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FirstScreen.py
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"""
Ah, the first screen of a new game! Here we give the user a few options: Song difficulty,
and initial party.
"""
from Utils import *
from Constants import *
import Screen
import BattleSprites
import ItemPanel
import Global
import Resources
import os
import time
import string
import Party
import OptionsScreen
import Critter
import Magic
IntroTexts = ["Now, it is the beginning of a fantastic story! Let's make a journey to the cave of monsters! Good luck!",
"VisualShock! SpeedShock! SoundShock! Now is time to the 68000 heart on fire!",
"An emergency massage is received from Space Transport Dagal...",
"To clear all the levels, you must be an all-rounder with highly technical DJ skill.",
"It is the 00s and there is time for TENDRILS."
]
NextIntroNumber = random.randrange(len(IntroTexts))
AllowedChars = "abcdefghijklmnopqrstuvwxyz1234567890 .!"
ShiftTranslate = string.maketrans("abcdefghijklmnopqrstuvwxyz1","ABCDEFGHIJKLMNOPQRSTUVWXYZ!")
NameFontSize = 24
NameColor = Colors.Yellow
class IntroTextSprite(GenericImageSprite):
def __init__(self):
global NextIntroNumber
Str = IntroTexts[NextIntroNumber]
NextIntroNumber = (NextIntroNumber+1)%len(IntroTexts)
Image = TaggedRenderer.RenderToImage("<CENTER>%s"%Str, 200)
GenericImageSprite.__init__(self, Image, 600, 600)
self.Y = self.rect.top
def Update(self, Dummy):
self.Y -= 0.5
self.rect.top = self.Y
if self.rect.bottom < 0:
self.kill()
class FirstScreen(Screen.TendrilsScreen):
FirstClassY = 290
ClassHeight = 80
MaxWordLen = 10
def __init__(self, App, Args):
Screen.TendrilsScreen.__init__(self,App)
self.SongY = 550 # The y-coordinate where the song name appears (above our done button)
self.HoldingKey = None
self.IntroTextSprites = pygame.sprite.Group()
self.IntroPause = 0
self.RenderInitialScreen()
def RenderInitialScreen(self):
self.DrawBackground()
self.SongSprites = pygame.sprite.Group()
self.DrawSongButtons()
self.ClassSprites = pygame.sprite.Group()
self.ClassSpritesForPlayer = []
self.NameSprites = pygame.sprite.Group()
self.EditName = None
self.CursorSprite = None
self.DrawNameButtons()
self.DrawClassButtons()
self.DrawDecorations()
# Done button:
self.ButtonSprites = pygame.sprite.Group()
self.DoneSprite = FancyAssBoxedSprite("Let's Go!", 660, 550, HighlightIndex = 6, BackColor = Colors.AlmostBlack)
self.ButtonSprites.add(self.DoneSprite)
self.AddAnimationSprite(self.DoneSprite)
self.SummonSong("startout")
def DrawDecorations(self):
self.MegaSprite = Magic.MagicSprite(540, 150, "MegaDance", 4, 20)
self.MegaSprite.LoopFlag = 1
self.AddForegroundSprite(self.MegaSprite)
def SetMegaSpeed(self):
Value = Global.Party.Options["SongDifficulty"]
if Value == 0:
self.MegaSprite.MaxImageDelay = 25
elif Value == 1:
self.MegaSprite.MaxImageDelay = 16
else:
self.MegaSprite.MaxImageDelay = 9
def DrawBackground(self):
TileNumber = Resources.Tiles.get("Misc", 1)
Image = Resources.GetImage(os.path.join(Paths.ImagesBackground, "Tile%s.png"%TileNumber))
Surface = GetTiledImage(800, 600, Image)
pygame.draw.rect(Surface, Colors.Black, (20, 20, 555, 165), 0)
pygame.draw.rect(Surface, Colors.White, (20, 20, 555, 165), 1)
pygame.draw.rect(Surface, Colors.Black, (20, 200, 555, 393), 0)
pygame.draw.rect(Surface, Colors.White, (20, 200, 555, 393), 1)
pygame.draw.rect(Surface, (0,44,0), (600, 0, 555, 610), 0)
pygame.draw.rect(Surface, Colors.White, (600, 0, 555, 610), 1)
BackSprite = GenericImageSprite(Surface, 0, 0)
self.DeepSprites.add(BackSprite)
###
## Str = "<CENTER><CN:GREY>Now, it is the beginning of a fantastic story!\nLet's make a journey to the cave of monsters!\nGood luck!"
## Image = TaggedRenderer.RenderToImage(Str, WordWrapWidth = 200)
## Sprite = GenericImageSprite(Image, 600, 440)
#Sprite.rect.left -= Sprite.rect.width / 2
#self.AddBackgroundSprite(Sprite)
#
Str = "<CN:BRIGHTGREEN>1.</C> Choose the battle difficulty."
Image = TaggedRenderer.RenderToImage(Str, WordWrapWidth = 600, FontSize = 32)
Sprite = GenericImageSprite(Image, 50, 20)
self.AddBackgroundSprite(Sprite)
Str = "If you are new to rhythm games, choose <CN:GREEN>wimpy</C>.\nSelect <CN:GREEN>mania</c> if you possess <CN:RED>mad skills</C>."
Image = TaggedRenderer.RenderToImage(Str, WordWrapWidth = 600, FontSize = 24)
Sprite = GenericImageSprite(Image, 50, 65)
self.AddBackgroundSprite(Sprite)
#
Str = "<CN:BRIGHTGREEN>2.</C> Build a starting party."
Image = TaggedRenderer.RenderToImage(Str, WordWrapWidth = 600, FontSize = 32)
Sprite = GenericImageSprite(Image, 50, 200)
self.AddBackgroundSprite(Sprite)
#
Str = "<CN:LIGHTGREY>Click character's current name to rename"
Image = TaggedRenderer.RenderToImage(Str, WordWrapWidth = 600, FontSize = 24)
Sprite = GenericImageSprite(Image, 50, 230)
self.AddBackgroundSprite(Sprite)
Str = "<CN:GREY>(If this is your first game, the default party should work fine)"
Image = TaggedRenderer.RenderToImage(Str, WordWrapWidth = 600, FontSize = 24)
Sprite = GenericImageSprite(Image, 50, 249)
self.AddBackgroundSprite(Sprite)
#
# Front, left flank, etc:
Y = self.FirstClassY
for Label in range(1, 5):
Str = PlayerLabelNames[Label]
Sprite = GenericTextSprite(Str+":", 10, Y, Colors.Blue, FontSize = NameFontSize)
Sprite.rect.right = 120
self.AddBackgroundSprite(Sprite)
Y += self.ClassHeight
def DrawNameButtons(self):
Y = self.FirstClassY
for Label in range(1, 5): #Index in range(len(Global.Party.Players)):
Index = PlayerLabelToPlayerIndex[Label]
Player = Global.Party.Players[Index]
NameSprite = GenericTextSprite(Player.Name, 130, Y, NameColor, FontSize = NameFontSize)
NameSprite.Player = Player
self.NameSprites.add(NameSprite)
self.AddForegroundSprite(NameSprite)
Y += self.ClassHeight
def DrawClassButtons(self):
Y = self.FirstClassY + 25
for Sprite in self.ClassSprites.sprites():
Sprite.kill()
for Label in range(1, 5): #Index in range(len(Global.Party.Players)):
Index = PlayerLabelToPlayerIndex[Label]
Player = Global.Party.Players[Index]
#self.ClassSpritesForPlayer.append([])
X = 50
for ClassName in Critter.PlayerClassNames:
if Player.Species.Name == ClassName:
DrawBox = 1
else:
DrawBox = 0
Sprite = FancyAssBoxedSprite(ClassName, X, Y, DrawBox = DrawBox)
Sprite.Player = Player
X += Sprite.rect.width + 20
self.AddBackgroundSprite(Sprite)
self.ClassSprites.add(Sprite)
Y += self.ClassHeight
def DrawSongButtons(self):
X = 200
Y = 130
for Sprite in self.SongSprites.sprites():
Sprite.kill()
for (Name, Value) in (("Wimpy",0), ("Normal",1), ("MANIA!",2)):
Sprite = OptionsScreen.RadioButtonSprite(Name, X, Y, "SongDifficulty", Value)
X += 100
self.SongSprites.add(Sprite)
self.AddForegroundSprite(Sprite)
def ClickDone(self):
# Easter egg:
EasterEgg = 1
for Player in Global.Party.Players:
if Player.Name.lower() != "melvin":
EasterEgg = 0
if EasterEgg:
Global.Party.Gold = 666
Str = "<BIG><CENTER>MELVIN!</CENTER></BIG>\n\n\n<CN:ORANGE>Team Melvin rides again!\n\n\
<CN:BRIGHTGREEN>Melvin:<CN:PURPLE>We have to save Melvin!\n\
<CN:BRIGHTGREEN>Melvin:<CN:PURPLE>Where is Melvin?\n\
<CN:BRIGHTGREEN>Melvin:<CN:PURPLE>MELVIN!"
Global.App.ShowNewDialog(Str, CustomButtons = ("Melvin", "Melvin?", "Melvin!"))
Global.App.PopScreen(self)
def HandleKeyPressed(self, Key):
# Called when the player presses a key.
if Key == ord("g") and self.EditName == None:
self.ClickDone()
return
if self.EditName:
if Key in (303, 304):
return # shift keys
if Key is pygame.K_ESCAPE or Key == 13:
self.FinishNameEdit()
return
if Key == 8:
self.HoldingKey = Key
self.KeyRepeatTime = KeyRepeatDelay
if not len(self.EditName.Player.Name):
Resources.PlayStandardSound("Heartbeat.wav")
return
self.EditName.Player.Name = self.EditName.Player.Name[:-1]
self.UpdateWord()
return
if Key in range(256) and chr(Key) in AllowedChars:
self.HoldingKey = Key
self.KeyRepeatTime = KeyRepeatDelay
Char = chr(Key)
KeyMods = pygame.key.get_mods()
if (KeyMods & pygame.KMOD_LSHIFT) or (KeyMods & pygame.KMOD_RSHIFT):
Char = string.translate(Char, ShiftTranslate)
if len(self.EditName.Player.Name) >= self.MaxWordLen:
Resources.PlayStandardSound("Heartbeat.wav")
return
self.EditName.Player.Name += Char
self.UpdateWord()
return
def Update(self):
if len(self.IntroTextSprites.sprites()) < 2:
self.IntroPause -= 1
if self.IntroPause <= 0:
Sprite = IntroTextSprite()
self.AddForegroundSprite(Sprite)
self.IntroPause = 480
if self.HoldingKey:
self.KeyRepeatTime -= 1
if self.KeyRepeatTime <= 0:
Pressed = pygame.key.get_pressed()
if Pressed[self.HoldingKey]:
self.HandleKeyPressed(self.HoldingKey)
self.KeyRepeatTime = MaxKeyRepeatTime
else:
self.HoldingKey = None
def HandleClassClick(self, Sprite):
"Click on a class name -> change that player's class"
self.FinishNameEdit()
NewClass = Critter.ClassNameToClass[Sprite.Text]
Sprite.Player.ChangeClass(NewClass)
self.DrawClassButtons()
Resources.PlayStandardSound("Boop2.wav")
self.Redraw()
def HandleNameClick(self, NameSprite):
"Click on a player name -> start editing it"
self.FinishNameEdit()
self.EditName = NameSprite
self.EditName.OldName = self.EditName.Player.Name
self.CursorSprite = CursorSprite(self, NameSprite.rect.right + 3, NameSprite.rect.top, Colors.White, 10, 23)
self.AddAnimationSprite(self.CursorSprite)
def UpdateWord(self):
"Update the player-name currently being edited"
if not self.EditName:
return
(X,Y) = (self.EditName.rect.left, self.EditName.rect.top)
self.EditName.image = TextImage(self.EditName.Player.Name, NameColor, FontSize = NameFontSize)
self.EditName.rect = self.EditName.image.get_rect()
self.EditName.rect.left = X
self.EditName.rect.top = Y
self.CursorSprite.rect.left = self.EditName.rect.right + 3
def FinishNameEdit(self):
if not self.EditName:
return
# Restore old name, if the name is empty:
if not self.EditName.Player.Name.strip():
self.EditName.Player.Name = self.EditName.OldName
self.UpdateWord()
# Ok, kill the cursor and un-select the name:
if self.CursorSprite:
self.CursorSprite.kill()
self.EditName = None
def HandleMouseClickedHere(self, Position, Button):
if Button != EVENT_BUTTON_LEFT_CLICK:
return
Dummy = DummySprite(pygame.Rect(Position[0],Position[1],1,1))
# First, try clicking wimpy/normal/mania song difficulty buttons:
Sprite = pygame.sprite.spritecollideany(Dummy,self.SongSprites)
if Sprite:
self.FinishNameEdit()
Sprite.HandleClick(Position)
self.SetMegaSpeed()
self.DrawSongButtons()
self.Redraw()
return
# Now, try clicking on classes:
Sprite = pygame.sprite.spritecollideany(Dummy,self.ClassSprites)
if Sprite:
self.HandleClassClick(Sprite)
return
# Now, try clicking on names:
Sprite = pygame.sprite.spritecollideany(Dummy,self.NameSprites)
if Sprite:
self.HandleNameClick(Sprite)
return
# Done button:
Sprite = pygame.sprite.spritecollideany(Dummy,self.ButtonSprites)
if Sprite:
self.ClickDone()
return