Web   ·   Wiki   ·   Activities   ·   Blog   ·   Lists   ·   Chat   ·   Meeting   ·   Bugs   ·   Git   ·   Translate   ·   Archive   ·   People   ·   Donate
summaryrefslogtreecommitdiffstats
path: root/MAFH2/MagicMenu.py
diff options
context:
space:
mode:
Diffstat (limited to 'MAFH2/MagicMenu.py')
-rw-r--r--MAFH2/MagicMenu.py113
1 files changed, 55 insertions, 58 deletions
diff --git a/MAFH2/MagicMenu.py b/MAFH2/MagicMenu.py
index 7ff7323..3242aeb 100644
--- a/MAFH2/MagicMenu.py
+++ b/MAFH2/MagicMenu.py
@@ -120,72 +120,73 @@ class Menu(object):
self.cols = 2
self.option = 0
self.width = 1
- self.color = [0, 0, 0]
- self.hcolor = [255, 0, 0]
+ lightning = []
+ fire = []
+ missile = []
+ heal = []
- #btn1-4 will be correct buttons and btn5-8 will be incorrect
+ for i in range(1,5):
+ fire.append(PUZZLE_PATH + "FireGlyph%dbtn.gif" %i)
+ lightning.append(PUZZLE_PATH + "LightningGlyph%dbtn.gif" %i)
+ missile.append(PUZZLE_PATH + "MissileGlyph%dbtn.gif" %i)
+ heal.append(PUZZLE_PATH + "HealGlyph%dbtn.gif" %i)
if(spelltype == 0):
- self.btn1 = pygame.image.load(PUZZLE_PATH + "FireGlyph1btn.gif")
- self.btn2 = pygame.image.load(PUZZLE_PATH + "FireGlyph2btn.gif")
- self.btn3 = pygame.image.load(PUZZLE_PATH + "FireGlyph3btn.gif")
- self.btn4 = pygame.image.load(PUZZLE_PATH + "FireGlyph4btn.gif")
-
+ #fire attack
+ for i in range(4):
+ self.buttons.append(pygame.image.load(fire[i]).convert())
#filler buttons
- self.btn5 = pygame.image.load(PUZZLE_PATH + "LightningGlyph1btn.gif")
- self.btn6 = pygame.image.load(PUZZLE_PATH + "HealGlyph1btn.gif")
- self.btn7 = pygame.image.load(PUZZLE_PATH + "MissileGlyph1btn.gif")
- self.btn8 = pygame.image.load(PUZZLE_PATH + "LightningGlyph2btn.gif")
+ for i in range(0,2):
+ self.buttons.append(pygame.image.load(lightning[i]).convert())
+ random.seed()
+ self.buttons.append(pygame.image.load(heal[random.randint(0,3)]).convert())
+ self.buttons.append(pygame.image.load(missile[random.randint(0,3)]).convert())
+
+ self.mainGlyph = pygame.image.load(PUZZLE_PATH + "FireGlyph.gif").convert()
elif(spelltype == 1):
#lightning attack
- self.btn1 = pygame.image.load(PUZZLE_PATH + "LightningGlyph1btn.gif")
- self.btn2 = pygame.image.load(PUZZLE_PATH + "LightningGlyph2btn.gif")
- self.btn3 = pygame.image.load(PUZZLE_PATH + "LightningGlyph3btn.gif")
- self.btn4 = pygame.image.load(PUZZLE_PATH + "LightningGlyph4btn.gif")
+ for i in range(4):
+ self.buttons.append(pygame.image.load(lightning[i]).convert())
+ #filler buttons
+ for i in range(0,2):
+ self.buttons.append(pygame.image.load(fire[i]).convert())
+ random.seed()
+ self.buttons.append(pygame.image.load(heal[random.randint(0,3)]).convert())
+ self.buttons.append(pygame.image.load(missile[random.randint(0,3)]).convert())
- self.btn5 = pygame.image.load(PUZZLE_PATH + "HealGlyph1btn.gif")
- self.btn6 = pygame.image.load(PUZZLE_PATH + "MissileGlyph1btn.gif")
- self.btn7 = pygame.image.load(PUZZLE_PATH + "FireGlyph1btn.gif")
- self.btn8 = pygame.image.load(PUZZLE_PATH + "FireGlyph2btn.gif")
+ self.mainGlyph = pygame.image.load(PUZZLE_PATH + "LightningGlyph.gif").convert()
elif(spelltype == 2):
#missile attack
- self.btn1 = pygame.image.load(PUZZLE_PATH + "MissileGlyph1btn.gif")
- self.btn2 = pygame.image.load(PUZZLE_PATH + "MissileGlyph2btn.gif")
- self.btn3 = pygame.image.load(PUZZLE_PATH + "MissileGlyph3btn.gif")
- self.btn4 = pygame.image.load(PUZZLE_PATH + "MissileGlyph4btn.gif")
-
- self.btn5 = pygame.image.load(PUZZLE_PATH + "HealGlyph1btn.gif")
- self.btn6 = pygame.image.load(PUZZLE_PATH + "LightningGlyph1btn.gif")
- self.btn7 = pygame.image.load(PUZZLE_PATH + "FireGlyph1btn.gif")
- self.btn8 = pygame.image.load(PUZZLE_PATH + "FireGlyph2btn.gif")
+ for i in range(4):
+ self.buttons.append(pygame.image.load(missile[i]).convert())
+ #filler buttons
+ for i in range(0,2):
+ self.buttons.append(pygame.image.load(lightning[i]).convert())
+ random.seed()
+ self.buttons.append(pygame.image.load(heal[random.randint(0,3)]).convert())
+ self.buttons.append(pygame.image.load(fire[random.randint(0,3)]).convert())
+
+ self.mainGlyph = pygame.image.load(PUZZLE_PATH + "MissileGlyph.gif").convert()
elif(spelltype == 3):
#heal
- self.btn1 = pygame.image.load(PUZZLE_PATH + "HealGlyph1btn.gif")
- self.btn2 = pygame.image.load(PUZZLE_PATH + "HealGlyph2btn.gif")
- self.btn3 = pygame.image.load(PUZZLE_PATH + "HealGlyph3btn.gif")
- self.btn4 = pygame.image.load(PUZZLE_PATH + "HealGlyph4btn.gif")
+ for i in range(4):
+ self.buttons.append(pygame.image.load(heal[i]).convert())
+ #filler buttons
+ for i in range(0,2):
+ self.buttons.append(pygame.image.load(lightning[i]).convert())
+ random.seed()
+ self.buttons.append(pygame.image.load(missile[random.randint(0,3)]).convert())
+ self.buttons.append(pygame.image.load(fire[random.randint(0,3)]).convert())
- self.btn5 = pygame.image.load(PUZZLE_PATH + "LightningGlyph1btn.gif")
- self.btn6 = pygame.image.load(PUZZLE_PATH + "MissileGlyph1btn.gif")
- self.btn7 = pygame.image.load(PUZZLE_PATH + "FireGlyph1btn.gif")
- self.btn8 = pygame.image.load(PUZZLE_PATH + "FireGlyph2btn.gif")
-
+ self.mainGlyph = pygame.image.load(PUZZLE_PATH + "HealGlyph.gif").convert()
- self.buttons.append(self.btn1)
- self.buttons.append(self.btn2)
- self.buttons.append(self.btn3)
- self.buttons.append(self.btn4)
- self.buttons.append(self.btn5)
- self.buttons.append(self.btn6)
- self.buttons.append(self.btn7)
- self.buttons.append(self.btn8)
random.seed()
random.shuffle(self.buttons)
- self.height = (len(self.options)*self.btn1.get_height()) / self.cols
+ self.height = (len(self.options)*self.buttons[1].get_height()) / self.cols
def draw(self, surface):
"""Draw the menu to the surface."""
@@ -193,21 +194,16 @@ class Menu(object):
h=0 # Selection Spacing
j=0 # Col Spacing
index=0 #current spot in buttons list
- height = self.btn1.get_height()
- width = self.btn1.get_width()
+ height = self.buttons[0].get_height()
+ width = self.buttons[0].get_width()
- for o in self.options:
- if h==self.option:
- clr = self.hcolor
- else:
- clr = self.color
- text = o[0]
+ for o in self.buttons:
newX = self.x + width * j
newY = self.y + i * height
- #get number b/w 1&8 that hasn't been used
- #add it to "btn" and blit it
+ if h==self.option:
+ pygame.draw.rect(surface, (4, 119, 152), ( newX, newY, height, width))
surface.blit(self.buttons[index], (newX, newY) )
j+=1
@@ -216,7 +212,8 @@ class Menu(object):
if j >= self.cols:
i+=1
j=0
-
+
+ surface.blit(self.mainGlyph, (500,350))
def update(self, event):
"""Update the menu and get input for the menu."""
return_val = True