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WelcomeScreen.py
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"""
The initial screen. Displays a pretty logo and gives the player to "resume" the most recently saved game,
start a "new game", "load game", or see some "instructions". For those of you reading code, THIS is a good
screen to look at first, because it's simple. (Save BattleScreen for last, ok?)
"""
from Utils import *
from Constants import *
import Screen
import BattleSprites
import ItemPanel
import Global
import Resources
import os
import cPickle
import time
import string
import SaveScreen
import Party
import Maze
from Constants import *
from BattleSprites import *
import Instructions
CrittersToLoad = 12
class StarSprite(GenericImageSprite):
def __init__(self, Image, X, Y, XDir):
self.X = X
self.XDir = XDir
GenericImageSprite.__init__(self, Image, X, Y)
def Update(self, AnimationCycle):
self.X -= self.XDir
if self.X < -10:
self.X = 810 # Wrap around!
self.rect.left = int(self.X)
Dirty(self.rect)
class WelcomeScreen(Screen.TendrilsScreen):
LogoY = 130
ButtonHeight = 35
ScrollArrowX = 760
UpArrowY = 130
DownArrowY = 410
SongY = -50 # don't show
InfoButtonX = 180
GameButtonX = 400
MiniGameButtonX = 620
InfoButtonXNarrow = 300
GameButtonXNarrow = 500
def __init__(self, App):
Screen.TendrilsScreen.__init__(self,App)
self.MarchingCritters = [[],[]]
self.TitleSprites = pygame.sprite.Group()
self.InstructionsSprites = pygame.sprite.Group()
self.UpArrowImage = Resources.GetImage(os.path.join(Paths.Images, "MessagePanelUp.png"))
self.DownArrowImage = Resources.GetImage(os.path.join(Paths.Images, "MessagePanelDown.png"))
self.ShowingInstructions = 0
self.InstructionScrollRow = 0
self.UpArrowSprite = None
self.DownArrowSprite = None
self.InstructionRowImages = None
self.ButtonHeaders = {}
self.CritterQueue = []
self.RenderInitialScreen()
def Activate(self):
Screen.TendrilsScreen.Activate(self)
self.SummonSong("intro")
def ShowInstructions(self, ReleaseNotes = 0):
self.ShowingInstructions = 1
for Star in self.StarSprites:
Star.kill()
for Star in self.TitleSprites.sprites():
Star.kill()
self.ButtonHeaders = {}
# Draw a black rectangle with a white border:
Image = pygame.Surface((800, 350))
Image.fill(Colors.Black)
pygame.draw.rect(Image, Colors.White, (1, 1, 798, 348), 1)
Sprite = GenericImageSprite(Image, 0, 125)
self.InstructionsSprites.add(Sprite)
self.AddBackgroundSprite(Sprite)
# Draw the "done" button:
Image = FancyAssBoxedText("Ok!",FontSize = 36, Spacing = 5, HighlightIndex = 0, BackColor = (11,11,11))
Rect = Image.get_rect()
ButtonSprite = GenericImageSprite(Image, 700, 450)
ButtonSprite.Command = "InstructionsDone"
self.AddForegroundSprite(ButtonSprite)
self.InstructionsSprites.add(ButtonSprite)
self.ButtonSprites.add(ButtonSprite)
# Surface for instructionblitting:
Image = pygame.Surface((760,320))
self.InstructionText = GenericImageSprite(Image, 3, 128)
self.InstructionsSprites.add(self.InstructionText)
self.AddBackgroundSprite(self.InstructionText)
self.InstructionScrollRow = 0
# Get the instruction images:
if ReleaseNotes:
InstructionsStr = Instructions.ReleaseNotes
else:
InstructionsStr = Instructions.HelpText
self.InstructionRowImages = TaggedRenderer.RenderToRows(InstructionsStr, WordWrapWidth = self.InstructionText.rect.width)
self.RowsAtOnce = self.InstructionText.rect.height / self.InstructionRowImages[1].get_rect().height
self.BlitInstructionText()
def BlitInstructionText(self):
self.DrawScrollArrows()
Y = 0
self.InstructionText.image.fill((Colors.Black))
for RowImage in self.InstructionRowImages[self.InstructionScrollRow:self.InstructionScrollRow + self.RowsAtOnce]:
self.InstructionText.image.blit(RowImage, (0,Y))
Y += RowImage.get_rect().height
if Y > self.InstructionText.rect.bottom:
break # That's all that fits!
self.Redraw()
def DrawScrollArrows(self):
TotalRows = len(self.InstructionRowImages)
self.InstructionScrollRow = max(0, min(self.InstructionScrollRow, TotalRows - self.RowsAtOnce))
if self.InstructionScrollRow > 0:
if not self.UpArrowSprite:
self.UpArrowSprite = GenericImageSprite(self.UpArrowImage, self.ScrollArrowX, self.UpArrowY)
self.AddForegroundSprite(self.UpArrowSprite)
self.InstructionsSprites.add(self.UpArrowSprite)
else:
if self.UpArrowSprite:
self.UpArrowSprite.kill()
self.UpArrowSprite = None
if self.InstructionScrollRow < (TotalRows - self.RowsAtOnce):
if not self.DownArrowSprite:
self.DownArrowSprite = GenericImageSprite(self.DownArrowImage, self.ScrollArrowX, self.DownArrowY)
self.AddForegroundSprite(self.DownArrowSprite)
self.InstructionsSprites.add(self.DownArrowSprite)
else:
if self.DownArrowSprite:
self.DownArrowSprite.kill()
self.DownArrowSprite = None
def DismissInstructions(self):
for Sprite in self.InstructionsSprites.sprites():
Sprite.kill()
self.UpArrowSprite = None
self.DownArrowSprite = None
self.ShowingInstructions = 0
self.RenderLogo()
self.RenderButtons()
self.RenderStars()
self.Redraw()
def Update(self):
"""
Consider adding more monsters to march across the screen.
"""
if len(self.CritterQueue) < CrittersToLoad:
self.PreloadMarchingCritters()
else:
self.UpdateCritters(self.MarchingCritters[0], 125)
self.UpdateCritters(self.MarchingCritters[1], 600)
def UpdateCritters(self, Critters, Y):
MinX = 800
for Critter in Critters:
MinX = min(Critter.rect.left, MinX)
Critter.rect.left += 1
Critter.X += 1
if Critter.X > 800:
Critter.kill()
try:
self.MarchingCritters[0].remove(Critter)
except:
self.MarchingCritters[1].remove(Critter)
if MinX > 120 and random.random() < 0.02:
CritterSprite = self.GetMarchingCritterSprite()
CritterSprite.rect.right = 0
CritterSprite.X = CritterSprite.rect.left
CritterSprite.rect.bottom = Y
CritterSprite.Y = CritterSprite.rect.top
self.AddAnimationSprite(CritterSprite)
Critters.append(CritterSprite)
def PreloadMarchingCritters(self):
# It's slightly slow to load new creature images (slow enough that there's a jerk in the starfield),
# so load all the images up-front and keep a queue of ready-to-march sprites on hand.
for Index in range(2):
Critter = Global.Bestiary.GetMarchingCritter()
Sprite = CritterSpriteClass(self, Critter,-200,-200)
self.CritterQueue.append(Sprite)
if len(self.CritterQueue)==CrittersToLoad:
self.RenderStars()
def GetMarchingCritterSprite(self):
#Critter = Global.Bestiary.GetMarchingCritter()
#Sprite = CritterSpriteClass(self, Critter,0,0)
Sprite = self.CritterQueue[0]
self.CritterQueue = self.CritterQueue[1:]
self.CritterQueue.append(Sprite)
return Sprite
def RenderStars(self):
for Star in self.StarSprites:
Star.kill()
TopY = 120
BottomY = 440
CenterY = (TopY + BottomY) / 2
for Index in range(50):
Y = random.randrange(TopY, BottomY)
MaxSpeed = 4 + abs((Y-CenterY)/40.0)
XDir = random.randrange(30,100) * (MaxSpeed / 100.0)
Sprite = StarSprite(random.choice(self.StarImages), random.randrange(0,800), Y, XDir)
self.AddAnimationSprite(Sprite)
self.StarSprites.append(Sprite)
def RenderInitialScreen(self):
# Logo:
self.RenderLogo()
# Buttons:
self.RenderButtons()
# Zooming stars (cosmic cycler, hoshizora cycling, run run run away home)
self.StarImages = []
for Index in range(4):
Image = Resources.GetImage(os.path.join(Paths.ImagesMisc, "Star.%d.png"%Index))
self.StarImages.append(Image)
self.StarSprites = []
def DoSavedGamesExist(self):
try:
SaveDir = os.path.join(GetUserDataDir(), "Save")
if len(os.listdir(SaveDir)):
return 1
except:
pass
return 0
def AddButton(self, Label, X, Y, EnabledFlag = 1, HighlightIndex = 0):
FontSize = 20
Spacing = 2
if EnabledFlag:
Image = FancyAssBoxedText(Label, FontSize = FontSize, Spacing = Spacing, HighlightIndex = HighlightIndex)
Rect = Image.get_rect()
ButtonSprite = GenericImageSprite(Image, X - (Rect.width/2), Y)
ButtonSprite.Command = Label
self.AddBackgroundSprite(ButtonSprite)
self.ButtonSprites.add(ButtonSprite)
self.TitleSprites.add(ButtonSprite)
Y += self.ButtonHeight
else:
Sprite = GenericTextSprite(Label, X, Y, Colors.MediumGrey, FontSize = FontSize, CenterFlag = 1)
self.AddBackgroundSprite(Sprite)
self.TitleSprites.add(Sprite)
Y += self.ButtonHeight
return Y
def AddButtonHeader(self, Label, X, Y):
if self.ButtonHeaders.get(Label):
return Y
self.ButtonHeaders[Label] = 1
Sprite = GenericTextSprite(Label, X, Y, Colors.Yellow, FontSize = 20, CenterFlag = 1)
self.AddBackgroundSprite(Sprite)
self.TitleSprites.add(Sprite)
Y += Sprite.rect.height + 5
return Y
def AreMiniGamesAvailable(self):
if Global.MemoryCard.Get("MiniGameFreePlay"):
return 1
if Global.MemoryCard.Get("MiniGameSlidingBlock"):
return 1
if Global.MemoryCard.Get("MiniGameDaleks"):
return 1
if Global.MemoryCard.Get("MiniGameBlezmon"):
return 1
if Global.MemoryCard.Get("MiniGameJoustPong"):
return 1
if Global.MemoryCard.Get("MiniGamePegJump"):
return 1
if Global.MemoryCard.Get("MiniGameBlinkenlights"):
return 1
def RenderButtons(self):
self.ButtonSprites = pygame.sprite.Group()
#
MiniGames = self.AreMiniGamesAvailable()
if MiniGames:
InfoButtonX = self.InfoButtonX
GameButtonX = self.GameButtonX
else:
InfoButtonX = self.InfoButtonXNarrow
GameButtonX = self.GameButtonXNarrow
Y = 260
Y = self.AddButtonHeader("(info)", InfoButtonX, Y)
Y = self.AddButton("Instructions", InfoButtonX, Y)
Y = self.AddButton("About", InfoButtonX, Y)
Y = self.AddButton("Key Config", InfoButtonX, Y)
Y += 50
Y = self.AddButton("Tendrils Homepage", InfoButtonX, Y, HighlightIndex = None)
#############
Y = 260
Y = self.AddButtonHeader("(game)", GameButtonX, Y)
Y = self.AddButton("New Game", GameButtonX, Y)
SavedGamesExist = self.DoSavedGamesExist()
Y = self.AddButton("Load Game", GameButtonX, Y, SavedGamesExist)
Y = self.AddButton("Resume", GameButtonX, Y, SavedGamesExist)
Y += 80
Y = self.AddButton("Exit", GameButtonX, Y, HighlightIndex = 1)
############
Y = 260
if MiniGames:
Y = self.AddButtonHeader("(mini-games)", self.MiniGameButtonX, Y)
if Global.MemoryCard.Get("MiniGameFreePlay"):
Y = self.AddButton("Free Play", self.MiniGameButtonX, Y, HighlightIndex = None)
if Global.MemoryCard.Get("MiniGameSlidingBlock"):
Y = self.AddButton("Sliding Blocks", self.MiniGameButtonX, Y, HighlightIndex = None)
if Global.MemoryCard.Get("MiniGameDaleks"):
Y = self.AddButton("Daleks", self.MiniGameButtonX, Y, HighlightIndex = None)
if Global.MemoryCard.Get("MiniGameBlezmon"):
Y = self.AddButton("Blezmon", self.MiniGameButtonX, Y, HighlightIndex = None)
if Global.MemoryCard.Get("MiniGameJoustPong"):
Y = self.AddButton("Joust-Pong", self.MiniGameButtonX, Y, HighlightIndex = None)
if Global.MemoryCard.Get("MiniGamePegJump"):
Y = self.AddButton("Peg Jump", self.MiniGameButtonX, Y, HighlightIndex = None)
if Global.MemoryCard.Get("MiniGameBlinkenlights"):
Y = self.AddButton("Blinkenlights", self.MiniGameButtonX, Y, HighlightIndex = None)
def HandleKeyPressed(self, Key):
if self.ShowingInstructions:
if Key == pygame.K_ESCAPE or Key == ord("o"):
self.DismissInstructions()
return
if Key in (280, 265): # pgUp
self.ClickUpArrow()
return
if Key in (281, 259): # pgDown
self.ClickDownArrow()
return
else:
if Key == ord("i"):
self.ShowInstructions()
return
elif Key == ord("k"):
self.DoKeyConfig()
return
elif Key == ord("x"):
self.App.PopScreen(self)
return
elif Key == ord("l") and self.DoSavedGamesExist():
Global.App.ShowLoadScreen()
return
elif Key == ord("r") and self.DoSavedGamesExist():
self.ClickResume()
return
elif Key == ord("n"):
self.StartNewGame()
return
elif Key == ord("a"):
self.ShowInstructions(1)
return
def DoKeyConfig(self):
Global.App.ShowJoyConfig()
def RenderLogo(self):
Logo = GenericTextSprite("Tendrils", self.Width / 2, self.LogoY, FontSize = 144, CenterFlag = 1)
self.AddBackgroundSprite(Logo)
self.TitleSprites.add(Logo)
def ClickUpArrow(self):
self.InstructionScrollRow = max(self.InstructionScrollRow - 4, 0)
self.BlitInstructionText()
def ClickDownArrow(self):
self.InstructionScrollRow = min(self.InstructionScrollRow + 4, len(self.InstructionRowImages) - self.RowsAtOnce)
self.InstructionScrollRow = max(self.InstructionScrollRow, 0)
self.BlitInstructionText()
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 the instructions scrollies
Sprite = pygame.sprite.spritecollideany(Dummy,self.ForegroundSprites)
if Sprite and Sprite == self.UpArrowSprite:
self.ClickUpArrow()
return
if Sprite and Sprite == self.DownArrowSprite:
self.ClickDownArrow()
return
# NOW: Try clicking normal buttons
Sprite = pygame.sprite.spritecollideany(Dummy,self.ButtonSprites)
if not Sprite:
return
if self.ShowingInstructions:
if Sprite.Command == "InstructionsDone":
self.DismissInstructions()
return
return
if Sprite.Command == "Exit":
self.App.PopScreen(self)
return
if Sprite.Command == "Resume":
self.ClickResume()
return
if Sprite.Command == "New Game":
self.StartNewGame()
if Sprite.Command == "Load Game":
Global.App.ShowLoadScreen()
return
if Sprite.Command == "Instructions":
self.ShowInstructions()
return
if Sprite.Command == "Key Config":
self.DoKeyConfig()
return
if Sprite.Command == "About":
self.ShowInstructions(1)
return
if Sprite.Command == "Tendrils Homepage":
import webbrowser
webbrowser.open("http://www.necrofamicon.com/Tendrils/", 1)
if Sprite.Command == "Free Play":
Global.App.StartFreePlay()
return
if Sprite.Command == "Daleks":
Global.App.ShowDalekScreen(1)
return
if Sprite.Command == "Joust-Pong":
Global.App.ShowJoustPongScreen(1)
return
if Sprite.Command == "Blezmon":
Global.App.ShowBlezmonScreen(1)
return
if Sprite.Command == "Sliding Blocks":
Global.App.ShowBlockScreen(FreePlay = 1)
return
if Sprite.Command == "Peg Jump":
Global.App.ShowPegSolitaireScreen(FreePlay = 1)
return
if Sprite.Command == "Blinkenlights":
Global.App.ShowBlinkenlightsScreen()
return
def ClickResume(self):
Parties = SaveScreen.GetSavedGameList()
Global.Party = Parties[0]
Resources.PreloadImageCache()
print "GoToMazeLevel:",Global.Party.Z
Maze.GoToMazeLevel(Global.Party.Z)
Global.App.ShowTheMaze()
def StartNewGame(self):
Global.Maze.Level = 1
Global.Party.Z = 1
Global.Maze.Load()
Resources.PreloadImageCache()
Global.Party = Party.GetNewParty()
Global.App.ShowTheMaze(1)
Global.App.ShowFirstScreen()
return