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authorKevin Hockey <Blitzkev@gmail.com>2010-08-02 20:45:10 (GMT)
committer Kevin Hockey <Blitzkev@gmail.com>2010-08-02 20:45:10 (GMT)
commit8272c55317c84a3548900540c96f04b4790e498c (patch)
tree289b985c4f82727567190fe52082dc50b64309c6 /MAFH2/MagicMenu.py
parentffd60a0202cbb692f3d344242f783611b819e3dc (diff)
in the process of changing over some menu files to DrawableObjects
Diffstat (limited to 'MAFH2/MagicMenu.py')
-rw-r--r--MAFH2/MagicMenu.py73
1 files changed, 44 insertions, 29 deletions
diff --git a/MAFH2/MagicMenu.py b/MAFH2/MagicMenu.py
index 42d4bd9..66e978a 100644
--- a/MAFH2/MagicMenu.py
+++ b/MAFH2/MagicMenu.py
@@ -1,6 +1,7 @@
import pygame
import random
from fortuneengine.GameEngineElement import GameEngineElement
+from fortuneengine.DrawableObject import DrawableObject
from AnimatedSprite import Spritesheet
from constants import MENU_PATH, PUZZLE_PATH
@@ -89,7 +90,7 @@ class MagicMenu(GameEngineElement):
def __init__(self, menu_options, x, y, spell_type):
GameEngineElement.__init__(self, has_draw=True, has_event=True)
magic_list = self.game_engine.get_object('battle').magic_list
- self.menu = Menu(menu_options, spell_type, magic_list)
+ self.menu = Menu(menu_options, spell_type, magic_list, self.game_engine.get_scene())
self.menu.set_pos(x, y)
@@ -102,10 +103,11 @@ class MagicMenu(GameEngineElement):
self.menu.draw( screen )
class Menu(object):
- def __init__(self, options, spelltype, magic_list):
+ def __init__(self, options, spelltype, magic_list, scene):
"""Initialize the EzMenu! options should be a sequence of lists in the
format of [option_name, option_function]"""
+ self.scene = scene
self.buttons = []
self.options = options
self.x = 0
@@ -115,6 +117,7 @@ class Menu(object):
self.width = 2
self.spelltype = spelltype
self.magic_list = magic_list
+ self.reference = []
lightning = []
fire = []
@@ -130,56 +133,56 @@ class Menu(object):
if(spelltype == 0):
#fire attack
for i in range(4):
- self.buttons.append(pygame.transform.scale(fire[i] , (60,60)))
+ self.buttons.append(DrawableObject([pygame.transform.scale(fire[i] , (60,60))], ""))
#filler buttons
for i in range(0,2):
- self.buttons.append(pygame.transform.scale(lightning[i] , (60,60)))
+ self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], ""))
random.seed()
- self.buttons.append(pygame.transform.scale(heal[random.randint(0,3)] , (60,60)))
- self.buttons.append(pygame.transform.scale(missile[random.randint(0,3)] , (60,60)))
+ self.buttons.append(DrawableObject([pygame.transform.scale(heal[random.randint(0,3)] , (60,60))], ""))
+ self.buttons.append(DrawableObject([pygame.transform.scale(missile[random.randint(0,3)] , (60,60))], ""))
- self.mainGlyph = pygame.image.load(PUZZLE_PATH + "FireGlyph.gif").convert()
+ self.mainGlyph = DrawableObject([pygame.image.load(PUZZLE_PATH + "FireGlyph.gif").convert()], "")
self.glyphs = fire
elif(spelltype == 1):
#lightning attack
for i in range(4):
- self.buttons.append(pygame.transform.scale(lightning[i] , (60,60)))
+ self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], ""))
#filler buttons
for i in range(0,2):
- self.buttons.append(pygame.transform.scale(fire[i] , (60,60)))
+ self.buttons.append(DrawableObject([pygame.transform.scale(fire[i] , (60,60))], ""))
random.seed()
- self.buttons.append(pygame.transform.scale(heal[random.randint(0,3)] , (60,60)))
- self.buttons.append(pygame.transform.scale(missile[random.randint(0,3)] , (60,60)))
+ self.buttons.append(DrawableObject([pygame.transform.scale(heal[random.randint(0,3)] , (60,60))], ""))
+ self.buttons.append(DrawableObject([pygame.transform.scale(missile[random.randint(0,3)] , (60,60))], ""))
- self.mainGlyph = pygame.image.load(PUZZLE_PATH + "LightningGlyph.gif").convert()
+ self.mainGlyph = DrawableObject([pygame.image.load(PUZZLE_PATH + "LightningGlyph.gif").convert()], "")
self.glyphs = lightning
elif(spelltype == 2):
#missile attack
for i in range(4):
- self.buttons.append(pygame.transform.scale(missile[i] , (60,60)))
+ self.buttons.append(DrawableObject([pygame.transform.scale(missile[i] , (60,60))], ""))
#filler buttons
for i in range(0,2):
- self.buttons.append(pygame.transform.scale(lightning[i] , (60,60)))
+ self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], ""))
random.seed()
- self.buttons.append(pygame.transform.scale(heal[random.randint(0,3)] , (60,60)))
- self.buttons.append(pygame.transform.scale(fire[random.randint(0,3)] , (60,60)))
+ self.buttons.append(DrawableObject([pygame.transform.scale(heal[random.randint(0,3)] , (60,60))], ""))
+ self.buttons.append(DrawableObject([pygame.transform.scale(fire[random.randint(0,3)] , (60,60))], ""))
- self.mainGlyph = pygame.image.load(PUZZLE_PATH + "MissileGlyph.gif").convert()
+ self.mainGlyph = DrawableObject([pygame.image.load(PUZZLE_PATH + "MissileGlyph.gif").convert()], "")
self.glyphs = missile
elif(spelltype == 3):
#heal
for i in range(4):
- self.buttons.append(pygame.transform.scale(heal[i] , (60,60)))
+ self.buttons.append(DrawableObject([pygame.transform.scale(heal[i] , (60,60))], ""))
#filler buttons
for i in range(0,2):
- self.buttons.append(pygame.transform.scale(lightning[i] , (60,60)))
+ self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], ""))
random.seed()
- self.buttons.append(pygame.transform.scale(missile[random.randint(0,3)] , (60,60)))
- self.buttons.append(pygame.transform.scale(fire[random.randint(0,3)] , (60,60)))
+ self.buttons.append(DrawableObject([pygame.transform.scale(missile[random.randint(0,3)] , (60,60))], ""))
+ self.buttons.append(DrawableObject([pygame.transform.scale(fire[random.randint(0,3)] , (60,60))], ""))
- self.mainGlyph = pygame.image.load(PUZZLE_PATH + "HealGlyph.gif").convert()
+ self.mainGlyph = DrawableObject([pygame.image.load(PUZZLE_PATH + "HealGlyph.gif").convert()], "")
self.glyphs = heal
deck = [0,1,2,3,4,5,6,7]
@@ -194,7 +197,16 @@ class Menu(object):
self.buttons = tButtons
self.options = tOptions
- self.height = (len(self.options)*self.buttons[1].get_height()) / self.cols
+ self.scene.addObjects(self.buttons)
+
+ for image in self.glyphs:
+ tempDO = DrawableObject([image],"")
+ tempDO.makeTransparent(True)
+ self.reference.append(tempDO)
+ self.scene.addObjects(self.reference)
+ self.scene.addObject(self.mainGlyph)
+
+ self.height = (len(self.options)*self.buttons[1].getYSize()) / self.cols
def draw(self, surface):
"""Draw the menu to the surface."""
@@ -202,8 +214,8 @@ class Menu(object):
h=0 # Selection Spacing
j=0 # Col Spacing
index=0 #current spot in buttons list
- height = self.buttons[0].get_height()
- width = self.buttons[0].get_width()
+ height = self.buttons[0].getYSize()
+ width = self.buttons[0].getXSize()
for o in self.options:
@@ -212,7 +224,8 @@ class Menu(object):
if h==self.option:
pygame.draw.rect(surface, (4, 119, 152), ( newX, newY, height, width))
- surface.blit(self.buttons[index], (newX, newY) )
+ self.buttons[index].setPosition(newX, newY)
+ #surface.blit(self.buttons[index], (newX, newY) )
j+=1
h+=1
@@ -221,14 +234,16 @@ class Menu(object):
i+=1
j=0
- self.mainGlyph.set_colorkey((255,0,255), pygame.RLEACCEL)
- surface.blit(self.mainGlyph, (485,350))
+ self.mainGlyph.setColorKey((255,0,255))
+ self.mainGlyph.setPosition(485,350)
# Draw reference glyphs
for i in range(4):
if i in self.magic_list:
- surface.blit(self.glyphs[i], (800+((i%2) * 150), 350+(i/2 * 150)))
+ #surface.blit(self.glyphs[i], (800+((i%2) * 150), 350+(i/2 * 150)))
+ self.reference[i].makeTransparent(False)
+ self.reference[i].setPosition(800+((i%2) * 150), 350+(i/2 * 150))
def update(self, event):
"""Update the menu and get input for the menu."""