menu manager to make cleaner
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gui/game.py
181
gui/game.py
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@ -1,129 +1,140 @@
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# Imports
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# imports
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import pygame
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import pygame
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from button import Button
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from button import Button
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from menu_manager import MenuManager
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# some pygame constst
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# consts
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WINDOW_SIZE = (768, 768)
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WINDOW_SIZE = (768, 768)
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TARGET_FPS = 60
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TARGET_FPS = 60
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COLS, ROWS = 7, 6
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TILE_SIZE, TILE_SPACING = 50, 20
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# pygame inits
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GRID_WIDTH = COLS * TILE_SIZE + (COLS - 1) * TILE_SPACING
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GRID_HEIGHT = ROWS * TILE_SIZE + (ROWS - 1) * TILE_SPACING
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# init the pygame
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pygame.init()
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pygame.init()
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font = pygame.font.Font("Baloo2-Bold.ttf", 40)
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font = pygame.font.Font("Baloo2-Bold.ttf", 40)
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display = pygame.display.set_mode(WINDOW_SIZE)
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display = pygame.display.set_mode(WINDOW_SIZE)
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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# more variable inits
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# variables
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menu = ""
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tiles = []
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tiles = []
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COLS = 7
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menu_manager = MenuManager(display, (30, 30, 40)) # background color
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ROWS = 6
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# colorss
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primary_color = (70, 130, 180) # button background
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hover_color = (51, 102, 145) # button hover
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text_color = (245, 245, 245) # button text
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tile_color = (200, 200, 200) # tile main
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tile_hover = (170, 170, 170) # tile hover
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tile_text = (50, 50, 50) # tile text
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bg_color = (30, 30, 40) # main background
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# menu functions
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# menu functions
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def change_menu(targetMenu):
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global menu
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menu = targetMenu
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display.fill(bg_color)
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def start_game_func(*_):
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def start_game_func(*_):
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change_menu("game")
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create_tiles()
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create_tiles()
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menu_manager.change_menu("game")
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def settings_menu(*_):
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def settings_menu(*_):
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change_menu("settings")
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menu_manager.change_menu("settings")
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def go_back(*_):
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def go_back(*_):
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change_menu("start")
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menu_manager.change_menu("start")
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# tile stuff
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def create_tiles():
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def create_tiles():
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global tiles
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global tiles
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tiles = []
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tiles = []
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start_x = (WINDOW_SIZE[0] - GRID_WIDTH) // 2
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start_y = (WINDOW_SIZE[1] - GRID_HEIGHT) // 2
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for c in range(COLS):
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for c in range(COLS):
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for r in range(ROWS):
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for r in range(ROWS):
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x = start_x + c * (TILE_SIZE + TILE_SPACING)
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y = start_y + r * (TILE_SIZE + TILE_SPACING)
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tile = Button(
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tile = Button(
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50*c+50, 50*r+50, 30, 30, str(len(tiles)),
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x, y, TILE_SIZE, TILE_SIZE, str(len(tiles)),
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tile_color, tile_hover, tile_text, tile_press, None, 30, (len(tiles),c,r),
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tile_color, tile_hover, tile_text, tile_press, None, 30, (len(tiles), c, r),
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rounding=5
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rounding=5
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)
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)
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tiles.append(tile)
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tiles.append(tile)
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# gets called when you click on a tile
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def tile_press(tile):
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def tile_press(tile):
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tile_id,x,y = tile.extra_data
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tile_id, x, y = tile.extra_data
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print(f"TILE {tile_id} at {x},{y} PRESSED")
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print(f"TILE {tile_id} at {x},{y} PRESSED")
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# Main block
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# button stuff
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width, height = 280, 75
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x = WINDOW_SIZE[0] / 2 - width / 2
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y = WINDOW_SIZE[1] / 2 - height / 2
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start_button = Button(x, y - 100, width, height, "Start Game",
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primary_color, hover_color, text_color,
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start_game_func, "Baloo2-Bold.ttf", 50, rounding=8)
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settings_button = Button(x, y - 100 + height * 2, width, height, "Settings",
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primary_color, hover_color, text_color,
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settings_menu, "Baloo2-Bold.ttf", 50, rounding=8)
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go_back_button = Button(x, y, width, height, "Go back",
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primary_color, hover_color, text_color,
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go_back, "Baloo2-Bold.ttf", 50, rounding=8)
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# menu handlers
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# start
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def start_menu_events(event):
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start_button.handle_event(event)
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settings_button.handle_event(event)
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def start_menu_draw():
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start_button.draw(display)
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settings_button.draw(display)
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# settings
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def settings_menu_events(event):
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go_back_button.handle_event(event)
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def settings_menu_draw():
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text_surface = font.render("No settings yet :(", True, text_color)
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text_rect = text_surface.get_rect(center=(WINDOW_SIZE[0] / 2, WINDOW_SIZE[1] / 2 - 100))
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display.blit(text_surface, text_rect)
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go_back_button.draw(display)
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# game
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def game_menu_events(event):
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for tile in tiles:
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tile.handle_event(event)
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def game_menu_draw():
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for tile in tiles:
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tile.draw(display)
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# register the menus
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menu_manager.register_menu("start", start_menu_events, start_menu_draw)
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menu_manager.register_menu("settings", settings_menu_events, settings_menu_draw)
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menu_manager.register_menu("game", game_menu_events, game_menu_draw)
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menu_manager.change_menu("start")
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# main loopy loopy
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if __name__ == "__main__":
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if __name__ == "__main__":
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# You're running the game, therefore running = True
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running = True
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running = True
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# Button inits
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width = 280
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height = 75
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x = WINDOW_SIZE[0] / 2 - width / 2 # center of the screen horizontally
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y = WINDOW_SIZE[1] / 2 - height / 2 # center of the screen vertically
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primary_color = (70, 130, 180) # button background
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hover_color = (51, 102, 145) # button hover
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text_color = (245, 245, 245) # button text
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tile_color = (200, 200, 200) # tile main
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tile_hover = (170, 170, 170) # tile hover
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tile_text = (50, 50, 50) # tile text
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bg_color = (30, 30, 40) # main background
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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)
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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)
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go_back_button = Button(x, y, width, height, "Go back", primary_color, hover_color, text_color, go_back, "Baloo2-Bold.ttf", 50, rounding=8)
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change_menu("start")
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# Game loop
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while running:
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while running:
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# handles user input
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for event in pygame.event.get():
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for event in pygame.event.get():
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# Lets you actually close the game, or ESC out
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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running = False
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running = False
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if event.type == pygame.KEYDOWN:
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if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
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if event.key == pygame.K_ESCAPE:
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running = False
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# Handles all the inputs for the buttons
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if menu == "start":
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start_button.handle_event(event)
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settings_button.handle_event(event)
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elif menu == "settings":
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go_back_button.handle_event(event)
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elif menu == "game":
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for tile in tiles:
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tile.handle_event(event)
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else:
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# very descriptive error message
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print("You broke smth idek what tbh")
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running = False
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running = False
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# Display stuff!
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menu_manager.handle_event(event)
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# so depending on what menu you're in, draw different stuff
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if menu == "start":
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start_button.draw(display)
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settings_button.draw(display)
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elif menu == "settings":
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text_surface = font.render("No settings yet :(", True, text_color)
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text_rect = text_surface.get_rect(center=(WINDOW_SIZE[0] / 2, WINDOW_SIZE[1] / 2 - 100))
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display.blit(text_surface, text_rect)
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go_back_button.draw(display)
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menu_manager.draw()
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# basic connect-4 ahh grid
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elif menu == "game":
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for tile in tiles:
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tile.draw(display)
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else:
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# very descriptive error msg
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print("you broke smth.")
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running = False
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# flip the display and clock the tick so stuff actually updates
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pygame.display.flip()
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pygame.display.flip()
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clock.tick(TARGET_FPS)
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clock.tick(TARGET_FPS)
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31
gui/menu_manager.py
Normal file
31
gui/menu_manager.py
Normal file
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@ -0,0 +1,31 @@
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import pygame
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class MenuManager:
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def __init__(self, display, bg_color):
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self.display = display
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self.bg_color = bg_color
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self.current_menu = None
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self.event_handlers = {}
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self.draw_handlers = {}
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# switch menu, and clear the screen
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def change_menu(self, name):
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if name not in self.draw_handlers:
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raise ValueError(f"Menu: '{name} not registered")
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self.current_menu = name
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self.display.fill(self.bg_color)
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# register a menus event and draw functions
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def register_menu(self, name, event_handler, draw_handler):
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self.event_handlers[name] = event_handler
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self.draw_handlers[name] = draw_handler
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# pass event to the menu handler
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def handle_event(self, event):
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if self.current_menu in self.event_handlers:
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self.event_handlers[self.current_menu](event)
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# draw the current menu
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def draw(self):
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if self.current_menu in self.draw_handlers:
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self.draw_handlers[self.current_menu]()
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