all repos — Legends-RPG @ 107c8c01760c5aab0de838393c6aceca60c3b1dc

A fantasy mini-RPG built with Python and Pygame.

data/states/battle.py (view raw)

  1"""This is the state that handles battles against
  2monsters"""
  3
  4import random
  5import pygame as pg
  6from .. import tools, battlegui, observer
  7from .. components import person, attack
  8from .. import constants as c
  9
 10
 11
 12class Battle(tools._State):
 13    def __init__(self):
 14        super(Battle, self).__init__()
 15
 16    def startup(self, current_time, game_data):
 17        """Initialize state attributes"""
 18        self.current_time = current_time
 19        self.allow_input = False
 20        self.allow_info_box_change = False
 21        self.game_data = game_data
 22        self.background = self.make_background()
 23        self.enemy_group, self.enemy_pos_list = self.make_enemies()
 24        self.player = self.make_player()
 25        self.attack_animations = pg.sprite.Group()
 26        self.info_box = battlegui.InfoBox(game_data)
 27        self.arrow = battlegui.SelectArrow(self.enemy_pos_list,
 28                                           self.info_box)
 29        self.attacked_enemy = None
 30        self.attacking_enemy = None
 31        self.select_box = battlegui.SelectBox()
 32        self.state = c.SELECT_ACTION
 33        self.select_action_state_dict = self.make_selection_state_dict()
 34        self.name = 'battle'
 35        self.next = game_data['last state']
 36        self.observer = observer.Battle(self)
 37        self.player.observer = self.observer
 38
 39    def make_background(self):
 40        """Make the blue/black background"""
 41        background = pg.sprite.Sprite()
 42        surface = pg.Surface(c.SCREEN_SIZE).convert()
 43        surface.fill(c.BLACK_BLUE)
 44        background.image = surface
 45        background.rect = background.image.get_rect()
 46        background_group = pg.sprite.Group(background)
 47
 48        return background_group
 49
 50    def make_enemies(self):
 51        """Make the enemies for the battle. Return sprite group"""
 52        pos_list  = []
 53
 54        for column in range(3):
 55            for row in range(3):
 56                x = (column * 100) + 100
 57                y = (row * 100) + 100
 58                pos_list.append([x,y])
 59
 60        enemy_group = pg.sprite.Group()
 61
 62        for enemy in range(random.randint(1, 6)):
 63            enemy_group.add(person.Person('devil', 0, 0,
 64                                          'down', 'battle resting'))
 65
 66        for i, enemy in enumerate(enemy_group):
 67            enemy.rect.topleft = pos_list[i]
 68            enemy.image = pg.transform.scale2x(enemy.image)
 69
 70        return enemy_group, pos_list[0:len(enemy_group)]
 71
 72    def make_player(self):
 73        """Make the sprite for the player's character"""
 74        player = person.Player('left', 630, 220, 'battle resting', 1)
 75        player.image = pg.transform.scale2x(player.image)
 76
 77        return player
 78
 79    def make_selection_state_dict(self):
 80        """
 81        Make a dictionary of states with arrow coordinates as keys.
 82        """
 83        pos_list = self.arrow.make_select_action_pos_list()
 84        state_list = [c.SELECT_ENEMY, c.SELECT_ITEM, c.SELECT_MAGIC, c.RUN_AWAY]
 85        return dict(zip(pos_list, state_list))
 86
 87    def update(self, surface, keys, current_time):
 88        """Update the battle state"""
 89        self.check_input(keys)
 90        self.check_if_battle_won()
 91        self.enemy_group.update(current_time)
 92        self.player.update(keys, current_time)
 93        self.attack_animations.update()
 94        self.info_box.update()
 95        self.arrow.update(keys)
 96
 97        self.draw_battle(surface)
 98
 99    def check_input(self, keys):
100        """
101        Check user input to navigate GUI.
102        """
103        if self.allow_input:
104            if keys[pg.K_RETURN]:
105                self.notify(c.END_BATTLE)
106
107            elif keys[pg.K_SPACE]:
108                if self.state == c.SELECT_ACTION:
109                    self.state = self.select_action_state_dict[
110                        self.arrow.rect.topleft]
111                    self.notify(self.state)
112
113                elif self.state == c.SELECT_ENEMY:
114                    self.state = c.PLAYER_ATTACK
115                    self.notify(self.state)
116
117                elif self.state == c.PLAYER_ATTACK:
118                    self.state = c.ENEMY_DEAD
119                    self.info_box.state = c.ENEMY_DEAD
120
121                elif self.state == c.ENEMY_DEAD:
122                    self.state = c.SELECT_ACTION
123                    self.notify(self.state)
124
125                elif self.state == c.SELECT_ITEM:
126                    if self.arrow.index == (len(self.arrow.pos_list) - 1):
127                        self.state = c.SELECT_ACTION
128                        self.notify(self.state)
129
130            self.allow_input = False
131
132        if keys[pg.K_RETURN] == False and keys[pg.K_SPACE] == False:
133            self.allow_input = True
134
135    def check_if_battle_won(self):
136        """
137        Check if state is SELECT_ACTION and there are no enemies left.
138        """
139        if self.state == c.SELECT_ACTION:
140            if len(self.enemy_group) == 0:
141                self.notify(c.BATTLE_WON)
142
143    def notify(self, event):
144        """
145        Notify observer of event.
146        """
147        self.observer.on_notify(event)
148
149    def end_battle(self):
150        """
151        End battle and flip back to previous state.
152        """
153        self.game_data['last state'] = self.name
154        self.done = True
155
156    def attack_enemy(self):
157        enemy = self.player.attacked_enemy
158
159        if enemy:
160            enemy.kill()
161            posx = enemy.rect.x - 32
162            posy = enemy.rect.y - 64
163            fire_sprite = attack.Fire(posx, posy)
164            self.attack_animations.add(fire_sprite)
165            self.player.attacked_enemy = None
166
167    def draw_battle(self, surface):
168        """Draw all elements of battle state"""
169        self.background.draw(surface)
170        self.enemy_group.draw(surface)
171        self.attack_animations.draw(surface)
172        surface.blit(self.player.image, self.player.rect)
173        surface.blit(self.info_box.image, self.info_box.rect)
174        surface.blit(self.select_box.image, self.select_box.rect)
175        surface.blit(self.arrow.image, self.arrow.rect)
176
177