comparison pyntnclick/gamescreen.py @ 548:ded4324b236e pyntnclick

Moved stuff around, broke everything.
author Jeremy Thurgood <firxen@gmail.com>
date Sat, 11 Feb 2012 13:10:18 +0200
parents gamelib/gamescreen.py@a6f9b6edb6c7
children 38fb04728ac5
comparison
equal deleted inserted replaced
547:33ce7ff757c3 548:ded4324b236e
1 # gamescreen.py
2 # Copyright Boomslang team, 2010 (see COPYING File)
3 # Main menu for the game
4
5 from albow.controls import Widget
6 from albow.layout import Row
7 from albow.palette_view import PaletteView
8 from albow.screen import Screen
9 from pygame import Rect, mouse
10 from pygame.color import Color
11
12 from constants import SCREEN, BUTTON_SIZE, SCENE_SIZE, LEAVE
13 from cursor import CursorWidget
14 from state import initial_state, handle_result
15 from widgets import (MessageDialog, BoomButton, HandButton, PopupMenu,
16 PopupMenuButton)
17
18
19 class InventoryView(PaletteView):
20
21 sel_color = Color("yellow")
22 sel_width = 2
23
24 def __init__(self, screen):
25 PaletteView.__init__(self, (BUTTON_SIZE, BUTTON_SIZE), 1, 6,
26 scrolling=True)
27 self.screen = screen
28 self.state = screen.state
29 self.state_widget = screen.state_widget
30
31 def num_items(self):
32 return len(self.state.inventory)
33
34 def draw_item(self, surface, item_no, rect):
35 item_image = self.state.inventory[item_no].get_inventory_image()
36 surface.blit(item_image, rect, None)
37
38 def click_item(self, item_no, event):
39 item = self.state.inventory[item_no]
40 if self.item_is_selected(item_no):
41 self.unselect()
42 elif item.is_interactive(self.state.tool):
43 result = item.interact(self.state.tool)
44 handle_result(result, self.state_widget)
45 else:
46 self.state.set_tool(self.state.inventory[item_no])
47
48 def mouse_down(self, event):
49 if event.button != 1:
50 self.state.cancel_doodah(self.screen)
51 else:
52 PaletteView.mouse_down(self, event)
53
54 def item_is_selected(self, item_no):
55 return self.state.tool is self.state.inventory[item_no]
56
57 def unselect(self):
58 self.state.set_tool(None)
59
60
61 class StateWidget(Widget):
62
63 def __init__(self, screen):
64 Widget.__init__(self, Rect(0, 0, SCENE_SIZE[0], SCENE_SIZE[1]))
65 self.screen = screen
66 self.state = screen.state
67 self.detail = DetailWindow(screen)
68
69 def draw(self, surface):
70 if self.state.previous_scene and self.state.do_check == LEAVE:
71 # We still need to handle leave events, so still display the scene
72 self.state.previous_scene.draw(surface, self)
73 else:
74 self.state.current_scene.draw(surface, self)
75
76 def mouse_down(self, event):
77 self.mouse_move(event)
78 if event.button != 1: # We have a right/middle click
79 self.state.cancel_doodah(self.screen)
80 elif self.subwidgets:
81 self.clear_detail()
82 self._mouse_move(event.pos)
83 else:
84 result = self.state.interact(event.pos)
85 handle_result(result, self)
86
87 def animate(self):
88 if self.state.animate():
89 # queue a redraw
90 self.invalidate()
91 # We do this here so we can get enter and leave events regardless
92 # of what happens
93 result = self.state.check_enter_leave(self.screen)
94 handle_result(result, self)
95
96 def mouse_move(self, event):
97 self.state.highlight_override = False
98 if not self.subwidgets:
99 self._mouse_move(event.pos)
100
101 def _mouse_move(self, pos):
102 self.state.highlight_override = False
103 self.state.current_scene.mouse_move(pos)
104 self.state.old_pos = pos
105
106 def show_message(self, message, style=None):
107 # Display the message as a modal dialog
108 MessageDialog(self.screen, message, 60, style=style).present()
109 # queue a redraw to show updated state
110 self.invalidate()
111 # The cursor could have gone anywhere
112 if self.subwidgets:
113 self.subwidgets[0]._mouse_move(mouse.get_pos())
114 else:
115 self._mouse_move(mouse.get_pos())
116
117 def show_detail(self, detail):
118 self.clear_detail()
119 detail_obj = self.state.set_current_detail(detail)
120 self.detail.set_image_rect(Rect((0, 0), detail_obj.get_detail_size()))
121 self.add_centered(self.detail)
122 self.state.do_enter_detail()
123
124 def clear_detail(self):
125 """Hide the detail view"""
126 if self.state.current_detail is not None:
127 self.remove(self.detail)
128 self.state.do_leave_detail()
129 self.state.set_current_detail(None)
130 self._mouse_move(mouse.get_pos())
131
132 def end_game(self):
133 self.screen.running = False
134 self.screen.shell.show_screen(self.screen.shell.end_screen)
135
136
137 class DetailWindow(Widget):
138 def __init__(self, screen):
139 Widget.__init__(self)
140 self.image_rect = None
141 self.screen = screen
142 self.state = screen.state
143 self.border_width = 5
144 self.border_color = (0, 0, 0)
145 # parent only gets set when we get added to the scene
146 self.close = BoomButton('Close', self.close_but, screen)
147 self.add(self.close)
148
149 def close_but(self):
150 self.parent.clear_detail()
151
152 def end_game(self):
153 self.parent.end_game()
154
155 def set_image_rect(self, rect):
156 bw = self.border_width
157 self.image_rect = rect
158 self.image_rect.topleft = (bw, bw)
159 self.set_rect(rect.inflate(bw * 2, bw * 2))
160 self.close.rect.midbottom = rect.midbottom
161
162 def draw(self, surface):
163 scene_surface = self.get_root().surface.subsurface(self.parent.rect)
164 overlay = scene_surface.convert_alpha()
165 overlay.fill(Color(0, 0, 0, 191))
166 scene_surface.blit(overlay, (0, 0))
167 self.state.current_detail.draw(
168 surface.subsurface(self.image_rect), self)
169
170 def mouse_down(self, event):
171 self.mouse_move(event)
172 if event.button != 1: # We have a right/middle click
173 self.state.cancel_doodah(self.screen)
174 else:
175 result = self.state.interact_detail(
176 self.global_to_local(event.pos))
177 handle_result(result, self)
178
179 def mouse_move(self, event):
180 self._mouse_move(event.pos)
181
182 def _mouse_move(self, pos):
183 self.state.highlight_override = False
184 self.state.current_detail.mouse_move(self.global_to_local(pos))
185
186 def show_message(self, message, style=None):
187 self.parent.show_message(message, style)
188 self.invalidate()
189
190
191 class ToolBar(Row):
192 def __init__(self, items):
193 for item in items:
194 item.height = BUTTON_SIZE
195 Row.__init__(self, items, spacing=0, width=SCREEN[0])
196 self.bg_color = (31, 31, 31)
197
198 def draw(self, surface):
199 surface.fill(self.bg_color)
200 Row.draw(self, surface)
201
202
203 class GameScreen(Screen, CursorWidget):
204 def __init__(self, shell):
205 CursorWidget.__init__(self, self)
206 Screen.__init__(self, shell)
207 self.running = False
208
209 def _clear_all(self):
210 for widget in self.subwidgets[:]:
211 self.remove(widget)
212
213 def start_game(self):
214 self._clear_all()
215 self.state = initial_state()
216 self.state_widget = StateWidget(self)
217 self.add(self.state_widget)
218
219 self.popup_menu = PopupMenu(self)
220 self.menubutton = PopupMenuButton('Menu',
221 action=self.popup_menu.show_menu)
222
223 self.handbutton = HandButton(action=self.hand_pressed)
224
225 self.inventory = InventoryView(self)
226
227 self.toolbar = ToolBar([
228 self.menubutton,
229 self.handbutton,
230 self.inventory,
231 ])
232 self.toolbar.bottomleft = self.bottomleft
233 self.add(self.toolbar)
234
235 self.running = True
236
237 def enter_screen(self):
238 CursorWidget.enter_screen(self)
239
240 def leave_screen(self):
241 CursorWidget.leave_screen(self)
242
243 # Albow uses magic method names (command + '_cmd'). Yay.
244 # Albow's search order means they need to be defined here, not in
245 # PopMenu, which is annoying.
246 def hide_cmd(self):
247 # This option does nothing, but the method needs to exist for albow
248 return
249
250 def main_menu_cmd(self):
251 self.shell.show_screen(self.shell.menu_screen)
252
253 def quit_cmd(self):
254 self.shell.quit()
255
256 def hand_pressed(self):
257 self.inventory.unselect()
258
259 def begin_frame(self):
260 if self.running:
261 self.state_widget.animate()