all repos — Legends-RPG @ 145b437cf4e619fc52e081dd3dba9935239867bf

A fantasy mini-RPG built with Python and Pygame.

data/observer.py (view raw)

  1"""
  2Module for all game observers.
  3"""
  4from . import constants as c
  5from .components import attackitems
  6from . import setup
  7
  8class Battle(object):
  9    """
 10    Observes events of battle and passes info to components.
 11    """
 12    def __init__(self, level):
 13        self.level = level
 14        self.info_box = level.info_box
 15        self.select_box = level.info_box
 16        self.arrow = level.arrow
 17        self.player = level.player
 18        self.enemies = level.enemy_group
 19        self.enemy_list = level.enemy_list
 20        self.enemy_index = level.enemy_index
 21        self.set_observer_for_enemies()
 22        self.event_dict = self.make_event_dict()
 23
 24    def set_observer_for_enemies(self):
 25        for enemy in self.enemies:
 26            enemy.observers.append(self)
 27
 28    def make_event_dict(self):
 29        """
 30        Make a dictionary of events the Observer can
 31        receive.
 32        """
 33        event_dict = {c.END_BATTLE: self.end_battle,
 34                      c.SELECT_ACTION: self.select_action,
 35                      c.SELECT_ITEM: self.select_item,
 36                      c.SELECT_ENEMY: self.select_enemy,
 37                      c.SELECT_MAGIC: self.select_magic,
 38                      c.ENEMY_ATTACK: self.enemy_attack,
 39                      c.SWITCH_ENEMY: self.switch_enemy,
 40                      c.PLAYER_ATTACK: self.player_attack,
 41                      c.ATTACK_ANIMATION: self.enemy_damaged,
 42                      c.RUN_AWAY: self.try_to_run_away,
 43                      c.FLEE: self.flee,
 44                      c.BATTLE_WON: self.battle_won,
 45                      c.ENEMY_ATTACK_DAMAGE: self.player_damaged,
 46                      c.DRINK_HEALING_POTION: self.drink_healing_potion,
 47                      c.DRINK_ETHER_POTION: self.drink_ether_potion,
 48                      c.CURE_SPELL: self.cure_spell,
 49                      c.FIRE_SPELL: self.fire_spell}
 50
 51        return event_dict
 52
 53    def on_notify(self, event):
 54        """
 55        Notify Observer of event.
 56        """
 57        if event in self.event_dict:
 58            self.event_dict[event]()
 59
 60    def end_battle(self):
 61        """
 62        End Battle and flip to previous state.
 63        """
 64        self.level.end_battle()
 65
 66    def select_action(self):
 67        """
 68        Set components to select action.
 69        """
 70        self.level.state = c.SELECT_ACTION
 71        self.arrow.index = 0
 72        self.arrow.state = c.SELECT_ACTION
 73        self.arrow.image = setup.GFX['smallarrow']
 74        self.info_box.state = c.SELECT_ACTION
 75
 76    def select_enemy(self):
 77        self.level.state = c.SELECT_ENEMY
 78        self.arrow.index = 0
 79        self.arrow.state = c.SELECT_ENEMY
 80
 81    def select_item(self):
 82        self.level.state = c.SELECT_ITEM
 83        self.info_box.state = c.SELECT_ITEM
 84        self.arrow.become_select_item_state()
 85
 86    def select_magic(self):
 87        self.level.state = c.SELECT_MAGIC
 88        self.info_box.state = c.SELECT_MAGIC
 89        self.arrow.become_select_magic_state()
 90
 91    def enemy_attack(self):
 92        enemy = self.level.enemy_list[self.level.enemy_index]
 93        enemy.enter_enemy_attack_state()
 94        self.info_box.state = c.ENEMY_ATTACK
 95
 96    def switch_enemy(self):
 97        """Switch which enemy is attacking player."""
 98        if self.level.enemy_index < len(self.level.enemy_list) - 1:
 99            self.level.enemy_index += 1
100            self.on_notify(c.ENEMY_ATTACK)
101
102    def player_damaged(self):
103        if self.enemy_index > len(self.enemy_list) - 1:
104            self.enemy_index = 0
105        enemy = self.enemy_list[self.enemy_index]
106        player_damage = enemy.calculate_hit()
107        self.level.damage_points.add(
108            attackitems.HealthPoints(player_damage,
109                                     self.player.rect.topright))
110        self.info_box.set_player_damage(player_damage)
111        self.info_box.state = c.DISPLAY_ENEMY_ATTACK_DAMAGE
112        self.level.state = c.DISPLAY_ENEMY_ATTACK_DAMAGE
113        self.level.set_timer_to_current_time()
114        self.level.player_damaged(player_damage)
115        if player_damage:
116            self.player.damaged = True
117            self.player.enter_knock_back_state()
118
119    def player_attack(self):
120        enemy_posx = self.arrow.rect.x + 60
121        enemy_posy = self.arrow.rect.y - 20
122        enemy_pos = (enemy_posx, enemy_posy)
123        enemy_to_attack = None
124
125        for enemy in self.enemies:
126            if enemy.rect.topleft == enemy_pos:
127                enemy_to_attack = enemy
128
129        self.player.enter_attack_state(enemy_to_attack)
130        self.arrow.become_invisible_surface()
131
132    def enemy_damaged(self):
133        """
134        Make an attack animation over attacked enemy.
135        """
136        enemy_damage = self.player.calculate_hit()
137        self.level.damage_points.add(
138            attackitems.HealthPoints(enemy_damage,
139                                     self.player.attacked_enemy.rect.topright))
140
141        self.info_box.set_enemy_damage(enemy_damage)
142        self.info_box.state = c.ENEMY_HIT
143
144        self.arrow.state = c.SELECT_ACTION
145        self.arrow.index = 0
146        self.level.attack_enemy(enemy_damage)
147        self.level.set_timer_to_current_time()
148        self.level.state = c.ENEMY_HIT
149
150
151    def try_to_run_away(self):
152        """
153        Sets a flag in the battle state indicating a desire to run.
154        Allows enemies to get one last hit in.
155        """
156        self.level.run_away = True
157        self.level.state = c.ENEMY_ATTACK
158        self.arrow.become_invisible_surface()
159        self.level.enemy_index = 0
160        self.on_notify(c.ENEMY_ATTACK)
161
162    def flee(self):
163        """
164        Actually run away after enemies get there chance to attack.
165        """
166        self.info_box.state = c.RUN_AWAY
167        self.level.set_timer_to_current_time()
168        self.arrow.become_invisible_surface()
169        self.player.state = c.RUN_AWAY
170
171
172    def battle_won(self):
173        self.info_box.state = c.BATTLE_WON
174        self.level.set_timer_to_current_time()
175        self.player.state = c.VICTORY_DANCE
176
177
178    def drink_healing_potion(self):
179        """
180        Give player a healing potion.
181        """
182        self.level.drink_healing_potion()
183
184    def drink_ether_potion(self):
185        """
186        Give player a ether potion.
187        """
188        self.level.drink_ether()
189
190    def cure_spell(self):
191        """
192        Cast cure spell on player.
193        """
194        self.level.cast_cure()
195
196
197    def fire_spell(self):
198        """
199        Cast fire spell on all enemies.
200        """
201        self.level.cast_fire_blast()
202
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208