all repos — Legends-RPG @ 03e23956af527301293a4f59072dddf0e341df8b

A fantasy mini-RPG built with Python and Pygame.

data/states/main_menu.py (view raw)

  1import pickle, sys, os
  2import pygame as pg
  3from .. import setup, tools, tilerender
  4from .. import observer
  5from .. import constants as c
  6import death
  7 
  8
  9#Python 2/3 compatibility.
 10if sys.version_info[0] == 2:
 11    import cPickle
 12    pickle = cPickle 
 13
 14
 15class Menu(tools._State):
 16    def __init__(self):
 17        super(Menu, self).__init__()
 18        self.music = setup.MUSIC['kings_theme']
 19        self.music_title = 'kings_theme'
 20        self.volume = 0.4
 21        self.next = c.INSTRUCTIONS
 22        self.tmx_map = setup.TMX['title']
 23        self.name = c.MAIN_MENU
 24        self.startup(0, 0)
 25    
 26    def startup(self, *args):
 27        self.renderer = tilerender.Renderer(self.tmx_map)
 28        self.map_image = self.renderer.make_2x_map()
 29        self.map_rect = self.map_image.get_rect()
 30        self.viewport = self.make_viewport(self.map_image)
 31        self.level_surface = pg.Surface(self.map_rect.size)
 32        self.title_box = setup.GFX['title_box']
 33        self.title_rect = self.title_box.get_rect()
 34        self.title_rect.midbottom = self.viewport.midbottom
 35        self.title_rect.y -= 30
 36        self.state_dict = self.make_state_dict()
 37        self.state = c.TRANSITION_IN
 38        self.alpha = 255
 39        self.transition_surface = pg.Surface(setup.SCREEN_RECT.size)
 40        self.transition_surface.fill(c.BLACK_BLUE)
 41        self.transition_surface.set_alpha(self.alpha)
 42
 43    def make_viewport(self, map_image):
 44        """
 45        Create the viewport to view the level through.
 46        """
 47        map_rect = map_image.get_rect()
 48        return setup.SCREEN.get_rect(bottomright=map_rect.bottomright)
 49
 50    def make_state_dict(self):
 51        """
 52        Make the dictionary of state methods for the level.
 53        """
 54        state_dict = {c.TRANSITION_IN: self.transition_in,
 55                      c.TRANSITION_OUT: self.transition_out,
 56                      c.NORMAL: self.normal_update}
 57
 58        return state_dict
 59        
 60    def update(self, surface, *args):
 61        """
 62        Update scene.
 63        """
 64        update_level = self.state_dict[self.state]
 65        update_level()
 66        self.draw_level(surface)
 67
 68    def draw_level(self, surface):
 69        """
 70        Blit tmx map and title box onto screen.
 71        """
 72        self.level_surface.blit(self.map_image, self.viewport, self.viewport)
 73        self.level_surface.blit(self.title_box, self.title_rect)
 74        surface.blit(self.level_surface, (0,0), self.viewport)
 75        surface.blit(self.transition_surface, (0,0))
 76        
 77    def get_event(self, event):
 78        if event.type == pg.KEYDOWN:
 79            self.state = c.TRANSITION_OUT
 80
 81    def transition_in(self):
 82        """
 83        Transition into scene with a fade.
 84        """
 85        self.transition_surface.set_alpha(self.alpha)
 86        self.alpha -= c.TRANSITION_SPEED
 87        if self.alpha <= 0:
 88            self.alpha = 0
 89            self.state = c.NORMAL
 90        
 91
 92    def transition_out(self):
 93        """
 94        Transition out of scene with a fade.
 95        """
 96        self.transition_surface.set_alpha(self.alpha)
 97        self.alpha += c.TRANSITION_SPEED
 98        if self.alpha >= 255:
 99            self.done = True
100
101    def normal_update(self):
102        pass
103
104
105class Instructions(tools._State):
106    """
107    Instructions page.
108    """
109    def __init__(self):
110        super(Instructions, self).__init__()
111        self.tmx_map = setup.TMX['title']
112        self.music = None
113        self.music_title = None
114        
115    def startup(self, *args):
116        self.renderer = tilerender.Renderer(self.tmx_map)
117        self.map_image = self.renderer.make_2x_map()
118        self.map_rect = self.map_image.get_rect()
119        self.viewport = self.make_viewport(self.map_image)
120        self.level_surface = pg.Surface(self.map_rect.size)
121        self.title_box = self.set_image()
122        self.title_rect = self.title_box.get_rect()
123        self.title_rect.midbottom = self.viewport.midbottom
124        self.title_rect.y -= 30
125        self.game_data = tools.create_game_data_dict()
126        self.next = self.set_next_scene()
127        self.state_dict = self.make_state_dict()
128        self.name = c.MAIN_MENU
129        self.state = c.TRANSITION_IN
130        self.alpha = 255
131        self.transition_surface = pg.Surface(setup.SCREEN_RECT.size)
132        self.transition_surface.fill(c.BLACK_BLUE)
133        self.transition_surface.set_alpha(self.alpha)
134        self.observers = [observer.SoundEffects()]
135
136    def notify(self, event):
137        """
138        Notify all observers of event.
139        """
140        for observer in self.observers:
141            observer.on_notify(event)
142
143    def set_next_scene(self):
144        """
145        Check if there is a saved game. If not, start
146        game at begining.  Otherwise go to load game scene.
147        """
148        if not os.path.isfile("save.p"):
149            next_scene = c.OVERWORLD
150        else:
151            next_scene = c.LOADGAME
152
153        return next_scene
154
155    def set_image(self):
156        """
157        Set image for message box.
158        """
159        return setup.GFX['instructions_box']
160
161    def make_viewport(self, map_image):
162        """
163        Create the viewport to view the level through.
164        """
165        map_rect = map_image.get_rect()
166        return setup.SCREEN.get_rect(bottomright=map_rect.bottomright)
167
168    def make_state_dict(self):
169        """
170        Make the dictionary of state methods for the level.
171        """
172        state_dict = {c.TRANSITION_IN: self.transition_in,
173                      c.TRANSITION_OUT: self.transition_out,
174                      c.NORMAL: self.normal_update}
175
176        return state_dict
177        
178    def update(self, surface, keys, *args):
179        """
180        Update scene.
181        """
182        update_level = self.state_dict[self.state]
183        update_level(keys)
184        self.draw_level(surface)
185
186    def draw_level(self, surface):
187        """
188        Blit tmx map and title box onto screen.
189        """
190        self.level_surface.blit(self.map_image, self.viewport, self.viewport)
191        self.level_surface.blit(self.title_box, self.title_rect)
192        self.draw_arrow()
193        surface.blit(self.level_surface, (0,0), self.viewport)
194        surface.blit(self.transition_surface, (0,0))
195
196    def draw_arrow(self):
197        pass
198        
199    def get_event(self, event):
200        if event.type == pg.KEYDOWN:
201            self.state = c.TRANSITION_OUT
202
203    def transition_in(self, *args):
204        """
205        Transition into scene with a fade.
206        """
207        self.transition_surface.set_alpha(self.alpha)
208        self.alpha -= c.TRANSITION_SPEED
209        if self.alpha <= 0:
210            self.alpha = 0
211            self.state = c.NORMAL
212
213    def transition_out(self, *args):
214        """
215        Transition out of scene with a fade.
216        """
217        self.transition_surface.set_alpha(self.alpha)
218        self.alpha += c.TRANSITION_SPEED
219        if self.alpha >= 255:
220            self.done = True
221
222    def normal_update(self, *args):
223        pass
224
225
226class LoadGame(Instructions):
227    def __init__(self):
228        super(LoadGame, self).__init__()
229        self.arrow = death.Arrow(200, 260)
230        self.arrow.pos_list[1] += 34
231        self.allow_input = False
232
233    def set_image(self):
234        """
235        Set image for message box.
236        """
237        return setup.GFX['loadgamebox']
238
239    def draw_arrow(self):
240        self.level_surface.blit(self.arrow.image, self.arrow.rect)
241
242    def get_event(self, event):
243        pass
244    
245    def normal_update(self, keys):
246        if self.allow_input:
247            if keys[pg.K_DOWN] and self.arrow.index == 0:
248                self.arrow.index = 1
249                self.notify(c.CLICK)
250                self.allow_input = False
251            elif keys[pg.K_UP] and self.arrow.index == 1:
252                self.arrow.index = 0
253                self.notify(c.CLICK)
254                self.allow_input = False
255            elif keys[pg.K_SPACE]:
256                if self.arrow.index == 0:
257                    self.game_data = pickle.load(open("save.p", "rb"))
258                    self.next = c.TOWN
259                    self.state = c.TRANSITION_OUT
260                else:
261                    self.next = c.OVERWORLD
262                    self.state = c.TRANSITION_OUT
263                self.notify(c.CLICK2)
264
265            self.arrow.rect.y = self.arrow.pos_list[self.arrow.index]  
266
267        if not keys[pg.K_DOWN] and not keys[pg.K_UP]:
268            self.allow_input = True
269
270        
271
272