import pygame import random from fortuneengine.GameEngineElement import GameEngineElement from fortuneengine.DrawableObject import DrawableObject from fortuneengine.DynamicDrawableObject import DynamicDrawableObject from AnimatedSprite import Spritesheet from constants import MENU_PATH, PUZZLE_PATH from gettext import gettext as _ class MagicMenuHolder( GameEngineElement ): def __init__(self, callback): GameEngineElement.__init__(self, has_draw=True, has_event=False) self.menu = None self.callback = callback self.background = DrawableObject([pygame.image.load( MENU_PATH + "battleMenubackground.gif")], '') self.background.setPosition(0,286) self.add_to_scene([self.background]) def remove_from_engine(self): #self.game_engine.get_scene().removeObject(self.background) super( MagicMenuHolder, self ).remove_from_engine() self.clear_menu() def draw(self): pass def menu_called(self, id): self.callback(id, self) def clear_menu(self): if self.menu: self.menu.clear() self.menu.remove_from_engine() self.menu = None def show_menu(self,id): if self.is_in_engine(): self.clear_menu() else: self.add_to_engine() if id == "fire": spell_type = 0 menu_options = [ [_('1'), lambda: self.menu_called("fire1"), 140], [_('2'), lambda: self.menu_called("fire2"), 140], [_('3'), lambda: self.menu_called("fire3"), 140], [_('4'), lambda: self.menu_called("fire4"), 140], [_('5'), lambda: self.menu_called("wrongchoice"), 140], [_('6'), lambda: self.menu_called("wrongchoice"), 140], [_('7'), lambda: self.menu_called("wrongchoice"), 140], [_('8'), lambda: self.menu_called("wrongchoice"), 140] ] elif id == "lightning": spell_type = 1 menu_options = [ [_('1'), lambda: self.menu_called("lig1"), 140], [_('2'), lambda: self.menu_called("lig2"), 140], [_('3'), lambda: self.menu_called("lig3"), 140], [_('4'), lambda: self.menu_called("lig4"), 140], [_('5'), lambda: self.menu_called("wrongchoice"), 140], [_('6'), lambda: self.menu_called("wrongchoice"), 140], [_('7'), lambda: self.menu_called("wrongchoice"), 140], [_('8'), lambda: self.menu_called("wrongchoice"), 140] ] elif id == "missile": spell_type = 2 menu_options = [ [_('1'), lambda: self.menu_called("miss1"), 140], [_('2'), lambda: self.menu_called("miss2"), 140], [_('3'), lambda: self.menu_called("miss3"), 140], [_('4'), lambda: self.menu_called("miss4"), 140], [_('5'), lambda: self.menu_called("wrongchoice"), 140], [_('6'), lambda: self.menu_called("wrongchoice"), 140], [_('7'), lambda: self.menu_called("wrongchoice"), 140], [_('8'), lambda: self.menu_called("wrongchoice"), 140] ] elif id == "heal": spell_type = 3 menu_options = [ [_('1'), lambda: self.menu_called("heal1"), 140], [_('2'), lambda: self.menu_called("heal2"), 140], [_('3'), lambda: self.menu_called("heal3"), 140], [_('4'), lambda: self.menu_called("heal4"), 140], [_('5'), lambda: self.menu_called("wrongchoice"), 140], [_('6'), lambda: self.menu_called("wrongchoice"), 140], [_('7'), lambda: self.menu_called("wrongchoice"), 140], [_('8'), lambda: self.menu_called("wrongchoice"), 140] ] self.menu = MagicMenu(menu_options, 237, 375, spell_type) 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.game_engine.get_scene()) self.menu.set_pos(x, y) self.add_to_engine() def event_handler(self, event): return self.menu.update(event) def draw(self): self.menu.draw() def clear(self): self.menu.clear() class Menu(object): 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 self.y = 0 self.cols = 2 self.option = 0 self.width = 2 self.spelltype = spelltype self.magic_list = magic_list self.reference = [] lightning = [] fire = [] missile = [] heal = [] fire = Spritesheet(PUZZLE_PATH + "FireGlyph.gif").img_extract(2,2,150,150,(255,0,255)) lightning = Spritesheet(PUZZLE_PATH + "LightningGlyph.gif").img_extract(2,2,150,150,(255,0,255)) missile = Spritesheet(PUZZLE_PATH + "MissileGlyph.gif").img_extract(2,2,150,150,(255,0,255)) heal = Spritesheet(PUZZLE_PATH + "HealGlyph.gif").img_extract(2,2,150,150,(255,0,255)) if(spelltype == 0): #fire attack for i in range(4): self.buttons.append(DrawableObject([pygame.transform.scale(fire[i] , (60,60))], "")) #filler buttons for i in range(0,2): self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], "")) random.seed() 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_alpha() self.glyphs = fire elif(spelltype == 1): #lightning attack for i in range(4): self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], "")) #filler buttons for i in range(0,2): self.buttons.append(DrawableObject([pygame.transform.scale(fire[i] , (60,60))], "")) random.seed() 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_alpha() self.glyphs = lightning elif(spelltype == 2): #missile attack for i in range(4): self.buttons.append(DrawableObject([pygame.transform.scale(missile[i] , (60,60))], "")) #filler buttons for i in range(0,2): self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], "")) random.seed() 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_alpha() self.glyphs = missile elif(spelltype == 3): #heal for i in range(4): self.buttons.append(DrawableObject([pygame.transform.scale(heal[i] , (60,60))], "")) #filler buttons for i in range(0,2): self.buttons.append(DrawableObject([pygame.transform.scale(lightning[i] , (60,60))], "")) random.seed() 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_alpha() self.glyphs = heal deck = [0,1,2,3,4,5,6,7] random.seed() random.shuffle(deck) tOptions = [] tButtons = [] for i in range(8): tOptions.append(self.options[deck[i]]) tButtons.append(self.buttons[deck[i]]) self.buttons = tButtons self.options = tOptions surf = pygame.Surface((60,60)) surf.fill((4, 119, 152)) self.selectRect = DynamicDrawableObject([surf],"") self.selectRect.setPosition(297, 435) self.scene.addObject(self.selectRect) self.scene.addObjects(self.buttons) self.mainGlyph.set_colorkey((255,0,255), pygame.RLEACCEL) self.mainGlyphDO = DrawableObject([self.mainGlyph],"") self.mainGlyphDO.setPosition(485,350) for image in self.glyphs: tempDO = DrawableObject([image],"",True) #tempDO.makeTransparent(True) self.reference.append(tempDO) self.scene.addObjects(self.reference) self.scene.addObject(self.mainGlyphDO) self.height = (len(self.options)*self.buttons[1].getYSize()) / self.cols def draw(self): """Draw the menu to the surface.""" i=0 # Row Spacing h=0 # Selection Spacing j=0 # Col Spacing index=0 #current spot in buttons list height = 60 width = 60 for o in self.options: newX = self.x + width * j newY = self.y + i * height if h==self.option: self.selectRect.setPosition(newX, newY) self.buttons[index].setPosition(newX, newY) j+=1 h+=1 index+=1 if j >= self.cols: i+=1 j=0 # Draw reference glyphs for i in range(4): if i in self.magic_list: 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.""" return_val = True if event.type == pygame.KEYDOWN: if event.key == pygame.K_DOWN: if self.cols != 1: self.option += self.cols else: self.option += 1 return_val = True elif event.key == pygame.K_UP: if self.cols != 1: self.option -= self.cols else: self.option -= 1 return_val = True elif event.key == pygame.K_RIGHT: if self.cols != 1: self.option += 1 return_val = True elif event.key == pygame.K_LEFT: if self.cols != 1: self.option -= 1 return_val = True elif event.key == pygame.K_RETURN: self.options[self.option][1]() return_val = True self.option = self.option % len(self.options) return return_val def clear(self): for object in self.buttons: self.scene.removeObject(object) for object in self.reference: self.scene.removeObject(object) self.scene.removeObject(self.mainGlyphDO) self.scene.removeObject(self.selectRect) def set_pos(self, x, y): """Set the topleft of the menu at x,y""" self.x = x self.y = y