add first steps for LevelMenu

main
Mike 2023-03-27 15:11:35 +02:00
parent f8a46052e7
commit 4aef777081
2 changed files with 83 additions and 1 deletions

View File

@ -14,6 +14,7 @@ from sprite.Sprite import Sprite
from sprite.StaticSprite import StaticSprite
from ui_elements.ClickEvent import ClickEvent
from ui_elements.KeyManager import KeyManager
from ui_elements.LevelMenu import LevelMenu
from ui_elements.TextLabel import TextLabel
what_to_run = 'level'
@ -29,7 +30,52 @@ def apply_frame_rate(number: float):
return number / (frame_rate / 30)
if what_to_run == 'level':
if what_to_run == 'menu':
screen_transform = PositionScale((0, 0), (1.5, 1.5))
pygame.init()
screen = pygame.display.set_mode((12 * 71 * 1.5, 12 * 40 * 1.5))
pygame.display.set_caption("PM GAME")
clock = pygame.time.Clock()
frame_rate = 30
spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
sprite_manager = SpriteManager()
key_manager = KeyManager()
parsed_levels_manager = LevelManager('data/levels')
parsed_levels_manager.load_from_config('data/levels/levels.json')
generated_level = LoadedLevel(sprite_manager, spritesheet_manager)
level_menu = LevelMenu(parsed_levels_manager.levels, 0, 0)
level_menu.level_select_listener = lambda selected_level: print(selected_level.name, "selected")
# generated_level.load_level(selected_level)
for level_text_label in level_menu.level_text_labels:
sprite_manager.add_ui_element(DrawLayers.UI, level_text_label)
while True:
clock.tick(frame_rate)
pygame_events: list[pygame.event.Event] = pygame.event.get()
key_manager.update_key_events(pygame_events)
click_events: list[ClickEvent] = ClickEvent.create_events(pygame_events, screen_transform)
for event in pygame_events:
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.MOUSEBUTTONDOWN:
generated_level.load_level(parsed_levels_manager.levels[0])
screen.fill((0, 0, 0))
# level_menu.draw(screen, screen_transform)
sprite_manager.tick(TickData(apply_frame_rate(1), pygame_events, key_manager, click_events, screen_transform))
sprite_manager.draw(screen, screen_transform)
pygame.display.update()
elif what_to_run == 'level':
screen_transform = PositionScale((0, 0), (1.5, 1.5))
pygame.init()

View File

@ -0,0 +1,36 @@
from level.Level import Level
from ui_elements.TextLabel import TextLabel
class LevelMenu:
def __init__(self, levels: [Level], x_pos: int, y_pos: int):
self.levels = levels
self.x_pos = x_pos
self.y_pos = y_pos
self.level_select_listener = lambda selected_level: None
self.level_text_labels = []
self.create_level_text_labels()
def create_level_text_labels(self):
current_text_label_x = self.x_pos
current_text_label_y = self.y_pos
for index, level in enumerate(self.levels):
# name=extraxt_level(level.name)
text_label = TextLabel(level.name, current_text_label_x, current_text_label_y, 35)
text_label.add_click_listener(lambda: self.level_select_listener(level))
if (index + 1) % 3 == 0:
current_text_label_y += text_label.current_height + text_label.current_height / 4
current_text_label_x = self.x_pos
else:
current_text_label_x += text_label.current_width + text_label.current_width / 3
self.level_text_labels.append(text_label)
if current_text_label_x % 10 != 0:
current_text_label_x = current_text_label_x + current_text_label_x % 10
# menu_labels.append(text_label)
def extract_level(name):
return name