Implement Main Menu and connection to level selection
parent
4997a00be3
commit
e64111b0c2
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@ -4,10 +4,12 @@ from level.Level import Level
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from level.LevelManager import LevelManager
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from level.LevelManager import LevelManager
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from level.selection.ScreenManager import ScreenManager
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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.SpriteManager import SpriteManager, DrawLayers
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from physics.TickData import TickData
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from sprite.PositionScale import PositionScale
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from sprite.PositionScale import PositionScale
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from sprite.SpritesheetManager import SpritesheetManager
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from sprite.SpritesheetManager import SpritesheetManager
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from sprite.StaticSprite import StaticSprite
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from sprite.StaticSprite import StaticSprite
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from ui_elements.ClickEvent import ClickEvent
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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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from ui_elements.TextLabel import TextLabel
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LABEL_COUNT = 10
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LABEL_COUNT = 10
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@ -83,3 +85,7 @@ class LevelSelectionScreenManager(ScreenManager):
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def destroy(self):
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def destroy(self):
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super().destroy()
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super().destroy()
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def tick(self, tick_data: TickData):
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if tick_data.key_manager.is_keymap_down(KeyManager.KEY_ESCAPE):
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self.main_loop.select_main_menu()
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@ -1,16 +1,40 @@
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from abc import abstractmethod
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from abc import abstractmethod
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from level.selection.ScreenManager import ScreenManager
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from level.selection.ScreenManager import ScreenManager
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from physics.SpriteManager import SpriteManager
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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 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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class MainMenuScreenManager(ScreenManager):
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class MainMenuScreenManager(ScreenManager):
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def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager,main_loop):
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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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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 go_to_options_screen(self, click):
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self.destroy()
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def initialize(self):
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def initialize(self):
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pass
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size = CoordinateTransform.transform_screen_to_world(self.main_loop.window_size, self.main_loop.screen_transform)
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self.create_button("START", size[0] * 0.5, size[1] * 0.5)
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self.create_button("OPTIONS", size[0] * 0.5, size[1] * 0.65)
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def create_button(self, name: str, x_position, y_position):
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label = TextLabel(name, x_position, y_position, font_size=70, alignment="center")
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self.add_element(DrawLayers.UI, label)
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label.position_scale.scale = (1, 1)
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if name == "START":
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label.add_click_listener(lambda click: self.go_to_menu(click))
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elif name == "OPTIONS":
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label.add_click_listener(lambda click: self.go_to_options_screen(click))
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def destroy(self):
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def destroy(self):
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super().destroy()
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super().destroy()
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@ -67,7 +67,7 @@ class MainLoop:
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self.screen_manager: Optional[ScreenManager] = None
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self.screen_manager: Optional[ScreenManager] = None
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self.game_state = self.GAME_STATE_MENU
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self.game_state = self.GAME_STATE_MENU
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self.set_game_state(self.GAME_STATE_LEVEL_SELECTION)
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self.set_game_state(self.GAME_STATE_MENU)
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self.level: Optional[Level] = None
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self.level: Optional[Level] = None
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@ -97,6 +97,9 @@ class MainLoop:
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if self.screen_manager is not None and isinstance(self.screen_manager, LevelSelectionScreenManager):
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if self.screen_manager is not None and isinstance(self.screen_manager, LevelSelectionScreenManager):
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self.screen_manager.select_theme(theme)
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self.screen_manager.select_theme(theme)
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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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def set_game_state(self, game_state: str):
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def set_game_state(self, game_state: str):
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self.game_state = game_state
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self.game_state = game_state
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