diff --git a/project/level/selection/LevelScreenManager.py b/project/level/selection/LevelScreenManager.py index 86248cf..6ddbbc5 100644 --- a/project/level/selection/LevelScreenManager.py +++ b/project/level/selection/LevelScreenManager.py @@ -1,5 +1,3 @@ -from abc import abstractmethod - import pygame.time from level.Level import Level diff --git a/project/level/selection/MainMenuScreenManager.py b/project/level/selection/MainMenuScreenManager.py index af6117a..ac40f4d 100644 --- a/project/level/selection/MainMenuScreenManager.py +++ b/project/level/selection/MainMenuScreenManager.py @@ -26,7 +26,7 @@ class MainMenuScreenManager(ScreenManager): size = CoordinateTransform.transform_screen_to_world(self.main_loop.window_size, self.main_loop.screen_transform) self.create_button("START", size[0] * 0.495, size[1] * 0.772, 38) - self.create_button("SCREEN SIZE", size[0] * 0.85, size[1] * 0.9, 20) + self.create_button("SCREEN SIZE", 640, 430, 20) def create_button(self, name: str, x_position, y_position, font_size): label = TextLabel(name, x_position, y_position, font_size, alignment="center") diff --git a/project/main.py b/project/main.py index db5d4be..3c1c8a4 100644 --- a/project/main.py +++ b/project/main.py @@ -23,6 +23,7 @@ BACKGROUND_IMAGES_UNSCALED = { 'castle': pygame.image.load('data/sprites/castle_bg.png'), 'cave': pygame.image.load('data/sprites/cave_bg.png'), 'menu': pygame.image.load('data/sprites/intro_bg.png'), + 'level_select': pygame.image.load('data/sprites/level_select_bg.png'), } BACKGROUND_IMAGES_SCALED = { @@ -30,6 +31,7 @@ BACKGROUND_IMAGES_SCALED = { 'castle': pygame.transform.scale(BACKGROUND_IMAGES_UNSCALED['castle'], (1, 1)), 'cave': pygame.transform.scale(BACKGROUND_IMAGES_UNSCALED['cave'], (1, 1)), 'menu': pygame.transform.scale(BACKGROUND_IMAGES_UNSCALED['menu'], (1, 1)), + 'level_select': pygame.transform.scale(BACKGROUND_IMAGES_UNSCALED['level_select'], (1, 1)), } @@ -180,6 +182,8 @@ class MainLoop: self.screen.blit(BACKGROUND_IMAGES_SCALED[self.level.theme], (0, 0)) elif self.game_state == self.GAME_STATE_MENU: self.screen.blit(BACKGROUND_IMAGES_SCALED['menu'], (0, 0)) + elif self.game_state == self.GAME_STATE_LEVEL_SELECTION: + self.screen.blit(BACKGROUND_IMAGES_SCALED['level_select'], (0, 0)) self.sprite_manager.draw(self.screen, self.screen_transform) pygame.display.update()