+ y_offset += 50
+ new = TextWidget((100, y_offset), 'New Game', colour=PALETTE.WHITE)
+ new.add_callback('click', self.scene_callback(NewGameScene))
+ selector.add(new)
+
+ y_offset += 50
+ load = TextWidget((100, y_offset), 'Load', colour=PALETTE.WHITE)
+ load.add_callback('click', self.scene_callback(LoadGameScene))
+ selector.add(load)
+
+ y_offset += 50
+ save = TextWidget(
+ (100, y_offset), 'Save', colour=PALETTE.WHITE,
+ unselectable_colour=PALETTE.GREY)
+ save.add_callback('click', self.scene_callback(SaveGameScene))
+ save.set_selectable_callback(lambda: state is not None)
+ selector.add(save)
+
+ y_offset += 50
+ credits = TextWidget((100, y_offset), 'Credits', colour=PALETTE.WHITE)
+ credits.add_callback('click', self.scene_callback(CreditsScene))
+ selector.add(credits)
+
+ y_offset += 50
+ quit = TextWidget((100, y_offset), 'Quit', colour=PALETTE.WHITE)
+ quit.add_callback('click', lambda event: QuitGameEvent.post())
+ selector.add(quit)
+
+ def scene_callback(self, scene_class):
+ return lambda event: SceneChangeEvent.post(scene_class)
+
+ def handle_scene_event(self, ev):
+ if ev.type == pgl.KEYDOWN:
+ if ev.key in KEYS.QUIT:
+ QuitGameEvent.post()
+ return