class Shooting(GameState):
    """Main gameplay state."""
    colors = {
            "day": {
                    "sky": pg.Color("skyblue"),
                    "grass": pg.Color(125, 183, 100)},
            "night": {
                    "sky": pg.Color(1, 2, 7),
                    "grass":  pg.Color(11, 15, 8)}}

    def __init__(self):
        super(Shooting, self).__init__()
        self.animations = pg.sprite.Group()
        self.world = World(True)
        self.cooldown = 0
        self.cooldown_duration = 250
        self.mag_size = 4
        self.bullets_in_mag = self.mag_size
        self.crosshairs_day = prepare.GFX['crosshairs_day']
        self.crosshairs_night = prepare.GFX['crosshairs_night']
        self.crosshairs = self.crosshairs_day
        self.crosshairs_rect = self.crosshairs.get_rect()
        self.switched = False
        self.bullet = pg.transform.scale(prepare.GFX['bullet'], (15,100))
        self.bullet_rect = self.bullet.get_rect()
        self.bullet_spacer = 5
        self.clay_score = 0
        self.clay_scores = []
        self.clay_score_timer = 0.0

    def startup(self, persistent):
        self.persist = persistent
        self.score = 0
        self.score_label = Label("{}".format(self.score),
                                           {"topleft": (5, 5)}, font_size=64)
        self.world.reset()
        pg.mouse.set_visible(False)

    def get_event(self, event):
        if event.type == pg.QUIT:
            pg.mouse.set_visible(True)
            self.quit = True
        elif event.type == pg.KEYUP:
            if event.key == pg.K_ESCAPE:
                self.quit = True
            elif event.key == pg.K_r:
                self.on_reload()
        elif event.type == pg.MOUSEBUTTONDOWN:
            if event.button == 1:
                self.shoot()
            elif event.button == 3:
                self.on_reload()
            
    def on_reload(self):
        self.bullets_in_mag = self.mag_size
        prepare.SFX["reload"].play()
            

    def update(self, dt):
        self.cooldown += dt
        self.animations.update(dt)
        self.world.update(dt)
        for sprite in self.world.all_sprites:
            self.world.all_sprites.change_layer(sprite, sprite.z * -1)
        self.score_label.set_text("{}".format(int(self.score)))
        if self.world.done:
            self.done = True
            self.persist["score"] = int(self.score)
            self.next_state = "HIGHSCORES"
        self.crosshairs_rect.center = pg.mouse.get_pos()
        if self.world.nighttime:
            self.crosshairs = self.crosshairs_night
        else:
            self.crosshairs = self.crosshairs_day
        if self.world.h >= 19:
            if not self.switched:
                prepare.SFX["clicker"].play()
                self.switched = not self.switched
        #elif self.world.h < 19:
        #    self.switched = False
            
        if self.world.h >= 6 and self.world.h < 19:
            if self.switched:
                prepare.SFX["clicker"].play()
                self.switched = not self.switched
            
        self.remove_clay_score()
            
    def shoot(self):
        if self.cooldown < self.cooldown_duration:
            return
        else:
            self.cooldown = 0
        
        if not self.bullets_in_mag:
            return
        else:
            self.bullets_in_mag -= 1
            
        prepare.SFX["gunshot"].play()
            
        for clay in [x for x in self.world.clays if not x.shattered]:
            if clay.rect.collidepoint(pg.mouse.get_pos()):
                clay.shatter()
                self.add_points(clay)
                self.add_clay_score()
                
    def add_clay_score(self):
        lbl = Label("{}".format(int(self.clay_score)),{"topleft": (50, 5)}, font_size=64)
        lbl.rect = pg.mouse.get_pos()
        self.clay_scores.append(lbl)
        
    def remove_clay_score(self):
        if pg.time.get_ticks()-self.clay_score_timer > 3000:
            self.clay_score_timer = pg.time.get_ticks()
            if self.clay_scores:
                self.clay_scores.pop(0)
                
    def add_points(self, clay):
        modifier = clay.z / 50.
        score = modifier * (100. / clay.speed)
        self.clay_score = score
        self.score += score

    def draw(self, surface):
        surface.fill(self.world.sky)
        surface.fill(self.world.grass, self.world.ground_rect)
        self.world.all_sprites.draw(surface)
        surface.blit(self.crosshairs, self.crosshairs_rect)
        for rnd in range(self.bullets_in_mag):
            surface.blit(self.bullet, (rnd*self.bullet_rect.width + rnd*self.bullet_spacer,55))
        self.score_label.draw(surface)
        for score in self.clay_scores:
            score.draw(surface)
    def __init__(self, data_dict, field_widths, field_height, field_text_font,
                 field_text_size, field_text_color):
        """
        ARGS

        data_dict: an OrderedDict of field_name: value pairs
        field_widths: list of the widths for each field (ordered to match the order of keys in data_dict)
        field_height: the height of a field's rect
        text_color: color that field values should be rendered in
        """
        self.data = data_dict
        left, top = 0, 0
        total_width = sum(field_widths)
        self.image = pg.Surface((total_width, field_height)).convert_alpha()
        self.image.fill((0, 0, 0, 0))
        right = left
        for width, field_name in zip(field_widths, data_dict):
            right += width
            value = data_dict[field_name]
            label = Label("{}".format(value),
                          {"midright": (right - 3, top + (field_height // 2))},
                          text_color=field_text_color,
                          font_size=field_text_size,
                          font_path=field_text_font)
            label.draw(self.image)
        self.rect = self.image.get_rect()
    def __init__(self, name, topleft, width, height, fill_color, line_color,
                 line_weight, header_text_font, header_text_size,
                 header_text_color):
        """"
        ARGS

        name: the name of the field the header controls
        topleft: the topleft screen position of the table
        width: the width of the field the header controls
        height: the height of the header's rect
        fill_color: color to fill the header's rect with
        line_color: the line color of the SortableTable
        """
        self.image = pg.Surface((width, height))
        self.image.fill(fill_color)
        center = (width // 2), height // 2
        self.field_name = name
        label = Label(name, {"center": center},
                      font_path=header_text_font,
                      font_size=header_text_size,
                      text_color=header_text_color)
        label.draw(self.image)
        pg.draw.rect(self.image, line_color, ((0, 0), (width, height)),
                     line_weight)
        self.rect = self.image.get_rect(topleft=topleft)
        self.direction = -1
        self.selected = False
示例#4
0
class Hunting(GameState):
    """The main game state."""
    def __init__(self):
        super(Hunting, self).__init__()
        self.world_surf = pg.Surface(prepare.WORLD_SIZE).convert()
        self.world_rect = self.world_surf.get_rect()
        self.background = make_background(prepare.WORLD_SIZE)
        self.all_sprites = pg.sprite.LayeredDirty()
        self.colliders = pg.sprite.Group()
        self.ui = pg.sprite.Group()
        self.noise_detector = NoiseDetector((10, 80), self.ui)
        self.hunter = Hunter(self.world_rect.center, 0, self.noise_detector,
                             self.all_sprites)
        self.turkeys = self.add_turkeys()
        self.bullets = pg.sprite.Group()
        self.make_trees()
        hx, hy = self.hunter.rect.center
        self.ammo_crate = AmmoCrate((hx - 50, hy - 50), self.colliders,
                                    self.all_sprites)
        self.all_sprites.clear(self.world_surf, self.background)
        self.leaves = pg.sprite.Group()
        self.roasts = pg.sprite.Group()
        self.flocks = pg.sprite.Group()
        self.animations = pg.sprite.Group()
        self.rustle_sounds = [
            prepare.SFX["rustle{}".format(x)] for x in range(1, 21)
        ]
        self.wind_gust()
        style = {
            "font_path": prepare.FONTS["pretzel"],
            "font_size": 24,
            "text_color": (58, 41, 18)
        }
        self.shell_label = Label("{}".format(self.hunter.shells),
                                 {"topleft": (50, 10)}, **style)
        self.roasts_label = Label("{}".format(self.hunter.roasts),
                                  {"topleft": (50, 50)}, **style)
        Icon((20, 3), "shell", self.ui)
        Icon((10, 45), "roast", self.ui)
        self.add_flock()

    def wind_gust(self):
        """Play wind sound and set up next gust."""
        prepare.SFX["wind"].play()
        task = Task(self.wind_gust, randint(15000, 45000))
        self.animations.add(task)

    def add_turkeys(self):
        """Spawn turkeys."""
        turkeys = pg.sprite.Group()
        w, h = prepare.WORLD_SIZE
        for _ in range(35):
            pos = randint(20, w - 20), randint(20, h - 20)
            Turkey(pos, turkeys, self.all_sprites)
        return turkeys

    def make_trees(self):
        """Spawn trees."""
        self.trees = pg.sprite.Group()
        w, h = prepare.WORLD_SIZE
        for _ in range(120):
            while True:
                pos = (randint(50, w - 20), randint(20, h - 20))
                tree = Tree(pos)
                collisions = (tree.collider.colliderect(other.collider)
                              for other in self.colliders)
                if not any(collisions) and not tree.collider.colliderect(
                        self.hunter.collider):
                    break
            self.trees.add(tree)
            self.colliders.add(tree)
            self.all_sprites.add(tree)

    def add_flock(self):
        """Add a Flock of birds."""
        flock = Flock((self.hunter.collider.centerx, -1500), self.animations,
                      self.all_sprites, self.flocks)
        next_flock = randint(45000, 150000)  #next flock in 45-150 seconds
        task = Task(self.add_flock, next_flock)
        self.animations.add(task)

    def update(self, dt):
        self.animations.update(dt)
        keys = pg.key.get_pressed()
        self.hunter.update(dt, keys, self.bullets, self.turkeys,
                           self.colliders, self.all_sprites, self.animations)
        self.turkeys.update(dt, self.trees)
        self.bullets.update(dt)
        for sprite in self.all_sprites:
            self.all_sprites.change_layer(sprite, sprite.collider.bottom)

        tree_hits = pg.sprite.groupcollide(self.bullets, self.trees, True,
                                           False, footprint_collide)
        for bullet in tree_hits:
            for tree in tree_hits[bullet]:
                choice(self.rustle_sounds).play()
                num = randint(3, 9)
                for spot_info in sample(leaf_spots[tree.trunk], num):
                    self.add_leaf(tree, spot_info)

        turkey_hits = pg.sprite.groupcollide(self.bullets, self.turkeys, True,
                                             True, footprint_collide)
        for t_bullet in turkey_hits:
            for turkey in turkey_hits[t_bullet]:
                Roast(turkey.pos, self.roasts, self.all_sprites)

        if self.hunter.shells < self.hunter.max_shells:
            if self.hunter.collider.colliderect(
                    self.ammo_crate.rect.inflate(16, 16)):
                prepare.SFX["gunload"].play()
                self.hunter.shells = self.hunter.max_shells

        if self.hunter.state == "move":
            self.scare_turkeys()
        self.noise_detector.update(dt)
        self.shell_label.set_text("{}".format(self.hunter.shells))
        self.roasts_label.set_text("{}".format(self.hunter.roasts))
        roast_collisions = pg.sprite.spritecollide(self.hunter, self.roasts,
                                                   True, footprint_collide)
        if roast_collisions:
            prepare.SFX["knifesharpener"].play()
            self.hunter.roasts += len(roast_collisions)
        self.flocks.update(self.hunter)

    def scare_turkeys(self):
        """Make turkeys flee depending on distance and the player's noise level."""
        size = self.noise_detector.noise_level
        scare_rect = self.hunter.collider.inflate(size, size)
        scared_turkeys = (
            t for t in self.turkeys
            if t.collider.colliderect(scare_rect) and t.state.name != "flee")
        for scared in scared_turkeys:
            scared.flee(self.hunter)

    def add_leaf(self, tree, spot_info):
        """Add a falling leaf."""
        fall_time = randint(2000, 2500)
        leaf = Leaf(tree, spot_info, self.leaves, self.all_sprites)
        y = leaf.rect.centery + leaf.fall_distance
        ani = Animation(centery=y, duration=fall_time, round_values=True)
        ani.callback = leaf.land
        ani.start(leaf.rect)
        ani2 = Animation(centery=leaf.collider.centery + leaf.fall_distance,
                         duration=fall_time,
                         round_values=True)
        ani2.start(leaf.collider)
        fade = Animation(img_alpha=0,
                         duration=3000,
                         delay=fall_time,
                         round_values=True)
        fade.callback = leaf.kill
        fade.update_callback = leaf.set_alpha
        fade.start(leaf)
        self.animations.add(ani, ani2, fade)

    def get_view_rect(self):
        """
        Return the currently visible portion of the world map
        centered on the player.
        """
        view_rect = pg.Rect((0, 0), prepare.SCREEN_SIZE)
        view_rect.center = self.hunter.pos
        view_rect.clamp_ip(self.world_rect)
        return view_rect

    def draw(self, surface):
        self.all_sprites.draw(self.world_surf)
        rect = self.get_view_rect()
        surf = self.world_surf.subsurface(rect)
        surface.blit(surf, (0, 0))
        self.shell_label.draw(surface)
        self.roasts_label.draw(surface)
        self.ui.draw(surface)
class MapViewer(GameState):
    """
    This state allows the user to view the map they selected from
    the menu.
    """
    def __init__(self):
        super(MapViewer, self).__init__()
        self.screen_rect = prepare.SCREEN.get_rect()

    def startup(self, persistent):
        self.persist = persistent
        self.map_name = self.persist["map name"]
        self.map = prepare.GFX[self.map_name.replace(" ", "-")]
        self.rect = self.map.get_rect(center=self.screen_rect.center)
        self.map_scale = prepare.SCALES[self.map_name]

        self.lines = []
        self.is_path_end = False

        self.font = prepare.FONTS["Saniretro"]
        self.distance_label = None
        self.text_color = (255, 255, 255)
        self.bg_color = (0, 0, 0)
        info = "Left click to add a point, Right click to end path"
        self.info_labe = Label(self.font, 20, info,
                               self.text_color,
                               {"bottomleft": self.screen_rect.bottomleft},
                               self.bg_color)

    def get_event(self, event):
        if event.type == pg.QUIT:
            self.quit = True

        if event.type == pg.MOUSEBUTTONUP:
            if event.button == 1:  # left click
                if self.lines and self.lines[-1].moving:
                    self.set_anchor_point(event.pos)
                else:
                    if self.is_path_end:
                        self.create_new_path()
                    self.create_new_line(event.pos)

            if event.button == 3:  # right click
                self.end_path(event.pos)

        if event.type == pg.MOUSEMOTION:
            if self.lines and self.lines[-1].moving:
                self.lines[-1].end = event.pos

    def update(self, dt):
        if self.lines:
            for line in self.lines:
                line.update()

    def draw(self, surface):
        surface.fill(pg.Color("gray2"))
        surface.blit(self.map, self.rect)
        if self.lines:
            for line in self.lines:
                line.draw(surface)
            self.distance_label.draw(surface)
        self.info_labe.draw(surface)

    def create_new_line(self, pos):
        line = Line(pos)
        self.lines.append(line)
        text = "{:.2f} miles - {:.2f} kms".format(0.0, 0.0)
        self.distance_label = Label(self.font, 20, text,
                                    self.text_color, {"topleft": (0, 0)},
                                    self.bg_color)

    def set_anchor_point(self, pos):
        self.lines[-1].set_end(pos)
        self.distance_label.set_text(self.distance)
        line = Line(pos)
        self.lines.append(line)

    def create_new_path(self):
        self.lines = []

    def end_path(self, pos):
        self.lines[-1].set_end(pos)
        self.is_path_end = True

    @property
    def distance(self):
        distance = 0
        for line in self.lines:
            distance += line.distance * self.map_scale
        kms = distance * 1.60934  # simple conversion
        text = "{:.2f} miles - {:.2f} kms".format(distance, kms)
        return text
class Hunting(GameState):
    """The main game state."""
    def __init__(self):
        super(Hunting, self).__init__()
        self.world_surf = pg.Surface(prepare.WORLD_SIZE).convert()
        self.world_rect = self.world_surf.get_rect()
        self.background  = make_background(prepare.WORLD_SIZE)
        self.all_sprites = pg.sprite.LayeredDirty()
        self.colliders = pg.sprite.Group()
        self.ui = pg.sprite.Group()
        self.noise_detector = NoiseDetector((10, 80), self.ui)
        self.hunter = Hunter(self.world_rect.center, 0,
                                       self.noise_detector, self.all_sprites)
        self.turkeys = self.add_turkeys()
        self.bullets = pg.sprite.Group()
        self.make_trees()
        hx, hy = self.hunter.rect.center
        self.ammo_crate = AmmoCrate((hx - 50, hy - 50), self.colliders,
                                                          self.all_sprites)
        self.all_sprites.clear(self.world_surf, self.background)
        self.leaves = pg.sprite.Group()
        self.roasts = pg.sprite.Group()
        self.flocks = pg.sprite.Group()
        self.animations = pg.sprite.Group()
        self.rustle_sounds = [prepare.SFX["rustle{}".format(x)]
                                        for x in range(1, 21)]
        self.wind_gust()
        style = {"font_path": prepare.FONTS["pretzel"],
                     "font_size": 24, "text_color": (58, 41, 18)}
        self.shell_label = Label("{}".format(self.hunter.shells),
                                          {"topleft": (50, 10)}, **style)
        self.roasts_label = Label("{}".format(self.hunter.roasts),
                                             {"topleft": (50, 50)}, **style)
        Icon((20, 3), "shell", self.ui)
        Icon((10, 45), "roast", self.ui)
        self.add_flock()

    def wind_gust(self):
        """Play wind sound and set up next gust."""
        prepare.SFX["wind"].play()
        task = Task(self.wind_gust, randint(15000, 45000))
        self.animations.add(task)

    def add_turkeys(self):
        """Spawn turkeys."""
        turkeys = pg.sprite.Group()
        w, h = prepare.WORLD_SIZE
        for _ in range(35):
            pos = randint(20, w - 20), randint(20, h - 20)
            Turkey(pos, turkeys, self.all_sprites)
        return turkeys

    def make_trees(self):
        """Spawn trees."""
        self.trees = pg.sprite.Group()
        w, h  = prepare.WORLD_SIZE
        for _ in range(120):
            while True:
                pos = (randint(50, w - 20), randint(20, h - 20))
                tree = Tree(pos)
                collisions = (tree.collider.colliderect(other.collider)
                                   for other in self.colliders)
                if not any(collisions) and not tree.collider.colliderect(self.hunter.collider):
                    break
            self.trees.add(tree)
            self.colliders.add(tree)
            self.all_sprites.add(tree)

    def add_flock(self):
        """Add a Flock of birds."""
        flock = Flock((self.hunter.collider.centerx, -1500), self.animations,
                             self.all_sprites, self.flocks)
        next_flock = randint(45000, 150000) #next flock in 45-150 seconds
        task = Task(self.add_flock, next_flock)
        self.animations.add(task)

    def update(self, dt):
        self.animations.update(dt)
        keys = pg.key.get_pressed()
        self.hunter.update(dt, keys, self.bullets, self.turkeys,
                                    self.colliders, self.all_sprites, self.animations)
        self.turkeys.update(dt, self.trees)
        self.bullets.update(dt)
        for sprite in self.all_sprites:
            self.all_sprites.change_layer(sprite, sprite.collider.bottom)

        tree_hits = pg.sprite.groupcollide(self.bullets, self.trees, True,
                                                          False, footprint_collide)
        for bullet in tree_hits:
            for tree in tree_hits[bullet]:
                choice(self.rustle_sounds).play()
                num = randint(3, 9)
                for spot_info in sample(leaf_spots[tree.trunk], num):
                    self.add_leaf(tree, spot_info)

        turkey_hits = pg.sprite.groupcollide(self.bullets, self.turkeys,
                                                              True, True, footprint_collide)
        for t_bullet in turkey_hits:
            for turkey in turkey_hits[t_bullet]:
                Roast(turkey.pos, self.roasts, self.all_sprites)

        if self.hunter.shells < self.hunter.max_shells:
            if self.hunter.collider.colliderect(self.ammo_crate.rect.inflate(16, 16)):
                prepare.SFX["gunload"].play()
                self.hunter.shells = self.hunter.max_shells

        if self.hunter.state == "move":
            self.scare_turkeys()
        self.noise_detector.update(dt)
        self.shell_label.set_text("{}".format(self.hunter.shells))
        self.roasts_label.set_text("{}".format(self.hunter.roasts))
        roast_collisions = pg.sprite.spritecollide(self.hunter, self.roasts,
                                                                   True, footprint_collide)
        if roast_collisions:
            prepare.SFX["knifesharpener"].play()
            self.hunter.roasts += len(roast_collisions)
        self.flocks.update(self.hunter)

    def scare_turkeys(self):
        """Make turkeys flee depending on distance and the player's noise level."""
        size = self.noise_detector.noise_level
        scare_rect = self.hunter.collider.inflate(size, size)
        scared_turkeys = (t for t in self.turkeys
                                    if t.collider.colliderect(scare_rect) and t.state.name != "flee")
        for scared in scared_turkeys:
            scared.flee(self.hunter)

    def add_leaf(self, tree, spot_info):
        """Add a falling leaf."""
        fall_time = randint(2000, 2500)
        leaf = Leaf(tree, spot_info, self.leaves, self.all_sprites)
        y = leaf.rect.centery + leaf.fall_distance
        ani = Animation(centery=y, duration=fall_time, round_values=True)
        ani.callback = leaf.land
        ani.start(leaf.rect)
        ani2 = Animation(centery=leaf.collider.centery + leaf.fall_distance,
                                   duration=fall_time, round_values=True)
        ani2.start(leaf.collider)
        fade = Animation(img_alpha=0, duration=3000, delay=fall_time,
                                  round_values=True)
        fade.callback = leaf.kill
        fade.update_callback = leaf.set_alpha
        fade.start(leaf)
        self.animations.add(ani, ani2, fade)

    def get_view_rect(self):
        """
        Return the currently visible portion of the world map
        centered on the player.
        """
        view_rect = pg.Rect((0, 0), prepare.SCREEN_SIZE)
        view_rect.center = self.hunter.pos
        view_rect.clamp_ip(self.world_rect)
        return view_rect

    def draw(self, surface):
        self.all_sprites.draw(self.world_surf)
        rect = self.get_view_rect()
        surf = self.world_surf.subsurface(rect)
        surface.blit(surf, (0, 0))
        self.shell_label.draw(surface)
        self.roasts_label.draw(surface)
        self.ui.draw(surface)
class Shooting(GameState):
    """Main gameplay state."""
    colors = {
            "day": {
                    "sky": pg.Color("skyblue"),
                    "grass": pg.Color(125, 183, 100)},
            "night": {
                    "sky": pg.Color(1, 2, 7),
                    "grass":  pg.Color(11, 15, 8)}}

    def __init__(self):
        super(Shooting, self).__init__()
        self.animations = pg.sprite.Group()
        self.world = World(True)
        self.cooldown = 0
        self.cooldown_duration = 250

    def startup(self, persistent):
        self.persist = persistent
        self.score = 0
        self.score_label = Label("{}".format(self.score),
                                           {"topleft": (5, 5)}, font_size=64)
        self.world.reset()

    def get_event(self, event):
        if event.type == pg.QUIT:
            pg.mouse.set_visible(True)
            self.quit = True
        elif event.type == pg.KEYUP:
            if event.key == pg.K_ESCAPE:
                self.quit = True
        elif event.type == pg.MOUSEBUTTONDOWN:
            self.shoot()

    def update(self, dt):
        self.cooldown += dt
        self.animations.update(dt)
        self.world.update(dt)
        for sprite in self.world.all_sprites:
            self.world.all_sprites.change_layer(sprite, sprite.z * -1)
        self.score_label.set_text("{}".format(int(self.score)))
        if self.world.done:
            self.done = True
            self.persist["score"] = int(self.score)
            self.next_state = "HIGHSCORES"

    def shoot(self):
        if self.cooldown < self.cooldown_duration:
            return
        else:
            prepare.SFX["gunshot"].play()
            self.cooldown = 0
        for clay in [x for x in self.world.clays if not x.shattered]:
            if clay.rect.collidepoint(pg.mouse.get_pos()):
                clay.shatter()
                self.add_points(clay)

    def add_points(self, clay):
        modifier = clay.z / 50.
        score = modifier * (100. / clay.speed)
        self.score += score

    def draw(self, surface):
        surface.fill(self.world.sky)
        surface.fill(self.world.grass, self.world.ground_rect)
        self.world.all_sprites.draw(surface)
        self.score_label.draw(surface)
class CourseInfoEntry(GameState):
    """Edit a course."""
    def __init__(self):
        super(CourseInfoEntry, self).__init__()
        
    def startup(self, persistent):
        self.persist = persistent
        self.textbox_rect = pg.Rect(0, 0, 600, 200)
        self.textbox_rect.center = prepare.SCREEN_RECT.center
        self.course_info = OrderedDict(
                    (("Course Name", None),
                    ("Course Width", None),
                    ("Course Length", None)))                                     
        self.textbox_style = {
                    "color": pg.Color(242, 255, 255),
                    "font_color": pg.Color(48, 75, 50),
                    "active_color": pg.Color(48, 75, 50),
                    "outline_color": pg.Color(72, 96, 74)} 
        self.textbox = TextBox(self.textbox_rect, **self.textbox_style)
        self.current_info = "Course Name"
        self.label_style = {"text_color": (48, 75, 50), "font_size": 48}
        
        w, h = prepare.SCREEN_SIZE
        self.prompt = Label("Enter {}".format(self.current_info), 
                                     {"midtop": (w//2, 20)}, **self.label_style)
        self.textbox.update()
                                          
    def leave_state(self, next_state):
        self.done = True
        self.next_state = next_state
        
    def get_event(self, event):
        self.textbox.get_event(event, pg.mouse.get_pos())
        if event.type == pg.QUIT:
            self.leave_state("MAIN_MENU")
        elif event.type == pg.KEYUP:
            if event.key == pg.K_ESCAPE:
                self.leave_state("MAIN_MENU")
                
    def update(self, dt):
        self.textbox.update()
        if not self.textbox.active:
            self.course_info[self.current_info] = self.textbox.final
            for info in self.course_info:
                if self.course_info[info] is None:
                    self.textbox = TextBox(self.textbox_rect, **self.textbox_style)
                    self.current_info = info
                    if "Width" in info or "Length" in info:
                        self.textbox.accepted = string.digits
                    self.textbox.update()
                    self.prompt.set_text("Enter {}".format(self.current_info))
                    break
            else:
                self.make_course()
            
    def add_random_trees(self, map_size):
        trees = []
        w, h = map_size
        lift_rect = pg.Rect(0, 0, 150, h)
        lift_rect.centerx = w // 2
        num_trees = int(w * h * .0005)
        for _ in range(num_trees):
            while True:
                pos = randint(0, w), randint(0, h)
                if not lift_rect.collidepoint(pos):
                    trees.append(["tree", pos])
                    break
        return trees
            
    def make_course(self):        
        course_info = {}
        name = self.course_info["Course Name"]
        course_info["map_name"] = name
        course_info["map_size"] = (int(self.course_info["Course Width"]),
                                                   int(self.course_info["Course Length"]))
        obstacles = []
        trees = self.add_random_trees(course_info["map_size"])
        obstacles.extend(trees)
        course_info["obstacles"] = obstacles
       
        
        filepath = os.path.join("resources", "courses", "{}.json".format(name))
        with open(filepath, "w") as f:
            json.dump(course_info, f)
        self.done = True
        self.persist["course_name"] = name
        self.next_state = "EDITOR"
        
    def draw(self, surface):
        surface.fill(pg.Color(242, 255, 255))
        self.textbox.draw(surface)
        self.prompt.draw(surface)