squirrel-battle/dungeonbattle/menus.py

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import sys
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from enum import Enum
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from typing import Any, Optional
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from .display.texturepack import TexturePack
from .enums import GameMode, KeyValues, DisplayActions
from .settings import Settings
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class Menu:
"""
A Menu object is the logical representation of a menu in the game
"""
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values: list
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def __init__(self):
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self.position = 0
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def go_up(self) -> None:
"""
Moves the pointer of the menu on the previous value
"""
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self.position = max(0, self.position - 1)
def go_down(self) -> None:
"""
Moves the pointer of the menu on the next value
"""
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self.position = min(len(self.values) - 1, self.position + 1)
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def validate(self) -> Any:
"""
Selects the value that is pointed by the menu pointer
"""
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return self.values[self.position]
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class MainMenuValues(Enum):
"""
Values of the main menu
"""
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START = 'Jouer'
SAVE = 'Sauvegarder'
LOAD = 'Charger'
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SETTINGS = 'Paramètres'
EXIT = 'Quitter'
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def __str__(self):
return self.value
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class MainMenu(Menu):
"""
A special instance of a menu : the main menu
"""
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values = [e for e in MainMenuValues]
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class SettingsMenu(Menu):
"""
A special instance of a menu : the settings menu
"""
waiting_for_key: bool = False
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def update_values(self, settings: Settings) -> None:
"""
The settings can change, so they are updated
"""
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self.values = []
for i, key in enumerate(settings.settings_keys):
s = settings.get_comment(key)
s += " : "
if self.waiting_for_key and i == self.position:
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s += "?"
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else:
s += getattr(settings, key).replace("\n", "\\n")
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s += 8 * " " # Write over old text
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self.values.append(s)
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self.values.append("")
self.values.append("Changer le pack de textures n'aura effet")
self.values.append("qu'après avoir relancé le jeu.")
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self.values.append("")
self.values.append("Retour (espace)")
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def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str,
game: Any) -> None:
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"""
In the setting menu, we van select a setting and change it
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"""
if not self.waiting_for_key:
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# Navigate normally through the menu.
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if key == KeyValues.SPACE or \
key == KeyValues.ENTER and \
self.position == len(self.values) - 1:
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# 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()
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if key == KeyValues.ENTER and self.position < len(self.values) - 3:
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# Change a setting
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option = list(game.settings.settings_keys)[self.position]
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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
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self.update_values(game.settings)
else:
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option = list(game.settings.settings_keys)[self.position]
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# 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
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self.update_values(game.settings)
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class ArbitraryMenu(Menu):
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def __init__(self, values: list):
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super().__init__()
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self.values = values