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# -*- coding: utf-8 -*-
import os
import pygame
from math import pi, cos, sin, sqrt
class TopCategory(pygame.sprite.Sprite):
"""basic class for all on-board objects"""
def __init__(self, board, cat_obj, grid_x=0, grid_y=0, grid_w=1, grid_h=1, item_id="", color=(0, 0, 0, 0),
img_src='', decor=0, sequence_id=0):
pygame.sprite.Sprite.__init__(self)
self.grid_x = grid_x
self.grid_y = grid_y
self.grid_w = grid_w
self.grid_h = grid_h
self.item_id = item_id
self.board = board
self.cat_obj = cat_obj
self.sequence_id = sequence_id
self.bg_style = self.board.mainloop.cl.menu_shapes[self.board.mainloop.cl.color_sliders[6][2]]
self.decor_style = decor
self.double_icon = False
self.color = color
self.update_me = True
self.hover = False
self.image = pygame.Surface([grid_w * board.scale - 1, grid_h * board.scale - 1])
self.rect = self.image.get_rect()
self.rect.topleft = [grid_x * board.scale + 1, grid_y * board.scale + 1]
self.change_image(img_src)
self.update()
def set_styles(self, bg_style, decor_style):
self.bg_style = bg_style
self.decor_style = decor_style
def change_image(self, img_src):
self.img_src = img_src
if len(self.img_src) > 0:
self.update_me = True
self.img = self.image
self.img_pos = (0, 0)
if self.sequence_id > 0:
prev = self.board.units[-1]
else:
prev = None
try:
self.img1_org = pygame.image.load(os.path.join('res', 'icons', self.img_src)).convert_alpha()
self.img1_rect = self.img1_org.get_rect()
inner_w = int(self.rect.w * 0.8)
self.img1 = self.scaled_img(self.img1_org, inner_w, inner_w)
self.img1.fill(self.board.mainloop.cl.c_fg_tint_color, special_flags=pygame.BLEND_ADD)
self.img1_rect = self.img1.get_rect()
pos_x = ((self.board.scale * self.grid_w - inner_w) // 2)
pos_y = ((self.board.scale * self.grid_h - inner_w) // 2)
self.img1_pos = (pos_x, pos_y)
except:
pass
if prev is None:
try:
self.img2_org = pygame.image.load(os.path.join('res', 'icons', "schemes", self.bg_style, "menu_c_bg.png")).convert_alpha()
self.img2_org_h = pygame.image.load(os.path.join('res', 'icons', "schemes", self.bg_style, "menu_c_bg_h.png")).convert_alpha()
if self.decor_style == 1:
self.img2_org_decor = pygame.image.load(os.path.join('res', 'icons', "schemes", self.bg_style, "menu_c_decor.png")).convert_alpha()
self.img2d = self.scaled_img(self.img2_org_decor, self.rect.w, self.rect.h)
self.img2 = self.scaled_img(self.img2_org, self.rect.w, self.rect.h)
self.img2h = self.scaled_img(self.img2_org_h, self.rect.w, self.rect.h)
self.img2.fill(self.board.mainloop.cl.c_bg_tint_color, special_flags=pygame.BLEND_ADD)
self.img2h.fill(self.board.mainloop.cl.c_bg_tint_color, special_flags=pygame.BLEND_ADD)
except:
pass
else:
self.img2 = prev.img2
self.img2h = prev.img2h
if self.decor_style == 1:
self.img2d = prev.img2d
self.img2_rect = self.img2.get_rect()
pos2_x = ((self.board.scale * self.grid_w - self.img2_rect.w) // 2)
pos2_y = ((self.board.scale * self.grid_h - self.img2_rect.h) // 2)
self.img2_pos = (pos2_x, pos2_y)
def resize_unit(self, new_grid_w, new_grid_h):
self.grid_w = new_grid_w
self.grid_h = new_grid_h
self.image = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1])
self.image.fill(self.color)
def pos_update(self):
if self.grid_w > 0 and self.grid_h > 0:
self.image = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1])
self.rect = self.image.get_rect()
self.rect.topleft = [self.grid_x * self.board.scale + 1, self.grid_y * self.board.scale + 1]
else:
self.image = pygame.Surface([1, 1])
self.rect = self.image.get_rect()
self.rect.topleft = [self.grid_x * self.board.scale + 1, self.grid_y * self.board.scale + 1]
def scaled_img(self, image, new_w, new_h):
'scales image depending on pygame version and bit depth using either smoothscale or scale'
if image.get_bitsize() in [32, 24] and pygame.version.vernum >= (1, 8):
img = pygame.transform.smoothscale(image, (new_w, new_h))
else:
img = pygame.transform.scale(image, (new_w, new_h))
return img
@property
def grid_pos(self):
return [self.grid_x, self.grid_y]
def set_grid_pos(self, grid_x, grid_y):
self.grid_x = grid_x
self.grid_y = grid_y
self.pos_update()
def set_color(self, color):
self.color = color
def set_tint_color(self, color):
self.tint_color = color
def update(self, **kwargs):
if self.update_me:
self.update_me = False
self.image.fill(self.color)
if self.hover:
self.image.blit(self.img2h, self.img2_pos)
else:
self.image.blit(self.img2, self.img2_pos)
if self.decor_style == 1:
self.image.blit(self.img2d, self.img2_pos)
self.image.blit(self.img1, self.img1_pos)
if self.double_icon:
self.image.blit(self.img1, self.img1_pos)
def mouse_out(self):
self.board.mainloop.m.reset_titles()
self.hover = False
self.update_me = True
self.update()
def mouse_click(self):
self.board.mainloop.menu_group = self.item_id + 1
self.board.mainloop.menu_level = 1
self.board.mainloop.info.realign()
self.board.mainloop.m.start_hidden_game(271)
def handle(self, event):
if event.type == pygame.MOUSEMOTION:
if not self.hover:
self.board.mainloop.redraw_needed[1] = True
self.hover = True
self.update_me = True
self.update()
elif event.type == pygame.MOUSEBUTTONUP:
self.mouse_click()
class Category(pygame.sprite.Sprite):
"""basic class for all on-board objects"""
def __init__(self, board, cat_obj, grid_x=0, grid_y=0, grid_w=1, grid_h=1, item_id="", color=(0, 0, 0, 0),
img_src='', decor=0, sequence_id=0):
pygame.sprite.Sprite.__init__(self)
self.grid_x = grid_x
self.grid_y = grid_y
self.grid_w = grid_w
self.grid_h = grid_h
self.item_id = item_id
self.sequence_id = sequence_id
self.board = board
self.cat_obj = cat_obj
self.color = color
self.update_me = True
self.hover = False
self.show_titles_on_hover = True
self.bg_style = self.board.mainloop.cl.menu_shapes[self.board.mainloop.cl.color_sliders[6][2]]
self.decor_style = decor
self.double_icon = False
self.image = pygame.Surface([grid_w * board.scale - 1, grid_h * board.scale - 1])
self.rect = self.image.get_rect()
self.rect.topleft = [grid_x * board.scale + 1, grid_y * board.scale + 1]
self.change_image(img_src)
self.update()
def redraw_image(self):
self.bg_style = self.board.mainloop.cl.menu_shapes[self.board.mainloop.cl.color_sliders[6][2]]
self.change_image(self.img_src)
self.update_me = True
self.update()
def set_styles(self, bg_style, decor_style):
self.bg_style = bg_style
self.decor_style = decor_style
def change_image(self, img_src):
self.img_src = img_src
if len(self.img_src) > 0:
self.update_me = True
self.img = self.image
self.img_pos = (0, 0)
if self.sequence_id > 0:
prev = self.board.units[-1]
else:
prev = None
try:
self.img1_org = pygame.image.load(os.path.join('res', 'icons', self.img_src)).convert_alpha()
self.img1_rect = self.img1_org.get_rect()
inner_w = int(sqrt(pow(self.rect.w / 2, 2) * 2) * 0.8)
self.img1 = self.scaled_img(self.img1_org, inner_w, inner_w)
self.img1.fill(self.board.mainloop.cl.c_fg_tint_color, special_flags=pygame.BLEND_ADD)
self.img1_rect = self.img1.get_rect()
pos_x = ((self.board.scale * self.grid_w - inner_w) // 2)
pos_y = ((self.board.scale * self.grid_h - inner_w) // 2)
self.img1_pos = (pos_x, pos_y)
except:
pass
if prev is None:
try:
self.img2_org = pygame.image.load(os.path.join('res', 'icons', "schemes", self.bg_style, "menu_c_bg.png")).convert_alpha()
self.img2_org_h = pygame.image.load(os.path.join('res', 'icons', "schemes", self.bg_style, "menu_c_bg_h.png")).convert_alpha()
if self.decor_style == 1:
self.img2_org_decor = pygame.image.load(os.path.join('res', 'icons', "schemes", self.bg_style, "menu_c_decor.png")).convert_alpha()
self.img2d = self.scaled_img(self.img2_org_decor, self.rect.w, self.rect.h)
self.img2 = self.scaled_img(self.img2_org, self.rect.w, self.rect.h)
self.img2h = self.scaled_img(self.img2_org_h, self.rect.w, self.rect.h)
self.img2.fill(self.board.mainloop.cl.c_bg_tint_color, special_flags=pygame.BLEND_ADD)
self.img2h.fill(self.board.mainloop.cl.c_bg_tint_color, special_flags=pygame.BLEND_ADD)
except:
pass
else:
self.img2 = prev.img2
self.img2h = prev.img2h
if self.decor_style == 1:
self.img2d = prev.img2d
self.img2_rect = self.img2.get_rect()
pos2_x = ((self.board.scale * self.grid_w - self.img2_rect.w) // 2)
pos2_y = ((self.board.scale * self.grid_h - self.img2_rect.h) // 2)
self.img2_pos = (pos2_x, pos2_y)
def resize_unit(self, new_grid_w, new_grid_h):
self.grid_w = new_grid_w
self.grid_h = new_grid_h
self.image = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1])
self.image.fill(self.color)
def pos_update(self):
if self.grid_w > 0 and self.grid_h > 0:
self.image = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1])
self.rect = self.image.get_rect()
self.rect.topleft = [self.grid_x * self.board.scale + 1, self.grid_y * self.board.scale + 1]
else:
self.image = pygame.Surface([1, 1])
self.rect = self.image.get_rect()
self.rect.topleft = [self.grid_x * self.board.scale + 1, self.grid_y * self.board.scale + 1]
def scaled_img(self, image, new_w, new_h):
'scales image depending on pygame version and bit depth using either smoothscale or scale'
if image.get_bitsize() in [32, 24] and pygame.version.vernum >= (1, 8):
img = pygame.transform.smoothscale(image, (new_w, new_h))
else:
img = pygame.transform.scale(image, (new_w, new_h))
return img
@property
def grid_pos(self):
return [self.grid_x, self.grid_y]
def set_grid_pos(self, grid_x, grid_y):
self.grid_x = grid_x
self.grid_y = grid_y
self.pos_update()
def set_color(self, color):
self.color = color
def set_tint_color(self, color):
self.tint_color = color
def update(self, **kwargs):
if self.update_me:
self.update_me = False
self.board.mainloop.redraw_needed[0] = True
self.image.fill(self.color)
if self.hover:
self.image.blit(self.img2h, self.img2_pos)
else:
self.image.blit(self.img2, self.img2_pos)
if self.decor_style == 1:
self.image.blit(self.img2d, self.img2_pos)
self.image.blit(self.img1, self.img1_pos)
if self.double_icon:
self.image.blit(self.img1, self.img1_pos)
def mouse_out(self):
if self.show_titles_on_hover:
self.board.mainloop.m.reset_titles()
self.hover = False
self.update_me = True
self.update()
def mouse_click(self):
a = []
if self.board.mainloop.menu_level == 1:
if self.board.mainloop.m.categories_dict[self.item_id].has_inner:
self.board.mainloop.m.current_inner = True
self.board.mainloop.menu_inner_cat = self.item_id + 1
self.board.mainloop.menu_level = 2
else:
self.board.mainloop.m.current_inner = False
self.board.mainloop.menu_category = self.item_id + 1
self.board.mainloop.menu_level = 3
self.board.mainloop.m.change_cat(self.item_id)
elif self.board.mainloop.menu_level == 2:
self.board.mainloop.m.current_inner = True
self.board.mainloop.menu_level = 3
self.board.mainloop.menu_category = self.item_id + 1
self.board.mainloop.m.change_cat(self.item_id)
if self.board.mainloop.m.game_dbid == 271:
self.board.mainloop.m.start_hidden_game(272)
else:
self.board.mainloop.m.start_hidden_game(271)
def handle(self, event):
if event.type == pygame.MOUSEMOTION:
if not self.hover:
if self.show_titles_on_hover:
self.board.mainloop.redraw_needed[1] = True
self.board.mainloop.info.title = self.cat_obj.title
self.board.mainloop.info.subtitle = self.cat_obj.subtitle
self.board.mainloop.info.game_id = "#%03i" % self.cat_obj.cat_id
self.hover = True
self.update_me = True
self.update()
elif event.type == pygame.MOUSEBUTTONUP:
self.mouse_click()
class GameIcon(pygame.sprite.Sprite):
"""basic class for all on-board objects"""
def __init__(self, board, game_obj, grid_x=0, grid_y=0, grid_w=1, grid_h=1, color=(0, 0, 0, 0),
lvl_count=None, completions=None, img_src=None, decor=0, sequence_id=0):
pygame.sprite.Sprite.__init__(self)
self.grid_x = grid_x
self.grid_y = grid_y
self.grid_w = grid_w
self.grid_h = grid_h
self.game_obj = game_obj
self.item_id = game_obj.dbgameid
self.sequence_id = sequence_id
if img_src is None:
self.img_src = game_obj.img_src
else:
self.img_src = img_src
self.completions = completions
self.level_count = lvl_count
self.board = board
self.challenge_completed = False
if self.completions is not None:
if self.completions and 0 not in self.completions:
self.challenge_completed = True
self.color = color
self.lvl_not_compl_col = self.board.mainloop.cl.lvl_not_compl_col
if self.board.mainloop.scheme is not None:
self.canvas_color = self.board.mainloop.scheme.u_color
if self.board.mainloop.scheme.dark:
self.lvl_not_compl_col = self.board.mainloop.cl.lvl_not_compl_col_dark
else:
self.canvas_color = (255, 255, 255)
self.lvl_completed_col = self.board.mainloop.cl.lvl_completed_col
self.update_me = True
self.hover = False
self.show_titles_on_hover = True
self.size = 256
if self.game_obj.img_src2 == "":
self.challenge = True
else:
self.challenge = False
#add object to the dictionary to reuse its images
if self.board.template_units is not None:
if self.challenge and not self.challenge_completed and self.board.template_units[0] is None:
self.board.template_units[0] = self
elif self.challenge and self.challenge_completed and self.board.template_units[1] is None:
self.board.template_units[1] = self
elif not self.challenge and self.board.template_units[2] is None:
self.board.template_units[2] = self
self.bg_style = "game_bg"
self.decor_style = decor
self.double_icon = False
self.image = pygame.Surface([grid_w * board.scale - 1, grid_h * board.scale - 1])
self.rect = self.image.get_rect()
self.rect.topleft = [grid_x * board.scale + 1, grid_y * board.scale + 1]
if self.challenge and not self.challenge_completed:
self.canvas = pygame.Surface([self.size, self.size])
self.canvas.fill(self.canvas_color)
self.draw_levels()
self.canvas2 = self.scaled_img(self.canvas, self.rect.w, self.rect.h)
self.change_image(self.img_src)
self.update()
def redraw_image(self):
self.lvl_not_compl_col = self.board.mainloop.cl.lvl_not_compl_col
if self.board.mainloop.scheme is not None:
self.canvas_color = self.board.mainloop.scheme.u_color
if self.board.mainloop.scheme.dark:
self.lvl_not_compl_col = self.board.mainloop.cl.lvl_not_compl_col_dark
self.lvl_completed_col = self.board.mainloop.cl.lvl_completed_col
self.image = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1])
self.rect = self.image.get_rect()
self.rect.topleft = [self.grid_x * self.board.scale + 1, self.grid_y * self.board.scale + 1]
if self.challenge and not self.challenge_completed: # not completed
self.canvas = pygame.Surface([self.size, self.size])
self.canvas.fill(self.canvas_color)
self.draw_levels()
self.canvas2 = self.scaled_img(self.canvas, self.rect.w, self.rect.h)
self.change_image(self.img_src)
self.update_me = True
self.update()
def set_styles(self, bg_style, decor_style):
self.bg_style = bg_style
self.decor_style = decor_style
def change_image(self, img_src):
self.img_src = img_src
if len(self.img_src) > 0:
self.update_me = True
self.img = self.image
self.img_pos = (0, 0)
if self.sequence_id > 0:
prev2 = self.board.units[-1]
else:
prev2 = None
if self.board.template_units is not None:
if self.challenge and not self.challenge_completed and self.board.template_units[0] is not None \
and self.board.template_units[0] != self:
prev3 = self.board.template_units[0]
elif self.challenge and self.challenge_completed and self.board.template_units[1] is not None \
and self.board.template_units[1] != self:
prev3 = self.board.template_units[1]
elif not self.challenge and self.board.template_units[2] is not None \
and self.board.template_units[2] != self:
prev3 = self.board.template_units[2]
else:
prev3 = None
else:
prev3 = None
try:
self.img1_org = pygame.image.load(os.path.join('res', 'icons', self.img_src)).convert_alpha()
self.img1_rect = self.img1_org.get_rect()
self.img1 = self.scaled_img(self.img1_org, self.rect.w // 2, self.rect.h // 2)
self.img1.fill(self.board.mainloop.cl.g_fg_tint_color, special_flags=pygame.BLEND_ADD)
self.img1_rect = self.img1.get_rect()
pos_x = ((self.board.scale * self.grid_w - self.img1_rect.w) // 2)
pos_y = ((self.board.scale * self.grid_h - self.img1_rect.h) // 2)
self.img1_pos = (pos_x, pos_y)
except:
pass
if prev2 is None:
try:
self.img2_org = pygame.image.load(os.path.join('res', 'icons', "schemes", self.bg_style, "menu_bg_n.png")).convert_alpha()
self.img2_org_h = pygame.image.load(os.path.join('res', 'icons', "schemes", self.bg_style, "menu_bg_h.png")).convert_alpha()
if self.decor_style == 1:
self.img2_org_decor = pygame.image.load(os.path.join('res', 'icons', "schemes", self.bg_style, "menu_bg_decor.png")).convert_alpha()
self.img2 = self.scaled_img(self.img2_org, self.rect.w, self.rect.h)
self.img2h = self.scaled_img(self.img2_org_h, self.rect.w, self.rect.h)
if self.decor_style == 1:
self.img2d = self.scaled_img(self.img2_org_decor, self.rect.w, self.rect.h)
self.img2.fill(self.board.mainloop.cl.g_bg_tint_color, special_flags=pygame.BLEND_ADD)
self.img2h.fill(self.board.mainloop.cl.g_bg_tint_color, special_flags=pygame.BLEND_ADD)
except:
pass
else:
self.img2 = prev2.img2
if self.decor_style == 1:
self.img2d = prev2.img2d
self.img2h = prev2.img2h
self.img2_rect = self.img2.get_rect()
pos2_x = ((self.board.scale * self.grid_w - self.img2_rect.w) // 2)
pos2_y = ((self.board.scale * self.grid_h - self.img2_rect.h) // 2)
self.img2_pos = (pos2_x, pos2_y)
if prev3 is None:
try:
if not self.challenge:
self.img3_org = pygame.image.load(os.path.join('res', 'icons', "menu_ring_demo_n.png")).convert_alpha()
self.img3_org_h = pygame.image.load(os.path.join('res', 'icons', "menu_ring_demo_h.png")).convert_alpha()
self.img3 = self.scaled_img(self.img3_org, self.rect.w, self.rect.h)
self.img3h = self.scaled_img(self.img3_org_h, self.rect.w, self.rect.h)
self.img3_org_d = pygame.image.load(os.path.join('res', 'icons', "menu_ring_demo_decor.png")).convert_alpha()
self.img3d = self.scaled_img(self.img3_org_d, self.rect.w, self.rect.h)
elif self.challenge_completed:
self.img3_org = pygame.image.load(os.path.join('res', 'icons', "menu_ring_comp_n.png")).convert_alpha()
self.img3_org_h = pygame.image.load(
os.path.join('res', 'icons', "menu_ring_comp_h.png")).convert_alpha()
self.img3 = self.scaled_img(self.img3_org, self.rect.w, self.rect.h)
self.img3h = self.scaled_img(self.img3_org_h, self.rect.w, self.rect.h)
self.img3_org_d = pygame.image.load(
os.path.join('res', 'icons', "menu_ring_comp_decor.png")).convert_alpha()
self.img3d = self.scaled_img(self.img3_org_d, self.rect.w, self.rect.h)
else:
self.img3_org = pygame.image.load(os.path.join('res', 'icons', "menu_ring_03.png")).convert_alpha()
self.img3_org_h = pygame.image.load(
os.path.join('res', 'icons', "menu_ring_03h.png")).convert_alpha()
self.img3 = self.scaled_img(self.img3_org, self.rect.w, self.rect.h)
self.img3h = self.scaled_img(self.img3_org_h, self.rect.w, self.rect.h)
self.img3d = None
if self.img3d is not None:
self.img3.fill(self.lvl_completed_col, special_flags=pygame.BLEND_ADD)
self.img3h.fill(self.lvl_completed_col, special_flags=pygame.BLEND_ADD)
except:
pass
else:
self.img3 = prev3.img3
self.img3h = prev3.img3h
self.img3d = prev3.img3d
def resize_unit(self, new_grid_w, new_grid_h):
self.grid_w = new_grid_w
self.grid_h = new_grid_h
self.image = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1], flags=pygame.SRCALPHA)
self.image.fill(self.color)
def pos_update(self):
if self.grid_w > 0 and self.grid_h > 0:
self.image = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1])
self.rect = self.image.get_rect()
self.rect.topleft = [self.grid_x * self.board.scale + 1, self.grid_y * self.board.scale + 1]
else:
self.image = pygame.Surface([1, 1])
self.rect = self.image.get_rect()
self.rect.topleft = [self.grid_x * self.board.scale + 1, self.grid_y * self.board.scale + 1]
def scaled_img(self, image, new_w, new_h):
'scales image depending on pygame version and bit depth using either smoothscale or scale'
if image.get_bitsize() in [32, 24] and pygame.version.vernum >= (1, 8):
img = pygame.transform.smoothscale(image, (new_w, new_h))
else:
img = pygame.transform.scale(image, (new_w, new_h))
return img
@property
def grid_pos(self):
return [self.grid_x, self.grid_y]
def set_grid_pos(self, grid_x, grid_y):
self.grid_x = grid_x
self.grid_y = grid_y
self.pos_update()
def set_color(self, color):
self.color = color
def set_tint_color(self, color):
self.tint_color = color
def draw_levels(self):
r = 127
r2 = r * 0.78
m = (self.size - r * 2) // 2
cx = m + r
cy = m + r
if self.level_count is not None:
levels = self.level_count[1]
padding = 4
w = ((360.0 - (levels * padding)) / levels)
for i in range(levels):
a = (i * w + i * padding + 2 - 90) % 360
b = ((i + 1) * w + (i) * padding + 2 - 90) % 360
if a > b:
b += 360
p = []
p2 = []
for n in range(int(a), int(b)+1):
x = cx + int(round(r * cos(n * pi / 180)))
y = cy + int(round(r * sin(n * pi / 180)))
p.append((x, y))
x = cx + int(round(r2 * cos(n * pi / 180)))
y = cy + int(round(r2 * sin(n * pi / 180)))
p2.append((x, y))
p.extend(reversed(p2))
p.append(p[0])
if self.completions is not None:
if self.completions[i] > 0:
pygame.draw.polygon(self.canvas, self.lvl_completed_col, p, 0)
else:
pygame.draw.polygon(self.canvas, self.lvl_not_compl_col, p, 0)
def update(self, **kwargs):
if self.update_me:
self.update_me = False
self.board.mainloop.redraw_needed[0] = True
self.image.fill(self.color)
if self.challenge and not self.challenge_completed:
self.image.blit(self.canvas2, self.img2_pos)
if self.hover:
self.image.blit(self.img2h, self.img2_pos)
else:
self.image.blit(self.img2, self.img2_pos)
if self.decor_style == 1:
self.image.blit(self.img2d, self.img2_pos)
self.image.blit(self.img1, self.img1_pos)
if self.double_icon:
self.image.blit(self.img1, self.img1_pos)
if self.hover:
self.image.blit(self.img3h, self.img2_pos)
else:
self.image.blit(self.img3, self.img2_pos)
if self.img3d is not None:
self.image.blit(self.img3d, self.img2_pos)
def mouse_out(self):
if self.show_titles_on_hover:
self.board.mainloop.m.reset_titles()
self.update_me = True
self.hover = False
self.update()
def mouse_click(self):
self.board.mainloop.menu_level = 4
self.board.mainloop.completions = self.completions
self.board.mainloop.m.start_hidden_game(self.item_id)
def handle(self, event):
if event.type == pygame.MOUSEMOTION:
if not self.hover:
self.hover = True
if self.show_titles_on_hover:
self.board.mainloop.redraw_needed[1] = True
self.board.mainloop.info.title = self.game_obj.title
self.board.mainloop.info.subtitle = self.game_obj.subtitle
self.board.mainloop.info.game_id = "#%s/%03i" % (self.game_obj.game_constructor[4:7], self.game_obj.dbgameid)
self.update_me = True
self.update()
elif event.type == pygame.MOUSEBUTTONUP:
self.mouse_click()
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