Added pause menu

This commit is contained in:
theo@manjaro 2021-11-25 13:41:38 +01:00
parent 28515f6b77
commit acb4ad11a3
7 changed files with 84 additions and 5 deletions

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gamedata/assets/cursor.png Normal file

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Width:  |  Height:  |  Size: 684 B

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@ -96,6 +96,7 @@ class Game():
self.globals["scameray"] = 0 self.globals["scameray"] = 0
self.globals["players"] = [] self.globals["players"] = []
self.globals["hitpose"] = False self.globals["hitpose"] = False
self.globals["pause"] = False
self.globals["finishedlevels"] = [] # Levels where the player went to the end self.globals["finishedlevels"] = [] # Levels where the player went to the end
self.globals["completedlevels"] = [] # Levels where the player kicked all non-respawnable ennemies self.globals["completedlevels"] = [] # Levels where the player kicked all non-respawnable ennemies
self.globals["speedrunlevels"] = [] # Levels where the player finished fast enough self.globals["speedrunlevels"] = [] # Levels where the player finished fast enough

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@ -9,6 +9,8 @@ class BaseObject():
self.spriteoffset = 0,0 self.spriteoffset = 0,0
self.depth = 1 # Sa "profondeur", déterminera l'odre d'affichage des objets self.depth = 1 # Sa "profondeur", déterminera l'odre d'affichage des objets
self.ispaused = True
def step(self): def step(self):
pass pass

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@ -40,7 +40,8 @@ class GameLoop():
objs = list(self.objects.values()) objs = list(self.objects.values())
for i in objs: for i in objs:
i.step() if not game.globals["pause"] or not i.ispaused:
i.step()
def draw(self,game): def draw(self,game):
#Je secoue ma caméra #Je secoue ma caméra

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@ -0,0 +1,68 @@
from gamedata.objects.base import BaseObject
from gamedata.objects.transition import Transition
class Pause(BaseObject):
def __init__(self,game):
super().__init__(0,0,game)
self.depth = 3
self.fill = self.game.pygame.Surface((self.game.globals["cameraw"],self.game.globals["camerah"]))
self.fill.fill([62,33,55])
self.fill.set_alpha(100)
self.cursor = 0
self.cursorsprite = self.game.sprite_lib["cursor.png"]
self.ispaused = False
self.options = {"Resume":self.resume,"Return to map":self.quit}
self.optionsorder = ["Resume","Return to map"]
self.sprites = self.genoptions(self.options)
self.padding = 9
self.totalheight = len(self.optionsorder)*9+(len(self.optionsorder)-1)*self.padding
self.offset = (self.game.globals["camerah"]-self.totalheight)/2
def genoptions(self,options):
sprites = {}
for i in options.keys():
sprites[i] = self.game.getchars(str(i))
return sprites
def resume(self):
self.game.globals["pause"] = False
self.game.gameloop.delid(self.id)
def quit(self):
t = Transition(self.game,time=0.5)
self.game.gameloop.summon(t)
self.ispaused = True
def step(self):
if self.game.inputs["keys"]["right"]["timer"]==1:
self.cursor+=1
if self.game.inputs["keys"]["left"]["timer"]==1:
self.cursor-=1
self.cursor = self.cursor%len(self.optionsorder)
if self.game.inputs["keys"]["up"]["timer"]==1:
self.game.inputs["keys"]["up"]["timer"]=10
self.options[self.optionsorder[self.cursor]]()
if self.game.inputs["keys"]["escape"]["timer"]==1:
self.resume()
def draw(self):
self.game.window.blit(self.fill,[0,0])
# Draw options
for i,v in enumerate(self.optionsorder):
x = self.game.globals["cameraw"]/2
y = self.offset+i*(9+self.padding)
self.game.lib.drawcenter(self.game,self.sprites[v],x,y)
# Draw cursor
x = self.game.globals["cameraw"]/2-100
y = self.offset+self.cursor*(9+self.padding)
self.game.lib.drawcenter(self.game,self.cursorsprite,x,y)

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@ -1,5 +1,6 @@
from gamedata.objects.ingame.movable import Movable from gamedata.objects.ingame.movable import Movable
from gamedata.objects.transition import Transition from gamedata.objects.transition import Transition
from gamedata.objects.ingame.pause import Pause
class Player(Movable): class Player(Movable):
@ -125,6 +126,7 @@ class Player(Movable):
if self.leaptimer<0: if self.leaptimer<0:
self.canfastfall = True self.canfastfall = True
if not self.game.globals["hitpose"]: if not self.game.globals["hitpose"]:
canmove = (abs(self.verkb)+1)*(abs(self.horkb)+1)<2 canmove = (abs(self.verkb)+1)*(abs(self.horkb)+1)<2
@ -134,6 +136,10 @@ class Player(Movable):
if self.canmove: if self.canmove:
self.horspd=(keys["right"]["pressed"]-keys["left"]["pressed"])*self.game.dt*self.speed self.horspd=(keys["right"]["pressed"]-keys["left"]["pressed"])*self.game.dt*self.speed
self.game.globals["timer"]+=self.game.dt self.game.globals["timer"]+=self.game.dt
if self.game.inputs["keys"]["escape"]["timer"]==1:
self.game.globals["pause"] = True
p = Pause(self.game)
self.game.gameloop.summon(p)
if self.landingtimer<=0: if self.landingtimer<=0:
self.sprite = self.spritestill self.sprite = self.spritestill

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@ -16,6 +16,8 @@ class Transition(BaseObject):
self.hold = False self.hold = False
self.alpha = 0 self.alpha = 0
self.ispaused = False
self.depth = 4 self.depth = 4
def step(self): def step(self):
@ -28,12 +30,11 @@ class Transition(BaseObject):
else: else:
if self.holdtimer.tick(self.game.dt): if self.holdtimer.tick(self.game.dt):
if self.level: if self.level:
if self.level!="END": self.game.scenes.ingame(self.game,level = self.level)
self.game.scenes.ingame(self.game,level = self.level)
else:
self.game.scenes.end(self.game)
else: else:
self.game.scenes.overworld(self.game) self.game.scenes.overworld(self.game)
self.game.globals["pause"] = False
def draw(self): def draw(self):
self.surface.set_alpha(self.alpha) self.surface.set_alpha(self.alpha)