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display.py
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#-------------------------------------------------------------------------------
# Name: diplay.py
# Purpose:
#
# Author: novirael
#
# Created: 24-06-2012
# Copyright: (c) novirael 2012
# Licence: <your licence>
#-------------------------------------------------------------------------------
#!/usr/bin/env python
# libraries
import pygame
from pygame.locals import *
from images import GameTextures
# variables
color_topbottom = (51,62,62)
white = (255,255,255)
red = (200,0,0)
green = (0,200,0)
color_p0 = (60,45,50)
color_p1 = (215,160, 50)
class DrawGameplay():
"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
"""""""""""""""""""""""" INIT CLASS """""""""""""""""""""""""""
def __init__(self, var):
# set caption
pygame.display.set_caption("LotR: Confrontation")
# create surfaces
self.screen = pygame.display.set_mode( (900,800) )
self.rozgrywka = pygame.Surface( (900, 800) )
self.rside = pygame.Surface( (270, 630) )
self.rside.set_alpha(130)
self.mside = pygame.Surface( (270,440) )
self.mside.set_alpha(130)
self.bside = pygame.Surface( (620,150) )
self.bside.set_alpha(170)
self.tside = pygame.Surface( (250,350) )
self.tside.set_alpha(150)
self.white_rectangle = pygame.Surface( (90,75) )
self.white_rectangle.fill(white)
self.white_rectangle.set_alpha(130)
self.small_rect = pygame.Surface( (40,40) )
self.small_rect.set_alpha(130)
self.small_rect1 = pygame.Surface( (82,40) )
self.small_rect1.set_alpha(130)
self.font = pygame.font.Font("PAPYRUS.ttf", 20)
self.font1 = pygame.font.Font("PAPYRUS.ttf", 27)
self.font2 = pygame.font.Font("PAPYRUS.ttf", 24)
self.warnings = self.font1.render("Uwagi:", True, white)
self.atakuje = self.font1.render("Atakuje:", True, white)
self.broni = self.font1.render("Broni sie:", True, white)
self.tips = self.font2.render("Wskazowki:", True, white)
self.info = self.font2.render("Informacje:", True, white)
self.err101 = self.font.render("> Rozstaw wszystkie piony!", True, red )
self.err102_0 = self.font.render("> Nie mozesz stawiac figur", True, red )
self.err102_1 = self.font.render(" w gorach i powyzej!", True, red )
self.err103 = self.font.render("> Stawiasz na krainie wroga!", True, red )
self.err104 = self.font.render("> Tutaj juz wiecej nie dodam!", True, red )
self.err201 = self.font.render("> Bedzie konfrontacja!!!", True, green )
self.err202_0 = self.font.render("> Wybierz przeciwnika!", True, green )
self.err202_1 = self.font.render(" (Kliknij na piona)", True, green )
self.err203 = self.font.render("> Wybrano przeciwnika.", True, green )
self.err204_0 = self.font.render("> Cos krecisz! Nie mozesz", True, red )
self.err204_1 = self.font.render(" sie tak ruszyc!", True, red )
self.err205 = self.font.render("> Chcesz ominac kolejke?", True, red )
self.err301 = self.font.render("> Ta bitwa jest z gory przesadzona!", True, green )
self.err302 = self.font.render("> Musisz wybrac jedna swoja karte.", True, red )
self.err303 = self.font.render("> Twoja karta zostala wybrana.", True, green )
self.end = self.font.render("> Mozesz zakonczyc ture.", True, green)
## self.rectangle = pygame.Surface( (180,80) )
## self.rectangle.set_alpha(150)
##
## self.srectangle = pygame.Surface( (150,80) )
## self.srectangle.fill((255,0,0))
## self.srectangle.set_alpha(150)
self.var = var
self.tex = GameTextures()
""""""""""""""""""""""""""" END INIT CLASS """""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
"""""""""""""""""""""""" MENU SCREEN """""""""""""""""""""""""""
def menu_screen(self): ### MENU SCREEN ###
# blit background and menu bar
self.screen.blit(self.tex.background_main, (0,0))
self.screen.blit(self.mside, (600,300))
# blit hightlighted new game button if the mouse pointer
# is on it else blit new game button
if self.var.mouse_on_new_game_button:
self.screen.blit(self.tex.b_nowa_gra[1], (610,320))
else:
self.screen.blit(self.tex.b_nowa_gra[0], (610,320))
# if it is fresh open
if self.var.last_mode != "MAIN MENU":
# blit hightlighted return button if the mouse pointer
# is on it else blit return button
if self.var.mouse_on_return_button:
self.screen.blit(self.tex.b_powrot_do_gry[1], (610,380))
else:
self.screen.blit(self.tex.b_powrot_do_gry[0], (610,380))
else:
self.screen.blit(self.tex.b_powrot_do_gry[2], (610,380))
# if load is possible
if self.var.saved:
# blit hightlighted load game button if the mouse pointer
# is on it else blit load game button
if self.var.mouse_on_load_game_button:
self.screen.blit(self.tex.b_wczytaj_gre[1], (610,440))
else:
self.screen.blit(self.tex.b_wczytaj_gre[0], (610,440))
else:
self.screen.blit(self.tex.b_wczytaj_gre[2], (610,440))
# if it is fresh open
if self.var.last_mode != "MAIN MENU":
# blit hightlighted save game button if the mouse pointer
# is on it else blit save game button
if self.var.mouse_on_save_game_button:
self.screen.blit(self.tex.b_zapisz_gre[1], (610,500))
else:
self.screen.blit(self.tex.b_zapisz_gre[0], (610,500))
else:
self.screen.blit(self.tex.b_zapisz_gre[2], (610,500))
# blit hightlighted game rules button if the mouse pointer
# is on it else blit game rules button
if self.var.mouse_on_game_rules_button:
self.screen.blit(self.tex.b_zasady_gry[1], (610,560))
else:
self.screen.blit(self.tex.b_zasady_gry[0], (610,560))
# blit hightlighted about button if the mouse pointer
# is on it else blit about button
if self.var.mouse_on_about_button:
self.screen.blit(self.tex.b_informacje[1], (610,620))
else:
self.screen.blit(self.tex.b_informacje[0], (610,620))
# blit hightlighted quit button if the mouse pointer
# is on it else blit quit button
if self.var.mouse_on_quit_button:
self.screen.blit(self.tex.b_wyjscie[1], (610,680))
else:
self.screen.blit(self.tex.b_wyjscie[0], (610,680))
""""""""""""""""""""""""""" END MENU SCREEN """""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
"""""""""""""""""""""""" ABOUT SCREEN """""""""""""""""""""""""""
def about_screen(self):
self.screen.blit(self.tex.about, (0,0))
back = self.font1.render("Powrot", True, white)
self.screen.blit(back, (750,720))
""""""""""""""""""""""""""" END ABOUT SCREEN """""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
"""""""""""""""""""""""" RULES SCREEN """""""""""""""""""""""""""
def rules_screen(self):
self.screen.blit(self.tex.rules, (0, -800 * self.var.sheet))
self.screen.blit(self.small_rect, (850, 10) )
up = self.font.render("UP", True, white)
self.screen.blit(up, (852,15))
self.screen.blit(self.small_rect, (850,750) )
down = self.font.render("DO", True, white)
self.screen.blit(down, (849,755))
self.screen.blit(self.small_rect1, (760, 750) )
back = self.font1.render("Powrot", True, white)
self.screen.blit(back, (760,750))
""""""""""""""""""""""""""" END RULES SCREEN """""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""""""""" TOUR SCREEN """""""""""""""""""""""""""
def tour_screen(self): ### TOUR SCREEN ###
# blit background
if self.var.mode == "TOUR MAP":
self.screen.blit(self.tex.background_tour, (0,0))
else:
self.screen.blit(self.tex.background_tour2, (0,0))
# blit hightlighted continue button if the mouse pointer
# is on it else blit continue button
if self.var.mouse_on_continue_button:
self.screen.blit(self.tex.b_kontynuuj[1], (300,640))
else:
self.screen.blit(self.tex.b_kontynuuj[0], (300,640))
""""""""""""""""""""""""""" END TOUR SCREEN """""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""""""""" VOCTORY SCREEN """""""""""""""""""""""""""
def victory_screen(self):
# blit background
if self.var.mode == "DARK VICTORY":
self.screen.blit(self.tex.background_darkvictory, (0,0))
elif self.var.mode == "WHITE VICTORY":
self.screen.blit(self.tex.background_whitevictory, (0,0))
else:
self.screen.blit(self.tex.background_draw, (0,0))
# blit hightlighted continue button if the mouse pointer
# is on it else blit continue button
if self.var.mouse_on_continue_button:
self.screen.blit(self.tex.b_kontynuuj[1], (300,640))
else:
self.screen.blit(self.tex.b_kontynuuj[0], (300,640))
""""""""""""""""""""""" END VICTORY SCREEN """""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""""""""" MAP SCREEN """""""""""""""""""""""""""
def map_screen(self): ### MAP SCREEN ###
# stuff is printing on rozgrywka surface only,
# when user is ready after player's exchange
if self.var.ready or self.var.loaded:
self.still_stuff()
self.var.ready = False
self.var.loaded = False
# blit still stuff
self.screen.blit(self.rozgrywka, (0,0))
# blit hightlighted next torur button if the mouse pointer
# is on it else blit next tour button
if self.var.mouse_on_tour_button:
self.screen.blit(self.tex.b_nowa_tura[1], (640,595))
else:
self.screen.blit(self.tex.b_nowa_tura[0], (640,595))
# blit hightlighted reset button if the mouse pointer
# is on it else blit reset button
if self.var.live != self.var.live_backup:
if self.var.mouse_on_reset_button:
self.screen.blit(self.tex.b_cofnij_ruch[1], (640,645))
else:
self.screen.blit(self.tex.b_cofnij_ruch[0], (640,645))
else:
self.screen.blit(self.tex.b_cofnij_ruch[2], (640,645))
# if any picture was selected draw selection
if self.var.selected:
self.selection()
# if picture was selected or mouse pointer is on it blit information
if self.var.mouse_on_picture or self.var.mouse_on_pawn or self.var.selected:
if self.var.sel_black_char_no > -1:
self.screen.blit(self.tex.opisy[0][self.var.sel_black_char_no], (640,95))
elif self.var.sel_white_char_no > -1:
self.screen.blit(self.tex.opisy[1][self.var.sel_white_char_no], (640,95))
else:
if self.var.mode == "MAP POSITIONING":
self.screen.blit(self.tex.wskazowki[0], (640,95))
elif self.var.mode == "MAP GAMEPLAY":
self.screen.blit(self.tex.wskazowki[1], (640,95))
# if there is errors on error list print it!
if len(self.var.errors) > 0:
self.screen.blit(self.warnings, (725,450))
if 101 in self.var.errors and 102 in self.var.errors:
self.screen.blit(self.err101, (645,490))
self.screen.blit(self.err102_0, (645,515))
self.screen.blit(self.err102_1, (645,540))
elif 101 in self.var.errors and 104 in self.var.errors:
self.screen.blit(self.err101, (645,490))
self.screen.blit(self.err104, (645,515))
elif 101 in self.var.errors and 103 in self.var.errors:
self.screen.blit(self.err101, (645,490))
self.screen.blit(self.err103, (645,515))
elif 101 in self.var.errors:
self.screen.blit(self.err101, (645,490))
elif 102 in self.var.errors:
self.screen.blit(self.err102_0, (645,490))
self.screen.blit(self.err102_1, (645,515))
elif 103 in self.var.errors:
self.screen.blit(self.err103, (645,490))
elif 104 in self.var.errors:
self.screen.blit(self.err104, (645,490))
elif 204 in self.var.errors:
self.screen.blit(self.err204_0, (645,490))
self.screen.blit(self.err204_1, (645,515))
elif 201 in self.var.errors and 202 in self.var.errors:
self.screen.blit(self.err201, (645,490))
self.screen.blit(self.err202_0, (645,515))
self.screen.blit(self.err202_1, (645,540))
elif 201 in self.var.errors and 203 in self.var.errors:
self.screen.blit(self.err201, (645,490))
self.screen.blit(self.err203, (645,515))
self.screen.blit(self.end, (645,540))
elif 205 in self.var.errors:
self.screen.blit(self.err205, (645,490))
self.screen.blit(self.end, (645,515))
# if pawn was raised print shandow under mouse pointer
if self.var.raised_pawn:
if self.var.player == 0:
pygame.draw.circle(self.screen, color_p0, (self.var.x - 4, self.var.y - 4), 8)
else:
pygame.draw.circle(self.screen, color_p1, (self.var.x - 4, self.var.y - 4), 8)
if self.var.player == 0:
# print black pawns on map
for i in range(len(self.var.live)):
pos = self.var.live[i][3]
if pos != (0,0):
pygame.draw.circle(self.screen, color_p0, pos, 8)
# print white pawns on map
for i in range(len(self.var.w_live)):
pos = self.var.w_live[i][3]
if pos != (0,0):
pygame.draw.circle(self.screen, color_p1, pos, 8)
else:
# print black pawns on map
for i in range(len(self.var.b_live)):
pos = self.var.b_live[i][3]
if pos != (0,0):
pygame.draw.circle(self.screen, color_p0, pos, 8)
# print white pawns on map
for i in range(len(self.var.live)):
pos = self.var.w_live[i][3]
if pos != (0,0):
pygame.draw.circle(self.screen, color_p1, pos, 8)
# print short name on map
for i in range(len(self.var.live)):
pos = self.var.live[i][3]
if pos != (0,0):
pos = self.var.live[i][3]
s1 = self.var.live[i][1][0]
s2 = self.var.live[i][1][1:3]
sign = s1.upper() + s2
s = self.font.render(sign, True, white)
self.screen.blit(s, pos)
""""""""""""""""""""""""""" END MAP SCREEN """""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""" CONFRONTATION SCREEN """""""""""""""""""""
def confrontation_screen(self):
# stuff is printing on rozgrywka surface only,
# when user is ready after player's exchange
if self.var.ready or self.var.loaded:
self.still_stuff()
self.var.ready = False
# blit still stuff and rside on the screen
self.screen.blit(self.rozgrywka, (0,0))
# blit hightlighted next torur button if the mouse pointer
# is on it else blit next tour button
if self.var.mouse_on_tour_button:
self.screen.blit(self.tex.b_nowa_tura[1], (325,660))
else:
self.screen.blit(self.tex.b_nowa_tura[0], (325,660))
# if any picture was selected draw selection
if self.var.selected:
self.selection()
# if picture was selected or mouse pointer is on it blit information
if self.var.mouse_on_picture or self.var.selected:
if self.var.sel_black_char_no > -1:
self.screen.blit(self.tex.opisy_kart[0][self.var.sel_black_char_no], (450,525))
elif self.var.sel_white_char_no > -1:
self.screen.blit(self.tex.opisy_kart[1][self.var.sel_white_char_no], (450,525))
else:
self.screen.blit(self.tex.wskazowki[2], (450,525))
# if there is errors on error list print it!
if len(self.var.errors) > 0:
if 301 in self.var.errors:
self.screen.blit(self.err301, (145,535))
self.screen.blit(self.end, (145,560))
elif 302 in self.var.errors:
self.screen.blit(self.err302, (145,535))
elif 303 in self.var.errors:
nr = str(self.var.sel_char_id + 1)
self.screen.blit(self.err303, (145,535))
self.screen.blit(self.end, (145,560))
""""""""""""""""""""" END CONFRONTATION SCREEN """""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
## ##### TESTS #####
##
## # w = 180
## self.draw_rect(225,120) # mordor
## self.draw_rect(135,200) # dagorlad
## self.draw_rect(315,200) # gondor
## self.draw_rect(45,280) # mroczna puszcza
## self.draw_rect(225,280) # fangorn
## self.draw_rect(405,280) # rohan
## # w = 150
## self.draw_srect(5,360) # wysoka przelecz
## self.draw_srect(155,360) # gory mgliste
## self.draw_srect(305,360) # moria
## self.draw_srect(455,360) # wrota rohanu
## # w = 180
## self.draw_rect(405,440) # enedwaith
## self.draw_rect(225,440) # eregion
## self.draw_rect(45,440) # rhudaur
## self.draw_rect(315,520) # cardolan
## self.draw_rect(135,520) # arthedain
## self.draw_rect(225,600) # shire
##
## ### END TESTS ###
##
## def draw_rect(self, x, y):
## self.screen.blit(self.rectangle, (x, y))
## def draw_srect(self, x, y):
## self.screen.blit(self.srectangle, (x, y))
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""" PRINT STILL STUFF ON SURFACE """""""""""""""""""""
def still_stuff(self):
# draw rectlanges on top and bottom
pygame.draw.rect(self.rozgrywka, color_topbottom, Rect(0, 0,900,85))
pygame.draw.rect(self.rozgrywka, color_topbottom, Rect(0,715,900,85))
if self.var.mode == "MAP POSITIONING" or self.var.mode == "MAP GAMEPLAY":
if self.var.player == 0: # dark player mode
# blit background and map
self.rozgrywka.blit( self.tex.background_dark, (0,85) )
self.rozgrywka.blit( self.tex.map_dark, (0,85) )
# blit white characters thumbnails (at the top)
for i in range(9):
self.rozgrywka.blit( self.tex.miniatury[1][i], (5 + 10*i + 90*i, 5))
# blit black characters thumbnails (at the bottom)
for i in range(9):
self.rozgrywka.blit( self.tex.miniatury[0][i], (5 + 10*i + 90*i, 720))
# blit white rectangle on the thumbnails of dead white character (at the top)
for char in self.var.w_dead:
id = char[0]
self.rozgrywka.blit( self.white_rectangle, (5 + 10*id + 90*id, 5))
# blit white rectangle on the thumbnails of dead black character (at the bottom)
for char in self.var.b_dead:
id = char[0]
self.rozgrywka.blit( self.white_rectangle, (5 + 10*id + 90*id, 720))
else: # white player mode
# blit background and map
self.rozgrywka.blit( self.tex.background_white, (0,85) )
self.rozgrywka.blit( self.tex.map_white, (0,85) )
# blit black characters thumbnails (at the top)
for i in range(9):
self.rozgrywka.blit( self.tex.miniatury[0][i], (5 + 10*i + 90*i, 5))
# blit white characters thumbnails (at the bottom)
for i in range(9):
self.rozgrywka.blit( self.tex.miniatury[1][i], (5 + 10*i + 90*i, 720))
# blit white rectangle on the thumbnails of dead black character (at the top)
for char in self.var.b_dead:
id = char[0]
self.rozgrywka.blit( self.white_rectangle, (5 + 10*id + 90*id, 5))
# blit white rectangle on the thumbnails of dead white character (at the bottom)
for char in self.var.w_dead:
id = char[0]
self.rozgrywka.blit( self.white_rectangle, (5 + 10*id + 90*id, 720))
# print baner on right side
self.rozgrywka.blit(self.rside, (630,85))
else:
if self.var.player == 0: # dark player mode
# blit background
self.rozgrywka.blit( self.tex.background_fight, (0,85) )
# blit white cards thumbnails (at the top)
for i in range(9):
self.rozgrywka.blit( self.tex.miniatury[3][i], (5 + 10*i + 90*i, 5))
# blit black cards thumbnails (at the bottom)
for i in range(9):
self.rozgrywka.blit( self.tex.miniatury[2][i], (5 + 10*i + 90*i, 720))
# blit white rectangle on the thumbnails of wasted white cards (at the top)
for card in self.var.w_wasted_cards:
id = card[0]
self.rozgrywka.blit( self.white_rectangle, (5 + 10*id + 90*id, 5))
# blit white rectangle on the thumbnails of wasted black cards (at the bottom)
for card in self.var.b_wasted_cards:
id = card[0]
self.rozgrywka.blit( self.white_rectangle, (5 + 10*id + 90*id, 720))
else: # white player mode
# blit background
self.rozgrywka.blit( self.tex.background_fight, (0,85) )
# blit black cards thumbnails (at the top)
for i in range(9):
self.rozgrywka.blit( self.tex.miniatury[2][i], (5 + 10*i + 90*i, 5))
# blit white cards thumbnails (at the bottom)
for i in range(9):
self.rozgrywka.blit( self.tex.miniatury[3][i], (5 + 10*i + 90*i, 720))
# blit white rectangle on the thumbnails of wasted black cards s (at the top)
for card in self.var.b_wasted_cards:
id = card[0]
self.rozgrywka.blit( self.white_rectangle, (5 + 10*id + 90*id, 5))
# blit white rectangle on the thumbnails of wasted white cards (at the bottom)
for card in self.var.w_wasted_cards:
id = card[0]
self.rozgrywka.blit( self.white_rectangle, (5 + 10*id + 90*id, 720))
# print baner on top side
self.rozgrywka.blit(self.tside, (140,130))
self.rozgrywka.blit(self.tside, (510,130))
# print character wchih attack information
self.rozgrywka.blit(self.atakuje, (140,95))
no = self.var.who[-2][0]
player = int(self.var.who[-2][1][-1])
self.rozgrywka.blit(self.tex.opisy[player][no], (140,130))
# print character wchih defense information
self.rozgrywka.blit(self.broni, (510,95))
no = self.var.who[-1][0]
player = int(self.var.who[-1][1][-1])
self.rozgrywka.blit(self.tex.opisy[player][no], (510,130))
# print baner on bottom side
self.rozgrywka.blit(self.bside, (140,500))
self.rozgrywka.blit(self.info, (235,500))
self.rozgrywka.blit(self.tips, (550,500))
pygame.draw.rect(self.rozgrywka, (200,200,200), (449,515,2,120))
""""""""""""""""""""" END OF PRINT STILL THINGS """""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
def selection(self):
x_dark = 5 + 10* self.var.sel_black_char_no + 90 * self.var.sel_black_char_no
x_white = 5 + 10* self.var.sel_white_char_no + 90 * self.var.sel_white_char_no
if self.var.player == 0: # dark player mode
if self.var.sel_black_char_no > -1:
pygame.draw.circle(self.screen, white, (x_dark, 795), 4)
elif self.var.sel_white_char_no > -1:
pygame.draw.circle(self.screen, white, (x_white, 5), 4)
else: # white player mode
if self.var.sel_black_char_no > -1:
pygame.draw.circle(self.screen, white, (x_dark, 5), 4)
elif self.var.sel_white_char_no > -1:
pygame.draw.circle(self.screen, white, (x_white, 795), 4)
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
""""""""" THIS IS MAIN FUNCTION IN DRAWDISPLAY FUNCTION """""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
def things(self):
mode = self.var.mode
if mode == "MAIN MENU":
self.menu_screen()
elif mode == "GAME RULES":
self.rules_screen()
elif mode == "ABOUT":
self.about_screen()
elif mode == "TOUR MAP" or mode == "TOUR FIGHT":
self.tour_screen()
elif mode == "DARK VICTORY" or mode == "WHITE VICTORY" or mode == "DRAW":
self.victory_screen()
elif mode == "MAP POSITIONING" or mode == "MAP GAMEPLAY":
self.map_screen()
elif mode == "FIGHT":
self.confrontation_screen()
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""" END OF MAIN FUNCTION """""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""