all repos — Legends-RPG @ 61f0da87462ae50df935f65a5aa2cdade74d8ad3

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