Add name to buttons to simplify logic
[tabakrolletjie.git] / tabakrolletjie / scenes / menu.py
index e87005491f9fd79867b1fbc30b5c9242f298a08c..1d14abcd70d80f71fc445a2f280c5f5fbce8cf7d 100644 (file)
@@ -17,11 +17,11 @@ 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))
-        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)),
-        }
+        self._menu = [
+            TextButton("Load Level", (255, 255, 255), name='load level'),
+            TextButton("Start Game (Day)", (255, 255, 255), name='start game'),
+            TextButton("Load Saved Game", (255, 255, 255), name='load game'),
+        ]
 
     def render(self, surface, gamestate):
         surface.fill((0, 128, 0))
@@ -30,8 +30,7 @@ class MenuScene(BaseScene):
         surface.blit(self._title, pos, None)
 
         height = 150
-        for label in sorted(self._menu):
-            item = self._menu[label]
+        for item in self._menu:
             if not item.position:
                 item.position = ((surface.get_width() - item.get_width()) / 2,
                                  height)
@@ -39,9 +38,9 @@ class MenuScene(BaseScene):
             height += item.get_height() + 30
 
     def _get_pressed(self, ev):
-        for label, button in self._menu.items():
+        for button in self._menu:
             if button.pressed(ev):
-                return label
+                return button.name
         return None
 
     def _do_day(self):