], 128)
         posRect = sdl.Rect(
             (int(self.xPos) - int(xMin) + int(self.width / 2) -
              int(textureW / 2), int(self.yPos) - int(yMin) +
              int(self.height / 2) - int(textureH / 2), textureW, textureH))
         sdl.renderCopy(renderer, driver.lightTextures[0], lightRect,
                        posRect)
    def run(self):
        running = True
        currentTime = 0
        lastTime = 0
        time = 0

        event = sdl.Event()
        textureW, textureH = game.textureSize(full)
        textureRect = game.centeredRect(game.width, game.height, textureW,
                                        textureH)
        sdl.setTextureBlendMode(full, sdl.BLENDMODE_ADD)

        while running:
            currentTime = sdl.getTicks()
            dt = currentTime - lastTime
            time += dt
            lastTime = currentTime

            if time <= 3000:
                sdl.renderClear(driver.renderer)
                alpha = int(round((time / 3000.0) * 255))
                if alpha > 255:
                    time += 3000
                    alpha = 255
                sdl.renderCopy(driver.renderer, fade, None, textureRect)
                sdl.setTextureAlphaMod(full, alpha)
                sdl.renderCopy(driver.renderer, full, None, textureRect)
                while sdl.pollEvent(event):
                    if event.type == sdl.KEYDOWN:
                        time += 3000
                    elif event.type == sdl.MOUSEBUTTONDOWN:
                        time += 3000
                    if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]:
                        running = False
                        game.turnOff()
            else:
                sdl.renderCopy(driver.renderer, fade, None, textureRect)
                sdl.renderCopy(driver.renderer, full, None, textureRect)
                while sdl.pollEvent(event):
                    if event.type == sdl.MOUSEBUTTONDOWN:
                        running = False
                        self.next = "menu"
                    if event.type == sdl.KEYDOWN:
                        if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]:
                            running = False
                            game.turnOff()
                        else:
                            running = False
                            self.next = "menu"
            sdl.renderPresent(driver.renderer)
 def renderLight(self, renderer, xMin, yMin):
     return
     textureW, textureH = chef.textureSize(driver.lightTextures[1])
     lightRect = sdl.Rect((0, 0, textureW, textureH))
     sdl.setTextureBlendMode(driver.lightTextures[1], sdl.BLENDMODE_ADD)
     if 'carrot' not in driver.chef.items:
         posRect = sdl.Rect(
             (int(self.xPos) - int(xMin) + int(self.width / 2) -
              int(textureW / 2), int(self.yPos) - int(yMin) +
              int(self.height / 2) - int(textureH / 2), textureW, textureH))
     else:
         posRect = sdl.Rect(
             (int(self.xPos) - int(xMin) + int(self.width / 2) -
              int(textureW), int(self.yPos) - int(yMin) +
              int(self.height / 2) - int(textureH), textureW * 2,
              textureH * 2))
     sdl.renderCopy(renderer, driver.lightTextures[1], lightRect, posRect)
    def run(self):
        running = True
        currentTime = 0
        lastTime = 0
        time = 0
        pressed = False

        event = sdl.Event()

        while running:
            currentTime = sdl.getTicks()
            dt = currentTime - lastTime
            time += dt
            lastTime = currentTime

            textureW, textureH = game.textureSize(winTexture)
            goRect = game.centeredRect(game.width, game.height, textureW,
                                       textureH)

            if time <= 3000:
                sdl.renderClear(driver.renderer)
                alpha = int(round((time / 3000.0) * 255))
                sdl.setTextureAlphaMod(winTexture, alpha)
                sdl.renderCopy(driver.renderer, winTexture, None, goRect)
                while sdl.pollEvent(event):
                    if event.type == sdl.KEYDOWN:
                        time += 3000
                    if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]:
                        running = False
                        game.turnOff()
            else:
                sdl.renderClear(driver.renderer)
                sdl.renderCopy(driver.renderer, winTexture, None, goRect)
                while sdl.pollEvent(event):
                    if event.type == sdl.KEYDOWN:
                        if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]:
                            running = False
                            game.turnOff()
                        elif event.key.keysym.sym in [
                                sdl.K_SPACE, sdl.K_RETURN
                        ]:
                            running = False
                            self.next = "highScore"
            sdl.renderPresent(driver.renderer)
    def renderLight(self, renderer, xMin, yMin):
        # textureW, textureH = chef.textureSize(driver.lightTextures[1])
        # lightRect = sdl.Rect((0, 0, textureW, textureH))
        # sdl.setTextureBlendMode(driver.lightTextures[1], sdl.BLENDMODE_ADD)
        # sdl.setTextureAlphaMod(driver.lightTextures[1], 128)
        # posRect = sdl.Rect((int(self.xPos) - int(xMin) + int(self.width/2) - int(textureW/2) ,int(self.yPos) - int(yMin) + int(self.height/2) - int(textureH/2), textureW, textureH))
        # sdl.renderCopy(renderer, driver.lightTextures[1], lightRect, posRect)

        mod = 1
        texture = driver.lightTextures[5]  # default blue
        if self.hurt:
            texture = driver.lightTextures[7]  # change to red
            sdl.setTextureAlphaMod(texture, 255)
        elif self.summoning:
            texture = driver.lightTextures[6]  # change to green
            sdl.setTextureAlphaMod(texture, 64)
            mod = 10
        elif self.transforming:
            texture = driver.lightTextures[3]  # change to orange
            sdl.setTextureAlphaMod(texture, 64)
        elif self.transformed:
            texture = driver.lightTextures[7]  # change to red
            sdl.setTextureAlphaMod(texture, 64)

        if self.dying:
            color = (self.currentFrame % 5) + 3
            texture = driver.lightTextures[color]
            sdl.setTextureAlphaMod(texture, 255)
            if color is 6:
                mod = 10

        textureW, textureH = chef.textureSize(texture)
        textureW *= mod
        textureH *= mod
        lightRect = sdl.Rect((0, 0, textureW, textureH))
        sdl.setTextureBlendMode(texture, sdl.BLENDMODE_ADD)

        posRect = sdl.Rect(
            (int(self.xPos) - int(xMin) + int(self.width / 2) -
             int(textureW / 2), int(self.yPos) - int(yMin) +
             int(self.height / 2) - int(textureH / 2), textureW, textureH))
        sdl.renderCopy(renderer, texture, lightRect, posRect)
 def renderLight(self, renderer, xMin, yMin):
     texture = driver.lightTextures[7]
     modX = 1
     modY = 1
     if self.title is 'green':
         texture = driver.lightTextures[6]  # change to green
     elif self.title is 'purple':
         texture = driver.lightTextures[4]  # change to purple
         modX = 1
         modY = 1
     elif self.title is 'knife':
         texture = driver.lightTextures[1]  # change to green
         return
     textureW, textureH = chef.textureSize(texture)
     textureW = textureW / modX
     textureH = textureH / modY
     lightRect = sdl.Rect((0, 0, int(textureW), int(textureH)))
     sdl.setTextureBlendMode(texture, sdl.BLENDMODE_ADD)
     sdl.setTextureAlphaMod(texture, 128)
     posRect = sdl.Rect((int(self.xPos) - int(xMin) + int(self.width / 2) -
                         int(textureW / 2), int(self.yPos) - int(yMin) +
                         int(self.height / 2) - int(textureH / 2),
                         int(textureW), int(textureH)))
     sdl.renderCopy(renderer, texture, None, posRect)
示例#13
0
    def run(self):
        cursor1 = MC.Chef(220, 190, 50, 80, 'none', 0, 0, 0, 0.001, 0.001,
                          cursorTexture, True, 0, 0, 100, True, 1)
        cursor2 = MC.Chef(535, 190, 50, 80, 'none', 0, 0, 0, 0.001, 0.001,
                          cursorTexture, True, 0, 0, 100, True, 1)

        running = True
        currentTime = 0
        lastTime = 0
        time = 0

        cursorPos = 0
        brightnessPos = 10
        volumePos = round((driver.volume - 8) / 12)

        event = sdl.Event()

        textureW, textureH = game.textureSize(optionsTexture)
        textureRect = game.centeredRect(game.width, game.height, textureW,
                                        textureH)
        sdl.renderClear(driver.renderer)
        sdl.renderCopy(driver.renderer, optionsTexture, None, textureRect)

        # render cursor in
        time1 = ((int(time / 125)) % 4)
        time2 = ((int(time / 500)) % 4)
        # the rectangle that defines which sprite part the sprites
        spriteFrame = sdl.Rect((time1 * 48, 0, 48, 80))
        spriteFrame2 = sdl.Rect((time2 * 48, 0, 48, 80))
        sdl.renderCopy(driver.renderer, cursorTexture, spriteFrame2,
                       cursor1.getRect(0, 0))
        sdl.renderCopy(driver.renderer, cursorTexture, spriteFrame2,
                       cursor2.getRect(0, 0))

        #render in brightness indicators
        for i in range(brightnessPos):
            spot = sdl.Rect((280 + 25 * i, 357, 18, 18))
            sdl.renderCopy(driver.renderer, indTexture, None, spot)

        #render in volume indicators
        for i in range(volumePos):
            spot = sdl.Rect((280 + 25 * i, 242, 18, 18))
            sdl.renderCopy(driver.renderer, indTexture, None, spot)

        sdl.renderPresent(driver.renderer)

        while running:
            hover = None
            clicked = None
            #### TIME MANAGEMENT ####
            currentTime = sdl.getTicks()
            dt = currentTime - lastTime
            time += dt
            lastTime = currentTime

            #### TEXTURE MEASUREMENTS ####
            textureW, textureH = game.textureSize(optionsTexture)
            textureRect = game.centeredRect(game.width, game.height, textureW,
                                            textureH)

            #### HANDLE INPUT ####
            while sdl.pollEvent(event):
                if event.type == sdl.QUIT:
                    running = False
                    game.turnOff()
                elif event.type == sdl.KEYUP:
                    if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]:
                        running = False
                        game.turnOff()
                elif event.type == sdl.MOUSEBUTTONDOWN:
                    if event.button.button == sdl.BUTTON_LEFT:
                        for i in range(len(boxes)):
                            if clicked is None:
                                sdl.mixer.playChannel(0, selectSound, 0)
                                clicked = boxes[i].checkEvent(
                                    event.motion.x, event.motion.y)
                        for i in range(len(volumeBoxes)):
                            here = volumeBoxes[i].checkEvent(
                                event.motion.x, event.motion.y)
                            if here is not None:
                                volumePos = here
                elif event.type == sdl.MOUSEMOTION:
                    for i in range(len(boxes)):
                        if (boxes[i].checkMotion(event.motion.x,
                                                 event.motion.y)):
                            hover = boxes[i].cursorPos
                if event.type == sdl.KEYDOWN:
                    if event.key.keysym.sym == sdl.K_UP:
                        sdl.mixer.playChannel(1, scrollSound, 0)
                        cursorPos -= 1
                        if cursorPos <= -1:
                            cursorPos = 2
                    elif event.key.keysym.sym == sdl.K_DOWN:
                        sdl.mixer.playChannel(1, scrollSound, 0)
                        cursorPos = (cursorPos + 1) % 3
                    elif event.key.keysym.sym == sdl.K_RIGHT:
                        sdl.mixer.playChannel(1, scrollSound, 0)
                        if cursorPos is 1:
                            if sdl.getWindowBrightness(driver.window) < 1:
                                brightnessPos += 1
                                sdl.setWindowBrightness(
                                    driver.window,
                                    sdl.getWindowBrightness(driver.window) +
                                    0.05)
                        elif cursorPos is 0:
                            if volumePos < 10:
                                volumePos += 1
                                sdl.mixer.volume(-1, volumePos * 12)
                                driver.volume = volumePos * 12
                    elif event.key.keysym.sym == sdl.K_LEFT:
                        sdl.mixer.playChannel(1, scrollSound, 0)
                        if cursorPos is 1:
                            if sdl.getWindowBrightness(driver.window) > .5:
                                brightnessPos -= 1
                                sdl.setWindowBrightness(
                                    driver.window,
                                    sdl.getWindowBrightness(driver.window) -
                                    0.05)
                        elif cursorPos is 0:
                            if volumePos > 1:
                                volumePos -= 1
                                sdl.mixer.volume(-1, volumePos * 12)
                                driver.volume = volumePos * 12
                    elif event.key.keysym.sym == sdl.K_RETURN:
                        if (cursorPos == 0):
                            # Call to play game
                            sdl.mixer.playChannel(1, scrollSound, 0)
                        elif (cursorPos == 1):
                            #ADD IN OPTIONS
                            sdl.mixer.playChannel(1, scrollSound, 0)
                        elif (cursorPos == 2):
                            #Call to controls screen
                            sdl.mixer.playChannel(0, selectSound, 0)
                            running = False
                            self.next = "menu"
                        while (sdl.getTicks() - currentTime < 300):
                            pass

                if (hover is not None):
                    cursorPos = hover

                if clicked is not None:
                    if cursorPos is 2:
                        sdl.mixer.playChannel(0, selectSound, 0)
                        running = False
                        self.next = "menu"
                cursor1.updateY(190 + 115 * cursorPos)
                cursor2.updateY(190 + 115 * cursorPos)

                #### RENDER ####
                sdl.renderClear(driver.renderer)
                sdl.renderCopy(driver.renderer, optionsTexture, None,
                               textureRect)

                # render cursor in
                time1 = ((int(time / 125)) % 4)
                time2 = ((int(time / 500)) % 4)
                # the rectangle that defines which sprite part the sprites
                spriteFrame = sdl.Rect((time1 * 48, 0, 48, 80))
                spriteFrame2 = sdl.Rect((time2 * 48, 0, 48, 80))
                sdl.renderCopy(driver.renderer, cursorTexture, spriteFrame2,
                               cursor1.getRect(0, 0))
                sdl.renderCopy(driver.renderer, cursorTexture, spriteFrame2,
                               cursor2.getRect(0, 0))

                for i in range(brightnessPos):
                    spot = sdl.Rect((280 + 25 * i, 357, 18, 18))
                    sdl.renderCopy(driver.renderer, indTexture, None, spot)
                for i in range(volumePos):
                    spot = sdl.Rect((280 + 25 * i, 242, 18, 18))
                    sdl.renderCopy(driver.renderer, indTexture, None, spot)
                sdl.renderPresent(driver.renderer)
示例#14
0
 def renderNoWepMessage(self, renderer, xMin, yMin):
     textureW, textureH = chef.textureSize(self.textures[2][14])
     message = sdl.Rect((240, 500, textureW, textureH))
     sdl.renderCopy(renderer, self.textures[2][14], None, message)
    def run(self, itemName):
        sdl.mixer.volume(-1, driver.volume)
        sdl.mixer.volumeMusic(driver.volume)

        running = True
        currentTime = 0
        lastTime = 0
        time = 0

        keepOnPlaying = True

        event = sdl.Event()

        sdl.mixer.allocateChannels(2)
        selectSound = sdl.mixer.loadWAV_RW(
            sdl.RWFromFile("music//chunks/menu_select.wav", 'rw'), 0)
        cur = 0
        if itemName is "bsv":
            cur = 0
        elif itemName is "key":
            cur = 1
        elif itemName is "ladles":
            cur = 2
        elif itemName is "graters":
            cur = 3
        elif itemName is "carrot":
            cur = 4
        elif itemName is "pizza":
            cur = 5
        elif itemName is "tomato":
            cur = 6
        elif itemName is "knives":
            cur = 7

        while running:

            #### TIME MANAGEMENT ####
            currentTime = sdl.getTicks()
            dt = currentTime - lastTime
            time += dt
            lastTime = currentTime

            #### TEXTURE MEASUREMENTS ####
            textureW, textureH = game.textureSize(driver.chef.textures[3][cur])
            textureRect = game.centeredRect(game.width, game.height, textureW,
                                            textureH)
            sdl.renderClear(driver.renderer)
            self.camera.display(time, dt, False, None)
            sdl.renderCopy(driver.renderer, driver.chef.textures[3][cur], None,
                           textureRect)
            sdl.renderPresent(driver.renderer)

            #### HANDLE INPUT ####
            while sdl.pollEvent(event):
                if event.type == sdl.QUIT:
                    running = False
                    game.turnOff()
                    keepOnPlaying = False
                elif event.type == sdl.KEYUP:
                    if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]:
                        running = False
                        game.turnOff()
                        keepOnPlaying = False
                if event.type == sdl.KEYDOWN:
                    if event.key.keysym.sym is sdl.K_SPACE:
                        sdl.mixer.playChannel(0, selectSound, 0)
                        running = False
                        keepOnPlaying = True

#### RENDER ####

                if not running:
                    return keepOnPlaying
        sdl.renderClear(driver.renderer)
        if selectSound is not None:
            sdl.mixer.freeChunk(selectSound)
示例#16
0
 def getMessageRect(self, num):
     textureW, textureH = game.textureSize(self.texture[num])
     return sdl.Rect((240, 500, textureW, textureH))
    def run(self):
        sdl.mixer.volume(-1, driver.volume)
        sdl.mixer.volumeMusic(driver.volume)
        cursor1 = MC.Chef(240, 160, 50, 80, 'none', 0, 0, 0, 0.001, 0.001,
                          cursorTexture, True, 0, 0, 100, True, 1)
        cursor2 = MC.Chef(515, 160, 50, 80, 'none', 0, 0, 0, 0.001, 0.001,
                          cursorTexture, True, 0, 0, 100, True, 1)

        running = True
        currentTime = 0
        lastTime = 0
        time = 0

        cursorPos = 0

        keepOnPlaying = True

        event = sdl.Event()
        controls = Controls()
        options = Options()
        while running:
            hover = None
            clicked = None
            #### TIME MANAGEMENT ####
            currentTime = sdl.getTicks()
            dt = currentTime - lastTime
            time += dt
            lastTime = currentTime

            #### TEXTURE MEASUREMENTS ####
            textureW, textureH = game.textureSize(pauseTexture)
            textureRect = game.centeredRect(game.width, game.height, textureW,
                                            textureH)

            #### HANDLE INPUT ####
            while sdl.pollEvent(event):
                if event.type == sdl.QUIT:
                    running = False
                    game.turnOff()
                    keepOnPlaying = False
                elif event.type == sdl.KEYUP:
                    if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]:
                        running = False
                        game.turnOff()
                        keepOnPlaying = False
                elif event.type == sdl.MOUSEBUTTONDOWN:
                    if event.button.button == sdl.BUTTON_LEFT:
                        for i in range(len(boxes)):
                            if clicked is None:
                                sdl.mixer.playChannel(0, selectSound, 0)
                                clicked = boxes[i].checkEvent(
                                    event.motion.x, event.motion.y)
                elif event.type == sdl.MOUSEMOTION:
                    for i in range(len(boxes)):
                        if (boxes[i].checkMotion(event.motion.x,
                                                 event.motion.y)):
                            hover = boxes[i].cursorPos
                elif event.type == sdl.KEYDOWN:
                    if event.key.keysym.sym == sdl.K_UP:
                        sdl.mixer.playChannel(1, scrollSound, 0)
                        cursorPos -= 1
                        if cursorPos <= -1:
                            cursorPos = 3
                    elif event.key.keysym.sym == sdl.K_DOWN:
                        sdl.mixer.playChannel(1, scrollSound, 0)
                        cursorPos = (cursorPos + 1) % 4
                    elif event.key.keysym.sym == sdl.K_p:
                        sdl.mixer.playChannel(0, selectSound, 0)
                        running = False
                        keepOnPlaying = True
                    elif event.key.keysym.sym == sdl.K_RETURN:
                        if (cursorPos == 0):
                            # Call to play game
                            sdl.mixer.playChannel(0, selectSound, 0)
                            running = False
                            keepOnPlaying = True
                        elif (cursorPos == 1):
                            #ADD IN OPTIONS
                            sdl.mixer.playChannel(0, selectSound, 0)
                            options.load()
                            options.run()
                            options.cleanup()
                        elif (cursorPos == 2):
                            #Call to controls screen
                            sdl.mixer.playChannel(0, selectSound, 0)
                            controls.load()
                            controls.run()
                            controls.cleanup()
                        elif (cursorPos == 3):
                            # Call to quit
                            sdl.mixer.playChannel(0, selectSound, 0)
                            running = False
                            game.turnOff()
                            keepOnPlaying = False
                        while (sdl.getTicks() - currentTime < 300):
                            pass

#### RENDER ####
                if (clicked is not None):
                    if clicked is 'quit':
                        running = False
                        game.turnOff()
                        keepOnPlaying = False
                    elif clicked is "controls":
                        controls.load()
                        controls.run()
                        controls.cleanup()
                    elif clicked is "options":
                        options.load()
                        options.run()
                        options.cleanup()
                    elif clicked is "resume":
                        running = False
                        keepOnPlaying = True

                if (hover is not None):
                    cursorPos = hover

                cursor1.updateY(220 + 60 * cursorPos)
                cursor2.updateY(220 + 60 * cursorPos)
                sdl.renderClear(driver.renderer)
                self.camera.display(time, dt, False, None)
                sdl.renderCopy(driver.renderer, pauseTexture, None,
                               textureRect)

                # render cursor in
                time1 = ((int(time / 125)) % 4)
                time2 = ((int(time / 500)) % 4)
                # the rectangle that defines which sprite part the sprites

                spriteFrame = sdl.Rect((time1 * 48, 0, 48, 80))
                spriteFrame2 = sdl.Rect((time2 * 48, 0, 48, 80))
                sdl.renderCopy(driver.renderer, cursorTexture, spriteFrame2,
                               cursor1.getRect(0, 0))
                sdl.renderCopy(driver.renderer, cursorTexture, spriteFrame2,
                               cursor2.getRect(0, 0))

                sdl.renderPresent(driver.renderer)
                if not running:
                    return keepOnPlaying