diff pyntnclick/gamescreen.py @ 854:79b5c1be9a5e default tip

Remove pyntnclick, it's its own library, now
author Stefano Rivera <stefano@rivera.za.net>
date Sat, 21 Jun 2014 22:06:09 +0200
parents f95830b58336
children
line wrap: on
line diff
--- a/pyntnclick/gamescreen.py	Sat Jun 21 22:04:35 2014 +0200
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,399 +0,0 @@
-# gamescreen.py
-# Copyright Boomslang team, 2010 (see COPYING File)
-# Main menu for the game
-
-import pygame.draw
-from pygame import Surface
-from pygame.color import Color
-from pygame.locals import MOUSEBUTTONDOWN, MOUSEMOTION, KEYDOWN, K_ESCAPE
-
-from pyntnclick.i18n import _
-from pyntnclick.cursor import CursorScreen
-from pyntnclick.engine import Screen
-from pyntnclick.widgets.base import (
-    Container, ModalStackContainer, ModalWrapper)
-from pyntnclick.widgets.text import TextButton, WrappedTextLabel
-from pyntnclick.widgets.imagebutton import ImageButtonWidget
-
-
-class InventorySlot(ImageButtonWidget):
-    SELECTED_COLOR = Color("yellow")
-    SELECTED_WIDTH = 2
-
-    def __init__(self, pos, gd, size):
-        self.item = None
-        super(InventorySlot, self).__init__(pos, gd, None, size)
-        self.add_callback(MOUSEBUTTONDOWN, self.mouse_down)
-
-    def set_item(self, item):
-        self.item = item
-
-    def draw(self, surface):
-        if self.item:
-            surface.blit(self.item.get_inventory_image(), self.rect)
-            if self.selected:
-                pygame.draw.rect(surface, self.SELECTED_COLOR,
-                                 self.rect, self.SELECTED_WIDTH)
-
-    @property
-    def selected(self):
-        return self.parent.game.tool is self.item
-
-    def mouse_down(self, event, widget):
-        if event.button != 1 or not self.item:
-            return
-        if self.selected:
-            self.parent.select(None)
-        elif self.item.is_interactive(self.parent.game.tool):
-            result = self.item.interact(self.parent.game.tool)
-            self.parent.screen.handle_result(result)
-        else:
-            self.parent.select(self.item)
-
-
-class UpDownButton(TextButton):
-    # TextButton for now.
-    def __init__(self, pos, gd, size=None):
-        super(UpDownButton, self).__init__(pos, gd, self.TEXT, size=size,
-                                           padding=3)
-
-
-class UpButton(UpDownButton):
-    TEXT = u'\N{UPWARDS ARROW}UP'
-
-
-class DownButton(UpDownButton):
-    TEXT = u'\N{DOWNWARDS ARROW}DN'
-
-
-class InventoryView(Container):
-    MIN_UPDOWN_WIDTH = 20
-
-    def __init__(self, pos, gd, size, screen):
-        self.bsize = gd.constants.button_size
-        super(InventoryView, self).__init__(pos, gd, size)
-        self.screen = screen
-        self.game = screen.game
-
-        slots = (self.rect.width - self.MIN_UPDOWN_WIDTH) / self.bsize
-        self.slots = [self.add(self.make_slot(i)) for i in range(slots)]
-        self.inv_offset = 0
-
-        self.updown_width = self.rect.width - slots * self.bsize
-        ud_left = self.rect.right - self.updown_width
-        self.up_button = self.add(UpButton((ud_left, self.rect.top), gd,
-                    (self.updown_width, self.rect.height / 2)))
-        self.up_button.add_callback(MOUSEBUTTONDOWN, self.up_callback)
-        self.down_button = self.add(DownButton(
-                    (ud_left, self.rect.top + self.rect.height / 2), gd,
-                    (self.updown_width, self.rect.height / 2)))
-        self.down_button.add_callback(MOUSEBUTTONDOWN, self.down_callback)
-
-        self.add_callback(MOUSEBUTTONDOWN, self.mouse_down)
-        self.update_slots()
-
-    def make_slot(self, slot):
-        pos = (self.rect.left + slot * self.bsize, self.rect.top)
-        size = (self.bsize, self.rect.height)
-        return InventorySlot(pos, self.gd, size)
-
-    def up_callback(self, event, widget):
-        self.inv_offset = max(self.inv_offset - len(self.slots), 0)
-        self.update_slots()
-
-    def down_callback(self, event, widget):
-        self.inv_offset += len(self.slots)
-        self.update_slots()
-
-    def update_slots(self):
-        items = (self.slot_items + [None] * len(self.slots))[:len(self.slots)]
-        for item, slot in zip(items, self.slots):
-            slot.set_item(item)
-
-        if self.inv_offset <= 0:
-            self.up_button.disable()
-        else:
-            self.up_button.enable()
-
-        max_slot = (self.inv_offset + len(self.slots))
-        if max_slot >= len(self.game.inventory()):
-            self.down_button.disable()
-        else:
-            self.down_button.enable()
-
-    @property
-    def slot_items(self):
-        item_names = self.game.inventory()[self.inv_offset:][:len(self.slots)]
-        return [self.game.get_item(name) for name in item_names]
-
-    def mouse_down(self, event, widget):
-        if event.button != 1:
-            self.game.set_tool(None)
-
-    def select(self, tool):
-        self.game.set_tool(tool)
-
-
-class SceneWidget(Container):
-    DETAIL_BORDER = 4
-    DETAIL_BORDER_COLOR = Color("black")
-
-    def __init__(self, pos, gd, size, scene, screen, is_detail=False):
-        super(SceneWidget, self).__init__(pos, gd, size)
-        self.name = scene.NAME
-        self.scene = scene
-        self.screen = screen
-        self.game = screen.game
-        self.add_callback(MOUSEBUTTONDOWN, self.mouse_down)
-        self.add_callback(MOUSEMOTION, self.mouse_move)
-        self.is_detail = is_detail
-        if is_detail:
-            self.close_button = TextButton((0, 0), self.gd, _("Close"))
-            self.close_button.do_prepare()
-            # TODO: Don't muck around with close_button's rect
-            self.close_button.rect.midbottom = self.rect.midbottom
-            self.close_button.add_callback('clicked', self.close)
-            self.add(self.close_button)
-
-    def draw(self, surface):
-        self.scene.draw(surface.subsurface(self.rect))
-        if self.is_detail:
-            border = self.rect.inflate(self.DETAIL_BORDER, self.DETAIL_BORDER)
-            pygame.draw.rect(
-                surface, self.DETAIL_BORDER_COLOR, border, self.DETAIL_BORDER)
-        if self.parent.is_top(self):
-            self.scene.draw_description(surface)
-        super(SceneWidget, self).draw(surface)
-
-    @property
-    def highlight_cursor(self):
-        return (self.scene.current_thing
-                and self.scene.current_thing.is_interactive())
-
-    def mouse_down(self, event, widget):
-        self.mouse_move(event, widget)
-        if event.button != 1:  # We have a right/middle click
-            if self.game.tool:
-                self.game.set_tool(None)
-            elif self.is_detail:
-                self.close(event, widget)
-        else:
-            pos = self.global_to_local(event.pos)
-            result = self.scene.interact(self.game.tool, pos)
-            self.screen.handle_result(result)
-
-    def animate(self):
-        self.scene.animate()
-
-    def mouse_move(self, event, widget):
-        pos = self.global_to_local(event.pos)
-        self.scene.mouse_move(pos)
-        self.game.old_pos = event.pos
-
-    def close(self, event, widget):
-        self.screen.close_detail(self)
-
-
-class ToolBar(Container):
-    def __init__(self, pos, gd, size, screen):
-        self.screen = screen
-
-        super(ToolBar, self).__init__(pos, gd, size)
-
-        self.bg_color = (31, 31, 31)
-        self.left = self.rect.left
-
-        self.menu_button = self.add_tool(
-            self.rect.height, TextButton, _("Menu"),
-            fontname=gd.constants.bold_font,
-            color="red", padding=1, border=0, bg_color="black")
-        self.menu_button.add_callback(MOUSEBUTTONDOWN, self.menu_callback)
-
-        hand_image = gd.resource.get_image('items', 'hand.png')
-        self.hand_button = self.add_tool(
-            None, ImageButtonWidget, hand_image)
-        self.hand_button.add_callback(MOUSEBUTTONDOWN, self.hand_callback)
-
-        self.inventory = self.add_tool(
-            self.rect.width - self.left, InventoryView, screen=screen)
-
-    def add_tool(self, width, cls, *args, **kw):
-        pos = (self.left, self.rect.top)
-        if width is not None:
-            kw['size'] = (width, self.rect.height)
-        tool = cls(pos, self.gd, *args, **kw)
-        self.add(tool)
-        tool.do_prepare()
-        self.left += tool.rect.width
-        return tool
-
-    def draw(self, surface):
-        bg = Surface(self.rect.size)
-        bg.fill(self.bg_color)
-        surface.blit(bg, self.rect)
-        super(ToolBar, self).draw(surface)
-
-    def hand_callback(self, event, widget):
-        self.inventory.select(None)
-
-    def menu_callback(self, event, widget):
-        self.screen.change_screen('menu')
-
-
-class GameScreen(CursorScreen):
-
-    def setup(self):
-        super(GameScreen, self).setup()
-        self.gd.running = False
-        self.create_initial_state = self.gd.initial_state
-        self.container.add_callback(KEYDOWN, self.key_pressed)
-
-    def _clear_all(self):
-        self._message_queue = []
-        for widget in self.container.children[:]:
-            self.container.remove(widget)
-
-    def process_event(self, event_name, data):
-        getattr(self, 'game_event_%s' % event_name, lambda d: None)(data)
-
-    def game_event_restart(self, data):
-        self.reset_game()
-
-    def get_save_dir(self):
-        return self.gd.get_default_save_location()
-
-    def game_event_load(self, data):
-        state = self.gd.game_state_class().load_game(
-            self.get_save_dir(), 'savegame')
-        # TODO: Handle this better.
-        if state is not None:
-            self.reset_game(state)
-
-    def game_event_save(self, data):
-        self.game.data.save_game(self.get_save_dir(), 'savegame')
-
-    def reset_game(self, game_state=None):
-        self._clear_all()
-        self.game = self.create_initial_state(game_state)
-
-        self.screen_modal = self.container.add(
-            ModalStackContainer(self.container.pos, self.gd,
-                                self.container.size))
-        self.inner_container = self.screen_modal.add(
-            Container(self.container.pos, self.gd, self.container.size))
-
-        toolbar_height = self.gd.constants.button_size
-
-        self.scene_modal = self.inner_container.add(
-            ModalStackContainer((0, 0), self.gd,
-                (self.surface_size[0], self.surface_size[1] - toolbar_height)))
-        self.toolbar = self.inner_container.add(
-            ToolBar((0, self.surface_size[1] - toolbar_height), self.gd,
-                (self.surface_size[0], toolbar_height), self))
-        self.inventory = self.toolbar.inventory
-
-        self.gd.running = True
-
-    def game_event_inventory(self, data):
-        self.inventory.update_slots()
-
-    def game_event_change_scene(self, data):
-        scene_name = data['name']
-        if data['detail']:
-            self.show_detail(scene_name)
-        else:
-            self.change_scene(scene_name)
-
-    def change_scene(self, scene_name):
-        for scene_widget in reversed(self.scene_modal.children[:]):
-            self.scene_modal.remove(scene_widget)
-            scene_widget.scene.leave()
-        self.game.data.set_current_scene(scene_name)
-        self._add_scene(self.game.scenes[scene_name])
-
-    def show_detail(self, detail_name):
-        detail_scene = self.game.detail_views[detail_name]
-        if detail_scene.name == self.scene_modal.top.name:
-            # Don't show the scene if we're already showing it
-            return
-        self._add_scene(detail_scene, True)
-
-    def _add_scene(self, scene, detail=False):
-        pos = self.scene_modal.rect.topleft
-        size = self.scene_modal.rect.size
-        if detail:
-            size = scene.get_detail_size()
-            pos = ((self.scene_modal.rect.width - size[0]) / 2,
-                   (self.scene_modal.rect.height - size[1]) / 2)
-
-        self.scene_modal.add(SceneWidget(pos, self.gd, size, scene, self,
-                                         detail))
-        self.handle_result(scene.enter())
-
-    def close_detail(self, detail=None):
-        if detail is None:
-            detail = self.scene_modal.top
-        self.scene_modal.remove(detail)
-        self.handle_result(detail.scene.leave())
-
-    def animate(self):
-        """Animate the scene widgets"""
-        for scene_widget in self.scene_modal.children:
-            scene_widget.animate()
-
-    def key_pressed(self, event, widget):
-        if event.key == K_ESCAPE:
-            self.change_screen('menu')
-
-    def end_game(self):
-        self.change_screen('end')
-
-    def show_queued_widget(self):
-        if self._message_queue:
-            # Only add a message if there isn't already one up
-            if self.screen_modal.is_top(self.inner_container):
-                widget = self._message_queue.pop(0)
-                self.screen_modal.add(
-                    ModalWrapper(widget, self.show_queued_widget))
-
-    def queue_widget(self, widget):
-        self._message_queue.append(widget)
-        self.show_queued_widget()
-
-    def show_message(self, message):
-        max_width = self.gd.constants.screen[0] - 100
-        widget = WrappedTextLabel((0, 0), self.gd, message,
-                                  max_width=max_width)
-        widget.do_prepare()
-        # TODO: Use the centering API when it exists
-        widget.rect.center = self.container.rect.center
-        self.queue_widget(widget)
-
-    def handle_result(self, resultset):
-        """Handle dealing with result or result sequences"""
-        if resultset:
-            if hasattr(resultset, 'process'):
-                resultset = [resultset]
-            for result in resultset:
-                if result:
-                    result.process(self)
-
-
-class DefEndScreen(Screen):
-    """A placeholder 'Game Over' screen so people can get started easily"""
-
-    def setup(self):
-        self.background = self.resource.get_image('pyntnclick/end.png')
-
-    def draw(self, surface):
-        surface.blit(self.background, (0, 0))
-
-
-class DefMenuScreen(Screen):
-    """A placeholder Start screen so people can get started easily"""
-
-    def setup(self):
-        self.background = self.resource.get_image('pyntnclick/start.png')
-
-    def draw(self, surface):
-        surface.blit(self.background, (0, 0))