Mercurial > boomslang
view gamelib/gamescreen.py @ 70:213e47dea4d0
Funkier cursor handling
author | Neil Muller <neil@dip.sun.ac.za> |
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date | Mon, 23 Aug 2010 20:54:04 +0200 |
parents | d4bbb26099cc |
children | 99c5506de7ea |
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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 pygame import Rect from pygame.color import Color from pygame.locals import BLEND_ADD from constants import BUTTON_SIZE from cursor import CursorSpriteScreen, CursorWidget from hand import HandButton from popupmenu import PopupMenu, PopupMenuButton from state import initial_state, Item class InventoryView(PaletteView, CursorWidget): 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(CursorWidget): 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() CursorWidget.mouse_move(self, event) 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) self.popup_menu = PopupMenu(shell) self.menubutton = PopupMenuButton('Menu', action=self.popup_menu.show_menu) self.menubutton.bottomleft = self.bottomleft 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') # 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 quit_cmd(self): self.shell.quit() def add_item(self): self.state.add_inventory_item("triangle") def hand_pressed(self): self.handbutton.toggle_selected() self.inventory.unselect()