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import pygame
import random
from fortuneengine.GameEngineElement import GameEngineElement
from constants import MENU_PATH, PUZZLE_PATH
from gettext import gettext as _
NORMAL_MENU = 1
GRID_MENU = 2
class MagicMenuHolder( GameEngineElement ):
def __init__(self, callback):
GameEngineElement.__init__(self, has_draw=True, has_event=False)
self.menu = None
self.callback = callback
self.background = pygame.image.load(MENU_PATH + "battleMenubackground.gif")
def remove_from_engine(self):
super( MagicMenuHolder, self ).remove_from_engine()
self.clear_menu()
def draw(self, screen):
screen.blit(self.background,(0,286,452,414))
#draw the boxes with the specific magic icons randomly
def menu_called(self, id):
self.callback(id, self)
def clear_menu(self):
if self.menu:
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()
#example of what will come
if id == "fire":
menu_type = GRID_MENU
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("fire5"), 140],
[_('6'), lambda: self.menu_called("fire6"), 140],
[_('7'), lambda: self.menu_called("fire7"), 140],
[_('8'), lambda: self.menu_called("fire8"), 140]
]
elif id == "lightning":
menu_type = GRID_MENU
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("lig5"), 140],
[_('6'), lambda: self.menu_called("lig6"), 140],
[_('7'), lambda: self.menu_called("lig7"), 140],
[_('8'), lambda: self.menu_called("lig8"), 140]
]
elif id == "missile":
menu_type = GRID_MENU
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("miss5"), 140],
[_('6'), lambda: self.menu_called("miss6"), 140],
[_('7'), lambda: self.menu_called("miss7"), 140],
[_('8'), lambda: self.menu_called("miss8"), 140]
]
elif id == "heal":
menu_type = GRID_MENU
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("heal5"), 140],
[_('6'), lambda: self.menu_called("heal6"), 140],
[_('7'), lambda: self.menu_called("heal7"), 140],
[_('8'), lambda: self.menu_called("heal8"), 140]
]
self.menu = MagicMenu(menu_options, 237, 375, menu_type, spell_type)
class MagicMenu(GameEngineElement):
def __init__(self, magic_menu, x, y, type, spell_type):
GameEngineElement.__init__(self, has_draw=True, has_event=True)
self.menu = Menu(magic_menu, spell_type)
self.menu.set_pos(x, y)
self.add_to_engine()
def event_handler(self, event):
return self.menu.update(event)
def draw(self, screen):
self.menu.draw( screen )
class Menu(object):
def __init__(self, options, spelltype):
"""Initialize the EzMenu! options should be a sequence of lists in the
format of [option_name, option_function]"""
self.randoms = []
self.buttons = []
self.options = options
self.x = 0
self.y = 0
self.cols = 2
self.option = 0
self.width = 1
self.color = [0, 0, 0]
self.hcolor = [255, 0, 0]
#btn1-4 will be correct buttons and btn5-8 will be incorrect
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")
#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")
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")
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")
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")
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")
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.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)
self.height = (len(self.options)*self.btn1.get_height()) / self.cols
def draw(self, surface):
"""Draw the menu to the surface."""
i=0 # Row Spacing
h=0 # Selection Spacing
j=0 # Col Spacing
height = self.btn1.get_height()
width = self.btn1.get_width()
for o in self.options:
if h==self.option:
clr = self.hcolor
else:
clr = self.color
text = o[0]
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
random.seed()
temp = random.randint(1,8)
while(temp in self.randoms):
temp = random.randint(1,8)
self.randoms.append(temp)
surface.blit(self.buttons[temp-1], (newX, newY) )
j+=1
h+=1
if j >= self.cols:
i+=1
j=0
print("out of for")
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 set_pos(self, x, y):
"""Set the topleft of the menu at x,y"""
self.x = x
self.y = y
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