import pygame.locals as pgl
from naja.constants import KEYS
-from naja.events import SceneChangeEvent, InvalidateTheWorld
+from naja.events import SceneChangeEvent, InvalidateTheWorld, LoadGameEvent
+from naja.gamestate import GameState
from naja.options import options
from naja.scenes.scene import Scene
+from naja.sound import sound
from naja.widgets.save_slot import SaveSlotWidget
from naja.widgets.selector import SelectorWidget
os.makedirs(location)
-class SaveGameScene(Scene):
+class LoadSaveGameBase(Scene):
def __init__(self, state):
- super(SaveGameScene, self).__init__(state)
+ super(LoadSaveGameBase, self).__init__(state)
selector = SelectorWidget()
self.add(selector)
self.slots = {}
game_data = self.get_game_data(slot_num)
y_offset = 74 * slot_num
slot = SaveSlotWidget((100, y_offset), slot_num, game_data)
- slot.add_callback('click', lambda event: self.save_game(slot_num))
+ slot.add_callback('click', lambda event: self.perform_action(slot_num))
return slot
- def save_game(self, slot_num):
+ def handle_scene_event(self, ev):
+ if ev.type == pgl.KEYDOWN and ev.key in KEYS.QUIT:
+ from naja.scenes.menu import MenuScene
+ SceneChangeEvent.post(MenuScene)
+ return
+
+ def fail(self):
+ sound.play_sound('error.ogg')
+ InvalidateTheWorld.post()
+
+ def succeed(self):
+ from naja.scenes.menu import MenuScene
+ sound.play_sound('chirp.ogg', volume=0.5)
+ SceneChangeEvent.post(MenuScene)
+
+ def perform_action(self, slot_num):
+ raise NotImplementedError("Nothing to see here.")
+
+
+class SaveGameScene(LoadSaveGameBase):
+ def perform_action(self, slot_num):
save_data = {
'timestamp': datetime.now().ctime(),
'data': self.state.gameboard.export(),
json.dump(save_data, save_file)
except Exception as e:
print "Error saving game in slot %s: %s" % (slot_num, e)
- self.slots[slot_num].game_data = self.get_game_data(slot_num)
- InvalidateTheWorld.post()
+ self.fail()
+ else:
+ self.succeed()
- def handle_scene_event(self, ev):
- if ev.type == pgl.KEYDOWN and ev.key in KEYS.QUIT:
- from naja.scenes.menu import MenuScene
- SceneChangeEvent.post(MenuScene)
- return
+
+class LoadGameScene(LoadSaveGameBase):
+ def perform_action(self, slot_num):
+ game_data = self.get_game_data(slot_num)
+ if game_data is not None:
+ state = GameState.load(game_data['data'])
+ LoadGameEvent.post(state)
+ self.succeed()
+ else:
+ self.fail()