all repos — Legends-RPG @ 143e33398571ea292900a7201095b1086c6d8a47

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, attackitems
  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.enemy_list = self.make_enemies()
 24        self.enemy_index = 0
 25        self.player = self.make_player()
 26        self.attack_animations = pg.sprite.Group()
 27        self.info_box = battlegui.InfoBox(game_data)
 28        self.arrow = battlegui.SelectArrow(self.enemy_pos_list,
 29                                           self.info_box)
 30        self.select_box = battlegui.SelectBox()
 31        self.player_health = battlegui.PlayerHealth(self.select_box.rect,
 32                                                    self.game_data)
 33        self.sword = attackitems.Sword(self.player)
 34        self.attacked_enemy = None
 35        self.attacking_enemy = None
 36        self.state = c.SELECT_ACTION
 37        self.select_action_state_dict = self.make_selection_state_dict()
 38        self.name = 'battle'
 39        self.next = game_data['last state']
 40        self.observers = [observer.Battle(self)]
 41        self.player.observers.extend(self.observers)
 42
 43    def make_background(self):
 44        """Make the blue/black background"""
 45        background = pg.sprite.Sprite()
 46        surface = pg.Surface(c.SCREEN_SIZE).convert()
 47        surface.fill(c.BLACK_BLUE)
 48        background.image = surface
 49        background.rect = background.image.get_rect()
 50        background_group = pg.sprite.Group(background)
 51
 52        return background_group
 53
 54    def make_enemies(self):
 55        """Make the enemies for the battle. Return sprite group"""
 56        pos_list  = []
 57
 58        for column in range(3):
 59            for row in range(3):
 60                x = (column * 100) + 100
 61                y = (row * 100) + 100
 62                pos_list.append([x,y])
 63
 64        enemy_group = pg.sprite.Group()
 65
 66        for enemy in range(random.randint(1, 6)):
 67            enemy_group.add(person.Person('devil', 0, 0,
 68                                          'down', 'battle resting'))
 69
 70        for i, enemy in enumerate(enemy_group):
 71            enemy.rect.topleft = pos_list[i]
 72            enemy.image = pg.transform.scale2x(enemy.image)
 73            enemy.index = i
 74
 75        enemy_list = [enemy for enemy in enemy_group]
 76
 77        return enemy_group, pos_list[0:len(enemy_group)], enemy_list
 78
 79    def make_player(self):
 80        """Make the sprite for the player's character"""
 81        player = person.Player('left', 630, 220, 'battle resting', 1)
 82        player.image = pg.transform.scale2x(player.image)
 83
 84        return player
 85
 86    def make_selection_state_dict(self):
 87        """
 88        Make a dictionary of states with arrow coordinates as keys.
 89        """
 90        pos_list = self.arrow.make_select_action_pos_list()
 91        state_list = [c.SELECT_ENEMY, c.SELECT_ITEM, c.SELECT_MAGIC, c.RUN_AWAY]
 92        return dict(zip(pos_list, state_list))
 93
 94    def update(self, surface, keys, current_time):
 95        """Update the battle state"""
 96        self.check_input(keys)
 97        self.check_if_battle_won()
 98        self.enemy_group.update(current_time)
 99        self.player.update(keys, current_time)
100        self.attack_animations.update()
101        self.info_box.update()
102        self.arrow.update(keys)
103
104        self.draw_battle(surface)
105
106    def check_input(self, keys):
107        """
108        Check user input to navigate GUI.
109        """
110        if self.allow_input:
111            if keys[pg.K_RETURN]:
112                self.notify(c.END_BATTLE)
113
114            elif keys[pg.K_SPACE]:
115                if self.state == c.SELECT_ACTION:
116                    self.state = self.select_action_state_dict[
117                        self.arrow.rect.topleft]
118                    self.notify(self.state)
119
120                elif self.state == c.SELECT_ENEMY:
121                    self.state = c.PLAYER_ATTACK
122                    self.notify(self.state)
123
124                elif self.state == c.PLAYER_ATTACK:
125                    self.state = c.ENEMY_DEAD
126                    self.info_box.state = c.ENEMY_DEAD
127
128                elif self.state == c.ENEMY_DEAD:
129                    if len(self.enemy_list):
130                        self.state = c.ENEMY_ATTACK
131                    else:
132                        self.state = c.BATTLE_WON
133                    self.notify(self.state)
134
135                elif self.state == c.SELECT_ITEM or self.state == c.SELECT_MAGIC:
136                    if self.arrow.index == (len(self.arrow.pos_list) - 1):
137                        self.state = c.SELECT_ACTION
138                        self.notify(self.state)
139
140            self.allow_input = False
141
142        if keys[pg.K_RETURN] == False and keys[pg.K_SPACE] == False:
143            self.allow_input = True
144
145    def check_if_battle_won(self):
146        """
147        Check if state is SELECT_ACTION and there are no enemies left.
148        """
149        if self.state == c.SELECT_ACTION:
150            if len(self.enemy_group) == 0:
151                self.notify(c.BATTLE_WON)
152
153    def notify(self, event):
154        """
155        Notify observer of event.
156        """
157        for observer in self.observers:
158            observer.on_notify(event)
159
160    def end_battle(self):
161        """
162        End battle and flip back to previous state.
163        """
164        self.game_data['last state'] = self.name
165        self.done = True
166
167    def attack_enemy(self):
168        enemy = self.player.attacked_enemy
169        self.set_enemy_indices()
170
171        if enemy:
172            enemy.kill()
173            self.enemy_list.pop(enemy.index)
174            self.enemy_index = 0
175            posx = enemy.rect.x - 32
176            posy = enemy.rect.y - 64
177            fire_sprite = attack.Fire(posx, posy)
178            self.attack_animations.add(fire_sprite)
179            self.player.attacked_enemy = None
180
181    def set_enemy_indices(self):
182        for i, enemy in enumerate(self.enemy_list):
183            enemy.index = i
184
185
186    def draw_battle(self, surface):
187        """Draw all elements of battle state"""
188        self.background.draw(surface)
189        self.enemy_group.draw(surface)
190        self.attack_animations.draw(surface)
191        surface.blit(self.player.image, self.player.rect)
192        surface.blit(self.info_box.image, self.info_box.rect)
193        surface.blit(self.select_box.image, self.select_box.rect)
194        surface.blit(self.arrow.image, self.arrow.rect)
195        self.player_health.draw(surface)
196        self.sword.draw(surface)
197
198