sep-pm-platformer/project/level/selection/LevelScreenManager.py

48 lines
1.7 KiB
Python

import pygame.time
from level.Level import Level
from level.elements.LoadedLevel import LoadedLevel
from level.selection.ScreenManager import ScreenManager
from physics.SpriteManager import SpriteManager, DrawLayers
from physics.TickData import TickData
from sprite.SpritesheetManager import SpritesheetManager
from ui_elements.KeyManager import KeyManager
from ui_elements.TextLabel import TextLabel
class LevelScreenManager(ScreenManager):
def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, main_loop,
level: Level):
super().__init__(sprite_manager, spritesheet_manager, main_loop)
self.level = level
self.loaded_level = LoadedLevel(sprite_manager, spritesheet_manager)
self.loaded_level.level_screen_manager = self
self.loaded_level.load_level(self.level)
self.back_button = TextLabel('BACK [ESC]', 635, 460, font_size=30)
self.back_button.position_scale.scale = (0.5, 0.5)
self.add_element(DrawLayers.UI, self.back_button)
self.back_button.add_click_listener(lambda click: self.back_to_level_selection())
def initialize(self):
pass
def destroy(self):
super().destroy()
self.loaded_level.destroy_level()
def tick(self, tick_data: TickData):
if tick_data.key_manager.is_keymap_down(KeyManager.KEY_ESCAPE):
self.back_to_level_selection()
pygame.time.delay(250)
def back_to_level_selection(self):
self.main_loop.select_level_selection(self.level.theme)
def player_death(self):
self.main_loop.player_death(self.level)
def player_success(self):
self.main_loop.player_success(self.level)