Enable continue on save file existance
[tabakrolletjie.git] / tabakrolletjie / scenes / menu.py
index 1569d30c975b80efa01e76a89dc3979436b24812..67336112c6c3e7a65151bfb524d23117bf1c7369 100644 (file)
@@ -1,14 +1,89 @@
 """ Menu scene. """
 
-import pygame.event
 import pygame.locals as pgl
 
 from .base import BaseScene
-from ..events import QuitEvent
+from ..events import QuitEvent, SceneChangeEvent
+from ..loader import loader
+from ..constants import FONTS
+from ..widgets import TextButton, SpacerButton
+from ..utils import save_file_exists
 
 
 class MenuScene(BaseScene):
+    def enter(self, gamestate):
+        if gamestate.station is None:
+            print "Loading Station Alpha ..."
+            gamestate.set_station(loader.load_station("station-alpha.json"))
+        font_title = loader.load_font(FONTS['bold'], size=32)
+        self._title = font_title.render('A Game with a title', True,
+                                        (255, 255, 255))
+        self._cont_but = TextButton("Continue / Retry", (255, 255, 255),
+                                    name='continue')
+        if not save_file_exists():
+            self._cont_but.disable()
+        self._menu = [
+            TextButton("New Game", (255, 255, 255), name='new game'),
+            self._cont_but,
+            TextButton("Help", (255, 255, 255), name='help'),
+            SpacerButton((50, 30)),
+            TextButton("Quit", (255, 255, 255), name='quit'),
+        ]
+
+    def render(self, surface, gamestate):
+        surface.fill((0, 128, 0))
+
+        pos = ((surface.get_width() - self._title.get_width()) / 2, 50)
+        surface.blit(self._title, pos, None)
+
+        height = 150
+        for item in self._menu:
+            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 button in self._menu:
+            if button.pressed(ev):
+                return button.name
+        return None
+
+    def _do_day(self):
+        from .day import DayScene
+        SceneChangeEvent.post(scene=DayScene())
+
+    def _do_load_level(self):
+        from .load_level import LoadLevelScene
+        SceneChangeEvent.post(scene=LoadLevelScene())
+
+    def _do_help(self):
+        from .help import HelpScene
+        SceneChangeEvent.post(scene=HelpScene())
+
     def event(self, ev, gamestate):
         if ev.type == pgl.KEYDOWN:
             if ev.key in (pgl.K_q, pgl.K_ESCAPE):
                 QuitEvent.post()
+            elif ev.key == pgl.K_n:
+                from .night import NightScene
+                SceneChangeEvent.post(scene=NightScene())
+            elif ev.key == pgl.K_d:
+                self._do_day()
+            elif ev.key == pgl.K_l:
+                self._do_load_level()
+            elif ev.key == pgl.K_h:
+                self._do_help()
+        elif ev.type == pgl.MOUSEBUTTONDOWN:
+            pressed = self._get_pressed(ev)
+            if pressed == 'new game':
+                self._do_load_level()
+            elif pressed == 'continue':
+                self._do_day()
+            elif pressed == 'help':
+                self._do_help()
+            elif pressed == 'quit':
+                QuitEvent.post()
+            elif pressed:
+                print 'Pressed', pressed