from ..events import QuitEvent, SceneChangeEvent
from ..loader import loader
from ..constants import FONTS
+from ..widgets import TextButton
class MenuScene(BaseScene):
font_title = loader.load_font(FONTS['bold'], size=32)
self._title = font_title.render('A Game with a title', True,
(255, 255, 255))
- font_menu = loader.load_font(FONTS['sans'], size=24)
- self._menu = [
- font_menu.render("Load Level", True, (255, 255, 255)),
- font_menu.render("Load Saved Game", True, (255, 255, 255)),
- ]
+ self._menu = {
+ 'load level': TextButton("Load Level", (255, 255, 255)),
+ 'saved game': TextButton("Load Saved Game", (255, 255, 255)),
+ 'start game': TextButton("Start Game (Day)", (255, 255, 255)),
+ }
def render(self, surface, gamestate):
surface.fill((0, 128, 0))
surface.blit(self._title, pos, None)
height = 150
- for item in self._menu:
- pos = ((surface.get_width() - item.get_width()) / 2, height)
- surface.blit(item, pos, None)
- height += 50
+ for label in sorted(self._menu):
+ item = self._menu[label]
+ if not item.position:
+ item.position = ((surface.get_width() - item.get_width()) / 2,
+ height)
+ item.render(surface)
+ height += item.get_height() + 30
+
+ def _get_pressed(self, ev):
+ for label, button in self._menu.items():
+ if button.pressed(ev):
+ return label
+ return None
+
+ def _do_day(self):
+ from .day import DayScene
+ SceneChangeEvent.post(scene=DayScene())
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
from .night import NightScene
SceneChangeEvent.post(scene=NightScene())
elif ev.key == pgl.K_d:
- from .day import DayScene
- SceneChangeEvent.post(scene=DayScene())
+ self._do_day()
elif ev.key == pgl.K_l:
print "Loading Station Alpha ..."
gamestate.load_station("station-alpha.json")
+ elif ev.type == pgl.MOUSEBUTTONDOWN:
+ pressed = self._get_pressed(ev)
+ if pressed == 'load level':
+ print "Loading Station Alpha ..."
+ gamestate.load_station("station-alpha.json")
+ elif pressed == 'start game':
+ self._do_day()
+ elif pressed:
+ print 'Pressed', pressed
--- /dev/null
+# Simple widgets
+# This just unifies some logic.
+# There is no implied container / window system (yet)
+
+import pygame.locals as pgl
+
+from .loader import loader
+from .constants import FONTS
+
+
+class Button(object):
+
+ def __init__(self, size, pos=None, padding=10):
+ self._size = size
+ self._padding = padding
+ self.position = pos
+
+ @property
+ def position(self):
+ return self._pos
+
+ @position.setter
+ def position(self, pos):
+ self._pos = pos
+ if pos is not None:
+ self._min_x = pos[0] - self._padding
+ self._max_x = pos[0] + self._size[0] + self._padding
+ self._min_y = pos[1] - self._padding
+ self._max_y = pos[1] + self._size[1] + self._padding
+
+ def get_width(self):
+ return self._size[0]
+
+ def get_height(self):
+ return self._size[1]
+
+ def render(self, surface):
+ pass
+
+ def pressed(self, ev):
+ if self._pos is None:
+ # Unplaced buttons can't be pressed
+ return False
+ if ev.type == pgl.MOUSEBUTTONDOWN and ev.button == 1:
+ if self._min_x < ev.pos[0] < self._max_x:
+ if self._min_y < ev.pos[1] < self._max_y:
+ return True
+ return False
+
+
+class TextButton(Button):
+
+ def __init__(self, text, colour, pos=None, padding=10):
+ font = loader.load_font(FONTS['sans'], size=24)
+ self._text = font.render(text, True, colour)
+ super(TextButton, self).__init__(self._text.get_size(), pos, padding)
+
+ def render(self, surface):
+ surface.blit(self._text, self._pos, None)