integrated dev menu into game with secret code
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8a34ed7c01
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1c467371a8
@ -30,6 +30,7 @@ class GameSurface(pygame.Surface):
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self.game_fps = game_fps
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self._input_handler = InputHandler(self._clock)
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self.additional_args = {}
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self.dev_override = False
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self.bg = pygame.image.load(self.resource_dir + '/images/bg.png').convert_alpha()
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self.sprites = pygame.sprite.Group()
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@ -45,3 +46,7 @@ class GameSurface(pygame.Surface):
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self.sprites.draw(self)
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self._input_handler.update()
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if self._input_handler.dev_found:
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self.next_surface = 'dev_menu'
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self.dev_override = True
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self.running = False
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@ -4,6 +4,7 @@ import pocket_friends
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import importlib
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valid_surfaces = [
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'dev_menu',
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'title',
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'egg_select',
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'selection_info',
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@ -13,6 +14,7 @@ valid_surfaces = [
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# Add all the surface modules to a dictionary for easy switching
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surface_modules = {'dev_menu': importlib.import_module('pocket_friends.development.{0}'.format('dev_menu'))}
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for module in valid_surfaces:
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if module != 'dev_menu':
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surface_modules[module] = importlib.import_module('pocket_friends.surfaces.{0}'.format(module))
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starting_surface = 'title'
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@ -62,9 +64,13 @@ def start_game(resolution=240):
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window.blit(frame, frame.get_rect())
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if not surface.running:
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if surface.dev_override:
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next_surface = 'dev_menu'
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else:
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next_surface = surface.next_surface
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additional_args = surface.additional_args
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if next_surface not in valid_surfaces:
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print(next)
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next_surface = 'error_screen'
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surface = surface_modules.get(next_surface).Surface((game_res, game_res), resources_dir,
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game_fps, **additional_args)
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@ -1,5 +1,5 @@
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import pygame
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from collections import deque
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class InputHandler:
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"""
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@ -24,6 +24,12 @@ class InputHandler:
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self.clock = pygame_clock
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self.tick_check = tick_check
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self.last_input_tick = 0
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self.dev_check = deque()
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self.dev_code = deque()
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for button in [pygame.K_DOWN, pygame.K_DOWN, pygame.K_UP, pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT,
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pygame.K_RIGHT, pygame.K_LEFT, pygame.K_a]:
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self.dev_code.append(button)
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self.dev_found = False
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def create_event(self, pressed_button):
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"""
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@ -37,6 +43,9 @@ class InputHandler:
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if pygame.time.get_ticks() - self.last_input_tick > self.clock.get_time() * 2:
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pygame.event.post(pygame.event.Event(pygame.KEYDOWN, {'key': pressed_button}))
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pygame.event.post(pygame.event.Event(pygame.KEYUP, {'key': pressed_button}))
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self.dev_check.append(pressed_button)
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if len(self.dev_check) > len(self.dev_code):
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self.dev_check.popleft()
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else:
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pygame.event.post(pygame.event.Event(pygame.KEYDOWN, {'key': pressed_button}))
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pygame.event.post(pygame.event.Event(pygame.KEYUP, {'key': pressed_button}))
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@ -70,3 +79,5 @@ class InputHandler:
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def update(self):
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"""Run either the GPIO handler or the keyboard handler to check for input and create events."""
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self.handle_keyboard()
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if self.dev_code == self.dev_check:
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self.dev_found = True
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