all repos — Legends-RPG @ 7ec97552dc243a24c58dcd48fc20549cc8788e01

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.run_away,
 43                      c.BATTLE_WON: self.battle_won,
 44                      c.ENEMY_ATTACK_DAMAGE: self.display_enemy_attack_damage,
 45                      c.DRINK_HEALING_POTION: self.drink_healing_potion,
 46                      c.CURE_SPELL: self.cure_spell,
 47                      c.FIRE_SPELL: self.fire_spell}
 48
 49        return event_dict
 50
 51    def on_notify(self, event):
 52        """
 53        Notify Observer of event.
 54        """
 55        if event in self.event_dict:
 56            self.event_dict[event]()
 57
 58    def end_battle(self):
 59        """
 60        End Battle and flip to previous state.
 61        """
 62        self.level.end_battle()
 63
 64    def select_action(self):
 65        """
 66        Set components to select action.
 67        """
 68        self.level.state = c.SELECT_ACTION
 69        self.arrow.index = 0
 70        self.arrow.state = c.SELECT_ACTION
 71        self.arrow.image = setup.GFX['smallarrow']
 72        self.info_box.state = c.SELECT_ACTION
 73
 74    def select_enemy(self):
 75        self.level.state = c.SELECT_ENEMY
 76        self.arrow.index = 0
 77        self.arrow.state = c.SELECT_ENEMY
 78
 79    def select_item(self):
 80        self.level.state = c.SELECT_ITEM
 81        self.info_box.state = c.SELECT_ITEM
 82        self.arrow.become_select_item_state()
 83
 84    def select_magic(self):
 85        self.level.state = c.SELECT_MAGIC
 86        self.info_box.state = c.SELECT_MAGIC
 87        self.arrow.become_select_magic_state()
 88
 89    def enemy_attack(self):
 90        enemy = self.level.enemy_list[self.level.enemy_index]
 91        enemy.enter_enemy_attack_state()
 92        self.info_box.state = c.ENEMY_ATTACK
 93
 94    def switch_enemy(self):
 95        """Switch which enemy is attacking player."""
 96        if self.level.enemy_index < len(self.level.enemy_list) - 1:
 97            self.level.enemy_index += 1
 98            self.on_notify(c.ENEMY_ATTACK)
 99
100    def display_enemy_attack_damage(self):
101        if self.enemy_index > len(self.enemy_list) - 1:
102            self.enemy_index = 0
103        enemy = self.enemy_list[self.enemy_index]
104        player_damage = enemy.calculate_hit()
105        self.level.damage_points.add(
106            attackitems.HealthPoints(player_damage,
107                                     self.player.rect.topright))
108        self.info_box.set_player_damage(player_damage)
109        self.info_box.state = c.DISPLAY_ENEMY_ATTACK_DAMAGE
110        self.level.state = c.DISPLAY_ENEMY_ATTACK_DAMAGE
111        self.level.set_timer_to_current_time()
112        self.level.player_damaged(player_damage)
113        if player_damage:
114            self.player.damaged = True
115
116    def player_attack(self):
117        enemy_posx = self.arrow.rect.x + 60
118        enemy_posy = self.arrow.rect.y - 20
119        enemy_pos = (enemy_posx, enemy_posy)
120        enemy_to_attack = None
121
122        for enemy in self.enemies:
123            if enemy.rect.topleft == enemy_pos:
124                enemy_to_attack = enemy
125
126        self.player.enter_attack_state(enemy_to_attack)
127        self.arrow.become_invisible_surface()
128
129    def enemy_damaged(self):
130        """
131        Make an attack animation over attacked enemy.
132        """
133        enemy_damage = self.player.calculate_hit()
134        self.level.damage_points.add(
135            attackitems.HealthPoints(enemy_damage,
136                                     self.player.attacked_enemy.rect.topright))
137
138        self.info_box.set_enemy_damage(enemy_damage)
139        self.info_box.state = c.ENEMY_HIT
140
141        self.arrow.state = c.SELECT_ACTION
142        self.arrow.index = 0
143        self.level.attack_enemy(enemy_damage)
144        self.level.set_timer_to_current_time()
145        self.level.state = c.ENEMY_HIT
146
147    def run_away(self):
148        self.info_box.state = c.RUN_AWAY
149        self.level.set_timer_to_current_time()
150        self.arrow.become_invisible_surface()
151        self.player.state = c.RUN_AWAY
152
153    def battle_won(self):
154        self.info_box.state = c.BATTLE_WON
155        self.level.set_timer_to_current_time()
156        self.player.state = c.VICTORY_DANCE
157
158
159    def drink_healing_potion(self):
160        """
161        Give player a healing potion.
162        """
163        self.player.healing = True
164        self.level.set_timer_to_current_time()
165        self.level.state = c.DRINK_HEALING_POTION
166        self.arrow.become_invisible_surface()
167        self.level.enemy_index = 0
168        self.level.damage_points.add(
169            attackitems.HealthPoints(30,
170                                     self.player.rect.topright,
171                                     False))
172        self.level.player_healed(30)
173        self.info_box.state = c.DRINK_HEALING_POTION
174
175    def cure_spell(self):
176        """
177        Cast cure spell on player.
178        """
179        self.level.cast_cure()
180
181
182    def fire_spell(self):
183        """
184        Cast fire spell on all enemies.
185        """
186        self.level.cast_fire_blast()
187
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