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GameMenu.py
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110 lines (84 loc) · 3.36 KB
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import pygame
from pygame.locals import *
from IARandom import *
from IAMinMax import *
pygame.init()
class GameMenu:
def __init__(self, screen, items, bg_color=(0, 0, 0), font="comicsansms", font_size=40,
font_color=(200, 200, 200)):
self.screen = screen
self.scr_width = self.screen.get_rect().width
self.scr_height = self.screen.get_rect().height
self.bg_color = bg_color
self.clock = pygame.time.Clock()
self.items = items
self.font = pygame.font.SysFont(font, font_size)
self.font_color = font_color
self.items = []
for index, item in enumerate(items):
label = self.font.render(item, 1, font_color)
width = label.get_rect().width
height = label.get_rect().height
posx = (self.scr_width / 2) - (width / 2)
# t_h: total height of text block
t_h = len(items) * height
posy = (self.scr_height / 2) - (t_h / 2) + (index * height)
self.items.append([item, label, (width, height), (posx, posy)])
def menu1(self):
mainloop = True
while mainloop:
# Limit frame speed to 50 FPS
self.clock.tick(50)
for event in pygame.event.get():
if event.type == pygame.QUIT:
mainloop = False
elif event.type == KEYDOWN:
if event.key == K_a:
return 3
elif event.key == K_z:
return 5
elif event.key == K_e:
return 7
elif event.key == K_r:
return 9
# Redraw the background
self.screen.fill(self.bg_color)
for name, label, (width, height), (posx, posy) in self.items:
self.screen.blit(label, (posx, posy))
pygame.display.flip()
def menu2(self):
mainloop = True
while mainloop:
# Limit frame speed to 50 FPS
self.clock.tick(50)
for event in pygame.event.get():
if event.type == pygame.QUIT:
mainloop = False
elif event.type == KEYDOWN:
if event.key == K_a:
return 1
elif event.key == K_z:
return 0
# Redraw the background
self.screen.fill(self.bg_color)
for name, label, (width, height), (posx, posy) in self.items:
self.screen.blit(label, (posx, posy))
pygame.display.flip()
def menu3(self,game,player):
mainloop = True
while mainloop:
# Limit frame speed to 50 FPS
self.clock.tick(50)
for event in pygame.event.get():
if event.type == pygame.QUIT:
mainloop = False
elif event.type == KEYDOWN:
if event.key == K_a:
return IARandom(game,player)
elif event.key == K_z:
return IAMinMax(game,player)
# Redraw the background
self.screen.fill(self.bg_color)
for name, label, (width, height), (posx, posy) in self.items:
self.screen.blit(label, (posx, posy))
pygame.display.flip()