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menus.py
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menus.py
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from textinput import *
import pygame
import sys
from gameplay import Game
from pygame.locals import *
pygame.init()
class Choices():
def __init__(self, screen, clock, background_img, font):
self.screen = screen
self.clock = clock
self.WHITE=(255,255,255)
self.background_img = background_img
self.font = font
self.players = 1
#health?
self.gamemode = "classic"
self.Player1_keys = ["a", "s", "d"]
self.Player2_keys = ["j", "k", "l"]
self.player1_name = ""
self.player2_name = ""
self.tournament_wins = []
# function for drawing text
def draw_text(self, text, font, color, surface, x, y):
textobj = font.render(text, 1, self.WHITE)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
# keybindings menu
def change_keys(self, button, click, keys, i):
mx, my = pygame.mouse.get_pos()
if button.collidepoint((mx, my)):
if click:
while click == True:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
self.main_menu()
else:
keys[i] = pygame.key.name(event.key)
click = False
def key_menu(self):
click = False
running = True
while running:
self.screen.fill((0, 0, 0))
self.draw_text('KEY BINDINGS', self.font, self.WHITE, self.screen, 465, 20)
button_1 = pygame.Rect(640, 340, 50, 50)
button_2 = pygame.Rect(640, 440, 50, 50)
button_3 = pygame.Rect(640, 540, 50, 50)
button_4 = pygame.Rect(940, 340, 50, 50)
button_5 = pygame.Rect(940, 440, 50, 50)
button_6 = pygame.Rect(940, 540, 50, 50)
self.draw_text('( COMMAND )', self.font, self.WHITE, self.screen, 130, 240)
self.draw_text('( KEY )', self.font, self.WHITE, self.screen, 570, 240)
self.draw_text('Player 1', self.font, self.WHITE, self.screen, 540, 140)
self.draw_text('( KEY )', self.font, self.WHITE, self.screen, 870, 240)
self.draw_text('Player 2', self.font, self.WHITE, self.screen, 840, 140)
self.draw_text(self.Player2_keys[0], self.font, self.WHITE, self.screen, 940, 340)
self.draw_text(self.Player2_keys[1], self.font, self.WHITE, self.screen, 940, 440)
self.draw_text(self.Player2_keys[2], self.font, self.WHITE, self.screen, 940, 540)
self.draw_text('MAGIC', self.font, self.WHITE, self.screen, 200, 340)
self.draw_text(self.Player1_keys[0], self.font, self.WHITE, self.screen, 640, 340)
self.draw_text('SWORD', self.font, self.WHITE, self.screen, 195, 440)
self.draw_text(self.Player1_keys[1], self.font, self.WHITE, self.screen, 640, 440)
self.draw_text('POTION', self.font, self.WHITE, self.screen, 195, 540)
self.draw_text(self.Player1_keys[2], self.font, self.WHITE, self.screen, 640, 540)
self.change_keys(button_1, click, self.Player1_keys, 0)
self.change_keys(button_2, click, self.Player1_keys, 1)
self.change_keys(button_3, click, self.Player1_keys, 2)
self.change_keys(button_4, click, self.Player2_keys, 0)
self.change_keys(button_5, click, self.Player2_keys, 1)
self.change_keys(button_6, click, self.Player2_keys, 2)
click = False
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
self.main_menu()
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pygame.display.update()
self.clock.tick(60)
#gameover menu
def game_over(self, who_won):
running = True
while running:
self.screen.fill(0)
self.draw_text('GAME OVER', self.font, self.WHITE, self.screen, 470, 150)
if who_won == 1:
self.draw_text('Player 1 won', self.font, self.WHITE, self.screen, 450, 300)
elif who_won==2:
self.draw_text('Player 2 won', self.font, self.WHITE, self.screen, 450, 300)
else:
self.draw_text('Its a tie', self.font, self.WHITE, self.screen, 450, 300)
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
self.main_menu()
pygame.display.update()
self.clock.tick(60)
def rounds(self, i):
running = True
while running:
self.screen.fill(0)
self.draw_text(f'ROUND {i}', self.font, self.WHITE, self.screen, 500, 300)
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
running = False
pygame.display.update()
self.clock.tick(60)
# function for entering names
def player_name_input(self, player):
self.screen.fill(0)
self.draw_text(player, self.font, self.WHITE, self.screen, 420, 250)
text_input_box = TextInputBox(420, 300, 500, self.font)
group = pygame.sprite.Group(text_input_box)
run = True
while run:
event_list = pygame.event.get()
group.update(event_list)
group.draw(self.screen)
pygame.display.flip()
for event in event_list:
if event.type == KEYDOWN:
if event.key == K_RETURN and player == 'Player1 name':
self.player_name_input('Player2 name')
elif event.key == K_RETURN:
self.settings_menu()
elif player == 'Player1 name':
self.player1_name += pygame.key.name(event.key)
else:
self.player2_name += pygame.key.name(event.key)
# function for choosing how many people are playing
def settings_menu(self):
click = False
running = True
while running:
self.screen.fill((0, 0, 0))
self.draw_text('CHOOSE HOW MANY PLAYERS', self.font, self.WHITE, self.screen, 300, 20)
mx, my = pygame.mouse.get_pos()
button_1 = pygame.Rect(70, 150, 500, 100)
button_2 = pygame.Rect(840, 140, 280, 50)
button_3 = pygame.Rect(200, 450, 250, 50)
button_4 = pygame.Rect(850, 450, 280, 50)
self.draw_text('1 PLAYER', self.font, self.WHITE, self.screen, 200, 150)
self.draw_text('( WITH A COMPUTER )', self.font, self.WHITE, self.screen, 70, 200)
self.draw_text('2 PLAYERS', self.font, self.WHITE, self.screen, 850, 150)
self.draw_text('CHOOSE GAME MODE', self.font, self.WHITE, self.screen, 400, 320)
self.draw_text('Classic', self.font, self.WHITE, self.screen, 200, 450)
self.draw_text('Tournament', self.font, self.WHITE, self.screen, 850, 450)
if button_1.collidepoint((mx, my)):
if click:
pygame.draw.rect(self.screen, (0,0,0), (70, 150, 600, 100))
self.players = 1
if button_2.collidepoint((mx, my)):
if click:
self.players = 2
pygame.draw.rect(self.screen, (0,0,0), (840, 140, 280, 50))
#self.player_name_input('Player1 name')
if button_3.collidepoint((mx, my)):
if click:
self.gamemode = "classic"
pygame.draw.rect(self.screen, (0,0,0), (200, 450, 250, 50))
if button_4.collidepoint((mx, my)):
if click:
self.gamemode = "tournament"
pygame.draw.rect(self.screen, (0,0,0), (850, 450, 280, 50))
click = False
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
self.main_menu()
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pygame.display.update()
self.clock.tick(60)
#function to show combos
def combos(self):
running = True
while running:
self.screen.fill((0, 0, 0))
self.draw_text('COMBO ATTACKS', self.font, self.WHITE, self.screen, 420, 20)
self.draw_text('Magic * Sword * Potion', self.font, self.WHITE, self.screen, 320, 200)
self.draw_text('Sword * Sword * Sword', self.font, self.WHITE, self.screen, 313, 300)
self.draw_text('Sword * Magic * Magic', self.font, self.WHITE, self.screen, 320, 400)
self.draw_text('Magic * Potion * Magic', self.font, self.WHITE, self.screen, 325, 500)
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
self.main_menu()
pygame.display.update()
self.clock.tick(60)
# function for main menu
def main_menu(self):
click=False
while True:
self.game_functions = Game(self.Player1_keys, self.Player2_keys, self.players, self.gamemode,
self.player1_name, self.player2_name)
self.screen.fill((0, 0, 0))
self.draw_text('MAIN MENU', self.font, self.WHITE, self.screen, 485, 20)
mx, my = pygame.mouse.get_pos()
button_1 = pygame.Rect(520, 140, 200, 50)
button_2 = pygame.Rect(460, 240, 340, 50)
button_3 = pygame.Rect(510, 340, 200, 50)
button_4 = pygame.Rect(530, 450, 180, 50)
button_5 = pygame.Rect(575, 550, 150, 50)
self.draw_text('START', self.font, self.WHITE, self.screen, 550, 150)
self.draw_text('KEY BINDINGS', self.font, self.WHITE, self.screen, 470, 250)
self.draw_text('SETTINGS', self.font, self.WHITE, self.screen, 515, 350)
self.draw_text('COMBOS', self.font, self.WHITE, self.screen, 530, 450)
self.draw_text('EXIT', self.font, self.WHITE, self.screen, 575, 550)
if button_1.collidepoint((mx, my)):
if click:
if self.gamemode=="classic":
self.game_functions.game_loop()
self.game_over(self.game_functions.who_won())
else:
self.rounds(1)
self.game_functions.game_loop()
click = True
self.tournament_wins.append(self.game_functions.who_won())
self.rounds(2)
self.game_functions.game_loop()
self.tournament_wins.append(self.game_functions.who_won())
self.rounds(3)
self.game_functions.game_loop()
self.tournament_wins.append(self.game_functions.who_won())
x = 0
y = 0
for i in range(0, 1):
if self.tournament_wins[i] == 1:
x += 1
if self.tournament_wins[i] == 2:
y += 1
if x > y:
self.game_over(1)
elif x < y:
self.game_over(2)
else:
self.game_over(3)
if button_2.collidepoint((mx, my)):
if click:
self.key_menu()
if button_3.collidepoint((mx, my)):
if click:
self.settings_menu()
if button_4.collidepoint((mx, my)):
if click:
self.combos()
if button_5.collidepoint((mx, my)):
if click:
pygame.quit()
sys.exit()
click = False
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pygame.display.update()
self.clock.tick(60)