Mercurial > boomslang
diff pyntnclick/gamescreen.py @ 854:79b5c1be9a5e default tip
Remove pyntnclick, it's its own library, now
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sat, 21 Jun 2014 22:06:09 +0200 |
parents | f95830b58336 |
children |
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--- 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))