squirrel-battle/squirrelbattle/display/menudisplay.py

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# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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import curses
from random import randint
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from typing import List
from .display import Box, Display
from ..entities.player import Player
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from ..enums import GameMode, KeyValues
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from ..game import Game
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from ..menus import ChestMenu, MainMenu, Menu, SettingsMenu, StoreMenu
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from ..resources import ResourceManager
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from ..translations import gettext as _
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class MenuDisplay(Display):
"""
A class to display the menu objects.
"""
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menu: Menu
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position: int
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def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.menubox = Box(*args, **kwargs)
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def update_menu(self, menu: Menu) -> None:
self.menu = menu
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# Menu values are printed in pad
self.pad = self.newpad(self.trueheight, self.truewidth + 2)
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def update_pad(self) -> None:
for i in range(self.trueheight):
self.addstr(self.pad, i, 0, " " + self.values[i])
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# set a marker on the selected line
self.addstr(self.pad, self.menu.position, 0, " >")
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def display(self) -> None:
cornery = 0 if self.height - 2 >= self.menu.position - 1 \
else self.trueheight - self.height + 2 \
if self.height - 2 >= self.trueheight - self.menu.position else 0
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# Menu box
self.menubox.refresh(self.y, self.x, self.height, self.width)
self.pad.erase()
self.update_pad()
self.refresh_pad(self.pad, cornery, 0, self.y + 1, self.x + 1,
self.height - 2 + self.y,
self.width - 2 + self.x)
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def handle_click(self, y: int, x: int, attr: int, game: Game) -> None:
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"""
We can select a menu item with the mouse.
"""
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self.menu.position = max(0, min(len(self.menu.values) - 1, y - 1))
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game.handle_key_pressed(KeyValues.ENTER)
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@property
def truewidth(self) -> int:
return max([len(str(a)) for a in self.values])
@property
def trueheight(self) -> int:
return len(self.values)
@property
def preferred_width(self) -> int:
return self.truewidth + 6
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@property
def preferred_height(self) -> int:
return self.trueheight + 2
@property
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def values(self) -> List[str]:
return [str(a) for a in self.menu.values]
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class SettingsMenuDisplay(MenuDisplay):
"""
A class to display specifically a settingsmenu object.
"""
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menu: SettingsMenu
def update(self, game: Game) -> None:
self.update_menu(game.settings_menu)
@property
def values(self) -> List[str]:
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return [_(a[1][1]) + (" : "
+ ("?" if self.menu.waiting_for_key
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and a == self.menu.validate() else a[1][0]
.replace("\n", "\\n"))
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if a[1][0] else "") for a in self.menu.values]
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class MainMenuDisplay(Display):
"""
A class to display specifically a mainmenu object.
"""
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def __init__(self, menu: MainMenu, *args):
super().__init__(*args)
self.menu = menu
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with open(ResourceManager.get_asset_path("ascii_art-title.txt"), "r")\
as file:
self.title = file.read().split("\n")
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self.pad = self.newpad(max(self.rows, len(self.title) + 30),
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max(len(self.title[0]) + 5, self.cols))
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self.fg_color = curses.COLOR_WHITE
self.menudisplay = MenuDisplay(self.screen, self.pack)
self.menudisplay.update_menu(self.menu)
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def display(self) -> None:
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for i in range(len(self.title)):
self.addstr(self.pad, 4 + i, max(self.width // 2
- len(self.title[0]) // 2 - 1, 0), self.title[i],
self.fg_color)
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msg = _("Credits")
self.addstr(self.pad, self.height - 1, self.width - 1 - len(msg), msg)
self.refresh_pad(self.pad, 0, 0, self.y, self.x,
self.height + self.y - 1,
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self.width + self.x - 1)
menuwidth = min(self.menudisplay.preferred_width, self.width)
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menuy, menux = len(self.title) + 8, self.width // 2 - menuwidth // 2 - 1
self.menudisplay.refresh(
menuy, menux, min(self.menudisplay.preferred_height,
self.height - menuy), menuwidth)
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def update(self, game: Game) -> None:
self.menudisplay.update_menu(game.main_menu)
def handle_click(self, y: int, x: int, attr: int, game: Game) -> None:
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menuwidth = min(self.menudisplay.preferred_width, self.width)
menuy, menux = len(self.title) + 8, self.width // 2 - menuwidth // 2 - 1
menuheight = min(self.menudisplay.preferred_height, self.height - menuy)
if menuy <= y < menuy + menuheight and menux <= x < menux + menuwidth:
self.menudisplay.handle_click(y - menuy, x - menux, attr, game)
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if y <= len(self.title):
self.fg_color = randint(0, 1000), randint(0, 1000), randint(0, 1000)
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if y == self.height - 1 and x >= self.width - 1 - len(_("Credits")):
game.state = GameMode.CREDITS
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class PlayerInventoryDisplay(MenuDisplay):
"""
A class to handle the display of the player's inventory.
"""
player: Player = None
selected: bool = True
store_mode: bool = False
chest_mode: bool = False
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def update(self, game: Game) -> None:
self.player = game.player
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self.update_menu(game.inventory_menu)
game.inventory_menu.update_player(self.player)
self.store_mode = game.state == GameMode.STORE
self.chest_mode = game.state == GameMode.CHEST
self.selected = game.state == GameMode.INVENTORY \
or (self.store_mode and not game.is_in_store_menu)\
or (self.chest_mode and not game.is_in_chest_menu)
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def update_pad(self) -> None:
self.menubox.update_title(_("INVENTORY"))
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for i, item in enumerate(self.menu.values):
rep = self.pack[item.name.upper()]
selection = f"[{rep}]" if i == self.menu.position \
and self.selected else f" {rep} "
self.addstr(self.pad, i + 1, 0, selection
+ " " + item.translated_name.capitalize()
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+ (f" ({item.description})" if item.description else "")
+ (": " + str(item.price) + " Hazels"
if self.store_mode else ""))
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if self.store_mode:
price = f"{self.pack.HAZELNUT} {self.player.hazel} Hazels"
width = len(price) + (self.pack.tile_width - 1)
self.addstr(self.pad, self.height - 3, self.width - width - 2,
price, italic=True)
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@property
def truewidth(self) -> int:
return max(1, self.height if hasattr(self, "height") else 10)
@property
def trueheight(self) -> int:
return 2 + super().trueheight
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def handle_click(self, y: int, x: int, attr: int, game: Game) -> None:
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"""
We can select a menu item with the mouse.
"""
self.menu.position = max(0, min(len(self.menu.values) - 1, y - 2))
game.is_in_store_menu = False
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game.handle_key_pressed(KeyValues.ENTER)
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class StoreInventoryDisplay(MenuDisplay):
"""
A class to handle the display of a merchant's inventory.
"""
menu: StoreMenu
selected: bool = False
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def update(self, game: Game) -> None:
self.update_menu(game.store_menu)
self.selected = game.is_in_store_menu
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def update_pad(self) -> None:
self.menubox.update_title(_("STALL"))
for i, item in enumerate(self.menu.values):
rep = self.pack[item.name.upper()]
selection = f"[{rep}]" if i == self.menu.position \
and self.selected else f" {rep} "
self.addstr(self.pad, i + 1, 0, selection
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+ " " + item.translated_name.capitalize()
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+ (f" ({item.description})" if item.description else "")
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+ ": " + str(item.price) + " Hazels")
price = f"{self.pack.HAZELNUT} {self.menu.merchant.hazel} Hazels"
width = len(price) + (self.pack.tile_width - 1)
self.addstr(self.pad, self.height - 3, self.width - width - 2, price,
italic=True)
@property
def truewidth(self) -> int:
return max(1, self.height if hasattr(self, "height") else 10)
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@property
def trueheight(self) -> int:
return 2 + super().trueheight
def handle_click(self, y: int, x: int, attr: int, game: Game) -> None:
"""
We can select a menu item with the mouse.
"""
self.menu.position = max(0, min(len(self.menu.values) - 1, y - 2))
game.is_in_store_menu = True
game.handle_key_pressed(KeyValues.ENTER)
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class ChestInventoryDisplay(MenuDisplay):
"""
A class to handle the display of a merchant's inventory.
"""
menu: ChestMenu
selected: bool = False
def update(self, game: Game) -> None:
self.update_menu(game.chest_menu)
self.selected = game.is_in_chest_menu
def update_pad(self) -> None:
self.menubox.update_title(_("CHEST"))
for i, item in enumerate(self.menu.values):
rep = self.pack[item.name.upper()]
selection = f"[{rep}]" if i == self.menu.position \
and self.selected else f" {rep} "
self.addstr(self.pad, i + 1, 0, selection
+ " " + item.translated_name.capitalize())
@property
def truewidth(self) -> int:
return max(1, self.height if hasattr(self, "height") else 10)
@property
def trueheight(self) -> int:
return 2 + super().trueheight
def handle_click(self, y: int, x: int, attr: int, game: Game) -> None:
"""
We can select a menu item with the mouse.
"""
self.menu.position = max(0, min(len(self.menu.values) - 1, y - 2))
game.is_in_chest_menu = True
game.handle_key_pressed(KeyValues.ENTER)
class CreditsDisplay(Display):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.box = Box(*args, **kwargs)
self.pad = self.newpad(1, 1)
self.ascii_art_displayed = False
def update(self, game: Game) -> None:
return
def display(self) -> None:
self.box.refresh(self.y, self.x, self.height, self.width)
self.box.display()
self.pad.erase()
messages = [
_("Credits"),
"",
"Squirrel Battle",
"",
_("Developers:"),
"Yohann \"ÿnérant\" D'ANELLO",
"Mathilde \"eichhornchen\" DÉPRÉS",
"Nicolas \"nicomarg\" MARGULIES",
"Charles \"charsle\" PEYRAT",
"",
_("Translators:"),
"Hugo \"ifugao\" JACOB (español)",
]
for i, msg in enumerate(messages):
self.addstr(self.pad, i + (self.height - len(messages)) // 2,
(self.width - len(msg)) // 2, msg,
bold=(i == 0), italic=(":" in msg))
if self.ascii_art_displayed:
self.display_ascii_art()
self.refresh_pad(self.pad, 0, 0, self.y + 1, self.x + 1,
self.height + self.y - 2,
self.width + self.x - 2)
def display_ascii_art(self) -> None:
with open(ResourceManager.get_asset_path("ascii-art-ecureuil.txt"))\
as f:
ascii_art = f.read().split("\n")
height, width = len(ascii_art), len(ascii_art[0])
y_offset, x_offset = (self.height - height) // 2,\
(self.width - width) // 2
for i, line in enumerate(ascii_art):
for j, c in enumerate(line):
bg_color = curses.COLOR_WHITE
fg_color = curses.COLOR_BLACK
bold = False
if c == ' ':
bg_color = curses.COLOR_BLACK
elif c == '' or c == '' or c == '':
bold = True
fg_color = curses.COLOR_WHITE
bg_color = curses.COLOR_BLACK
elif c == '|':
bold = True # c = '┃'
fg_color = (100, 700, 1000)
bg_color = curses.COLOR_BLACK
elif c == '':
fg_color = (700, 300, 0)
elif c == '':
fg_color = (700, 300, 0)
bg_color = curses.COLOR_BLACK
elif c == '':
fg_color = (350, 150, 0)
elif c == '':
fg_color = (0, 0, 0)
bg_color = curses.COLOR_BLACK
elif c == '':
c = ''
fg_color = (1000, 1000, 1000)
bg_color = curses.COLOR_BLACK
self.addstr(self.pad, y_offset + i, x_offset + j, c,
fg_color, bg_color, bold=bold)
def handle_click(self, y: int, x: int, attr: int, game: Game) -> None:
if self.pad.inch(y - 1, x - 1) != ord(" "):
self.ascii_art_displayed = True