all repos — Legends-RPG @ 2ded5c74f1c07582e76cc562f5d3027c49637745

A fantasy mini-RPG built with Python and Pygame.

data/menugui.py (view raw)

  1# -*- coding: utf-8 -*-
  2
  3"""
  4This class controls all the GUI for the player
  5menu screen.
  6"""
  7import sys
  8import pygame as pg
  9from . import setup, observer
 10from . import constants as c
 11from . import tools
 12
 13#Python 2/3 compatibility.
 14if sys.version_info[0] == 2:
 15    range = xrange
 16
 17class SmallArrow(pg.sprite.Sprite):
 18    """Small arrow for menu"""
 19    def __init__(self, info_box):
 20        super(SmallArrow, self).__init__()
 21        self.image = setup.GFX['smallarrow']
 22        self.rect = self.image.get_rect()
 23        self.state = 'selectmenu'
 24        self.state_dict = self.make_state_dict()
 25        self.slots = info_box.slots
 26        self.pos_list = []
 27
 28    def make_state_dict(self):
 29        """Make state dictionary"""
 30        state_dict = {'selectmenu': self.navigate_select_menu,
 31                      'itemsubmenu': self.navigate_item_submenu,
 32                      'magicsubmenu': self.navigate_magic_submenu}
 33
 34        return state_dict
 35
 36    def navigate_select_menu(self, pos_index):
 37        """Nav the select menu"""
 38        self.pos_list = self.make_select_menu_pos_list()
 39        self.rect.topleft = self.pos_list[pos_index]
 40
 41    def navigate_item_submenu(self, pos_index):
 42        """Nav the item submenu"""
 43        self.pos_list = self.make_item_menu_pos_list()
 44        self.rect.topleft = self.pos_list[pos_index]
 45
 46    def navigate_magic_submenu(self, pos_index):
 47        """Nav the magic submenu"""
 48        self.pos_list = self.make_magic_menu_pos_list()
 49        self.rect.topleft = self.pos_list[pos_index]
 50
 51    def make_magic_menu_pos_list(self):
 52        """
 53        Make the list of possible arrow positions for magic submenu.
 54        """
 55        pos_list = [(310, 119),
 56                    (310, 169)]
 57
 58        return pos_list
 59
 60    def make_select_menu_pos_list(self):
 61        """Make the list of possible arrow positions"""
 62        pos_list = []
 63
 64        for i in range(3):
 65            pos = (35, 443 + (i * 45))
 66            pos_list.append(pos)
 67
 68        return pos_list
 69
 70    def make_item_menu_pos_list(self):
 71        """Make the list of arrow positions in the item submenu"""
 72        pos_list = [(300, 173),
 73                    (300, 223),
 74                    (300, 323),
 75                    (300, 373),
 76                    (300, 478),
 77                    (300, 528),
 78                    (535, 478),
 79                    (535, 528)]
 80
 81        return pos_list
 82
 83    def update(self, pos_index):
 84        """Update arrow position"""
 85        state_function = self.state_dict[self.state]
 86        state_function(pos_index)
 87
 88    def draw(self, surface):
 89        """Draw to surface"""
 90        surface.blit(self.image, self.rect)
 91
 92
 93class QuickStats(pg.sprite.Sprite):
 94    def __init__(self, game_data):
 95        self.inventory = game_data['player inventory']
 96        self.game_data = game_data
 97        self.health = game_data['player stats']['health']
 98        self.stats = self.game_data['player stats']
 99        self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
100        self.small_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 18)
101        self.image, self.rect = self.make_image()
102
103    def make_image(self):
104        """
105        Make the surface for the gold box.
106        """
107        stat_list = ['GOLD', 'health', 'magic'] 
108        magic_health_list  = ['health', 'magic']
109        image = setup.GFX['goldbox']
110        rect = image.get_rect(left=10, top=244)
111
112        surface = pg.Surface(rect.size)
113        surface.set_colorkey(c.BLACK)
114        surface.blit(image, (0, 0))
115
116        for i, stat in enumerate(stat_list):
117            first_letter = stat[0].upper()
118            rest_of_letters = stat[1:]
119            if stat in magic_health_list:
120                current = self.stats[stat]['current']
121                max = self.stats[stat]['maximum']
122                text = "{}{}: {}/{}".format(first_letter, rest_of_letters, current, max)
123            elif stat == 'GOLD':
124                text = "Gold: {}".format(self.inventory[stat]['quantity'])
125            render = self.small_font.render(text, True, c.NEAR_BLACK)
126            x = 26
127            y = 45 + (i*30)
128            text_rect = render.get_rect(x=x,
129                                        centery=y)
130            surface.blit(render, text_rect)
131        
132        return surface, rect
133
134    def update(self):
135        """
136        Update gold.
137        """
138        self.image, self.rect = self.make_image()
139
140    def draw(self, surface):
141        """
142        Draw to surface.
143        """
144        surface.blit(self.image, self.rect)
145
146
147class InfoBox(pg.sprite.Sprite):
148    def __init__(self, inventory, player_stats):
149        super(InfoBox, self).__init__()
150        self.inventory = inventory
151        self.player_stats = player_stats
152        self.attack_power = self.get_attack_power()
153        self.defense_power = self.get_defense_power()
154        self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
155        self.big_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 24)
156        self.title_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 28)
157        self.title_font.set_underline(True)
158        self.get_tile = tools.get_tile
159        self.sword = self.get_tile(48, 0, setup.GFX['shopsigns'], 16, 16, 2)
160        self.shield = self.get_tile(32, 0, setup.GFX['shopsigns'], 16, 16, 2)
161        self.potion = self.get_tile(16, 0, setup.GFX['shopsigns'], 16, 16, 2)
162        self.possible_potions = ['Healing Potion', 'ELIXIR', 'Ether Potion']
163        self.possible_armor = ['Wooden Shield', 'Chain Mail']
164        self.possible_weapons = ['Long Sword', 'Rapier']
165        self.possible_magic = ['Fire Blast', 'Cure']
166        self.quantity_items = ['Healing Potion', 'ELIXIR', 'Ether Potion']
167        self.slots = {}
168        self.state = 'stats'
169        self.state_dict = self.make_state_dict()
170        self.print_slots = True
171
172    def get_attack_power(self):
173        """
174        Calculate the current attack power based on equipped weapons.
175        """
176        weapon = self.inventory['equipped weapon']
177        weapon_power = self.inventory[weapon]['power']
178        return weapon_power + (self.player_stats['Level'] * 5)        
179
180    def get_defense_power(self):
181        """
182        Calculate the current defense power based on equipped weapons.
183        """
184        defense_power = 0
185        for armor in self.inventory['equipped armor']:
186            defense_power += self.inventory[armor]['power']
187
188        return defense_power
189
190    def make_state_dict(self):
191        """Make the dictionary of state methods"""
192        state_dict = {'stats': self.show_player_stats,
193                      'items': self.show_items,
194                      'magic': self.show_magic}
195
196        return state_dict
197
198
199    def show_player_stats(self):
200        """Show the player's main stats"""
201        title = 'STATS'
202        stat_list = ['Level', 'experience to next level',
203                     'health', 'magic', 'Attack Power', 
204                     'Defense Power', 'gold']
205        attack_power = 5
206        surface, rect = self.make_blank_info_box(title)
207
208        for i, stat in enumerate(stat_list):
209            if stat == 'health' or stat == 'magic':
210                text = "{}{}: {} / {}".format(stat[0].upper(),
211                                              stat[1:],
212                                              str(self.player_stats[stat]['current']),
213                                              str(self.player_stats[stat]['maximum']))
214            elif stat == 'experience to next level':
215                text = "{}{}: {}".format(stat[0].upper(),
216                                         stat[1:],
217                                         self.player_stats[stat])
218            elif stat == 'Attack Power':
219				text = "{}: {}".format(stat, self.get_attack_power()) 
220            elif stat == 'Defense Power':
221                text = "{}: {}".format(stat, self.get_defense_power())
222            elif stat == 'gold':
223                text = "Gold: {}".format(self.inventory['GOLD']['quantity'])
224            else:
225                text = "{}: {}".format(stat, str(self.player_stats[stat]))
226            text_image = self.font.render(text, True, c.NEAR_BLACK)
227            text_rect = text_image.get_rect(x=50, y=80+(i*50))
228            surface.blit(text_image, text_rect)
229
230        self.image = surface
231        self.rect = rect
232
233
234    def show_items(self):
235        """Show list of items the player has"""
236        title = 'ITEMS'
237        potions = ['POTIONS']
238        weapons = ['WEAPONS']
239        armor = ['ARMOR']
240        for i, item in enumerate(self.inventory):
241            if item in self.possible_weapons:
242                if item == self.inventory['equipped weapon']:
243                    item += " (E)"
244                weapons.append(item)
245            elif item in self.possible_armor:
246                if item in self.inventory['equipped armor']:
247                    item += " (E)"
248                armor.append(item)
249            elif item in self.possible_potions:
250                potions.append(item)
251
252        self.slots = {}
253        self.assign_slots(weapons, 85)
254        self.assign_slots(armor, 235)
255        self.assign_slots(potions, 390)
256
257        surface, rect = self.make_blank_info_box(title)
258
259        self.blit_item_lists(surface)
260
261        self.sword['rect'].topleft = 40, 80
262        self.shield['rect'].topleft = 40, 230
263        self.potion['rect'].topleft = 40, 385
264        surface.blit(self.sword['surface'], self.sword['rect'])
265        surface.blit(self.shield['surface'], self.shield['rect'])
266        surface.blit(self.potion['surface'], self.potion['rect'])
267
268        self.image = surface
269        self.rect = rect
270
271
272    def assign_slots(self, item_list, starty, weapon_or_armor=False):
273        """Assign each item to a slot in the menu"""
274        if len(item_list) > 3:
275            for i, item in enumerate(item_list[:3]):
276                posx = 80
277                posy = starty + (i * 50)
278                self.slots[(posx, posy)] = item
279            for i, item in enumerate(item_list[3:]):
280                posx = 315
281                posy = (starty + 50) + (i * 5)
282                self.slots[(posx, posy)] = item
283        else:
284            for i, item in enumerate(item_list):
285                posx = 80
286                posy = starty + (i * 50)
287                self.slots[(posx, posy)] = item
288
289    def assign_magic_slots(self, magic_list, starty):
290        """
291        Assign each magic spell to a slot in the menu.
292        """
293        for i, spell in enumerate(magic_list):
294            posx = 120
295            posy = starty + (i * 50)
296            self.slots[(posx, posy)] = spell
297
298    def blit_item_lists(self, surface):
299        """Blit item list to info box surface"""
300        for coord in self.slots:
301            item = self.slots[coord]
302
303            if item in self.possible_potions:
304                text = "{}: {}".format(self.slots[coord],
305                                       self.inventory[item]['quantity'])
306            else:
307                text = "{}".format(self.slots[coord])
308            text_image = self.font.render(text, True, c.NEAR_BLACK)
309            text_rect = text_image.get_rect(topleft=coord)
310            surface.blit(text_image, text_rect)
311
312    def show_magic(self):
313        """Show list of magic spells the player knows"""
314        title = 'MAGIC'
315        item_list = []
316        for item in self.inventory:
317            if item in self.possible_magic:
318                item_list.append(item)
319                item_list = sorted(item_list)
320
321        self.slots = {}
322        self.assign_magic_slots(item_list, 80)
323
324        surface, rect = self.make_blank_info_box(title)
325
326        for i, item in enumerate(item_list):
327            text_image = self.font.render(item, True, c.NEAR_BLACK)
328            text_rect = text_image.get_rect(x=100, y=80+(i*50))
329            surface.blit(text_image, text_rect)
330
331        self.image = surface
332        self.rect = rect
333
334
335    def make_blank_info_box(self, title):
336        """Make an info box with title, otherwise blank"""
337        image = setup.GFX['playerstatsbox']
338        rect = image.get_rect(left=285, top=35)
339        centerx = rect.width / 2
340
341        surface = pg.Surface(rect.size)
342        surface.set_colorkey(c.BLACK)
343        surface.blit(image, (0,0))
344
345        title_image = self.title_font.render(title, True, c.NEAR_BLACK)
346        title_rect = title_image.get_rect(centerx=centerx, y=30)
347        surface.blit(title_image, title_rect)
348
349        return surface, rect
350
351
352    def update(self):
353        state_function = self.state_dict[self.state]
354        state_function()
355
356
357    def draw(self, surface):
358        """Draw to surface"""
359        surface.blit(self.image, self.rect)
360
361
362class SelectionBox(pg.sprite.Sprite):
363    def __init__(self):
364        self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
365        self.image, self.rect = self.make_image()
366
367    def make_image(self):
368        choices = ['Stats', 'Items', 'Magic']
369        image = setup.GFX['goldbox']
370        rect = image.get_rect(left=10, top=425)
371
372        surface = pg.Surface(rect.size)
373        surface.set_colorkey(c.BLACK)
374        surface.blit(image, (0, 0))
375
376        for i, choice in enumerate(choices):
377            choice_image = self.font.render(choice, True, c.NEAR_BLACK)
378            choice_rect = choice_image.get_rect(x=100, y=(15 + (i * 45)))
379            surface.blit(choice_image, choice_rect)
380
381        return surface, rect
382
383    def draw(self, surface):
384        """Draw to surface"""
385        surface.blit(self.image, self.rect)
386
387
388class MenuGui(object):
389    def __init__(self, level, inventory, stats):
390        self.level = level
391        self.game_data = self.level.game_data
392        self.sfx_observer = observer.SoundEffects()
393        self.observers = [self.sfx_observer]
394        self.inventory = inventory
395        self.stats = stats
396        self.info_box = InfoBox(inventory, stats)
397        self.gold_box = QuickStats(self.game_data)
398        self.selection_box = SelectionBox()
399        self.arrow = SmallArrow(self.info_box)
400        self.arrow_index = 0
401        self.allow_input = False
402
403
404
405    def check_for_input(self, keys):
406        """Check for input"""
407        if self.allow_input:
408            if keys[pg.K_DOWN]:
409                if self.arrow_index < len(self.arrow.pos_list) - 1:
410                    self.notify(c.CLICK)
411                    self.arrow_index += 1
412                    self.allow_input = False
413            elif keys[pg.K_UP]:
414                if self.arrow_index > 0:
415                    self.notify(c.CLICK)
416                    self.arrow_index -= 1
417                    self.allow_input = False
418            elif keys[pg.K_RIGHT]:
419                if self.info_box.state == 'items':
420                    if not self.arrow.state == 'itemsubmenu':
421                        self.notify(c.CLICK)
422                        self.arrow_index = 0
423                    self.arrow.state = 'itemsubmenu'
424                elif self.info_box.state == 'magic':
425                    if not self.arrow.state == 'magicsubmenu':
426                        self.notify(c.CLICK)
427                        self.arrow_index = 0
428                    self.arrow.state = 'magicsubmenu'
429                self.allow_input = False
430
431            elif keys[pg.K_LEFT]:
432                self.notify(c.CLICK)
433                self.arrow.state = 'selectmenu'
434                self.arrow_index = 0
435                self.allow_input = False
436            elif keys[pg.K_SPACE]:
437                self.notify(c.CLICK2)
438                if self.arrow.state == 'selectmenu':
439                    if self.arrow_index == 0:
440                        self.info_box.state = 'stats'
441                    elif self.arrow_index == 1:
442                        self.info_box.state = 'items'
443                    elif self.arrow_index == 2:
444                        self.info_box.state = 'magic'
445                elif self.arrow.state == 'itemsubmenu':
446                    self.select_item()
447                elif self.arrow.state == 'magicsubmenu':
448                    self.select_magic()
449
450                self.allow_input = False
451            elif keys[pg.K_RETURN]:
452                self.level.state = 'normal'
453                self.info_box.state = 'stats'
454                self.allow_input = False
455                self.arrow_index = 0
456                self.arrow.state = 'selectmenu'
457
458        if (not keys[pg.K_DOWN]
459                and not keys[pg.K_UP]
460                and not keys[pg.K_RETURN]
461                and not keys[pg.K_SPACE]
462                and not keys[pg.K_RIGHT]
463                and not keys[pg.K_LEFT]):
464            self.allow_input = True
465
466    def notify(self, event):
467        """
468        Notify all observers of event.
469        """
470        for observer in self.observers:
471            observer.on_notify(event)
472
473    def select_item(self):
474        """
475        Select item from item menu.
476        """
477        health = self.game_data['player stats']['health']
478        posx = self.arrow.rect.x - 220
479        posy = self.arrow.rect.y - 38
480
481        if (posx, posy) in self.info_box.slots:
482            if self.info_box.slots[(posx, posy)][:7] == 'Healing':
483                potion = 'Healing Potion'
484                value = 30
485                self.drink_potion(potion, health, value)
486            elif self.info_box.slots[(posx, posy)][:5] == 'Ether':
487                potion = 'Ether Potion'
488                stat = self.game_data['player stats']['magic']
489                value = 30
490                self.drink_potion(potion, stat, value)
491            elif self.info_box.slots[(posx, posy)][:10] == 'Long Sword':
492                self.inventory['equipped weapon'] = 'Long Sword'
493            elif self.info_box.slots[(posx, posy)][:6] == 'Rapier':
494                self.inventory['equipped weapon'] = 'Rapier'
495            elif self.info_box.slots[(posx, posy)][:13] == 'Wooden Shield':
496                if 'Wooden Shield' in self.inventory['equipped armor']:
497                    self.inventory['equipped armor'].remove('Wooden Shield')
498                else:
499                    self.inventory['equipped armor'].append('Wooden Shield')
500            elif self.info_box.slots[(posx, posy)][:10] == 'Chain Mail':
501                if 'Chain Mail' in self.inventory['equipped armor']:
502                    self.inventory['equipped armor'].remove('Chain Mail')
503                else:
504                    self.inventory['equipped armor'].append('Chain Mail')
505
506    def select_magic(self):
507        """
508        Select spell from magic menu.
509        """
510        health = self.game_data['player stats']['health']
511        magic = self.game_data['player stats']['magic']
512        posx = self.arrow.rect.x - 190
513        posy = self.arrow.rect.y - 39
514
515        if (posx, posy) in self.info_box.slots:
516            if self.info_box.slots[(posx, posy)][:4] == 'Cure':
517               self.use_cure_spell()
518
519    def use_cure_spell(self):
520        """
521        Use cure spell to heal player.
522        """
523        health = self.game_data['player stats']['health']
524        magic = self.game_data['player stats']['magic']
525        inventory = self.game_data['player inventory']
526
527        if magic['current'] >= inventory['Cure']['magic points']:
528            magic['current'] -= inventory['Cure']['magic points']
529            health['current'] += inventory['Cure']['power']
530            if health['current'] > health['maximum']:
531                health['current'] = health['maximum']
532
533    def drink_potion(self, potion, stat, value):
534        """
535        Drink potion and change player stats.
536        """
537        self.inventory[potion]['quantity'] -= 1
538        stat['current'] += value
539        if stat['current'] > stat['maximum']:
540            stat['current'] = stat['maximum']
541        if not self.inventory[potion]['quantity']:
542            del self.inventory[potion]
543
544    def update(self, keys):
545        self.info_box.update()
546        self.gold_box.update()
547        self.arrow.update(self.arrow_index)
548        self.check_for_input(keys)
549
550
551    def draw(self, surface):
552        self.gold_box.draw(surface)
553        self.info_box.draw(surface)
554        self.selection_box.draw(surface)
555        self.arrow.draw(surface)