Win screen
parent
bce183062c
commit
4009e784cb
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@ -1,53 +0,0 @@
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import pygame
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from level.Level import Level
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from ui_elements.ColoredRectangleUiElement import ColoredRectangleUiElement
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from ui_elements.ClickEvent import ClickEvent
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from ui_elements.TextLabel import TextLabel
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class LevelMenu:
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def __init__(self, levels: [Level], x_pos: float, y_pos: float, width: float, height: float, column_count: int):
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super().__init__()
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self.levels = levels
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self.level_select_listener = lambda selected_level: None
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self.level_text_labels = []
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self.width = width
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self.height = height
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self.column_count = column_count
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self.position = (x_pos, y_pos)
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self.create_level_text_labels()
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self.background = ColoredRectangleUiElement(self.width, self.height, (100, 100, 100, 180))
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self.background.position_scale.position = self.position
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def create_level_text_labels(self):
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current_text_label_position = [self.position[0], self.position[1]]
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for index, level in enumerate(self.levels):
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text_label = TextLabel(level.name,
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current_text_label_position[0],
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current_text_label_position[1],
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60)
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text_label.position_scale.scale = (0.5, 0.5)
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text_label.add_click_listener(
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lambda click_event, selected_level=level:
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self.handle_level_text_label_click(click_event, selected_level)
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)
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self.level_text_labels.append(text_label)
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if (index + 1) % self.column_count == 0:
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current_text_label_position[0] = self.position[0]
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current_text_label_position[1] += self.height / (len(self.levels) / self.column_count)
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else:
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current_text_label_position[0] += self.width / self.column_count
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def handle_level_text_label_click(self, click_event: ClickEvent, level: Level):
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if click_event.event.type == pygame.MOUSEBUTTONUP:
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self.level_select_listener(level)
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def extract_level(self):
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return self
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@ -47,6 +47,10 @@ class LevelSelectionScreenManager(ScreenManager):
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if click.is_click_down(ClickEvent.CLICK_LEFT):
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self.main_loop.select_level(level)
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def go_to_menu(self, click):
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if click.is_click_down(ClickEvent.CLICK_LEFT):
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self.main_loop.select_main_menu()
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def initialize(self):
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arrow_left = StaticSprite(self.spritesheet_manager.get_sheet('ui_arrow'))
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arrow_left.set_animation_state('left')
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@ -67,7 +71,7 @@ class LevelSelectionScreenManager(ScreenManager):
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self.back_button = TextLabel('BACK [ESC]', 610, 430, font_size=30)
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self.back_button.position_scale.scale = (0.5, 0.5)
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self.add_element(DrawLayers.UI, self.back_button)
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self.back_button.add_click_listener(lambda click: self.main_loop.select_main_menu())
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self.back_button.add_click_listener(lambda click: self.go_to_menu(click))
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for i in range(0, LABEL_COUNT):
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label = TextLabel(str(i), OFFSET[0] + 30, OFFSET[1] + 60 + i * 50, font_size=65)
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@ -5,7 +5,6 @@ from physics.SpriteManager import SpriteManager, DrawLayers
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from physics.TickData import TickData
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from sprite.SpritesheetManager import SpritesheetManager
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from ui_elements import CoordinateTransform
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from ui_elements.KeyManager import KeyManager
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from ui_elements.TextLabel import TextLabel
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from ui_elements.ClickEvent import ClickEvent
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@ -4,6 +4,7 @@ from physics.TickData import TickData
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from sprite.PositionScale import PositionScale
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from sprite.SpritesheetManager import SpritesheetManager
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from ui_elements import CoordinateTransform
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from ui_elements.ClickEvent import ClickEvent
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from ui_elements.KeyManager import KeyManager
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from ui_elements.TextLabel import TextLabel
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@ -12,6 +13,10 @@ class OptionsScreenManager(ScreenManager):
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def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, main_loop):
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super().__init__(sprite_manager, spritesheet_manager, main_loop)
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def go_to_menu(self, click):
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if click.is_click_down(ClickEvent.CLICK_LEFT):
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self.main_loop.select_main_menu()
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def create_label(self, name: str, x_position, y_position, font_size):
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label = TextLabel(name, x_position, y_position, font_size, alignment="left")
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self.add_element(DrawLayers.UI, label)
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@ -21,7 +26,7 @@ class OptionsScreenManager(ScreenManager):
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self.back_button = TextLabel('BACK [ESC]', 610, 430, font_size=30)
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self.back_button.position_scale.scale = (0.5, 0.5)
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self.add_element(DrawLayers.UI, self.back_button)
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self.back_button.add_click_listener(lambda click: self.main_loop.select_main_menu())
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self.back_button.add_click_listener(lambda click: self.go_to_menu(click))
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def create_button(self, name: str, label: TextLabel):
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if name == "SMALL":
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@ -0,0 +1,27 @@
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from abc import abstractmethod
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from level.selection.ScreenManager import ScreenManager
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from physics.SpriteManager import SpriteManager, DrawLayers
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from physics.TickData import TickData
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from sprite.SpritesheetManager import SpritesheetManager
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from ui_elements import CoordinateTransform
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from ui_elements.TextLabel import TextLabel
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from ui_elements.ClickEvent import ClickEvent
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class WinScreenManager(ScreenManager):
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def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, main_loop):
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super().__init__(sprite_manager, spritesheet_manager, main_loop)
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def go_to_menu(self, click):
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if click.is_click_down(ClickEvent.CLICK_LEFT):
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self.main_loop.select_level_selection()
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def initialize(self):
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self.back_button = TextLabel('BACK [ESC]', 610, 430, font_size=30)
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self.back_button.position_scale.scale = (0.5, 0.5)
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self.add_element(DrawLayers.UI, self.back_button)
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self.back_button.add_click_listener(lambda click: self.go_to_menu(click))
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def destroy(self):
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super().destroy()
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@ -10,6 +10,7 @@ from level.selection.LevelSelectionScreenManager import LevelSelectionScreenMana
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from level.selection.MainMenuScreenManager import MainMenuScreenManager
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from level.selection.OptionsScreenManager import OptionsScreenManager
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from level.selection.ScreenManager import ScreenManager
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from level.selection.WinScreenManager import WinScreenManager
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from physics import ConstantsParser
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from physics.SpriteManager import SpriteManager
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from physics.TickData import TickData
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@ -24,6 +25,7 @@ BACKGROUND_IMAGES_UNSCALED = {
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'cave': pygame.image.load('data/sprites/cave_bg.png'),
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'menu': pygame.image.load('data/sprites/intro_bg.png'),
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'level_select': pygame.image.load('data/sprites/level_select_bg.png'),
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'win': pygame.image.load('data/sprites/win_bg.png'),
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}
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BACKGROUND_IMAGES_SCALED = {
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'cave': pygame.transform.scale(BACKGROUND_IMAGES_UNSCALED['cave'], (1, 1)),
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'menu': pygame.transform.scale(BACKGROUND_IMAGES_UNSCALED['menu'], (1, 1)),
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'level_select': pygame.transform.scale(BACKGROUND_IMAGES_UNSCALED['level_select'], (1, 1)),
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'win': pygame.transform.scale(BACKGROUND_IMAGES_UNSCALED['win'], (1, 1)),
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}
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@ -52,6 +55,7 @@ class MainLoop:
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self.GAME_STATE_LEVEL_SELECTION = 'level_selection'
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self.GAME_STATE_LEVEL = 'level'
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self.GAME_STATE_OPTIONS = 'options'
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self.GAME_STATE_WIN = 'win'
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self.screen_transform: PositionScale = PositionScale((0, 0), (1.5, 1.5))
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self.window_size: tuple[float, float] = (1, 1)
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@ -112,8 +116,7 @@ class MainLoop:
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if next_level is not None:
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self.select_level(next_level)
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else:
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print('WINNNNNN!!')
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self.select_main_menu()
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self.set_game_state(self.GAME_STATE_WIN)
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def select_main_menu(self):
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self.set_game_state(self.GAME_STATE_MENU)
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@ -143,6 +146,10 @@ class MainLoop:
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self.screen_manager = OptionsScreenManager(
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self.sprite_manager, self.spritesheet_manager, self,
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)
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elif self.game_state == self.GAME_STATE_WIN:
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self.screen_manager = WinScreenManager(
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self.sprite_manager, self.spritesheet_manager, self,
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)
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else:
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print('Invalid game state', self.game_state)
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@ -178,12 +185,16 @@ class MainLoop:
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self.screen_manager.tick(tick_data)
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self.sprite_manager.tick(tick_data)
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if self.level is not None and self.game_state == self.GAME_STATE_LEVEL:
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self.screen.blit(BACKGROUND_IMAGES_SCALED[self.level.theme], (0, 0))
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elif self.game_state == self.GAME_STATE_MENU:
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self.screen.blit(BACKGROUND_IMAGES_SCALED['menu'], (0, 0))
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elif self.game_state == self.GAME_STATE_LEVEL_SELECTION:
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elif self.game_state == self.GAME_STATE_LEVEL_SELECTION or self.game_state == self.GAME_STATE_OPTIONS:
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self.screen.blit(BACKGROUND_IMAGES_SCALED['level_select'], (0, 0))
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elif self.game_state == self.GAME_STATE_WIN:
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self.screen.blit(BACKGROUND_IMAGES_SCALED['win'], (0, 0))
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self.sprite_manager.draw(self.screen, self.screen_transform)
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pygame.display.update()
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@ -53,7 +53,7 @@ class PlayerSprite(DynamicSprite):
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self.is_potentially_stuck = 0
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if self.is_potentially_stuck == 2:
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self.position_scale.position = (self.position_scale.position[0] - 5, self.position_scale.position[1])
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self.position_scale.position = (self.position_scale.position[0] - 2, self.position_scale.position[1] - 5)
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self.is_potentially_stuck = 0
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if tick_data.key_manager.is_keymap_down(KeyManager.KEY_RIGHT):
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