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ui_menu.py
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432 lines (366 loc) · 17.2 KB
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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
UI菜单模块
处理主菜单和暂停菜单界面
"""
import pygame
class Button:
"""按钮类"""
def __init__(self, x, y, width, height, text, font, color=(100, 100, 100), hover_color=(150, 150, 150), text_color=(255, 255, 255)):
self.rect = pygame.Rect(x, y, width, height)
self.text = text
self.font = font
self.color = color
self.hover_color = hover_color
self.text_color = text_color
self.is_hovered = False
def handle_event(self, event):
"""处理事件"""
if event.type == pygame.MOUSEMOTION:
self.is_hovered = self.rect.collidepoint(event.pos)
elif event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
return True
return False
def draw(self, screen):
"""绘制按钮"""
color = self.hover_color if self.is_hovered else self.color
pygame.draw.rect(screen, color, self.rect)
pygame.draw.rect(screen, (255, 255, 255), self.rect, 2)
# 绘制文字
text_surface = self.font.render(self.text, True, self.text_color)
text_rect = text_surface.get_rect(center=self.rect.center)
screen.blit(text_surface, text_rect)
class MainMenu:
"""主菜单类"""
def __init__(self, screen, skin_manager, score_manager):
self.screen = screen
self.skin_manager = skin_manager
self.score_manager = score_manager
# 字体 - 使用系统中文字体
self.title_font = self._get_chinese_font(48)
self.button_font = self._get_chinese_font(24)
self.info_font = self._get_chinese_font(20)
# 按钮设置 - 响应式布局
self.buttons = {} # 初始化空字典
self.update_button_layout()
# 背景颜色
self.bg_color = (26, 26, 46)
def update_button_layout(self):
"""更新按钮布局以适应不同屏幕尺寸"""
button_width = 200
button_height = 50
button_spacing = 20
# 根据屏幕高度调整起始位置
screen_height = self.screen.get_height()
start_y = max(300, screen_height // 2 - 50)
center_x = self.screen.get_width() // 2 - button_width // 2
# 创建按钮
self.buttons = {
"start": Button(center_x, start_y, button_width, button_height,
"开始游戏", self.button_font,
(233, 69, 96), (255, 100, 120)),
"skin": Button(center_x, start_y + button_height + button_spacing,
button_width, button_height,
"选择皮肤", self.button_font,
(15, 52, 96), (30, 70, 120)),
"quit": Button(center_x, start_y + 2 * (button_height + button_spacing),
button_width, button_height,
"退出游戏", self.button_font,
(100, 100, 100), (150, 150, 150))
}
def _get_chinese_font(self, size):
"""获取支持中文的字体"""
# 尝试加载系统中文字体,按优先级排序
font_names = [
'Microsoft YaHei', # 微软雅黑
'SimHei', # 黑体
'SimSun', # 宋体
'KaiTi', # 楷体
'FangSong', # 仿宋
'Arial Unicode MS', # Arial Unicode
'DejaVu Sans', # Linux常用字体
'Noto Sans CJK SC' # Google Noto字体
]
for font_name in font_names:
try:
font = pygame.font.SysFont(font_name, size)
# 测试字体是否支持中文
test_surface = font.render('测试', True, (255, 255, 255))
if test_surface.get_width() > 0:
return font
except:
continue
# 如果所有字体都失败,使用默认字体
return pygame.font.Font(None, size)
def handle_event(self, event):
"""处理事件"""
for button_name, button in self.buttons.items():
if button.handle_event(event):
if button_name == "start":
return "start_game"
elif button_name == "skin":
return "skin_selection"
elif button_name == "quit":
return "quit"
# 处理键盘事件
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN or event.key == pygame.K_SPACE:
return "start_game"
elif event.key == pygame.K_s:
return "skin_selection"
elif event.key == pygame.K_ESCAPE or event.key == pygame.K_q:
return "quit"
return None
def draw_background(self):
"""绘制背景"""
# 渐变背景
for y in range(self.screen.get_height()):
ratio = y / self.screen.get_height()
r = int(26 + (22 - 26) * ratio)
g = int(26 + (22 - 26) * ratio)
b = int(46 + (62 - 46) * ratio)
color = (r, g, b)
pygame.draw.line(self.screen, color, (0, y), (self.screen.get_width(), y))
def draw_title(self):
"""绘制标题"""
title_text = "贪吃蛇 - Anime Edition"
title_surface = self.title_font.render(title_text, True, (255, 215, 0)) # 金黄色
title_rect = title_surface.get_rect(center=(self.screen.get_width()//2, 150))
# 添加阴影效果
shadow_surface = self.title_font.render(title_text, True, (50, 50, 50))
shadow_rect = shadow_surface.get_rect(center=(self.screen.get_width()//2 + 2, 152))
self.screen.blit(shadow_surface, shadow_rect)
self.screen.blit(title_surface, title_rect)
def draw_info(self):
"""绘制信息"""
# 最高分
high_score = self.score_manager.get_high_score()
high_score_text = f"最高分: {high_score}"
high_score_surface = self.info_font.render(high_score_text, True, (255, 255, 255))
high_score_rect = high_score_surface.get_rect(center=(self.screen.get_width()//2, 220))
self.screen.blit(high_score_surface, high_score_rect)
# 当前皮肤
current_skin = self.skin_manager.get_current_skin()
skin_text = f"当前皮肤: {current_skin}"
skin_surface = self.info_font.render(skin_text, True, (200, 200, 200))
skin_rect = skin_surface.get_rect(center=(self.screen.get_width()//2, 245))
self.screen.blit(skin_surface, skin_rect)
# 控制说明
controls = [
"控制: 方向键 或 WASD",
"暂停: ESC 或 P",
"全屏: F11",
"目标: 蛇长度达到300获胜"
]
start_y = self.screen.get_height() - 120
for i, control in enumerate(controls):
control_surface = self.info_font.render(control, True, (150, 150, 150))
control_rect = control_surface.get_rect(center=(self.screen.get_width()//2, start_y + i * 20))
self.screen.blit(control_surface, control_rect)
def draw(self):
"""绘制主菜单"""
# 更新按钮布局以适应当前屏幕尺寸
self.update_button_layout()
self.draw_background()
self.draw_title()
self.draw_info()
# 绘制按钮
for button in self.buttons.values():
button.draw(self.screen)
class PauseMenu:
"""暂停菜单类"""
def __init__(self, screen):
self.screen = screen
self.font = self._get_chinese_font(36)
self.button_font = self._get_chinese_font(24)
# 按钮设置
button_width = 180
button_height = 40
button_spacing = 15
start_y = 320
center_x = screen.get_width() // 2 - button_width // 2
# 创建按钮
self.buttons = {
"continue": Button(center_x, start_y, button_width, button_height,
"继续游戏", self.button_font,
(0, 150, 0), (0, 200, 0)),
"fullscreen": Button(center_x, start_y + button_height + button_spacing,
button_width, button_height,
"切换全屏", self.button_font,
(100, 100, 150), (120, 120, 180)),
"menu": Button(center_x, start_y + 2 * (button_height + button_spacing),
button_width, button_height,
"返回主菜单", self.button_font,
(150, 100, 0), (180, 120, 0)),
"quit": Button(center_x, start_y + 3 * (button_height + button_spacing),
button_width, button_height,
"退出游戏", self.button_font,
(150, 0, 0), (200, 0, 0))
}
def _get_chinese_font(self, size):
"""获取支持中文的字体"""
# 尝试加载系统中文字体,按优先级排序
font_names = [
'Microsoft YaHei', # 微软雅黑
'SimHei', # 黑体
'SimSun', # 宋体
'KaiTi', # 楷体
'FangSong', # 仿宋
'Arial Unicode MS', # Arial Unicode
'DejaVu Sans', # Linux常用字体
'Noto Sans CJK SC' # Google Noto字体
]
for font_name in font_names:
try:
font = pygame.font.SysFont(font_name, size)
# 测试字体是否支持中文
test_surface = font.render('测试', True, (255, 255, 255))
if test_surface.get_width() > 0:
return font
except:
continue
# 如果所有字体都失败,使用默认字体
return pygame.font.Font(None, size)
def handle_event(self, event):
"""处理事件"""
for button_name, button in self.buttons.items():
if button.handle_event(event):
return button_name
return None
def draw(self):
"""绘制暂停菜单"""
# 半透明遮罩
overlay = pygame.Surface((self.screen.get_width(), self.screen.get_height()))
overlay.set_alpha(128)
overlay.fill((0, 0, 0))
self.screen.blit(overlay, (0, 0))
# 暂停标题
pause_text = self.font.render("游戏暂停", True, (255, 255, 255))
pause_rect = pause_text.get_rect(center=(self.screen.get_width()//2, 250))
self.screen.blit(pause_text, pause_rect)
# 绘制按钮
for button in self.buttons.values():
button.draw(self.screen)
class SkinSelectionMenu:
"""皮肤选择菜单类"""
def __init__(self, screen, skin_manager):
self.screen = screen
self.skin_manager = skin_manager
self.font = self._get_chinese_font(36)
self.info_font = self._get_chinese_font(20)
# 皮肤信息
self.skins = [
{"name": "classic", "display_name": "经典蛇", "color": (0, 255, 0)},
{"name": "neko", "display_name": "猫耳蛇", "color": (255, 100, 150)},
{"name": "dragon", "display_name": "龙形蛇", "color": (255, 215, 0)}
]
self.selected_skin = 0
def _get_chinese_font(self, size):
"""获取支持中文的字体"""
# 尝试加载系统中文字体,按优先级排序
font_names = [
'Microsoft YaHei', # 微软雅黑
'SimHei', # 黑体
'SimSun', # 宋体
'KaiTi', # 楷体
'FangSong', # 仿宋
'Arial Unicode MS', # Arial Unicode
'DejaVu Sans', # Linux常用字体
'Noto Sans CJK SC' # Google Noto字体
]
for font_name in font_names:
try:
font = pygame.font.SysFont(font_name, size)
# 测试字体是否支持中文
test_surface = font.render('测试', True, (255, 255, 255))
if test_surface.get_width() > 0:
return font
except:
continue
# 如果所有字体都失败,使用默认字体
return pygame.font.Font(None, size)
def handle_event(self, event):
"""处理事件"""
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
self.selected_skin = (self.selected_skin - 1) % len(self.skins)
elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
self.selected_skin = (self.selected_skin + 1) % len(self.skins)
elif event.key == pygame.K_RETURN or event.key == pygame.K_SPACE:
# 应用选择的皮肤
selected_skin_name = self.skins[self.selected_skin]["name"]
self.skin_manager.set_current_skin(selected_skin_name)
return "skin_selected"
elif event.key == pygame.K_ESCAPE:
return "back_to_menu"
elif event.type == pygame.MOUSEBUTTONDOWN:
# 检查点击的皮肤卡片
mouse_x, mouse_y = event.pos
card_width = 150
card_height = 200
spacing = 50
start_x = (self.screen.get_width() - (len(self.skins) * card_width + (len(self.skins) - 1) * spacing)) // 2
for i, skin in enumerate(self.skins):
card_x = start_x + i * (card_width + spacing)
card_y = 250
card_rect = pygame.Rect(card_x, card_y, card_width, card_height)
if card_rect.collidepoint(mouse_x, mouse_y):
self.selected_skin = i
selected_skin_name = self.skins[self.selected_skin]["name"]
self.skin_manager.set_current_skin(selected_skin_name)
return "skin_selected"
return None
def draw(self):
"""绘制皮肤选择菜单"""
# 背景
self.screen.fill((26, 26, 46))
# 标题
title_text = self.font.render("选择皮肤", True, (255, 215, 0))
title_rect = title_text.get_rect(center=(self.screen.get_width()//2, 100))
self.screen.blit(title_text, title_rect)
# 皮肤卡片
card_width = 150
card_height = 200
spacing = 50
start_x = (self.screen.get_width() - (len(self.skins) * card_width + (len(self.skins) - 1) * spacing)) // 2
current_skin = self.skin_manager.get_current_skin()
for i, skin in enumerate(self.skins):
card_x = start_x + i * (card_width + spacing)
card_y = 250
# 卡片背景
card_rect = pygame.Rect(card_x, card_y, card_width, card_height)
# 选中状态或当前使用的皮肤 - 增强边框效果
if i == self.selected_skin:
# 选中状态 - 金色发光边框
pygame.draw.rect(self.screen, (255, 215, 0), card_rect, 5) # 更粗的金色边框
# 添加内层边框增强效果
inner_rect = pygame.Rect(card_x + 3, card_y + 3, card_width - 6, card_height - 6)
pygame.draw.rect(self.screen, (255, 255, 100), inner_rect, 2)
elif skin["name"] == current_skin:
pygame.draw.rect(self.screen, (0, 255, 0), card_rect, 3) # 绿色边框表示当前使用
else:
pygame.draw.rect(self.screen, (100, 100, 100), card_rect, 1)
pygame.draw.rect(self.screen, (50, 50, 70), card_rect)
# 皮肤预览(简单的颜色块)
preview_size = 80
preview_x = card_x + (card_width - preview_size) // 2
preview_y = card_y + 30
preview_rect = pygame.Rect(preview_x, preview_y, preview_size, preview_size)
pygame.draw.rect(self.screen, skin["color"], preview_rect)
pygame.draw.rect(self.screen, (255, 255, 255), preview_rect, 2)
# 皮肤名称
name_surface = self.info_font.render(skin["display_name"], True, (255, 255, 255))
name_rect = name_surface.get_rect(center=(card_x + card_width//2, card_y + 140))
self.screen.blit(name_surface, name_rect)
# 状态文字
if skin["name"] == current_skin:
status_surface = self.info_font.render("当前使用", True, (0, 255, 0))
status_rect = status_surface.get_rect(center=(card_x + card_width//2, card_y + 165))
self.screen.blit(status_surface, status_rect)
# 操作提示
hint_text = "使用方向键选择,回车确认,ESC返回"
hint_surface = self.info_font.render(hint_text, True, (200, 200, 200))
hint_rect = hint_surface.get_rect(center=(self.screen.get_width()//2, 500))
self.screen.blit(hint_surface, hint_rect)