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SaveScreen.py
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"""
A screen for saving the game. The player can NOT save at arbitrary points
in the maze. (A possible change: Allow a "quick-save", which can be only
loaded once, at any point in the maze... It's a little awkward having two
types of save, however)
"""
from Utils import *
from Constants import *
import Screen
import Music
import BattleSprites
import ItemPanel
import Global
import Resources
import os
import cPickle
import time
import string
import Maze
LegalSavedGameLetters = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-'! "
ShiftTranslate = string.maketrans("abcdefghijklmnopqrstuvwxyz1","ABCDEFGHIJKLMNOPQRSTUVWXYZ!")
def GetBackgroundArt():
Image = pygame.Surface((800,600))
Image.fill((0,33,0))
return Image
def LoadParty(FilePath):
File = open(FilePath, "rb")
Party = cPickle.load(File)
File.close()
# Add any potentially-missing members here:
if not hasattr(Party, "BlinkenCount"):
Party.BlinkenCount = 0
if not hasattr(Party, "PawnedStuff"):
Party.PawnedStuff = {}
if not hasattr(Party, "TotalPlayTime"):
Party.TotalPlayTime = 0
return Party
def GetSaveDir():
return os.path.join(GetUserDataDir(), "Save")
def GetSavedGameList():
"""
Get a list of saved games. Order them by file modification date.
"""
SavedParties = []
# Make sure save-dir exists:
SaveDir = GetSaveDir()
try:
os.mkdir(SaveDir)
except:
pass
# Look up all the saves, sort them:
SortedList = []
for FileName in os.listdir(SaveDir):
FilePath = os.path.join(SaveDir, FileName)
ModDate = os.stat(FilePath).st_mtime
SortedList.append((ModDate, FilePath))
SortedList.sort()
SortedList.reverse() # Newest files (with largest numeric mod-date) at the top
# Now process each file into a party and a sprite:
for (ModDate, FilePath) in SortedList:
Party = None
if os.path.isdir(FilePath): # Skip directories (Just in case!)
continue
try:
Party = LoadParty(FilePath)
except:
traceback.print_exc() #%%%
continue
if Party:
Party.ModDate = ModDate
Party.FilePath = FilePath
Party.FileName = (os.path.split(FilePath)[1])
Party.FileName = Party.FileName.split(".")[0]
SavedParties.append(Party)
return SavedParties
class SavePanel(Screen.TendrilsPane):
SaveHeight = 90
SavePadding = 24
SavesAtOnce = 4
ScrollArrowX = 770
UpArrowY = 10
DownArrowY = 410
def __init__(self, OwningScreen, BlitX, BlitY, Width, Height, SavingFlag):
Screen.TendrilsPane.__init__(self,OwningScreen,BlitX,BlitY,Width,Height,"SavePanel")
self.ScrollRow = 0
self.SavingFlag = SavingFlag #are we saving, or loading?
self.EditGameIndex = None
self.UpArrowSprite = None
self.DownArrowSprite = None
self.CursorSprite = None
self.UpArrowImage = Resources.GetImage(os.path.join(Paths.Images, "MessagePanelUp.png"))
self.DownArrowImage = Resources.GetImage(os.path.join(Paths.Images, "MessagePanelDown.png"))
self.SavedParties = []
self.SavedSpriteList = []
self.SavedSprites = pygame.sprite.Group()
self.GetSavedSpriteList()
self.DrawBackground()
self.Render()
def GetSavedSpriteList(self):
# Kill any old stuff:
for Sprite in self.SavedSpriteList:
Sprite.kill()
self.SavedParties = GetSavedGameList()
self.SavedSpriteList = []
for Party in self.SavedParties:
Sprite = self.MakeSavedSprite(Party)
self.SavedSpriteList.append(Sprite)
self.SavedSprites.add(Sprite)
self.AddBackgroundSprite(Sprite)
if self.SavingFlag:
# Also produce a "new save" sprite:
Sprite = self.MakeSavedSprite(None)
self.SavedParties.append(None)
self.SavedSpriteList.append(Sprite)
self.SavedSprites.add(Sprite)
self.AddBackgroundSprite(Sprite)
self.Render()
self.Redraw()
def DrawBackground(self):
Rect = self.UpArrowImage.get_rect()
X = self.ScrollArrowX + Rect.width/2
Sprite = LineSprite(X, self.UpArrowY + Rect.height, X, self.DownArrowY, Colors.LightGrey)
self.AddBackgroundSprite(Sprite)
def Render(self):
Y = 5
self.ScrollRow = min(self.ScrollRow, len(self.SavedParties) - self.SavesAtOnce)
self.ScrollRow = max(self.ScrollRow, 0)
for Index in range(len(self.SavedParties)):
Sprite = self.SavedSpriteList[Index]
if Index in range(self.ScrollRow, self.ScrollRow + self.SavesAtOnce):
Sprite.rect.top = Y
Sprite.rect.left = 5
Y += self.SaveHeight + self.SavePadding
else:
Sprite.rect.top = 601 # off-screen
self.DrawScrollArrows()
self.Redraw()
def DrawScrollArrows(self):
TotalRows = len(self.SavedParties)
self.ScrollRow = max(0, min(self.ScrollRow, TotalRows - self.SavesAtOnce))
if self.ScrollRow > 0:
if not self.UpArrowSprite:
self.UpArrowSprite = GenericImageSprite(self.UpArrowImage, self.ScrollArrowX, self.UpArrowY)
self.AddForegroundSprite(self.UpArrowSprite)
else:
if self.UpArrowSprite:
self.UpArrowSprite.kill()
self.UpArrowSprite = None
if self.ScrollRow < (TotalRows - self.SavesAtOnce):
if not self.DownArrowSprite:
self.DownArrowSprite = GenericImageSprite(self.DownArrowImage, self.ScrollArrowX, self.DownArrowY)
self.AddForegroundSprite(self.DownArrowSprite)
else:
if self.DownArrowSprite:
self.DownArrowSprite.kill()
self.DownArrowSprite = None
def SaveParty(self, Party, FilePath):
File = open(FilePath, "wb")
cPickle.dump(Party, File)
File.close()
def MakeSavedSprite(self, Party):
"""
Make a sprite for this save. If party is null, do the "new save" sprite.
"""
SpriteSurface = pygame.Surface((750, 100))
self.RenderParty(Party, SpriteSurface)
return GenericImageSprite(SpriteSurface, 0, 0)
def RenderParty(self, Party, SpriteSurface, EditPos = None):
# Highlighting rectangle:
pygame.draw.rect(SpriteSurface, Colors.DarkGreen, (0,0,750,100),0)
pygame.draw.rect(SpriteSurface, Colors.White, (2,2,746,96),1)
pygame.draw.rect(SpriteSurface, Colors.Black, (5,5,740,90),0)
if Party == None:
Image = TextImage("New Save", Colors.Grey, FontSize = 32)
SpriteSurface.blit(Image, (9, 9))
return GenericImageSprite(SpriteSurface, 0, 0)
# Line 1 - date, and save name:
TimeStr = time.strftime("%d %b, %Y %H:%M", time.localtime(Party.ModDate))
Image1 = TextImage("%s - "%(TimeStr), Colors.Grey, FontSize = 32)
SpriteSurface.blit(Image1, (9, 9))
LeftX = 9 + Image1.get_rect().width
Image2 = TextImage(Party.FileName, Colors.Yellow, FontSize = 32)
SpriteSurface.blit(Image2, (LeftX, 9))
LeftX = LeftX + Image2.get_rect().width
if EditPos!=None:
X = LeftX + self.BlitX + 5#EditPos[0] + 9 + Image.get_rect().width + 1 + self.BlitX
Y = EditPos[1] + 12 + self.BlitY
if not self.CursorSprite:
self.CursorSprite = CursorSprite(self, X, Y, Colors.White, 20, 25)
#self.AddAnimationSprite(self.CursorSprite)
self.Master.AddAnimationSprite(self.CursorSprite)
self.CursorSprite.rect.top = Y
self.CursorSprite.rect.left = X
# Line 2 - Character names #%%%
X = 9
for Label in range(1, 5):
Player = Party.Players[PlayerLabelToPlayerIndex[Label]]
WordImage = TextImage(Player.Name, FontSize = 24)
SpriteSurface.blit(WordImage, (X, 35))
X += 150
## Image = TextImage("Stuff and junk...", FontSize = 32)
## SpriteSurface.blit(Image, (9, 31))
# Line 3 - Character levels #%%%
X = 9
for Label in range(1, 5):
Player = Party.Players[PlayerLabelToPlayerIndex[Label]]
Str = "Lvl%d %s"%(Player.Level, Player.Species.Name)
WordImage = TextImage(Str, Colors.LightGrey, FontSize = 24)
SpriteSurface.blit(WordImage, (X, 61))
X += 150
def ClickUpArrow(self):
self.ScrollRow = max(self.ScrollRow - 1, 0)
self.Render()
def ClickDownArrow(self):
self.ScrollRow = min(self.ScrollRow + 1, len(self.SavedParties) - self.SavesAtOnce)
self.ScrollRow = max(self.ScrollRow, 0)
self.Render()
def HandleMouseClickedHere(self, Position, Button):
if Button != EVENT_BUTTON_LEFT_CLICK:
return
Dummy = DummySprite(pygame.Rect(Position[0],Position[1],1,1))
# First handle scrolly buttons:
if Button != EVENT_BUTTON_LEFT_CLICK:
return
Sprite = pygame.sprite.spritecollideany(Dummy,self.ForegroundSprites)
if Sprite and Sprite == self.UpArrowSprite and self.EditGameIndex==None:
self.ClickUpArrow()
return
if Sprite and Sprite == self.DownArrowSprite and self.EditGameIndex==None:
self.ClickDownArrow()
return
# Now handle saved games:
Sprite = pygame.sprite.spritecollideany(Dummy,self.SavedSprites)
if not Sprite:
return
SpriteIndex = self.SavedSpriteList.index(Sprite)
# First, handle the "load game" case:
if not self.SavingFlag:
Global.Party = self.SavedParties[SpriteIndex]
print "Load a game: We're on level:", Global.Party.Z, type(Global.Party.Z)
Resources.PreloadImageCache()
Maze.GoToMazeLevel(Global.Party.Z)
#Global.Maze.Level = Global.Party.Z
#Global.Maze.Load()
Global.App.ShowTheMaze()
Global.App.PopScreen(self.Master)
return
# Handle the case where we were editing another game, but then we clicked on this one:
if (self.EditGameIndex!=None and self.EditGameIndex!=SpriteIndex):
self.CancelCurrentEdit()
# If you click the same box again, nothing happens:
if self.EditGameIndex == SpriteIndex:
return
self.EditGameIndex = SpriteIndex
if self.SavedParties[SpriteIndex]:
Global.Party.FileName = self.SavedParties[SpriteIndex].FileName
else:
Global.Party.FileName = ""
Global.Party.ModDate = time.time()
Sprite = self.SavedSpriteList[SpriteIndex]
self.RenderParty(Global.Party, Sprite.image, (Sprite.rect.left, Sprite.rect.top))
self.Redraw()
def CancelCurrentEdit(self):
if self.EditGameIndex!=None:
self.RenderParty(self.SavedParties[self.EditGameIndex], self.SavedSpriteList[self.EditGameIndex].image)
if self.CursorSprite:
self.CursorSprite.kill()
self.CursorSprite = None
self.EditGameIndex = None
def HandleLetterPressed(self, Char):
if self.EditGameIndex==None:
return
if len(Global.Party.FileName)>=30:
# That's plenty!
Resources.PlayStandardSound("Error.wav")
return
Global.Party.FileName += Char
Sprite = self.SavedSpriteList[self.EditGameIndex]
self.RenderParty(Global.Party, Sprite.image, (Sprite.rect.left, Sprite.rect.top))
self.Redraw()
def HandleBackspace(self):
if self.EditGameIndex==None:
return
if len(Global.Party.FileName):
Global.Party.FileName = Global.Party.FileName[:-1]
Sprite = self.SavedSpriteList[self.EditGameIndex]
self.RenderParty(Global.Party, Sprite.image, (Sprite.rect.left, Sprite.rect.top))
self.Redraw()
def HandleEnter(self):
if self.EditGameIndex==None:
return
SaveDir = GetSaveDir()
# If we're saving over an old file, trash it:
if self.SavedParties[self.EditGameIndex]:
Path = self.SavedParties[self.EditGameIndex].FilePath
if os.path.exists(Path):
try:
os.remove(self.SavedParties[self.EditGameIndex].FilePath)
except:
# Damn!
Global.App.ShowNewDialog("Unable to save game to that file!")
return
# Generate a unique name:
SaveIndex = 1
FilePath = os.path.join(SaveDir, "%s.sav"%Global.Party.FileName)
if not Global.Party.FileName or os.path.exists(FilePath):
SaveIndex = 1
while (1):
FilePath = os.path.join(SaveDir, "%s.%s.sav"%(Global.Party.FileName, SaveIndex))
if not os.path.exists(FilePath):
break
SaveIndex += 1
self.SaveParty(Global.Party, FilePath)
self.EditGameIndex = None
self.CursorSprite.kill()
self.CursorSprite = None
self.ScrollRow = 0
self.GetSavedSpriteList() # Re-draw everything!
Sprite = GlowingTextSprite(self.Master, "--- Saved! ---", self.Width / 2, 92)
self.Master.AddAnimationSprite(Sprite)
class LoadScreen(Screen.TendrilsScreen):
SavePanelX = 0
SavePanelY = 110
SavePanelWidth = 800
SavePanelHeight = 450
def __init__(self, App):
Screen.TendrilsScreen.__init__(self,App)
self.DeepSprites = pygame.sprite.RenderUpdates()
self.RenderInitialScreen()
def RenderInitialScreen(self):
self.DrawBackground()
self.SavePanel = SavePanel(self, self.SavePanelX, self.SavePanelY, self.SavePanelWidth,
self.SavePanelHeight, 0)
self.SubPanes.append(self.SavePanel)
def DrawBackground(self):
Image = GetBackgroundArt()
BigBiff = GenericImageSprite(Image, 0, 0)
self.DeepSprites.add(BigBiff)
Sprite = GenericTextSprite("Click on a saved game to load.",self.Width / 2, 0, FontSize = 32, CenterFlag = 1)
self.AddBackgroundSprite(Sprite)
Sprite = GenericTextSprite("(press ESC to cancel)", self.Width / 2, 30, FontSize = 32, Color = Colors.Blue, CenterFlag = 1)
self.AddBackgroundSprite(Sprite)
def HandleKeyPressed(self, Key):
if Key == pygame.K_ESCAPE:
self.App.PopScreen(self)
return
if Key in (280, 265): # pgUp
self.SavePanel.ClickUpArrow()
return
if Key in (281, 259): # pgDown
self.SavePanel.ClickDownArrow()
return
def RedrawBackground(self):
self.BackgroundSurface.fill(Colors.Black)
self.DeepSprites.draw(self.BackgroundSurface)
self.BackgroundSprites.draw(self.BackgroundSurface)
Dirty((self.BlitX,self.BlitY,self.Width,self.Height))
class SaveScreen(Screen.TendrilsScreen):
SavePanelX = 0
SavePanelY = 110
SavePanelWidth = 800
SavePanelHeight = 450
def __init__(self, App):
Screen.TendrilsScreen.__init__(self,App)
self.HoldingKey = None
self.DeepSprites = pygame.sprite.RenderUpdates()
self.RenderInitialScreen()
self.PlaySaveMusic()
def RedrawBackground(self):
self.BackgroundSurface.fill(Colors.Black)
self.DeepSprites.draw(self.BackgroundSurface)
self.BackgroundSprites.draw(self.BackgroundSurface)
Dirty((self.BlitX,self.BlitY,self.Width,self.Height))
def PlaySaveMusic(self):
#Music.PlaySongByName("SavePoint")
self.SummonSong("SavePoint")
def RenderInitialScreen(self):
self.DrawBackground()
self.SavePanel = SavePanel(self, self.SavePanelX, self.SavePanelY, self.SavePanelWidth,
self.SavePanelHeight, 1)
self.SubPanes.append(self.SavePanel)
def DrawBackground(self):
Image = GetBackgroundArt()
BigBiff = GenericImageSprite(Image, 0, 0)
self.DeepSprites.add(BigBiff)
#
Sprite = GenericTextSprite("Welcome to the Temple of Kibo",self.Width / 2, 0, FontSize = 32, CenterFlag = 1)
self.AddBackgroundSprite(Sprite)
#
Sprite = GenericTextSprite("Are you ready to be saved?", self.Width / 2, 25, FontSize = 32, Color = Colors.Blue, CenterFlag = 1)
self.AddBackgroundSprite(Sprite)
#
Sprite = GenericTextSprite("(Click on a save slot, type a name, and press ENTER)", self.Width / 2, 53, FontSize = 24, Color = Colors.Green, CenterFlag = 1)
self.AddBackgroundSprite(Sprite)
#
Sprite = LineSprite(0, self.SavePanelY-1, 800, self.SavePanelY - 1)
self.AddBackgroundSprite(Sprite)
#Sprite = LineSprite(0, self.SavePanelY + self.SavePanelHeight + 1, 800, self.SavePanelY + self.SavePanelHeight + 1)
#self.AddBackgroundSprite(Sprite)
#
#ExitImage = FancyAssBoxedText("Exit")
#self.ExitSprite = GenericImageSprite(ExitImage, 740, 50)
self.ExitSprite = FancyAssBoxedSprite("Exit", 740, 50, HighlightIndex = 1, BackColor = (11,11,11))
self.AddForegroundSprite(self.ExitSprite) # Put in foreground so we can collide with it easily
def HandleKeyPressed(self, Key):
if Key == pygame.K_ESCAPE:
if self.SavePanel.EditGameIndex!=None:
self.SavePanel.CancelCurrentEdit()
self.SavePanel.Redraw()
return
self.App.PopScreen(self)
return
# X is for eXit:
if Key == ord("x") and self.SavePanel.EditGameIndex == None:
if self.SavePanel.EditGameIndex!=None:
self.SavePanel.CancelCurrentEdit()
self.SavePanel.Redraw()
return
self.App.PopScreen(self)
return
if Key in range(256) and chr(Key) in LegalSavedGameLetters:
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)
self.SavePanel.HandleLetterPressed(Char)
return
if Key == 8:
self.HoldingKey = Key
self.KeyRepeatTime = KeyRepeatDelay
self.SavePanel.HandleBackspace()
if Key == 13:
self.SavePanel.HandleEnter()
if self.SavePanel.EditGameIndex==None:
if Key in (280, 265): # pgUp
self.SavePanel.ClickUpArrow()
return
if Key in (281, 259): # pgDown
self.SavePanel.ClickDownArrow()
return
def Update(self):
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 HandleMouseClickedHere(self, Position, Button):
if Button != EVENT_BUTTON_LEFT_CLICK:
return
Dummy = DummySprite(pygame.Rect(Position[0],Position[1],1,1))
Sprite = pygame.sprite.spritecollideany(Dummy,self.ForegroundSprites)
if Sprite == self.ExitSprite:
self.App.PopScreen(self)
return