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menu.py
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142 lines (117 loc) · 5.46 KB
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import pygame
from parameters import *
from game_process import *
def shop(surface, GAME_ZONE_W, SCREEN_HEIGHT, FPS, clock):
global active_zone
done = False
active_zone = [15, SCREEN_HEIGHT / 2 - 83]
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
done = True
return True
if event.type == pygame.KEYDOWN:
keystate = pygame.key.get_pressed()
if keystate[pygame.K_DOWN]:
active_zone[1] += 40
if keystate[pygame.K_UP]:
active_zone[1] -= 40
if keystate[pygame.K_RETURN]:
if active_zone[1] == SCREEN_HEIGHT/2-40:
done = True
return False
if active_zone[1] == SCREEN_HEIGHT / 2 + 40:
shop(surface, GAME_ZONE_W, SCREEN_HEIGHT, FPS, clock)
if keystate[pygame.K_BACKSPACE]:
menu_screen(surface, GAME_ZONE_W, SCREEN_HEIGHT, FPS, clock)
if active_zone[1] > SCREEN_HEIGHT / 2 + 43:
active_zone[1] -= 200
if active_zone[1] < SCREEN_HEIGHT / 2 - 83:
active_zone[1] += 200
surface.fill(black)
font1 = pygame.font.SysFont('serif', 24)
skin1 = font1.render("Золото Одина", True, (255, 255, 255))
skin2 = font1.render("Дионис", True, (255, 255, 255))
skin3 = font1.render("Лазурь", True, (255, 255, 255))
skin4 = font1.render("Кровь и вино", True, (255, 255, 255))
ultimate_skin = font1.render("Чемпионство мира", True, (255, 255, 255))
prise1 = font1.render("10 $", True, (255, 255, 255))
prise2 = font1.render("20 $", True, (255, 255, 255))
prise3 = font1.render("30 $", True, (255, 255, 255))
prise4 = font1.render("40 $", True, (255, 255, 255))
ultimate_prise = font1.render("Ваша душа...", True, (255, 255, 255))
surface.blit(skin1, (20, SCREEN_HEIGHT / 2 - 80))
surface.blit(skin2, (20, SCREEN_HEIGHT/2 - 40))
surface.blit(skin3, (20, SCREEN_HEIGHT/2))
surface.blit(skin4, (20, SCREEN_HEIGHT/2 + 40))
surface.blit(ultimate_skin, (20, SCREEN_HEIGHT/2 + 80))
pygame.draw.rect(surface, (255, 255, 0), [250, SCREEN_HEIGHT/2 - 78, 20, 20])
pygame.draw.rect(surface, (0, 255, 0), [250, SCREEN_HEIGHT/2 - 38, 20, 20])
pygame.draw.rect(surface, (0, 250, 175), [250, SCREEN_HEIGHT/2 + 2, 20, 20])
pygame.draw.rect(surface, (255, 40, 0), [250, SCREEN_HEIGHT/2 + 42, 20, 20])
surface.blit(prise1, (300, SCREEN_HEIGHT/2 - 80))
surface.blit(prise2, (300, SCREEN_HEIGHT/2 - 40))
surface.blit(prise3, (300, SCREEN_HEIGHT/2))
surface.blit(prise4, (300, SCREEN_HEIGHT/2 + 40))
surface.blit(ultimate_prise, (300, SCREEN_HEIGHT/2 + 80))
pygame.draw.rect(surface, (255, 255, 255), [0, 0, GAME_ZONE_W, SCREEN_HEIGHT], width=1)
pygame.draw.rect(surface, (255, 255, 255), [GAME_ZONE_W + 20, 0, 230, SCREEN_HEIGHT], width=1)
pygame.draw.rect(surface, white, [active_zone[0], active_zone[1], 450, 30], width=1)
pygame.display.flip()
def menu_screen(surface, GAME_ZONE_W, SCREEN_HEIGHT, FPS, clock):
active_zone = [510, SCREEN_HEIGHT/2-40]
font1 = pygame.font.SysFont('serif', 24)
start_button = font1.render("Начать игру", True, (255, 255, 255))
top_button = font1.render("Рекорды", True, (255, 255, 255))
store_button = font1.render("Магазин", True, (255, 255, 255))
done = False
while not done:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
done = True
return True
if event.type == pygame.KEYDOWN:
keystate = pygame.key.get_pressed()
if keystate[pygame.K_DOWN]:
active_zone[1] += 40
if keystate[pygame.K_UP]:
active_zone[1] -= 40
if keystate[pygame.K_RETURN]:
if active_zone[1] == SCREEN_HEIGHT/2-40:
game_process(surface, GAME_ZONE_W, SCREEN_HEIGHT, FPS, clock)
if active_zone[1] == SCREEN_HEIGHT / 2 + 40:
shop(surface, GAME_ZONE_W, SCREEN_HEIGHT, FPS, clock)
if active_zone[1] > SCREEN_HEIGHT/2+40:
active_zone[1] -= 120
if active_zone[1] < SCREEN_HEIGHT/2-40:
active_zone[1] += 120
surface.fill((0, 0, 0))
pygame.draw.rect(surface, (255, 255, 255), [0, 0, GAME_ZONE_W, SCREEN_HEIGHT], width=1)
pygame.draw.rect(surface, (255, 255, 255), [GAME_ZONE_W+20, 0, 230, SCREEN_HEIGHT], width=1)
surface.blit(start_button, (520, SCREEN_HEIGHT/2 - 40))
surface.blit(top_button, (520, SCREEN_HEIGHT/2))
surface.blit(store_button, (520, SCREEN_HEIGHT/2 + 40))
# if active_zone[1] == SCREEN_HEIGHT/2 + 40:
# surface.blit(skin1, (20, SCREEN_HEIGHT/2 - 80))
# surface.blit(skin2, (20, SCREEN_HEIGHT/2 - 40))
# surface.blit(skin3, (20, SCREEN_HEIGHT/2))
# surface.blit(skin4, (20, SCREEN_HEIGHT/2 + 40))
# surface.blit(ultimate_skin, (20, SCREEN_HEIGHT/2 + 80))
#
# pygame.draw.rect(surface, (255, 255, 0), [250, SCREEN_HEIGHT/2 - 78, 20, 20])
# pygame.draw.rect(surface, (0, 255, 0), [250, SCREEN_HEIGHT/2 - 38, 20, 20])
# pygame.draw.rect(surface, (0, 250, 175), [250, SCREEN_HEIGHT/2 + 2, 20, 20])
# pygame.draw.rect(surface, (255, 40, 0), [250, SCREEN_HEIGHT/2 + 42, 20, 20])
#
# surface.blit(prise1, (300, SCREEN_HEIGHT/2 - 80))
# surface.blit(prise2, (300, SCREEN_HEIGHT/2 - 40))
# surface.blit(prise3, (300, SCREEN_HEIGHT/2))
# surface.blit(prise4, (300, SCREEN_HEIGHT/2 + 40))
# surface.blit(ultimate_prise, (300, SCREEN_HEIGHT/2 + 80))
pygame.draw.rect(surface, (255, 255, 255), [active_zone[0], active_zone[1], 180, 30], width=1)
pygame.display.flip()