Mercurial > boomslang
view pyntnclick/gamescreen.py @ 625:85153f422522 pyntnclick
Differently yuck get_image().
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Sat, 11 Feb 2012 22:00:50 +0200 |
parents | 1c5ef1e02e30 |
children | cc1085432faf |
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# gamescreen.py # Copyright Boomslang team, 2010 (see COPYING File) # Main menu for the game from pygame import Rect, mouse from pygame.color import Color from pyntnclick.cursor import CursorWidget from pyntnclick.engine import Screen from pyntnclick.state import handle_result from pyntnclick.widgets.base import Widget from pyntnclick.widgets import ( MessageDialog, BoomButton, HandButton, PopupMenu, PopupMenuButton) # XXX: Need a way to get at the constants. from pyntnclick.constants import GameConstants constants = GameConstants() SCREEN = constants.screen BUTTON_SIZE = constants.button_size SCENE_SIZE = constants.scene_size LEAVE = constants.leave class InventoryView(Widget): # TODO: Make this work again sel_color = Color("yellow") sel_width = 2 def __init__(self, rect): self.screen = screen self.game = screen.game self.state_widget = screen.state_widget def num_items(self): return len(self.game.inventory) def draw_item(self, surface, item_no, rect): item_image = self.game.inventory[item_no].get_inventory_image() surface.blit(item_image, rect, None) def click_item(self, item_no, event): item = self.game.inventory[item_no] if self.item_is_selected(item_no): self.unselect() elif item.is_interactive(self.game.tool): result = item.interact(self.game.tool) handle_result(result, self.state_widget) else: self.game.set_tool(self.game.inventory[item_no]) def mouse_down(self, event): if event.button != 1: self.game.cancel_doodah(self.screen) else: PaletteView.mouse_down(self, event) def item_is_selected(self, item_no): return self.game.tool is self.game.inventory[item_no] def unselect(self): self.game.set_tool(None) class StateWidget(Widget): def __init__(self, screen): Widget.__init__(self, Rect(0, 0, SCENE_SIZE[0], SCENE_SIZE[1])) self.screen = screen self.game = screen.game self.detail = DetailWindow(screen) def draw(self, surface): self.animate() if self.game.previous_scene and self.game.do_check == LEAVE: # We still need to handle leave events, so still display the scene self.game.previous_scene.draw(surface, self) else: self.game.current_scene.draw(surface, self) def mouse_down(self, event): self.mouse_move(event) if event.button != 1: # We have a right/middle click self.game.cancel_doodah(self.screen) elif self.subwidgets: self.clear_detail() self._mouse_move(event.pos) else: result = self.game.interact(event.pos) handle_result(result, self) def animate(self): if self.game.animate(): # queue a redraw self.invalidate() # We do this here so we can get enter and leave events regardless # of what happens result = self.game.check_enter_leave(self.screen) handle_result(result, self) def mouse_move(self, event): self.game.highlight_override = False if not self.subwidgets: self._mouse_move(event.pos) def _mouse_move(self, pos): self.game.highlight_override = False self.game.current_scene.mouse_move(pos) self.game.old_pos = pos def show_message(self, message, style=None): # Display the message as a modal dialog MessageDialog(self.screen, message, 60, style=style).present() # queue a redraw to show updated state self.invalidate() # The cursor could have gone anywhere if self.subwidgets: self.subwidgets[0]._mouse_move(mouse.get_pos()) else: self._mouse_move(mouse.get_pos()) def show_detail(self, detail): self.clear_detail() detail_obj = self.game.set_current_detail(detail) self.detail.set_image_rect(Rect((0, 0), detail_obj.get_detail_size())) self.add_centered(self.detail) self.game.do_enter_detail() def clear_detail(self): """Hide the detail view""" if self.game.current_detail is not None: self.remove(self.detail) self.game.do_leave_detail() self.game.set_current_detail(None) self._mouse_move(mouse.get_pos()) def end_game(self): self.screen.running = False self.screen.shell.show_screen(self.screen.shell.end_screen) class DetailWindow(Widget): def __init__(self, screen): Widget.__init__(self) self.image_rect = None self.screen = screen self.game = screen.game self.border_width = 5 self.border_color = (0, 0, 0) # parent only gets set when we get added to the scene self.close = BoomButton('Close', self.close_but, screen) self.add(self.close) def close_but(self): self.parent.clear_detail() def end_game(self): self.parent.end_game() def set_image_rect(self, rect): bw = self.border_width self.image_rect = rect self.image_rect.topleft = (bw, bw) self.set_rect(rect.inflate(bw * 2, bw * 2)) self.close.rect.midbottom = rect.midbottom def draw(self, surface): scene_surface = self.get_root().surface.subsurface(self.parent.rect) overlay = scene_surface.convert_alpha() overlay.fill(Color(0, 0, 0, 191)) scene_surface.blit(overlay, (0, 0)) self.game.current_detail.draw( surface.subsurface(self.image_rect), self) def mouse_down(self, event): self.mouse_move(event) if event.button != 1: # We have a right/middle click self.game.cancel_doodah(self.screen) else: result = self.game.interact_detail( self.global_to_local(event.pos)) handle_result(result, self) def mouse_move(self, event): self._mouse_move(event.pos) def _mouse_move(self, pos): self.game.highlight_override = False self.game.current_detail.mouse_move(self.global_to_local(pos)) def show_message(self, message, style=None): self.parent.show_message(message, style) self.invalidate() class ToolBar(Widget): def __init__(self, items): for item in items: item.height = BUTTON_SIZE self.bg_color = (31, 31, 31) def draw(self, surface): surface.fill(self.bg_color) Row.draw(self, surface) class GameScreen(Screen): def setup(self): self.running = False self.create_initial_state = self.game_description.initial_state def _clear_all(self): for widget in self.container.children[:]: self.container.remove(widget) def process_event(self, event_name, data): if event_name == 'restart': self.start_game() def start_game(self): self._clear_all() self.game = self.create_initial_state() self.state_widget = StateWidget(self) self.add(self.state_widget) self.popup_menu = PopupMenu(self) self.menubutton = PopupMenuButton('Menu', action=self.popup_menu.show_menu) self.handbutton = HandButton(action=self.hand_pressed) self.inventory = InventoryView(self) self.toolbar = ToolBar([ self.menubutton, self.handbutton, self.inventory, ]) self.toolbar.bottomleft = self.bottomleft self.add(self.toolbar) self.running = True def enter_screen(self): CursorWidget.enter_screen(self) def leave_screen(self): CursorWidget.leave_screen(self) # albow callback: def main_menu_cmd(self): self.shell.show_screen(self.shell.menu_screen) # albow callback: def quit_cmd(self): self.shell.quit() def hand_pressed(self): self.inventory.unselect() 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))