data/menugui.py (view raw)
1# -*- coding: utf-8 -*-
2"""
3This class controls all the GUI for the player
4menu screen.
5"""
6import pygame as pg
7from . import setup
8from . import constants as c
9from . import tools
10
11
12class SmallArrow(pg.sprite.Sprite):
13 """Small arrow for menu"""
14 def __init__(self, info_box):
15 super(SmallArrow, self).__init__()
16 self.image = setup.GFX['smallarrow']
17 self.rect = self.image.get_rect()
18 self.state = 'selectmenu'
19 self.state_dict = self.make_state_dict()
20 self.slots = info_box.slots
21 self.pos_list = []
22
23
24 def make_state_dict(self):
25 """Make state dictionary"""
26 state_dict = {'selectmenu': self.navigate_select_menu,
27 'itemsubmenu': self.navigate_item_submenu}
28
29 return state_dict
30
31
32 def navigate_select_menu(self, pos_index):
33 """Nav the select menu"""
34 self.pos_list = self.make_select_menu_pos_list()
35 self.rect.topleft = self.pos_list[pos_index]
36
37
38 def navigate_item_submenu(self, pos_index):
39 """Nav the item submenu"""
40 self.pos_list = self.make_item_menu_pos_list()
41 self.rect.topleft = self.pos_list[pos_index]
42
43
44 def make_select_menu_pos_list(self):
45 """Make the list of possible arrow positions"""
46 pos_list = []
47
48 for i in range(4):
49 pos = (35, 356 + (i * 50))
50 pos_list.append(pos)
51
52 return pos_list
53
54
55 def make_item_menu_pos_list(self):
56 """Make the list of arrow positions in the item submenu"""
57 pos_list = [(300, 173),
58 (300, 223),
59 (300, 323),
60 (300, 373),
61 (300, 478),
62 (300, 528),
63 (535, 478),
64 (535, 528)]
65
66 return pos_list
67
68
69 def update(self, pos_index):
70 """Update arrow position"""
71 state_function = self.state_dict[self.state]
72 state_function(pos_index)
73
74
75 def draw(self, surface):
76 """Draw to surface"""
77 surface.blit(self.image, self.rect)
78
79
80
81class GoldBox(pg.sprite.Sprite):
82 def __init__(self, inventory):
83 self.inventory = inventory
84 self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
85 self.image, self.rect = self.make_image()
86
87 def make_image(self):
88 """Make the surface for the gold box"""
89 image = setup.GFX['goldbox2']
90 rect = image.get_rect(left=10, top=234)
91
92 surface = pg.Surface(rect.size)
93 surface.set_colorkey(c.BLACK)
94 surface.blit(image, (0, 0))
95
96 text = "Gold: " + str(self.inventory['GOLD']['quantity'])
97 text_render = self.font.render(text, True, c.NEAR_BLACK)
98 text_rect = text_render.get_rect(centerx=130,
99 centery=35)
100 surface.blit(text_render, text_rect)
101
102 return surface, rect
103
104
105 def update(self):
106 """Update gold"""
107 self.image, self.rect = self.make_image()
108
109
110 def draw(self, surface):
111 """Draw to surface"""
112 surface.blit(self.image, self.rect)
113
114
115
116class InfoBox(pg.sprite.Sprite):
117 def __init__(self, inventory, player_stats):
118 super(InfoBox, self).__init__()
119 self.inventory = inventory
120 self.player_stats = player_stats
121 self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
122 self.big_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 24)
123 self.title_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 28)
124 self.title_font.set_underline(True)
125 self.get_tile = tools.get_tile
126 self.sword = self.get_tile(48, 0, setup.GFX['shopsigns'], 16, 16, 2)
127 self.shield = self.get_tile(32, 0, setup.GFX['shopsigns'], 16, 16, 2)
128 self.potion = self.get_tile(16, 0, setup.GFX['shopsigns'], 16, 16, 2)
129 self.possible_potions = ['Healing Potion', 'ELIXIR', 'Ether Potion']
130 self.possible_armor = ['Wooden Shield', 'Chain Mail']
131 self.possible_weapons = ['Long Sword', 'Rapier']
132 self.possible_magic = ['Fire Blast', 'Cure']
133 self.quantity_items = ['Healing Potion', 'ELIXIR', 'Ether Potion']
134 self.slots = {}
135 self.state = 'stats'
136 self.state_dict = self.make_state_dict()
137 self.print_slots = True
138
139
140 def make_state_dict(self):
141 """Make the dictionary of state methods"""
142 state_dict = {'stats': self.show_player_stats,
143 'items': self.show_items,
144 'magic': self.show_magic}
145
146 return state_dict
147
148
149 def show_player_stats(self):
150 """Show the player's main stats"""
151 title = 'STATS'
152 stat_list = ['Level', 'health',
153 'magic points', 'experience to next level']
154 surface, rect = self.make_blank_info_box(title)
155
156 for i, stat in enumerate(stat_list):
157 if stat == 'health' or stat == 'magic points':
158 text = "{}{}: {} / {}".format(stat[0].upper(),
159 stat[1:],
160 str(self.player_stats[stat]['current']),
161 str(self.player_stats[stat]['maximum']))
162 elif stat == 'experience to next level':
163 text = "{}{}: {}".format(stat[0].upper(),
164 stat[1:],
165 self.player_stats[stat])
166 else:
167 text = "{}: {}".format(stat, str(self.player_stats[stat]))
168 text_image = self.font.render(text, True, c.NEAR_BLACK)
169 text_rect = text_image.get_rect(x=50, y=80+(i*50))
170 surface.blit(text_image, text_rect)
171
172 self.image = surface
173 self.rect = rect
174
175
176 def show_items(self):
177 """Show list of items the player has"""
178 title = 'ITEMS'
179 potions = ['POTIONS']
180 weapons = ['WEAPONS']
181 armor = ['ARMOR']
182 for i, item in enumerate(self.inventory):
183 if item in self.possible_weapons:
184 weapons.append(item)
185 elif item in self.possible_armor:
186 armor.append(item)
187 elif item in self.possible_potions:
188 potions.append(item)
189
190 self.slots = {}
191 self.assign_slots(weapons, 85)
192 self.assign_slots(armor, 235)
193 self.assign_slots(potions, 390)
194
195 surface, rect = self.make_blank_info_box(title)
196
197 self.blit_item_lists(surface)
198
199 self.sword['rect'].topleft = 40, 80
200 self.shield['rect'].topleft = 40, 230
201 self.potion['rect'].topleft = 40, 385
202 surface.blit(self.sword['surface'], self.sword['rect'])
203 surface.blit(self.shield['surface'], self.shield['rect'])
204 surface.blit(self.potion['surface'], self.potion['rect'])
205
206 self.image = surface
207 self.rect = rect
208
209
210 def assign_slots(self, item_list, starty):
211 """Assign each item to a slot in the menu"""
212 if len(item_list) > 3:
213 for i, item in enumerate(item_list[:3]):
214 posx = 80
215 posy = starty + (i * 50)
216 self.slots[(posx, posy)] = item
217 for i, item in enumerate(item_list[3:]):
218 posx = 315
219 posy = (starty + 50) + (i * 5)
220 self.slots[(posx, posy)] = item
221 else:
222 for i, item in enumerate(item_list):
223 posx = 80
224 posy = starty + (i * 50)
225 self.slots[(posx, posy)] = item
226
227
228 def blit_item_lists(self, surface):
229 """Blit item list to info box surface"""
230 for coord in self.slots:
231 item = self.slots[coord]
232 if item in self.inventory:
233 text = "{}: {}".format(self.slots[coord],
234 self.inventory[item]['quantity'])
235 else:
236 text = "{}".format(self.slots[coord])
237 text_image = self.font.render(text, True, c.NEAR_BLACK)
238 text_rect = text_image.get_rect(topleft=coord)
239 surface.blit(text_image, text_rect)
240
241
242
243 def show_magic(self):
244 """Show list of magic spells the player knows"""
245 title = 'MAGIC'
246 item_list = []
247 for item in self.inventory:
248 if item in self.possible_magic:
249 item_list.append(item)
250 item_list = sorted(item_list)
251
252 surface, rect = self.make_blank_info_box(title)
253
254 for i, item in enumerate(item_list):
255 text_image = self.font.render(item, True, c.NEAR_BLACK)
256 text_rect = text_image.get_rect(x=50, y=80+(i*50))
257 surface.blit(text_image, text_rect)
258
259 self.image = surface
260 self.rect = rect
261
262
263 def make_blank_info_box(self, title):
264 """Make an info box with title, otherwise blank"""
265 image = setup.GFX['playerstatsbox']
266 rect = image.get_rect(left=285, top=35)
267 centerx = rect.width / 2
268
269 surface = pg.Surface(rect.size)
270 surface.set_colorkey(c.BLACK)
271 surface.blit(image, (0,0))
272
273 title_image = self.title_font.render(title, True, c.NEAR_BLACK)
274 title_rect = title_image.get_rect(centerx=centerx, y=30)
275 surface.blit(title_image, title_rect)
276
277 return surface, rect
278
279
280 def update(self):
281 state_function = self.state_dict[self.state]
282 state_function()
283
284
285 def draw(self, surface):
286 """Draw to surface"""
287 surface.blit(self.image, self.rect)
288
289
290class SelectionBox(pg.sprite.Sprite):
291 def __init__(self):
292 self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
293 self.image, self.rect = self.make_image()
294
295
296 def make_image(self):
297 choices = ['Stats', 'Items', 'Magic', 'Exit']
298 image = setup.GFX['selectionbox']
299 rect = image.get_rect(left=10, top=330)
300
301 surface = pg.Surface(rect.size)
302 surface.set_colorkey(c.BLACK)
303 surface.blit(image, (0, 0))
304
305 for i, choice in enumerate(choices):
306 choice_image = self.font.render(choice, True, c.NEAR_BLACK)
307 choice_rect = choice_image.get_rect(x=100, y=(25 + (i * 50)))
308 surface.blit(choice_image, choice_rect)
309
310 return surface, rect
311
312
313 def draw(self, surface):
314 """Draw to surface"""
315 surface.blit(self.image, self.rect)
316
317
318
319
320class MenuGui(object):
321 def __init__(self, level, inventory, stats):
322 self.level = level
323 self.game_data = self.level.game_data
324 self.inventory = inventory
325 self.stats = stats
326 self.info_box = InfoBox(inventory, stats)
327 self.gold_box = GoldBox(inventory)
328 self.selection_box = SelectionBox()
329 self.arrow = SmallArrow(self.info_box)
330 self.arrow_index = 0
331 self.allow_input = False
332 self.state = 'stats'
333
334
335 def check_for_input(self, keys):
336 """Check for input"""
337 if self.allow_input:
338 if keys[pg.K_DOWN]:
339 if self.arrow_index < len(self.arrow.pos_list) - 1:
340 self.arrow_index += 1
341 self.allow_input = False
342 elif keys[pg.K_UP]:
343 if self.arrow_index > 0:
344 self.arrow_index -= 1
345 self.allow_input = False
346 elif keys[pg.K_RIGHT]:
347 if self.info_box.state == 'items':
348 if not self.arrow.state == 'itemsubmenu':
349 self.arrow_index = 0
350 self.arrow.state = 'itemsubmenu'
351
352 elif keys[pg.K_LEFT]:
353 self.arrow.state = 'selectmenu'
354 self.arrow_index = 0
355 elif keys[pg.K_SPACE]:
356 if self.arrow.state == 'selectmenu':
357 if self.arrow_index == 0:
358 self.info_box.state = 'stats'
359
360 elif self.arrow_index == 1:
361 self.info_box.state = 'items'
362
363 elif self.arrow_index == 2:
364 self.info_box.state = 'magic'
365
366 elif self.arrow_index == 3:
367 self.level.state = 'normal'
368 self.arrow_index = 0
369 self.info_box.state = 'stats'
370 elif self.arrow.state == 'itemsubmenu':
371 self.select_item()
372
373 self.allow_input = False
374 elif keys[pg.K_RETURN]:
375 self.level.state = 'normal'
376 self.info_box.state = 'stats'
377 self.allow_input = False
378 self.arrow_index = 0
379 self.arrow.state = 'selectmenu'
380
381 if (not keys[pg.K_DOWN]
382 and not keys[pg.K_UP]
383 and not keys[pg.K_RETURN]
384 and not keys[pg.K_SPACE]):
385 self.allow_input = True
386
387 def select_item(self):
388 """
389 Select item from item menu.
390 """
391 health = self.game_data['player stats']['health']
392 posx = self.arrow.rect.x - 220
393 posy = self.arrow.rect.y - 38
394
395 if (posx, posy) in self.info_box.slots:
396 if self.info_box.slots[(posx, posy)][:7] == 'Healing':
397 potion = 'Healing Potion'
398 stat = self.game_data['player stats']['health']
399 value = 30
400 self.drink_potion(potion, stat, value)
401 elif self.info_box.slots[(posx, posy)][:5] == 'Ether':
402 potion = 'Ether Potion'
403 stat = self.game_data['player stats']['magic points']
404 value = 30
405 self.drink_potion(potion, stat, value)
406
407 def drink_potion(self, potion, stat, value):
408 """
409 Drink potion and change player stats.
410 """
411 self.inventory[potion]['quantity'] -= 1
412 stat['current'] += value
413 if stat['current'] > stat['maximum']:
414 stat['current'] = stat['maximum']
415 if not self.inventory[potion]['quantity']:
416 del self.inventory[potion]
417
418 def update(self, keys):
419 self.info_box.update()
420 self.gold_box.update()
421 self.arrow.update(self.arrow_index)
422 self.check_for_input(keys)
423
424
425 def draw(self, surface):
426 self.gold_box.draw(surface)
427 self.info_box.draw(surface)
428 self.selection_box.draw(surface)
429 self.arrow.draw(surface)