Use new splash screen.
[koperkapel.git] / koperkapel / scenes / menu.py
index 4d3b5cf70219613b396638e34de2b997c86ec000..b5d7815ebf36532bac8c50dd355a4a088917404e 100644 (file)
@@ -1,10 +1,75 @@
 """ Main menu scene. """
 
-from .base import Scene
+from pgzero.constants import keys
+from pgzero.loaders import images
+from ..actors.navigator import ActorNavigator
+from ..actors.orientatedsurf import OrientatedSurfActor, SelectableSurfActor
+from .base import Scene, ChangeSceneEvent, WorldEvent, QuitEvent
 
 
 class MenuScene(Scene):
     """ Main menu scene. """
 
-    def draw(self, screen):
-        screen.draw.text("Main menu", (300, 300))
+    def __init__(self):
+        super().__init__()
+        self.actors.add_layer("buttons", level=10)
+        self._init_bg()
+        self._init_buttons()
+
+    def _init_bg(self):
+        self.actors.default.clear()
+        self.actors.default.add(OrientatedSurfActor(
+            images.load("splash/background")))
+
+    def _init_buttons(self):
+        self._nav = ActorNavigator()
+        menu = [
+            self._build_button("new_game", action=self.change_to_new_game),
+            self._build_button("resume_game", action=self.change_to_resume),
+            self._build_button("credits", action=self.change_to_credits),
+            self._build_button("quit", action=self.quit),
+        ]
+        for i, item in enumerate(menu):
+            item.pos = (300, 200 + (i * 100))
+            self.actors.add(item)
+        self._nav.connect(
+            menu, [keys.DOWN, keys.RIGHT], [keys.UP, keys.LEFT],
+            wrap=True)
+        self._nav.current.selected = True
+
+    def _build_button(self, name, action):
+        actor = SelectableSurfActor(
+            images.load("splash/%s" % (name,)),
+            images.load("splash/%s_selected" % (name,)))
+        actor.action = action
+        return actor
+
+    def change_to_resume(self):
+        from .level import GameLevelScene
+        return [ChangeSceneEvent(GameLevelScene())]
+
+    def change_to_new_game(self):
+        from .level import GameLevelScene
+        return [
+            WorldEvent("reset"),
+            ChangeSceneEvent(GameLevelScene())
+        ]
+
+    def change_to_credits(self):
+        from .credits import CreditsScene
+        return [ChangeSceneEvent(CreditsScene())]
+
+    def quit(self):
+        return [QuitEvent()]
+
+    def on_key_down(self, key, mod, unicode):
+        if key == keys.RETURN:
+            current = self._nav.current
+            if current is not None:
+                return current.action()
+        else:
+            prev, current = self._nav.follow(key)
+            if prev is not None:
+                prev.selected = False
+            if current is not None:
+                current.selected = True