Split level scene for game play extensions
[koperkapel.git] / koperkapel / scenes / menu.py
index b646be054f91ef83b6c7b069e0c7c32aa41db80a..ce09cb5ccb2afa8b9505affb6b7b02172ba12db5 100644 (file)
@@ -1,10 +1,65 @@
-""" Mani menu scene. """
+""" Main menu scene. """
 
-from .base import Scene
+from pgzero.constants import keys
+from ..actors.buttons import TextButton
+from ..actors.navigator import ActorNavigator
+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._title = self.actors.add(TextButton("Main Menu"))
+        self._title.pos = (300, 100)
+        self._nav = ActorNavigator()
+        self._menu = [
+            TextButton("Play", action=self.change_to_level),
+            TextButton("View Last Generated Level",
+                       action=self.change_to_viewer),
+            TextButton("Manage Roaches", action=self.change_to_roaches),
+            TextButton("Credits", action=self.change_to_credits),
+            TextButton("Quit", action=self.quit),
+        ]
+        for i, item in enumerate(self._menu):
+            item.pos = (300, 200 + (i * 100))
+            self.actors.add(item)
+        self._nav.connect(
+            self._menu, [keys.DOWN, keys.RIGHT], [keys.UP, keys.LEFT],
+            wrap=True)
+        self._nav.current.select()
+
+    def change_to_level(self):
+        from .level import GameLevelScene
+        return [ChangeSceneEvent(GameLevelScene())]
+
+    def change_to_viewer(self):
+        from .viewlevel import ViewLevelScene
+        return [
+            WorldEvent("set", {"level.name": "map"}),
+            ChangeSceneEvent(ViewLevelScene())
+        ]
+
+    def change_to_roaches(self):
+        from .roaches import RoachesScene
+        return [ChangeSceneEvent(RoachesScene())]
+
+    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.deselect()
+            if current is not None:
+                current.select()