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menu.py
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menu.py
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import pygame
import items
white = (255, 255, 255)
black = (0, 0, 0)
pygame.font.init()
default_font = pygame.font.get_default_font()
#print pygame.font.get_fonts()
font_to_use = "liberationmono" #pygame.font.get_fonts()[0]
writer = pygame.font.SysFont(font_to_use, 25)
_, font_height = writer.size("A")
antialias = False
talk_option = writer.render("Talk", antialias, white, black)
spells_option = writer.render("Spells", antialias, white, black)
status_option = writer.render("Status", antialias, white, black)
items_option = writer.render("Items", antialias, white, black)
use_option = writer.render("Use", antialias, white, black)
equip_option = writer.render("Equip", antialias, white, black)
buy_option = writer.render("Buy", antialias, white, black)
sell_option = writer.render("Sell", antialias, white, black)
yes_option = writer.render("Yes", antialias, white, black)
no_option = writer.render("No", antialias, white, black)
fight_option = writer.render("Fight", antialias, white, black)
combat_spell_option = writer.render("Spell", antialias, white, black)
combat_items_option = writer.render("Item", antialias, white, black)
right_arrow_img = pygame.image.load("images/right-arrow.gif")
down_arrow_img = pygame.image.load("images/down-arrow.gif")
class BaseMenu(object):
def __init__(self, start_time, pos, menu_items, col_width=122):
self.arrow_img = right_arrow_img.convert()
self.arrow_size = (40, 10)
self.start_time = start_time
self.pos = pos
self.selection = [0, 0]
self.menu_items = menu_items
self.rows, self.cols = len(menu_items), len(menu_items[0])
self.size = (27 + col_width * self.cols, 27 + 37 * self.rows)
def blit_menu(self, screen, time, force_show_arrow=False):
screen.fill(black, (self.pos + self.size))
screen.fill(white, self.white_box)
screen.fill(black, self.inside_box)
blit_arrow = force_show_arrow or (time - self.start_time) % 2000 < 1000
first_pos = (self.pos[0] + 40, self.pos[1] + 20)
for row_idx in range(len(self.menu_items)):
row = self.menu_items[row_idx]
for col_idx in range(len(row)):
item = row[col_idx]
pos = (first_pos[0] + col_idx * 122, first_pos[1] + row_idx * 37)
screen.blit(item, pos + (200, 10))
if blit_arrow and [row_idx, col_idx] == self.selection:
arrow_pos = (pos[0] - 24, pos[1] + 3)
screen.blit(self.arrow_img, arrow_pos + self.arrow_size)
def update_values(self):
pass
def hide(self, screen):
screen.fill(black, (self.pos + self.size))
@property
def white_box(self):
new_pos = (self.pos[0] + 5, self.pos[1] + 5)
new_size = (self.size[0] - 10, self.size[1] - 10)
return new_pos + new_size
@property
def inside_box(self):
white_box = self.white_box
new_pos = (white_box[0] + 2, white_box[1] + 2)
new_size = (white_box[2] - 4, white_box[3] - 4)
return new_pos + new_size
def move_selection(self, input_code, time):
move_map = {273: (-1, 0), #UP
274: (1, 0), #DOWN
275: (0, 1), #RIGHT
276: (0, -1)} #LEFT
move = move_map[input_code]
self.selection[0] += move[0]
self.selection[1] += move[1]
self.selection[0] = (self.selection[0]) % len(self.menu_items)
self.selection[1] = (self.selection[1]) % len(self.menu_items[0])
self.start_time = time
class WorldMenu(BaseMenu):
def __init__(self, start_time):
menu_items = [(talk_option, spells_option),
(status_option, items_option),
(use_option, equip_option)]
BaseMenu.__init__(self, start_time, (40, 30), menu_items)
def selected(self):
selected_item = self.menu_items[self.selection[0]][self.selection[1]]
if selected_item == talk_option:
return {"action": "talk"}
class FightMenu(BaseMenu):
def __init__(self, start_time):
menu_items = [(fight_option,), (combat_spell_option,), (combat_items_option,)]
BaseMenu.__init__(self, start_time, (40, 375), menu_items)
def selected(self):
selected_item = self.menu_items[self.selection[0]][0]
if selected_item == fight_option:
return {"action": "enemy_select", "for": "attack"}
if selected_item == combat_spell_option:
return {"action": "enemy_select", "for": "spell"}
if selected_item == combat_items_option:
return {"action": "enemy_select", "for": "item"}
return None
class TalkMenu(object):
@staticmethod
def render_speach(text_lines):
return map(lambda text: writer.render(text, antialias, white, black), text_lines)
def __init__(self, speech_parts, num_to_close=0):
"""num_to_close, number of menus to close after finishing the talk. 0 means close_all"""
self.arrow_img = down_arrow_img.convert()
self.raw_speech_parts = speech_parts
self.speech_parts = map(lambda text: TalkMenu.render_speach(text), speech_parts)
self.speech_idx = 0
self.pos = (100, 350)
self.size = (650, 200)
self.num_to_close = num_to_close
def blit_menu(self, screen, time, force_show_arrow=False):
screen.fill(black, (self.pos + self.size))
screen.fill(white, self.white_box)
screen.fill(black, self.inside_box)
try:
for line_idx in range(len(self.speech_parts[self.speech_idx])):
text = self.speech_parts[self.speech_idx][line_idx]
screen.blit(text, self.speech_box(line_idx))
except:
print self.raw_speech_parts
if self.speech_idx + 1 < len(self.speech_parts):
self.blit_next_arrow(screen, time)
@property
def white_box(self):
new_pos = (self.pos[0] + 5, self.pos[1] + 5)
new_size = (self.size[0] - 10, self.size[1] - 10)
return new_pos + new_size
@property
def inside_box(self):
white_box = self.white_box
new_pos = (white_box[0] + 2, white_box[1] + 2)
new_size = (white_box[2] - 4, white_box[3] - 4)
return new_pos + new_size
def speech_box(self, line_num):
inside_box = self.inside_box
y_offset = line_num * (font_height + 3)
speech_pos = (inside_box[0] + 10, inside_box[1] + 10 + y_offset)
speech_size = (inside_box[2] - 5, font_height)
return speech_pos + speech_size
def selected(self):
self.speech_idx += 1
if self.speech_idx == len(self.speech_parts):
to_close = self.num_to_close and "close" or "close_all"
return {"action": to_close, "num_to_close": self.num_to_close}
return None
def move_selection(self, key, time):
#talk menus have no actions, ignore arrow keys
pass
def blit_next_arrow(self, screen, time):
if time % 2000 < 1000:
return
inside_box = self.inside_box
arrow_pos = ((2*inside_box[0] + inside_box[2]) / 2 - self.arrow_img.get_width() / 2,
(inside_box[1] + inside_box[3]) - self.arrow_img.get_height() - 5)
arrow_size = (40, 20)
screen.blit(self.arrow_img, arrow_pos + arrow_size)
class BuySellMenu(BaseMenu):
def __init__(self, start_time, merchant, party):
BaseMenu.__init__(self, start_time, (500, 200), [[buy_option], [sell_option]],
col_width=90)
self.merchant = merchant
self.party = party
self.talk_menu = TalkMenu(merchant.greeting)
def selected(self):
selected_item = self.menu_items[self.selection[0]][self.selection[1]]
if selected_item == buy_option:
rendered_items = map(items.Item.get_rendered_buy_name, self.merchant.items_for_sale)
ret = ItemSelectMenu(self.start_time, self.party, self.merchant,
rendered_items, "buy")
elif selected_item == sell_option:
if len(self.party.items) == 0:
return {"action": "menu",
"menu": TalkMenu([["Sorry, you don't have anything to sell."]],
num_to_close=1)}
rendered_items = map(items.Item.get_rendered_sell_name, self.party.items)
ret = ItemSelectMenu(self.start_time, self.party, self.merchant,
rendered_items, "sell")
return {"action": "menu", "menu": ret}
def blit_menu(self, screen, time, force_show_arrow=False):
self.talk_menu.blit_menu(screen, time, force_show_arrow)
BaseMenu.blit_menu(self, screen, time, force_show_arrow)
class ItemSelectMenu(BaseMenu):
def __init__(self, start_time, party, merchant, rendered_items, buy_or_sell):
BaseMenu.__init__(self, start_time, (100, 200), map(lambda x: [x], rendered_items),
col_width=205)
self.party = party
self.merchant = merchant
self.info_display = None
self.buy_or_sell = buy_or_sell
if buy_or_sell == "buy":
self.talk_menu = TalkMenu([["These are my wares."]])
elif buy_or_sell == "sell":
self.talk_menu = TalkMenu([["What would you like to sell?"]])
def update_values(self):
if self.buy_or_sell == "buy":
return
if len(self.party.items) == 0:
return
items_to_sell = map(items.Item.get_rendered_sell_name, self.party.items)
ItemSelectMenu.__init__(self, self.start_time, self.party, self.merchant,
items_to_sell, "sell")
def selected(self):
selected_item = self.merchant.items_for_sale[self.selection[1]]
return {"action": "menu", "menu": ConfirmMenu(self.start_time, self.party,
self.merchant, selected_item,
self.buy_or_sell)}
def blit_menu(self, screen, time, force_show_arrow=False):
self.talk_menu.blit_menu(screen, time, force_show_arrow)
if self.buy_or_sell == 'sell' and len(self.party.items) == 0:
pass
else:
BaseMenu.blit_menu(self, screen, time, force_show_arrow)
class ConfirmMenu(BaseMenu):
def __init__(self, start_time, party, merchant, item, buy_or_sell):
BaseMenu.__init__(self, start_time, (510, 210), [[yes_option], [no_option]],
col_width=80)
self.party = party
self.merchant = merchant
self.item = item
self.buy_or_sell = buy_or_sell
if buy_or_sell == "buy":
self.talk_menu = TalkMenu([["Are you sure you want to buy a %s" % (item.item_name,),
"for %d gold?" % (item.buy_price,)]])
elif buy_or_sell == "sell":
self.talk_menu = TalkMenu([["Are you sure you want to sell a %s" % (item.item_name,),
"for %d gold?" % (item.sell_price,)]])
def selected(self):
selected_item = self.menu_items[0][self.selection[1]]
if selected_item == yes_option:
if self.buy_or_sell == "buy":
self.party.bought(self.item)
dialogue = TalkMenu([["You have bought a %s for %d gold." %
(self.item.item_name, self.item.buy_price)]],
num_to_close=2)
elif self.buy_or_sell == "sell":
self.party.sold(self.item)
#if we have nothing left to sell, go back to the buy/sell prompt
num_to_close = self.party.items and 2 or 3
dialogue = TalkMenu([["You have sold a %s for %d gold." %
(self.item.item_name, self.item.sell_price)]],
num_to_close=num_to_close)
return {"action": "menu", "menu": dialogue}
else: #selected_item == no_option
return {"action": "close", "num_to_close": 1}
def blit_menu(self, screen, time, force_show_arrow=False):
self.talk_menu.blit_menu(screen, time, force_show_arrow)
BaseMenu.blit_menu(self, screen, time, force_show_arrow)