all repos — Legends-RPG @ 6631839e2ae03b23f4881a7a0de242c63c8dd613

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
 11class Battle(tools._State):
 12    def __init__(self):
 13        super(Battle, self).__init__()
 14        self.game_data = {}
 15        self.current_time = 0.0
 16        self.timer = 0.0
 17        self.allow_input = False
 18        self.allow_info_box_change = False
 19        self.name = 'battle'
 20        self.state = None
 21
 22        self.player = None
 23        self.attack_animations = None
 24        self.sword = None
 25        self.enemy_index = 0
 26        self.attacked_enemy = None
 27        self.attacking_enemy = None
 28        self.enemy_group = None
 29        self.enemy_pos_list = []
 30        self.enemy_list = []
 31
 32        self.background = None
 33        self.info_box = None
 34        self.arrow = None
 35        self.select_box = None
 36        self.player_health_box = None
 37        self.select_action_state_dict = {}
 38        self.next = None
 39        self.observers = []
 40
 41    def startup(self, current_time, game_data):
 42        """Initialize state attributes"""
 43        self.current_time = current_time
 44        self.timer = current_time
 45        self.game_data = game_data
 46        self.state = c.SELECT_ACTION
 47        self.next = game_data['last state']
 48
 49        self.player = self.make_player()
 50        self.attack_animations = pg.sprite.Group()
 51        self.sword = attackitems.Sword(self.player)
 52        self.enemy_group, self.enemy_pos_list, self.enemy_list = self.make_enemies()
 53        self.background = self.make_background()
 54        self.info_box = battlegui.InfoBox(game_data)
 55        self.arrow = battlegui.SelectArrow(self.enemy_pos_list,
 56                                           self.info_box)
 57        self.select_box = battlegui.SelectBox()
 58        self.player_health_box = battlegui.PlayerHealth(self.select_box.rect,
 59                                                        self.game_data)
 60
 61        self.select_action_state_dict = self.make_selection_state_dict()
 62        self.observers = [observer.Battle(self)]
 63        self.player.observers.extend(self.observers)
 64
 65    @staticmethod
 66    def make_background():
 67        """Make the blue/black background"""
 68        background = pg.sprite.Sprite()
 69        surface = pg.Surface(c.SCREEN_SIZE).convert()
 70        surface.fill(c.BLACK_BLUE)
 71        background.image = surface
 72        background.rect = background.image.get_rect()
 73        background_group = pg.sprite.Group(background)
 74
 75        return background_group
 76
 77    @staticmethod
 78    def make_enemies():
 79        """Make the enemies for the battle. Return sprite group"""
 80        pos_list = []
 81
 82        for column in range(3):
 83            for row in range(3):
 84                x = (column * 100) + 100
 85                y = (row * 100) + 100
 86                pos_list.append([x, y])
 87
 88        enemy_group = pg.sprite.Group()
 89
 90        for enemy in range(random.randint(1, 6)):
 91            enemy_group.add(person.Person('devil', 0, 0,
 92                                          'down', 'battle resting'))
 93
 94        for i, enemy in enumerate(enemy_group):
 95            enemy.rect.topleft = pos_list[i]
 96            enemy.image = pg.transform.scale2x(enemy.image)
 97            enemy.index = i
 98
 99        enemy_list = [enemy for enemy in enemy_group]
100
101        return enemy_group, pos_list[0:len(enemy_group)], enemy_list
102
103    @staticmethod
104    def make_player():
105        """Make the sprite for the player's character"""
106        player = person.Player('left', 630, 220, 'battle resting', 1)
107        player.image = pg.transform.scale2x(player.image)
108
109        return player
110
111    def make_selection_state_dict(self):
112        """
113        Make a dictionary of states with arrow coordinates as keys.
114        """
115        pos_list = self.arrow.make_select_action_pos_list()
116        state_list = [c.SELECT_ENEMY, c.SELECT_ITEM, c.SELECT_MAGIC, c.RUN_AWAY]
117        return dict(zip(pos_list, state_list))
118
119    def update(self, surface, keys, current_time):
120        """Update the battle state"""
121        self.current_time = current_time
122        self.check_input(keys)
123        self.check_timed_events()
124        self.check_if_battle_won()
125        self.enemy_group.update(current_time)
126        self.player.update(keys, current_time)
127        self.attack_animations.update()
128        self.info_box.update()
129        self.arrow.update(keys)
130
131        self.draw_battle(surface)
132
133    def check_input(self, keys):
134        """
135        Check user input to navigate GUI.
136        """
137        if self.allow_input:
138            if keys[pg.K_RETURN]:
139                self.notify(c.END_BATTLE)
140
141            elif keys[pg.K_SPACE]:
142                if self.state == c.SELECT_ACTION:
143                    self.state = self.select_action_state_dict[
144                        self.arrow.rect.topleft]
145                    self.notify(self.state)
146
147                elif self.state == c.SELECT_ENEMY:
148                    self.state = c.PLAYER_ATTACK
149                    self.notify(self.state)
150
151                elif self.state == c.SELECT_ITEM or self.state == c.SELECT_MAGIC:
152                    if self.arrow.index == (len(self.arrow.pos_list) - 1):
153                        self.state = c.SELECT_ACTION
154                        self.notify(self.state)
155
156            self.allow_input = False
157
158        if keys[pg.K_RETURN] == False and keys[pg.K_SPACE] == False:
159            self.allow_input = True
160
161    def check_timed_events(self):
162        """
163        Check if amount of time has passed for timed events.
164        """
165        timed_states = [c.DISPLAY_ENEMY_ATTACK_DAMAGE,
166                        c.ENEMY_HIT,
167                        c.ENEMY_DEAD]
168
169        if self.state in timed_states:
170            if (self.current_time - self.timer) > 1200:
171                if self.state == c.DISPLAY_ENEMY_ATTACK_DAMAGE:
172                    if self.enemy_index == (len(self.enemy_list) - 1):
173                        self.state = c.SELECT_ACTION
174                    else:
175                        self.state = c.SWITCH_ENEMY
176                elif self.state == c.ENEMY_HIT:
177                    self.state = c.ENEMY_DEAD
178                elif self.state == c.ENEMY_DEAD:
179                    if len(self.enemy_list):
180                        self.state = c.ENEMY_ATTACK
181                    else:
182                        self.state = c.BATTLE_WON
183
184                self.notify(self.state)
185
186    def check_if_battle_won(self):
187        """
188        Check if state is SELECT_ACTION and there are no enemies left.
189        """
190        if self.state == c.SELECT_ACTION:
191            if len(self.enemy_group) == 0:
192                self.notify(c.BATTLE_WON)
193
194    def notify(self, event):
195        """
196        Notify observer of event.
197        """
198        for new_observer in self.observers:
199            new_observer.on_notify(event)
200
201    def end_battle(self):
202        """
203        End battle and flip back to previous state.
204        """
205        self.game_data['last state'] = self.name
206        self.done = True
207
208    def attack_enemy(self):
209        enemy = self.player.attacked_enemy
210        self.set_enemy_indices()
211
212        if enemy:
213            enemy.kill()
214            self.enemy_list.pop(enemy.index)
215            self.enemy_index = 0
216            posx = enemy.rect.x - 32
217            posy = enemy.rect.y - 64
218            fire_sprite = attack.Fire(posx, posy)
219            self.attack_animations.add(fire_sprite)
220            self.player.attacked_enemy = None
221
222    def set_enemy_indices(self):
223        for i, enemy in enumerate(self.enemy_list):
224            enemy.index = i
225
226    def draw_battle(self, surface):
227        """Draw all elements of battle state"""
228        self.background.draw(surface)
229        self.enemy_group.draw(surface)
230        self.attack_animations.draw(surface)
231        surface.blit(self.player.image, self.player.rect)
232        surface.blit(self.info_box.image, self.info_box.rect)
233        surface.blit(self.select_box.image, self.select_box.rect)
234        surface.blit(self.arrow.image, self.arrow.rect)
235        self.player_health_box.draw(surface)
236        self.sword.draw(surface)
237
238    def player_damaged(self, damage):
239        self.game_data['player stats']['Health']['current'] -= damage
240
241    def set_timer_to_current_time(self):
242        """Set the timer to the current time."""
243        self.timer = self.current_time