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345 lines (286 loc) · 14.1 KB
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# MainMenu.py - The game's main menu.
# Created by Josh Kennedy on 22 May 2014
#
# Pop a Dots
# Copyright 2014 Chad Jensen and Josh Kennedy
# Copyright 2015-2016 Sirkles LLC
import pygame
import AssetCache
import PlayGameMenu
import CreditsMenu
import BadCircle
import Circle
import CircleButton
import Colors
import GameInit
import HelperAPI
import TouchCircle
import random
class MainMenu:
"""
Portal to different menus: "Play Game", "Options", or "Credits".
This class also manages the switching between menus.
"""
def __init__(self):
# Create list of background circles.
self.backgroundCircles = list()
self.numberOfCircles = random.randint(1, 6)
self.circleRenderSurface = pygame.Surface(AssetCache.screenResolution, pygame.SRCALPHA)
self.circleRenderSurface.fill(Colors.TransparentWhite.get_tuple())
for i in range(self.numberOfCircles):
if random.randint(0, 5) == 3:
circle_object = BadCircle.BadCircle(HelperAPI.getWindowRectangleAsRectangle())
else:
circle_object = TouchCircle.TouchCircle(HelperAPI.getWindowRectangleAsRectangle())
circle_object.touchable = False
# circle_object.velocity = Vector2.Vector2(random.randint(3, 7), random.randint(3, 7))
if random.randint(0, 1) == 0:
circle_object.velocity.x *= -1
if random.randint(0, 1) == 1:
circle_object.velocity.y *= -1
self.backgroundCircles.append(circle_object)
self.playGameCircleButton = \
CircleButton.CircleButton(200, 150, 100, Colors.SpringGreen, Colors.Black, AssetCache.buttonFont)
self.playGameCircleButton.text = "Play Game!"
self.playGameCircleButton.clickEvent = self.play_game
self.playMenuBackgroundCircle = Circle.Circle(200, 150, 100)
self.playGameMenu = PlayGameMenu.PlayGameMenu(self)
self.creditsMenu = CreditsMenu.CreditsMenu(self)
self.optionsCircleButton = \
CircleButton.CircleButton(450, 150, 100, Colors.DeepPink, Colors.Black, AssetCache.buttonFont)
self.optionsCircleButton.text = "Options"
self.optionsCircleButton.clickEvent = self.show_options
self.optionsMenuBackgroundCircle = Circle.Circle(450, 150, 100)
self.creditsCircleButton = \
CircleButton.CircleButton(200, 400, 100, Colors.Purple, Colors.White, AssetCache.buttonFont)
self.creditsCircleButton.text = "Credits"
self.creditsCircleButton.clickEvent = self.show_credits
self.creditsBackgroundCircle = Circle.Circle(200, 400, 100)
self.exitCircleButton = \
CircleButton.CircleButton(450, 400, 100, Colors.Tomato, Colors.Black, AssetCache.buttonFont)
self.exitCircleButton.text = "Exit Game"
self.exitCircleButton.clickEvent = self.exit_game
self.exitBackgroundCircle = Circle.Circle(450, 400, 100)
self.backCircleButton = \
CircleButton.CircleButton(0, 0, 100, Colors.Olive, Colors.White, AssetCache.buttonFont)
self.backCircleButton.active = False
self.backCircleButton.text = "Back"
self.backCircleButton.clickEvent = self.back_to_main_menu
self.transitionToMenu = False
self.active = False
# 0 is main menu, 1 is play game, 2 is options, 3 is credits, 4 is exit, and -1 is gameplay.
self.selectedMenu = 0
self.currentMenu = 0
# 0 is none (menu)
# 1 is classic
# 2 is lightning
# 3 is arcade
self.selectedGameMode = 0
def update(self, delta_time):
if not self.active:
return
if self.transitionToMenu or self.selectedMenu == 0:
for circle in self.backgroundCircles:
circle.update(delta_time)
self.playGameCircleButton.update(delta_time)
self.optionsCircleButton.update(delta_time)
self.creditsCircleButton.update(delta_time)
self.exitCircleButton.update(delta_time)
self.backCircleButton.update(delta_time)
# Play Game
if self.transitionToMenu and self.selectedMenu == 1 and self.playMenuBackgroundCircle.radius <= 1220:
self.playMenuBackgroundCircle.radius += int((8 * delta_time) * 100)
elif self.transitionToMenu and self.selectedMenu == 1 and self.playMenuBackgroundCircle.radius >= 1220:
self.exitCircleButton.active = False
self.creditsCircleButton.active = False
self.optionsCircleButton.active = False
self.transitionToMenu = False
self.currentMenu = 1
self.backCircleButton.x = 450
self.backCircleButton.y = 150
self.backCircleButton.backgroundCircle.x = 450
self.backCircleButton.backgroundCircle.y = 150
self.backCircleButton.active = True
# Options
if self.transitionToMenu and self.selectedMenu == 2 and self.optionsMenuBackgroundCircle.radius <= 1220:
self.optionsMenuBackgroundCircle.radius += int((8 * delta_time) * 100)
elif self.transitionToMenu and self.selectedMenu == 2 and self.optionsMenuBackgroundCircle.radius >= 1220:
self.exitCircleButton.active = False
self.creditsCircleButton.active = False
self.playGameCircleButton.active = False
self.currentMenu = 2
self.backCircleButton.x = 200
self.backCircleButton.y = 400
self.backCircleButton.backgroundCircle.x = 200
self.backCircleButton.backgroundCircle.y = 400
self.backCircleButton.active = True
self.transitionToMenu = False
# Credits
if self.transitionToMenu and self.selectedMenu == 3 and self.creditsBackgroundCircle.radius <= 1220:
self.creditsBackgroundCircle.radius += int((6.66 * delta_time) * 100)
elif self.transitionToMenu and self.selectedMenu == 3 and self.creditsBackgroundCircle.radius >= 1220:
self.exitCircleButton.active = False
self.optionsCircleButton.active = False
self.playGameCircleButton.active = False
self.currentMenu = 3
self.backCircleButton.x = 200
self.backCircleButton.y = 400
self.backCircleButton.backgroundCircle.x = 200
self.backCircleButton.backgroundCircle.y = 400
self.backCircleButton.active = True
self.transitionToMenu = False
# Exit Game
if self.transitionToMenu and self.selectedMenu == 4 and self.exitBackgroundCircle.radius <= 1220:
self.exitBackgroundCircle.radius += int((9 * delta_time) * 100)
elif self.exitBackgroundCircle.radius >= 1220:
GameInit.exit_game()
# Transition from Play Game to Main Menu
if self.transitionToMenu and self.currentMenu == 1 and self.selectedMenu == 0 \
and self.playMenuBackgroundCircle.radius >= 100:
self.playMenuBackgroundCircle.radius -= int((8 * delta_time) * 100)
elif self.transitionToMenu and self.currentMenu == 1 and self.selectedMenu == 0 \
and self.playMenuBackgroundCircle.radius <= 100:
self.exitCircleButton.clickable = True
self.creditsCircleButton.clickable = True
self.optionsCircleButton.clickable = True
self.playGameCircleButton.clickable = True
self.playGameCircleButton.active = True
self.currentMenu = 0
self.transitionToMenu = False
# Transition from Options Menu to Main Menu
if self.transitionToMenu and self.currentMenu == 2 and self.selectedMenu == 0 \
and self.optionsMenuBackgroundCircle.radius >= 100:
self.optionsMenuBackgroundCircle.radius -= int((9 * delta_time) * 100)
elif self.transitionToMenu and self.currentMenu == 2 and self.selectedMenu == 0 \
and self.optionsMenuBackgroundCircle.radius <= 100:
self.exitCircleButton.clickable = True
self.creditsCircleButton.clickable = True
self.optionsCircleButton.clickable = True
self.playGameCircleButton.clickable = True
self.optionsCircleButton.active = True
self.currentMenu = 0
self.transitionToMenu = False
# Transition from Credits to Main Menu
if self.transitionToMenu and self.currentMenu == 3 and self.selectedMenu == 0 \
and self.creditsBackgroundCircle.radius >= 100:
self.creditsBackgroundCircle.radius -= int((8 * delta_time) * 100)
elif self.transitionToMenu and self.currentMenu == 3 and self.selectedMenu == 0 \
and self.creditsBackgroundCircle.radius <= 100:
self.exitCircleButton.clickable = True
self.creditsCircleButton.clickable = True
self.optionsCircleButton.clickable = True
self.playGameCircleButton.clickable = True
self.creditsCircleButton.active = True
self.currentMenu = 0
self.transitionToMenu = False
# Transition from Play Game to GamePlay Mode
if self.transitionToMenu and self.selectedMenu == -1 and self.selectedGameMode is not 0:
self.playGameMenu.update(delta_time)
# Update the current menu (for button effects)
if not self.transitionToMenu:
if self.currentMenu is 1:
self.playGameMenu.update(delta_time)
elif self.currentMenu is 3:
self.creditsMenu.update(delta_time)
def handle_input(self, event):
if not self.active:
return
self.playGameCircleButton.handleInput(event)
self.optionsCircleButton.handleInput(event)
self.creditsCircleButton.handleInput(event)
self.exitCircleButton.handleInput(event)
self.backCircleButton.handleInput(event)
if self.currentMenu == 1:
self.playGameMenu.handleInput(event)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
if self.currentMenu is not 0 and not self.transitionToMenu:
self.back_to_main_menu()
def draw(self, delta_time):
if not self.active:
return
# Suppress unused parameter warnings from PyCharm.
_ = delta_time
for circle in self.backgroundCircles:
circle.draw()
pygame.display.get_surface().blit(self.circleRenderSurface, (0, 0))
self.playGameCircleButton.draw(Colors.Cyan, Colors.White)
self.optionsCircleButton.draw(Colors.Gold, Colors.White)
self.creditsCircleButton.draw(Colors.ForestGreen, Colors.Gold)
self.exitCircleButton.draw(Colors.MediumPurple, Colors.Black)
if self.currentMenu == 1 or self.selectedMenu == 1:
self.playMenuBackgroundCircle.draw(Colors.SpringGreen)
if not self.transitionToMenu or (self.transitionToMenu and self.selectedGameMode is not 0):
self.playGameMenu.draw()
if self.currentMenu == 2 or self.selectedMenu == 2:
self.optionsMenuBackgroundCircle.draw(Colors.Gold)
if self.currentMenu == 3 or self.selectedMenu == 3:
self.creditsBackgroundCircle.draw(Colors.Purple)
if not self.transitionToMenu or (self.transitionToMenu and self.selectedGameMode is not 0):
self.creditsMenu.draw()
if self.selectedMenu == 4:
self.exitBackgroundCircle.draw(Colors.Tomato)
if (self.currentMenu is not 0 or self.selectedMenu is not 0) \
and (self.currentMenu is not 4 or self.selectedMenu is not 4):
if not self.transitionToMenu:
self.backCircleButton.draw(Colors.White, Colors.Black)
def play_game(self):
AssetCache.highPopSound.play()
self.transitionToMenu = True
self.exitCircleButton.clickable = False
self.creditsCircleButton.clickable = False
self.optionsCircleButton.clickable = False
self.playGameCircleButton.active = False
self.selectedMenu = 1
def show_options(self):
AssetCache.lowPopSound.play()
print("options not implemented yet")
self.selectedMenu = 2
self.transitionToMenu = True
self.exitCircleButton.clickable = False
self.creditsCircleButton.clickable = False
self.optionsCircleButton.active = False
self.playGameCircleButton.clickable = False
def show_credits(self):
AssetCache.highPop2Sound.play()
print("credits not yet implemented")
self.selectedMenu = 3
self.transitionToMenu = True
self.creditsCircleButton.active = False
self.exitCircleButton.clickable = False
self.optionsCircleButton.clickable = False
self.playGameCircleButton.clickable = False
def back_to_main_menu(self):
self.selectedMenu = 0
self.transitionToMenu = True
AssetCache.badPopSound.play()
self.playGameCircleButton.active = True
self.optionsCircleButton.active = True
self.creditsCircleButton.active = True
self.exitCircleButton.active = True
self.backCircleButton.active = False
def exit_game(self):
self.transitionToMenu = True
AssetCache.badPopSound.play()
self.exitCircleButton.active = False
self.creditsCircleButton.clickable = False
self.optionsCircleButton.clickable = False
self.playGameCircleButton.clickable = False
self.selectedMenu = 4
# Baby come back, any kind of fool could see...
def comeback(self):
self.selectedGameMode = 0
self.selectedMenu = 1
self.currentMenu = 1
self.transitionToMenu = False
self.active = True
self.exitCircleButton.clickable = False
self.creditsCircleButton.clickable = False
self.optionsCircleButton.clickable = False
self.playGameCircleButton.active = False
self.backCircleButton.clickable = True
self.playGameMenu.active = True
self.playGameMenu.classicModeCircleButton.clickable = True
self.playGameMenu.lightningModeCircleButton.clickable = True
self.playGameMenu.classicModeCircleButton.active = True
self.playGameMenu.lightningModeCircleButton.active = True