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
17
18class SmallArrow(pg.sprite.Sprite):
19 """
20 Small arrow for menu.
21 """
22 def __init__(self, info_box):
23 super(SmallArrow, self).__init__()
24 self.image = setup.GFX['smallarrow']
25 self.rect = self.image.get_rect()
26 self.state = 'selectmenu'
27 self.state_dict = self.make_state_dict()
28 self.slots = info_box.slots
29 self.pos_list = []
30
31 def make_state_dict(self):
32 """
33 Make state dictionary.
34 """
35 state_dict = {'selectmenu': self.navigate_select_menu,
36 'itemsubmenu': self.navigate_item_submenu,
37 'magicsubmenu': self.navigate_magic_submenu}
38
39 return state_dict
40
41 def navigate_select_menu(self, pos_index):
42 """
43 Nav the select menu.
44 """
45 self.pos_list = self.make_select_menu_pos_list()
46 self.rect.topleft = self.pos_list[pos_index]
47
48 def navigate_item_submenu(self, pos_index):
49 """Nav the item submenu"""
50 self.pos_list = self.make_item_menu_pos_list()
51 self.rect.topleft = self.pos_list[pos_index]
52
53 def navigate_magic_submenu(self, pos_index):
54 """
55 Nav the magic submenu.
56 """
57 self.pos_list = self.make_magic_menu_pos_list()
58 self.rect.topleft = self.pos_list[pos_index]
59
60 def make_magic_menu_pos_list(self):
61 """
62 Make the list of possible arrow positions for magic submenu.
63 """
64 pos_list = [(310, 119),
65 (310, 169)]
66
67 return pos_list
68
69 def make_select_menu_pos_list(self):
70 """
71 Make the list of possible arrow positions.
72 """
73 pos_list = []
74
75 for i in range(3):
76 pos = (35, 443 + (i * 45))
77 pos_list.append(pos)
78
79 return pos_list
80
81 def make_item_menu_pos_list(self):
82 """
83 Make the list of arrow positions in the item submenu.
84 """
85 pos_list = [(300, 173),
86 (300, 223),
87 (300, 323),
88 (300, 373),
89 (300, 478),
90 (300, 528),
91 (535, 478),
92 (535, 528)]
93
94 return pos_list
95
96 def update(self, pos_index):
97 """
98 Update arrow position.
99 """
100 state_function = self.state_dict[self.state]
101 state_function(pos_index)
102
103 def draw(self, surface):
104 """
105 Draw to surface"""
106 surface.blit(self.image, self.rect)
107
108
109class QuickStats(pg.sprite.Sprite):
110 def __init__(self, game_data):
111 self.inventory = game_data['player inventory']
112 self.game_data = game_data
113 self.health = game_data['player stats']['health']
114 self.stats = self.game_data['player stats']
115 self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
116 self.small_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 18)
117 self.image, self.rect = self.make_image()
118
119 def make_image(self):
120 """
121 Make the surface for the gold box.
122 """
123 stat_list = ['GOLD', 'health', 'magic']
124 magic_health_list = ['health', 'magic']
125 image = setup.GFX['goldbox']
126 rect = image.get_rect(left=10, top=244)
127
128 surface = pg.Surface(rect.size)
129 surface.set_colorkey(c.BLACK)
130 surface.blit(image, (0, 0))
131
132 for i, stat in enumerate(stat_list):
133 first_letter = stat[0].upper()
134 rest_of_letters = stat[1:]
135 if stat in magic_health_list:
136 current = self.stats[stat]['current']
137 max = self.stats[stat]['maximum']
138 text = "{}{}: {}/{}".format(first_letter, rest_of_letters, current, max)
139 elif stat == 'GOLD':
140 text = "Gold: {}".format(self.inventory[stat]['quantity'])
141 render = self.small_font.render(text, True, c.NEAR_BLACK)
142 x = 26
143 y = 45 + (i*30)
144 text_rect = render.get_rect(x=x,
145 centery=y)
146 surface.blit(render, text_rect)
147
148 return surface, rect
149
150 def update(self):
151 """
152 Update gold.
153 """
154 self.image, self.rect = self.make_image()
155
156 def draw(self, surface):
157 """
158 Draw to surface.
159 """
160 surface.blit(self.image, self.rect)
161
162
163class InfoBox(pg.sprite.Sprite):
164 def __init__(self, inventory, player_stats):
165 super(InfoBox, self).__init__()
166 self.inventory = inventory
167 self.player_stats = player_stats
168 self.attack_power = self.get_attack_power()
169 self.defense_power = self.get_defense_power()
170 self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
171 self.big_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 24)
172 self.title_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 28)
173 self.title_font.set_underline(True)
174 self.get_tile = tools.get_tile
175 self.sword = self.get_tile(48, 0, setup.GFX['shopsigns'], 16, 16, 2)
176 self.shield = self.get_tile(32, 0, setup.GFX['shopsigns'], 16, 16, 2)
177 self.potion = self.get_tile(16, 0, setup.GFX['shopsigns'], 16, 16, 2)
178 self.possible_potions = ['Healing Potion', 'ELIXIR', 'Ether Potion']
179 self.possible_armor = ['Wooden Shield', 'Chain Mail']
180 self.possible_weapons = ['Long Sword', 'Rapier']
181 self.possible_magic = ['Fire Blast', 'Cure']
182 self.quantity_items = ['Healing Potion', 'ELIXIR', 'Ether Potion']
183 self.slots = {}
184 self.state = 'invisible'
185 self.state_dict = self.make_state_dict()
186 self.print_slots = True
187
188 def get_attack_power(self):
189 """
190 Calculate the current attack power based on equipped weapons.
191 """
192 weapon = self.inventory['equipped weapon']
193 weapon_power = self.inventory[weapon]['power']
194 return weapon_power + (self.player_stats['Level'] * 5)
195
196 def get_defense_power(self):
197 """
198 Calculate the current defense power based on equipped weapons.
199 """
200 defense_power = 0
201 for armor in self.inventory['equipped armor']:
202 defense_power += self.inventory[armor]['power']
203
204 return defense_power
205
206 def make_state_dict(self):
207 """Make the dictionary of state methods"""
208 state_dict = {'stats': self.show_player_stats,
209 'items': self.show_items,
210 'magic': self.show_magic,
211 'invisible': self.show_nothing}
212
213 return state_dict
214
215
216 def show_player_stats(self):
217 """Show the player's main stats"""
218 title = 'STATS'
219 stat_list = ['Level', 'experience to next level',
220 'health', 'magic', 'Attack Power',
221 'Defense Power', 'gold']
222 attack_power = 5
223 surface, rect = self.make_blank_info_box(title)
224
225 for i, stat in enumerate(stat_list):
226 if stat == 'health' or stat == 'magic':
227 text = "{}{}: {} / {}".format(stat[0].upper(),
228 stat[1:],
229 str(self.player_stats[stat]['current']),
230 str(self.player_stats[stat]['maximum']))
231 elif stat == 'experience to next level':
232 text = "{}{}: {}".format(stat[0].upper(),
233 stat[1:],
234 self.player_stats[stat])
235 elif stat == 'Attack Power':
236 text = "{}: {}".format(stat, self.get_attack_power())
237 elif stat == 'Defense Power':
238 text = "{}: {}".format(stat, self.get_defense_power())
239 elif stat == 'gold':
240 text = "Gold: {}".format(self.inventory['GOLD']['quantity'])
241 else:
242 text = "{}: {}".format(stat, str(self.player_stats[stat]))
243 text_image = self.font.render(text, True, c.NEAR_BLACK)
244 text_rect = text_image.get_rect(x=50, y=80+(i*50))
245 surface.blit(text_image, text_rect)
246
247 self.image = surface
248 self.rect = rect
249
250
251 def show_items(self):
252 """Show list of items the player has"""
253 title = 'ITEMS'
254 potions = ['POTIONS']
255 weapons = ['WEAPONS']
256 armor = ['ARMOR']
257 for i, item in enumerate(self.inventory):
258 if item in self.possible_weapons:
259 if item == self.inventory['equipped weapon']:
260 item += " (E)"
261 weapons.append(item)
262 elif item in self.possible_armor:
263 if item in self.inventory['equipped armor']:
264 item += " (E)"
265 armor.append(item)
266 elif item in self.possible_potions:
267 potions.append(item)
268
269 self.slots = {}
270 self.assign_slots(weapons, 85)
271 self.assign_slots(armor, 235)
272 self.assign_slots(potions, 390)
273
274 surface, rect = self.make_blank_info_box(title)
275
276 self.blit_item_lists(surface)
277
278 self.sword['rect'].topleft = 40, 80
279 self.shield['rect'].topleft = 40, 230
280 self.potion['rect'].topleft = 40, 385
281 surface.blit(self.sword['surface'], self.sword['rect'])
282 surface.blit(self.shield['surface'], self.shield['rect'])
283 surface.blit(self.potion['surface'], self.potion['rect'])
284
285 self.image = surface
286 self.rect = rect
287
288
289 def assign_slots(self, item_list, starty, weapon_or_armor=False):
290 """Assign each item to a slot in the menu"""
291 if len(item_list) > 3:
292 for i, item in enumerate(item_list[:3]):
293 posx = 80
294 posy = starty + (i * 50)
295 self.slots[(posx, posy)] = item
296 for i, item in enumerate(item_list[3:]):
297 posx = 315
298 posy = (starty + 50) + (i * 5)
299 self.slots[(posx, posy)] = item
300 else:
301 for i, item in enumerate(item_list):
302 posx = 80
303 posy = starty + (i * 50)
304 self.slots[(posx, posy)] = item
305
306 def assign_magic_slots(self, magic_list, starty):
307 """
308 Assign each magic spell to a slot in the menu.
309 """
310 for i, spell in enumerate(magic_list):
311 posx = 120
312 posy = starty + (i * 50)
313 self.slots[(posx, posy)] = spell
314
315 def blit_item_lists(self, surface):
316 """Blit item list to info box surface"""
317 for coord in self.slots:
318 item = self.slots[coord]
319
320 if item in self.possible_potions:
321 text = "{}: {}".format(self.slots[coord],
322 self.inventory[item]['quantity'])
323 else:
324 text = "{}".format(self.slots[coord])
325 text_image = self.font.render(text, True, c.NEAR_BLACK)
326 text_rect = text_image.get_rect(topleft=coord)
327 surface.blit(text_image, text_rect)
328
329 def show_magic(self):
330 """Show list of magic spells the player knows"""
331 title = 'MAGIC'
332 item_list = []
333 for item in self.inventory:
334 if item in self.possible_magic:
335 item_list.append(item)
336 item_list = sorted(item_list)
337
338 self.slots = {}
339 self.assign_magic_slots(item_list, 80)
340
341 surface, rect = self.make_blank_info_box(title)
342
343 for i, item in enumerate(item_list):
344 text_image = self.font.render(item, True, c.NEAR_BLACK)
345 text_rect = text_image.get_rect(x=100, y=80+(i*50))
346 surface.blit(text_image, text_rect)
347
348 self.image = surface
349 self.rect = rect
350
351 def show_nothing(self):
352 """
353 Show nothing when the menu is opened from a level.
354 """
355 self.image = pg.Surface((1, 1))
356 self.rect = self.image.get_rect()
357 self.image.fill(c.BLACK_BLUE)
358
359 def make_blank_info_box(self, title):
360 """Make an info box with title, otherwise blank"""
361 image = setup.GFX['playerstatsbox']
362 rect = image.get_rect(left=285, top=35)
363 centerx = rect.width / 2
364
365 surface = pg.Surface(rect.size)
366 surface.set_colorkey(c.BLACK)
367 surface.blit(image, (0,0))
368
369 title_image = self.title_font.render(title, True, c.NEAR_BLACK)
370 title_rect = title_image.get_rect(centerx=centerx, y=30)
371 surface.blit(title_image, title_rect)
372
373 return surface, rect
374
375
376 def update(self):
377 state_function = self.state_dict[self.state]
378 state_function()
379
380
381 def draw(self, surface):
382 """Draw to surface"""
383 surface.blit(self.image, self.rect)
384
385
386class SelectionBox(pg.sprite.Sprite):
387 def __init__(self):
388 self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
389 self.image, self.rect = self.make_image()
390
391 def make_image(self):
392 choices = ['Items', 'Magic', 'Stats']
393 image = setup.GFX['goldbox']
394 rect = image.get_rect(left=10, top=425)
395
396 surface = pg.Surface(rect.size)
397 surface.set_colorkey(c.BLACK)
398 surface.blit(image, (0, 0))
399
400 for i, choice in enumerate(choices):
401 choice_image = self.font.render(choice, True, c.NEAR_BLACK)
402 choice_rect = choice_image.get_rect(x=100, y=(15 + (i * 45)))
403 surface.blit(choice_image, choice_rect)
404
405 return surface, rect
406
407 def draw(self, surface):
408 """Draw to surface"""
409 surface.blit(self.image, self.rect)
410
411
412class MenuGui(object):
413 def __init__(self, level, inventory, stats):
414 self.level = level
415 self.game_data = self.level.game_data
416 self.sfx_observer = observer.SoundEffects()
417 self.observers = [self.sfx_observer]
418 self.inventory = inventory
419 self.stats = stats
420 self.info_box = InfoBox(inventory, stats)
421 self.gold_box = QuickStats(self.game_data)
422 self.selection_box = SelectionBox()
423 self.arrow = SmallArrow(self.info_box)
424 self.arrow_index = 0
425 self.allow_input = False
426
427 def check_for_input(self, keys):
428 """Check for input"""
429 if self.allow_input:
430 if keys[pg.K_DOWN]:
431 if self.arrow_index < len(self.arrow.pos_list) - 1:
432 self.notify(c.CLICK)
433 self.arrow_index += 1
434 self.allow_input = False
435 elif keys[pg.K_UP]:
436 if self.arrow_index > 0:
437 self.notify(c.CLICK)
438 self.arrow_index -= 1
439 self.allow_input = False
440 elif keys[pg.K_RIGHT]:
441 if self.info_box.state == 'items':
442 if not self.arrow.state == 'itemsubmenu':
443 self.notify(c.CLICK)
444 self.arrow_index = 0
445 self.arrow.state = 'itemsubmenu'
446 elif self.info_box.state == 'magic':
447 if not self.arrow.state == 'magicsubmenu':
448 self.notify(c.CLICK)
449 self.arrow_index = 0
450 self.arrow.state = 'magicsubmenu'
451 self.allow_input = False
452
453 elif keys[pg.K_LEFT]:
454 self.notify(c.CLICK)
455 self.arrow.state = 'selectmenu'
456 self.arrow_index = 0
457 self.allow_input = False
458 elif keys[pg.K_SPACE]:
459 self.notify(c.CLICK2)
460 if self.arrow.state == 'selectmenu':
461 if self.arrow_index == 0:
462 self.info_box.state = 'items'
463 self.arrow.state = 'itemsubmenu'
464 self.arrow_index = 0
465 elif self.arrow_index == 1:
466 self.info_box.state = 'magic'
467 self.arrow.state = 'magicsubmenu'
468 self.arrow_index = 0
469 elif self.arrow_index == 2:
470 self.info_box.state = 'stats'
471 elif self.arrow.state == 'itemsubmenu':
472 self.select_item()
473 elif self.arrow.state == 'magicsubmenu':
474 self.select_magic()
475
476 self.allow_input = False
477 elif keys[pg.K_RETURN]:
478 self.level.state = 'normal'
479 self.info_box.state = 'invisible'
480 self.allow_input = False
481 self.arrow_index = 0
482 self.arrow.state = 'selectmenu'
483
484 if (not keys[pg.K_DOWN]
485 and not keys[pg.K_UP]
486 and not keys[pg.K_RETURN]
487 and not keys[pg.K_SPACE]
488 and not keys[pg.K_RIGHT]
489 and not keys[pg.K_LEFT]):
490 self.allow_input = True
491
492 def notify(self, event):
493 """
494 Notify all observers of event.
495 """
496 for observer in self.observers:
497 observer.on_notify(event)
498
499 def select_item(self):
500 """
501 Select item from item menu.
502 """
503 health = self.game_data['player stats']['health']
504 posx = self.arrow.rect.x - 220
505 posy = self.arrow.rect.y - 38
506
507 if (posx, posy) in self.info_box.slots:
508 if self.info_box.slots[(posx, posy)][:7] == 'Healing':
509 potion = 'Healing Potion'
510 value = 30
511 self.drink_potion(potion, health, value)
512 elif self.info_box.slots[(posx, posy)][:5] == 'Ether':
513 potion = 'Ether Potion'
514 stat = self.game_data['player stats']['magic']
515 value = 30
516 self.drink_potion(potion, stat, value)
517 elif self.info_box.slots[(posx, posy)][:10] == 'Long Sword':
518 self.inventory['equipped weapon'] = 'Long Sword'
519 elif self.info_box.slots[(posx, posy)][:6] == 'Rapier':
520 self.inventory['equipped weapon'] = 'Rapier'
521 elif self.info_box.slots[(posx, posy)][:13] == 'Wooden Shield':
522 if 'Wooden Shield' in self.inventory['equipped armor']:
523 self.inventory['equipped armor'].remove('Wooden Shield')
524 else:
525 self.inventory['equipped armor'].append('Wooden Shield')
526 elif self.info_box.slots[(posx, posy)][:10] == 'Chain Mail':
527 if 'Chain Mail' in self.inventory['equipped armor']:
528 self.inventory['equipped armor'].remove('Chain Mail')
529 else:
530 self.inventory['equipped armor'].append('Chain Mail')
531
532 def select_magic(self):
533 """
534 Select spell from magic menu.
535 """
536 health = self.game_data['player stats']['health']
537 magic = self.game_data['player stats']['magic']
538 posx = self.arrow.rect.x - 190
539 posy = self.arrow.rect.y - 39
540
541 if (posx, posy) in self.info_box.slots:
542 if self.info_box.slots[(posx, posy)][:4] == 'Cure':
543 self.use_cure_spell()
544
545 def use_cure_spell(self):
546 """
547 Use cure spell to heal player.
548 """
549 health = self.game_data['player stats']['health']
550 magic = self.game_data['player stats']['magic']
551 inventory = self.game_data['player inventory']
552
553 if magic['current'] >= inventory['Cure']['magic points']:
554 magic['current'] -= inventory['Cure']['magic points']
555 health['current'] += inventory['Cure']['power']
556 if health['current'] > health['maximum']:
557 health['current'] = health['maximum']
558
559 def drink_potion(self, potion, stat, value):
560 """
561 Drink potion and change player stats.
562 """
563 if stat['current'] != stat['maximum']:
564 self.notify(c.POWERUP)
565 self.inventory[potion]['quantity'] -= 1
566 stat['current'] += value
567 if stat['current'] > stat['maximum']:
568 stat['current'] = stat['maximum']
569 if not self.inventory[potion]['quantity']:
570 del self.inventory[potion]
571
572 def update(self, keys):
573 self.info_box.update()
574 self.gold_box.update()
575 self.arrow.update(self.arrow_index)
576 self.check_for_input(keys)
577
578
579 def draw(self, surface):
580 self.gold_box.draw(surface)
581 self.info_box.draw(surface)
582 self.selection_box.draw(surface)
583 self.arrow.draw(surface)