Rename dungeonbattle to squirrelbattle
This commit is contained in:
107
squirrelbattle/menus.py
Normal file
107
squirrelbattle/menus.py
Normal file
@ -0,0 +1,107 @@
|
||||
from enum import Enum
|
||||
from typing import Any, Optional
|
||||
|
||||
from .display.texturepack import TexturePack
|
||||
from .enums import GameMode, KeyValues, DisplayActions
|
||||
from .settings import Settings
|
||||
|
||||
|
||||
class Menu:
|
||||
"""
|
||||
A Menu object is the logical representation of a menu in the game
|
||||
"""
|
||||
values: list
|
||||
|
||||
def __init__(self):
|
||||
self.position = 0
|
||||
|
||||
def go_up(self) -> None:
|
||||
"""
|
||||
Moves the pointer of the menu on the previous value
|
||||
"""
|
||||
self.position = max(0, self.position - 1)
|
||||
|
||||
def go_down(self) -> None:
|
||||
"""
|
||||
Moves the pointer of the menu on the next value
|
||||
"""
|
||||
self.position = min(len(self.values) - 1, self.position + 1)
|
||||
|
||||
def validate(self) -> Any:
|
||||
"""
|
||||
Selects the value that is pointed by the menu pointer
|
||||
"""
|
||||
return self.values[self.position]
|
||||
|
||||
|
||||
class MainMenuValues(Enum):
|
||||
"""
|
||||
Values of the main menu
|
||||
"""
|
||||
START = 'Nouvelle partie'
|
||||
RESUME = 'Continuer'
|
||||
SAVE = 'Sauvegarder'
|
||||
LOAD = 'Charger'
|
||||
SETTINGS = 'Paramètres'
|
||||
EXIT = 'Quitter'
|
||||
|
||||
def __str__(self):
|
||||
return self.value
|
||||
|
||||
|
||||
class MainMenu(Menu):
|
||||
"""
|
||||
A special instance of a menu : the main menu
|
||||
"""
|
||||
values = [e for e in MainMenuValues]
|
||||
|
||||
|
||||
class SettingsMenu(Menu):
|
||||
"""
|
||||
A special instance of a menu : the settings menu
|
||||
"""
|
||||
waiting_for_key: bool = False
|
||||
|
||||
def update_values(self, settings: Settings) -> None:
|
||||
self.values = list(settings.__dict__.items())
|
||||
self.values.append(("RETURN", ["", "Retour"]))
|
||||
|
||||
def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str,
|
||||
game: Any) -> None:
|
||||
"""
|
||||
In the setting menu, we van select a setting and change it
|
||||
"""
|
||||
if not self.waiting_for_key:
|
||||
# Navigate normally through the menu.
|
||||
if key == KeyValues.SPACE or \
|
||||
key == KeyValues.ENTER and \
|
||||
self.position == len(self.values) - 1:
|
||||
# Go back
|
||||
game.display_actions(DisplayActions.UPDATE)
|
||||
game.state = GameMode.MAINMENU
|
||||
if key == KeyValues.DOWN:
|
||||
self.go_down()
|
||||
if key == KeyValues.UP:
|
||||
self.go_up()
|
||||
if key == KeyValues.ENTER and self.position < len(self.values) - 1:
|
||||
# Change a setting
|
||||
option = self.values[self.position][0]
|
||||
if option == "TEXTURE_PACK":
|
||||
game.settings.TEXTURE_PACK = \
|
||||
TexturePack.get_next_pack_name(
|
||||
game.settings.TEXTURE_PACK)
|
||||
game.settings.write_settings()
|
||||
self.update_values(game.settings)
|
||||
else:
|
||||
self.waiting_for_key = True
|
||||
self.update_values(game.settings)
|
||||
else:
|
||||
option = self.values[self.position][0]
|
||||
# Don't use an already mapped key
|
||||
if any(getattr(game.settings, opt) == raw_key
|
||||
for opt in game.settings.settings_keys if opt != option):
|
||||
return
|
||||
setattr(game.settings, option, raw_key)
|
||||
game.settings.write_settings()
|
||||
self.waiting_for_key = False
|
||||
self.update_values(game.settings)
|
Reference in New Issue
Block a user