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cyclomatic complexity fix #115

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194 changes: 117 additions & 77 deletions classes/Menu.py
Original file line number Diff line number Diff line change
Expand Up @@ -132,7 +132,8 @@ def drawMenuBackground(self, withBanner=True):
self.screen.blit(
self.level.sprites.spriteCollection.get("bush_3").image, (18 * 32, 12 * 32)
)
self.screen.blit(self.level.sprites.spriteCollection.get("goomba-1").image, (18.5*32, 12*32))
self.screen.blit(self.level.sprites.spriteCollection.get("goomba-1").image,
(18.5 * 32, 12 * 32))

def drawSettings(self):
self.drawDot()
Expand All @@ -156,25 +157,25 @@ def chooseLevel(self):

def drawBorder(self, x, y, width, height, color, thickness):
pygame.draw.rect(self.screen, color, (x, y, width, thickness))
pygame.draw.rect(self.screen, color, (x, y+width, width, thickness))
pygame.draw.rect(self.screen, color, (x, y + width, width, thickness))
pygame.draw.rect(self.screen, color, (x, y, thickness, width))
pygame.draw.rect(self.screen, color, (x+width, y, thickness, width+thickness))
pygame.draw.rect(self.screen, color, (x + width, y, thickness, width + thickness))

def drawLevelChooser(self):
j = 0
offset = 75
textOffset = 90
for i, levelName in enumerate(self.loadLevelNames()):
if self.currSelectedLevel == i+1:
if self.currSelectedLevel == i + 1:
color = (255, 255, 255)
else:
color = (150, 150, 150)
if i < 3:
self.dashboard.drawText(levelName, 175*i+textOffset, 100, 12)
self.drawBorder(175*i+offset, 55, 125, 75, color, 5)
self.dashboard.drawText(levelName, 175 * i + textOffset, 100, 12)
self.drawBorder(175 * i + offset, 55, 125, 75, color, 5)
else:
self.dashboard.drawText(levelName, 175*j+textOffset, 250, 12)
self.drawBorder(175*j+offset, 210, 125, 75, color, 5)
self.dashboard.drawText(levelName, 175 * j + textOffset, 250, 12)
self.drawBorder(175 * j + offset, 210, 125, 75, color, 5)
j += 1

def loadLevelNames(self):
Expand All @@ -188,78 +189,117 @@ def loadLevelNames(self):
self.levelCount = len(res)
return res

def _eventQuit(self):
pygame.quit()
sys.exit()

def _keyEscape(self):
if self.inChoosingLevel or self.inSettings:
self.inChoosingLevel = False
self.inSettings = False
self.__init__(self.screen, self.dashboard, self.level, self.sound)
else:
self._eventQuit()

def _keyUp(self):
if self.inChoosingLevel:
if self.currSelectedLevel > 3:
self.currSelectedLevel -= 3
self.drawLevelChooser()
if self.state > 0:
self.state -= 1

def _keyDown(self):
if self.inChoosingLevel:
if self.currSelectedLevel + 3 <= self.levelCount:
self.currSelectedLevel += 3
self.drawLevelChooser()
if self.state < 2:
self.state += 1

def _keyLeft(self):
if self.currSelectedLevel > 1:
self.currSelectedLevel -= 1
self.drawLevelChooser()

def _keyRight(self):
if self.currSelectedLevel < self.levelCount:
self.currSelectedLevel += 1
self.drawLevelChooser()

def _whetherChoosingLeveL(self):
self.inChoosingLevel = False
self.dashboard.state = "start"
self.dashboard.time = 0
self.level.loadLevel(self.levelNames[self.currSelectedLevel - 1])
self.dashboard.levelName = \
self.levelNames[self.currSelectedLevel - 1].split("Level")[1]
self.start = True

def _settingsAdd(self):
if self.state == 0:
self.chooseLevel()
elif self.state == 1:
self.inSettings = True
self.state = 0
elif self.state == 2:
self._eventQuit()

def _changeState0(self):
if self.music:
self.sound.music_channel.stop()
self.music = False
else:
self.sound.music_channel.play(self.sound.soundtrack, loops=-1)
self.music = True
self.saveSettings("./settings.json")

def _changeState1(self):
if self.sfx:
self.sound.allowSFX = False
self.sfx = False
else:
self.sound.allowSFX = True
self.sfx = True
self.saveSettings("./settings.json")

def _settingsFix(self):
if self.state == 0:
self._changeState0()
elif self.state == 1:
self._changeState1()
elif self.state == 2:
self.inSettings = False

def _keyReturn(self):
if self.inChoosingLevel:
self._whetherChoosingLeveL()
return
if not self.inSettings:
self._settingsAdd()
else:
self._settingsFix()

def _keydownCaseMatch(self, event):
dd = {
pygame.K_ESCAPE: self._keyEscape,
pygame.K_UP: self._keyUp,
pygame.K_k: self._keyUp,
pygame.K_DOWN: self._keyDown,
pygame.K_j: self._keyDown,
pygame.K_LEFT: self._keyLeft,
pygame.K_h: self._keyLeft,
pygame.K_RIGHT: self._keyRight,
pygame.K_l: self._keyRight,
pygame.K_RETURN: self._keyReturn,
}
dd[event.key]()

def checkInput(self):
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
self._eventQuit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
if self.inChoosingLevel or self.inSettings:
self.inChoosingLevel = False
self.inSettings = False
self.__init__(self.screen, self.dashboard, self.level, self.sound)
else:
pygame.quit()
sys.exit()
elif event.key == pygame.K_UP or event.key == pygame.K_k:
if self.inChoosingLevel:
if self.currSelectedLevel > 3:
self.currSelectedLevel -= 3
self.drawLevelChooser()
if self.state > 0:
self.state -= 1
elif event.key == pygame.K_DOWN or event.key == pygame.K_j:
if self.inChoosingLevel:
if self.currSelectedLevel+3 <= self.levelCount:
self.currSelectedLevel += 3
self.drawLevelChooser()
if self.state < 2:
self.state += 1
elif event.key == pygame.K_LEFT or event.key == pygame.K_h:
if self.currSelectedLevel > 1:
self.currSelectedLevel -= 1
self.drawLevelChooser()
elif event.key == pygame.K_RIGHT or event.key == pygame.K_l:
if self.currSelectedLevel < self.levelCount:
self.currSelectedLevel += 1
self.drawLevelChooser()
elif event.key == pygame.K_RETURN:
if self.inChoosingLevel:
self.inChoosingLevel = False
self.dashboard.state = "start"
self.dashboard.time = 0
self.level.loadLevel(self.levelNames[self.currSelectedLevel-1])
self.dashboard.levelName = self.levelNames[self.currSelectedLevel-1].split("Level")[1]
self.start = True
return
if not self.inSettings:
if self.state == 0:
self.chooseLevel()
elif self.state == 1:
self.inSettings = True
self.state = 0
elif self.state == 2:
pygame.quit()
sys.exit()
else:
if self.state == 0:
if self.music:
self.sound.music_channel.stop()
self.music = False
else:
self.sound.music_channel.play(self.sound.soundtrack, loops=-1)
self.music = True
self.saveSettings("./settings.json")
elif self.state == 1:
if self.sfx:
self.sound.allowSFX = False
self.sfx = False
else:
self.sound.allowSFX = True
self.sfx = True
self.saveSettings("./settings.json")
elif self.state == 2:
self.inSettings = False
self._keydownCaseMatch(event)
pygame.display.update()