Mercurial > boomslang
view gamelib/gamescreen.py @ 66:05346a412b55
A sprite cursor attempt
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Mon, 23 Aug 2010 19:50:45 +0200 |
parents | cab924519037 |
children | d4bbb26099cc |
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# gamescreen.py # Copyright Boomslang team, 2010 (see COPYING File) # Main menu for the game from albow.controls import Button, Label, Widget from albow.layout import Column from albow.palette_view import PaletteView from albow.resource import get_font from pygame import Rect from pygame.color import Color from pygame.locals import BLEND_ADD from constants import BUTTON_SIZE from cursor import CursorSpriteScreen from hand import HandButton from popupmenu import PopupMenu from state import initial_state, Item class InventoryView(PaletteView): sel_color = Color("yellow") sel_width = 2 def __init__(self, state, handbutton): PaletteView.__init__(self, (BUTTON_SIZE, BUTTON_SIZE), 1, 6, scrolling=True) self.state = state self.selection = None self.handbutton = handbutton def num_items(self): return len(self.state.inventory) def draw_item(self, surface, item_no, rect): item_image = self.state.inventory[item_no].get_inventory_image() surface.blit(item_image, rect, None, BLEND_ADD) def click_item(self, item_no, event): self.selection = item_no self.handbutton.unselect() def item_is_selected(self, item_no): return self.selection == item_no def unselect(self): self.selection = None class StateWidget(Widget): def __init__(self, state): Widget.__init__(self, Rect(0, 0, 800, 600 - BUTTON_SIZE)) self.state = state # current mouse-over thing description self.description = None def draw(self, surface): self.state.draw(surface) if self.description: print self.description msg = self.state.get_message() if msg: # FIXME: add some timer to invalidate msgs print msg self.state.clear_message() desc = self.state.get_description() if desc: print desc def mouse_move(self, event): if self.state.check_for_new_description(event.pos): # queue a redraw self.invalidate() class GameScreen(CursorSpriteScreen): def __init__(self, shell): CursorSpriteScreen.__init__(self, shell) # TODO: Randomly plonk the state here for now self.state = initial_state() self.state_widget = StateWidget(self.state) self.add(self.state_widget) AddItemButton = Button('Add item', action = self.add_item) menu = Column([ AddItemButton, Button('Use hand', action = lambda: self.state.scenes['cryo'].things['cryo.door'].interact(None)), Button('Use triangle', action = lambda: self.state.scenes['cryo'].things['cryo.door'].interact(self.state.items['triangle'])), Button('Use titanium_leg', action = lambda: self.state.scenes['cryo'].things['cryo.door'].interact(self.state.items['titanium_leg'])), ], align='l', spacing=20) self.add_centered(menu) self.popup_menu = PopupMenu(shell) self.menubutton = Button('Menu', action=self.popup_menu.show_menu) self.menubutton.font = get_font(16, 'Vera.ttf') self.menubutton.set_rect(Rect(0, 0, BUTTON_SIZE, BUTTON_SIZE)) self.menubutton.bottomleft = self.bottomleft self.menubutton.margin = (BUTTON_SIZE - self.menubutton.font.get_linesize()) / 2 self.add(self.menubutton) self.handbutton = HandButton(action=self.hand_pressed) self.handbutton.bottomleft = self.bottomleft self.handbutton.get_rect().move_ip(BUTTON_SIZE, 0) self.add(self.handbutton) self.inventory = InventoryView(self.state, self.handbutton) self.inventory.bottomleft = self.bottomleft self.inventory.get_rect().move_ip(2 * BUTTON_SIZE, 0) self.add(self.inventory) # Test items self.state.add_inventory_item('triangle') self.state.add_inventory_item('titanium_leg') # Albow uses magic method names (command + '_cmd'). Yay. # Albow's search order means they need to be defined here, not in # PopMenu, which is annoying. def hide_cmd(self): # This option does nothing, but the method needs to exist for albow return def main_menu_cmd(self): self.shell.show_screen(self.shell.menu_screen) def add_item(self): self.state.add_inventory_item("triangle") def hand_pressed(self): self.handbutton.toggle_selected() self.inventory.unselect()