Merge branch 'master' into 'new_game'
# Conflicts: # dungeonbattle/game.py # dungeonbattle/menus.py # dungeonbattle/tests/game_test.py
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commit
2f5db125e0
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@ -1,7 +1,8 @@
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import curses
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import curses
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from dungeonbattle.display.mapdisplay import MapDisplay
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from dungeonbattle.display.mapdisplay import MapDisplay
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from dungeonbattle.display.statsdisplay import StatsDisplay
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from dungeonbattle.display.statsdisplay import StatsDisplay
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from dungeonbattle.display.menudisplay import MenuDisplay, MainMenuDisplay
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from dungeonbattle.display.menudisplay import SettingsMenuDisplay, \
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MainMenuDisplay
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from dungeonbattle.display.texturepack import TexturePack
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from dungeonbattle.display.texturepack import TexturePack
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from typing import Any
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from typing import Any
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from dungeonbattle.game import Game, GameMode
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from dungeonbattle.game import Game, GameMode
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@ -18,7 +19,7 @@ class DisplayManager:
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self.statsdisplay = StatsDisplay(screen, pack)
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self.statsdisplay = StatsDisplay(screen, pack)
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self.mainmenudisplay = MainMenuDisplay(self.game.main_menu,
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self.mainmenudisplay = MainMenuDisplay(self.game.main_menu,
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screen, pack)
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screen, pack)
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self.settingsmenudisplay = MenuDisplay(screen, pack)
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self.settingsmenudisplay = SettingsMenuDisplay(screen, pack)
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self.displays = [self.statsdisplay, self.mapdisplay,
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self.displays = [self.statsdisplay, self.mapdisplay,
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self.mainmenudisplay, self.settingsmenudisplay]
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self.mainmenudisplay, self.settingsmenudisplay]
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self.update_game_components()
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self.update_game_components()
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@ -60,22 +60,32 @@ class MenuDisplay(Display):
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return [str(a) for a in self.menu.values]
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return [str(a) for a in self.menu.values]
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class SettingsMenuDisplay(MenuDisplay):
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@property
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def values(self) -> List[str]:
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return [a[1][1] + (" : "
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+ ("?" if self.menu.waiting_for_key else a[1][0])
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if a[1][0] else "") for a in self.menu.values]
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class MainMenuDisplay(Display):
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class MainMenuDisplay(Display):
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def __init__(self, menu: MainMenu, *args):
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def __init__(self, menu: MainMenu, *args):
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super().__init__(*args)
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super().__init__(*args)
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self.menu = menu
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self.menu = menu
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self.pad = self.newpad(self.rows, self.cols)
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with open("resources/ascii_art.txt", "r") as file:
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with open("resources/ascii_art.txt", "r") as file:
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self.title = file.read().split("\n")
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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.menudisplay = MenuDisplay(self.screen, self.pack)
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self.menudisplay = MenuDisplay(self.screen, self.pack)
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self.menudisplay.update_menu(self.menu)
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self.menudisplay.update_menu(self.menu)
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def display(self) -> None:
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def display(self) -> None:
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for i in range(len(self.title)):
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for i in range(len(self.title)):
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self.pad.addstr(4 + i, self.width // 2
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self.pad.addstr(4 + i, max(self.width // 2
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- len(self.title[0]) // 2 - 1, self.title[i])
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- len(self.title[0]) // 2 - 1, 0), self.title[i])
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self.pad.refresh(0, 0, self.y, self.x, self.height, self.width)
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self.pad.refresh(0, 0, self.y, self.x, self.height, self.width)
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menuwidth = min(self.menudisplay.preferred_width, self.width)
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menuwidth = min(self.menudisplay.preferred_width, self.width)
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menuy, menux = len(self.title) + 8, self.width // 2 - menuwidth // 2 - 1
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menuy, menux = len(self.title) + 8, self.width // 2 - menuwidth // 2 - 1
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@ -63,24 +63,8 @@ class SettingsMenu(Menu):
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waiting_for_key: bool = False
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waiting_for_key: bool = False
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def update_values(self, settings: Settings) -> None:
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def update_values(self, settings: Settings) -> None:
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"""
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self.values = list(settings.__dict__.items())
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The settings can change, so they are updated
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self.values.append(("RETURN", ["", "Retour"]))
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"""
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self.values = []
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for i, key in enumerate(settings.settings_keys):
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s = settings.get_comment(key)
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s += " : "
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if self.waiting_for_key and i == self.position:
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s += "?"
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else:
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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("")
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self.values.append("Changer le pack de textures n'aura effet")
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self.values.append("qu'après avoir relancé le jeu.")
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self.values.append("")
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self.values.append("Retour (espace)")
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def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str,
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def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str,
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game: Any) -> None:
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game: Any) -> None:
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@ -99,9 +83,9 @@ class SettingsMenu(Menu):
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self.go_down()
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self.go_down()
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if key == KeyValues.UP:
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if key == KeyValues.UP:
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self.go_up()
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self.go_up()
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if key == KeyValues.ENTER and self.position < len(self.values) - 3:
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if key == KeyValues.ENTER and self.position < len(self.values) - 1:
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# Change a setting
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# Change a setting
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option = list(game.settings.settings_keys)[self.position]
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option = self.values[self.position][0]
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if option == "TEXTURE_PACK":
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if option == "TEXTURE_PACK":
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game.settings.TEXTURE_PACK = \
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game.settings.TEXTURE_PACK = \
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TexturePack.get_next_pack_name(
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TexturePack.get_next_pack_name(
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@ -112,7 +96,7 @@ class SettingsMenu(Menu):
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self.waiting_for_key = True
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self.waiting_for_key = True
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self.update_values(game.settings)
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self.update_values(game.settings)
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else:
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else:
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option = list(game.settings.settings_keys)[self.position]
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option = self.values[self.position][0]
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# Don't use an already mapped key
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# Don't use an already mapped key
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if any(getattr(game.settings, opt) == raw_key
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if any(getattr(game.settings, opt) == raw_key
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for opt in game.settings.settings_keys if opt != option):
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for opt in game.settings.settings_keys if opt != option):
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