menu manager to make cleaner

This commit is contained in:
Vincent Rodley 2025-08-21 11:49:03 +12:00
parent f17c76d072
commit 18bde75910
2 changed files with 127 additions and 85 deletions

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@ -1,129 +1,140 @@
# Imports # imports
import pygame import pygame
from button import Button from button import Button
from menu_manager import MenuManager
# some pygame constst # consts
WINDOW_SIZE = (768, 768) WINDOW_SIZE = (768, 768)
TARGET_FPS = 60 TARGET_FPS = 60
COLS, ROWS = 7, 6
TILE_SIZE, TILE_SPACING = 50, 20
# pygame inits GRID_WIDTH = COLS * TILE_SIZE + (COLS - 1) * TILE_SPACING
GRID_HEIGHT = ROWS * TILE_SIZE + (ROWS - 1) * TILE_SPACING
# init the pygame
pygame.init() pygame.init()
font = pygame.font.Font("Baloo2-Bold.ttf", 40) font = pygame.font.Font("Baloo2-Bold.ttf", 40)
display = pygame.display.set_mode(WINDOW_SIZE) display = pygame.display.set_mode(WINDOW_SIZE)
clock = pygame.time.Clock() clock = pygame.time.Clock()
# more variable inits # variables
menu = ""
tiles = [] tiles = []
COLS = 7 menu_manager = MenuManager(display, (30, 30, 40)) # background color
ROWS = 6
# colorss
primary_color = (70, 130, 180) # button background
hover_color = (51, 102, 145) # button hover
text_color = (245, 245, 245) # button text
tile_color = (200, 200, 200) # tile main
tile_hover = (170, 170, 170) # tile hover
tile_text = (50, 50, 50) # tile text
bg_color = (30, 30, 40) # main background
# menu functions # menu functions
def change_menu(targetMenu):
global menu
menu = targetMenu
display.fill(bg_color)
def start_game_func(*_): def start_game_func(*_):
change_menu("game")
create_tiles() create_tiles()
menu_manager.change_menu("game")
def settings_menu(*_): def settings_menu(*_):
change_menu("settings") menu_manager.change_menu("settings")
def go_back(*_): def go_back(*_):
change_menu("start") menu_manager.change_menu("start")
# tile stuff
def create_tiles(): def create_tiles():
global tiles global tiles
tiles = [] tiles = []
start_x = (WINDOW_SIZE[0] - GRID_WIDTH) // 2
start_y = (WINDOW_SIZE[1] - GRID_HEIGHT) // 2
for c in range(COLS): for c in range(COLS):
for r in range(ROWS): for r in range(ROWS):
x = start_x + c * (TILE_SIZE + TILE_SPACING)
y = start_y + r * (TILE_SIZE + TILE_SPACING)
tile = Button( tile = Button(
50*c+50, 50*r+50, 30, 30, str(len(tiles)), x, y, TILE_SIZE, TILE_SIZE, str(len(tiles)),
tile_color, tile_hover, tile_text, tile_press, None, 30, (len(tiles),c,r), tile_color, tile_hover, tile_text, tile_press, None, 30, (len(tiles), c, r),
rounding=5 rounding=5
) )
tiles.append(tile) tiles.append(tile)
# gets called when you click on a tile
def tile_press(tile): def tile_press(tile):
tile_id,x,y = tile.extra_data tile_id, x, y = tile.extra_data
print(f"TILE {tile_id} at {x},{y} PRESSED") print(f"TILE {tile_id} at {x},{y} PRESSED")
# Main block
# button stuff
width, height = 280, 75
x = WINDOW_SIZE[0] / 2 - width / 2
y = WINDOW_SIZE[1] / 2 - height / 2
start_button = Button(x, y - 100, width, height, "Start Game",
primary_color, hover_color, text_color,
start_game_func, "Baloo2-Bold.ttf", 50, rounding=8)
settings_button = Button(x, y - 100 + height * 2, width, height, "Settings",
primary_color, hover_color, text_color,
settings_menu, "Baloo2-Bold.ttf", 50, rounding=8)
go_back_button = Button(x, y, width, height, "Go back",
primary_color, hover_color, text_color,
go_back, "Baloo2-Bold.ttf", 50, rounding=8)
# menu handlers
# start
def start_menu_events(event):
start_button.handle_event(event)
settings_button.handle_event(event)
def start_menu_draw():
start_button.draw(display)
settings_button.draw(display)
# settings
def settings_menu_events(event):
go_back_button.handle_event(event)
def settings_menu_draw():
text_surface = font.render("No settings yet :(", True, text_color)
text_rect = text_surface.get_rect(center=(WINDOW_SIZE[0] / 2, WINDOW_SIZE[1] / 2 - 100))
display.blit(text_surface, text_rect)
go_back_button.draw(display)
# game
def game_menu_events(event):
for tile in tiles:
tile.handle_event(event)
def game_menu_draw():
for tile in tiles:
tile.draw(display)
# register the menus
menu_manager.register_menu("start", start_menu_events, start_menu_draw)
menu_manager.register_menu("settings", settings_menu_events, settings_menu_draw)
menu_manager.register_menu("game", game_menu_events, game_menu_draw)
menu_manager.change_menu("start")
# main loopy loopy
if __name__ == "__main__": if __name__ == "__main__":
# You're running the game, therefore running = True
running = True running = True
# Button inits
width = 280
height = 75
x = WINDOW_SIZE[0] / 2 - width / 2 # center of the screen horizontally
y = WINDOW_SIZE[1] / 2 - height / 2 # center of the screen vertically
primary_color = (70, 130, 180) # button background
hover_color = (51, 102, 145) # button hover
text_color = (245, 245, 245) # button text
tile_color = (200, 200, 200) # tile main
tile_hover = (170, 170, 170) # tile hover
tile_text = (50, 50, 50) # tile text
bg_color = (30, 30, 40) # main background
start_button = Button(x, y - 100, width, height, "Start Game", primary_color, hover_color, text_color, start_game_func, "Baloo2-Bold.ttf", 50, rounding=8)
settings_button = Button(x, y-100+height*2, width, height, "Settings", primary_color, hover_color, text_color, settings_menu, "Baloo2-Bold.ttf", 50, rounding=8)
go_back_button = Button(x, y, width, height, "Go back", primary_color, hover_color, text_color, go_back, "Baloo2-Bold.ttf", 50, rounding=8)
change_menu("start")
# Game loop
while running: while running:
# handles user input
for event in pygame.event.get(): for event in pygame.event.get():
# Lets you actually close the game, or ESC out
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
running = False running = False
if event.type == pygame.KEYDOWN: if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
if event.key == pygame.K_ESCAPE:
running = False
# Handles all the inputs for the buttons
if menu == "start":
start_button.handle_event(event)
settings_button.handle_event(event)
elif menu == "settings":
go_back_button.handle_event(event)
elif menu == "game":
for tile in tiles:
tile.handle_event(event)
else:
# very descriptive error message
print("You broke smth idek what tbh")
running = False running = False
# Display stuff! menu_manager.handle_event(event)
# so depending on what menu you're in, draw different stuff
if menu == "start":
start_button.draw(display)
settings_button.draw(display)
elif menu == "settings":
text_surface = font.render("No settings yet :(", True, text_color)
text_rect = text_surface.get_rect(center=(WINDOW_SIZE[0] / 2, WINDOW_SIZE[1] / 2 - 100))
display.blit(text_surface, text_rect)
go_back_button.draw(display) menu_manager.draw()
# basic connect-4 ahh grid
elif menu == "game":
for tile in tiles:
tile.draw(display)
else:
# very descriptive error msg
print("you broke smth.")
running = False
# flip the display and clock the tick so stuff actually updates
pygame.display.flip() pygame.display.flip()
clock.tick(TARGET_FPS) clock.tick(TARGET_FPS)

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gui/menu_manager.py Normal file
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import pygame
class MenuManager:
def __init__(self, display, bg_color):
self.display = display
self.bg_color = bg_color
self.current_menu = None
self.event_handlers = {}
self.draw_handlers = {}
# switch menu, and clear the screen
def change_menu(self, name):
if name not in self.draw_handlers:
raise ValueError(f"Menu: '{name} not registered")
self.current_menu = name
self.display.fill(self.bg_color)
# register a menus event and draw functions
def register_menu(self, name, event_handler, draw_handler):
self.event_handlers[name] = event_handler
self.draw_handlers[name] = draw_handler
# pass event to the menu handler
def handle_event(self, event):
if self.current_menu in self.event_handlers:
self.event_handlers[self.current_menu](event)
# draw the current menu
def draw(self):
if self.current_menu in self.draw_handlers:
self.draw_handlers[self.current_menu]()