all repos — Legends-RPG @ 9c32963e4fe38f8522d954c3697c4f05829b5a19

A fantasy mini-RPG built with Python and Pygame.

data/battlegui.py (view raw)

  1"""
  2GUI components for battle states.
  3"""
  4import pygame as pg
  5from . import setup
  6from . import constants as c
  7from .components import textbox
  8
  9
 10class InfoBox(object):
 11    """
 12    Info box that describes attack damage and other battle
 13    related information.
 14    """
 15    def __init__(self, game_data):
 16        self.game_data = game_data
 17        self.state = c.SELECT_ACTION
 18        self.title_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
 19        self.title_font.set_underline(True)
 20        self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 18)
 21        self.state_dict = self.make_state_dict()
 22        self.image = self.make_image()
 23        self.rect = self.image.get_rect(bottom=608)
 24        self.arrow = textbox.NextArrow()
 25        self.arrow.rect.topleft = (380, 55)
 26
 27
 28    def make_state_dict(self):
 29        """
 30        Make dictionary of states Battle info can be in.
 31        """
 32        state_dict   = {c.SELECT_ACTION: 'Select an action.',
 33                        c.SELECT_MAGIC: 'Select a magic spell.',
 34                        c.SELECT_ITEM: 'Select an item.',
 35                        c.SELECT_ENEMY: 'Select an enemy.',
 36                        c.ENEMY_ATTACK: 'The enemy attacks player!',
 37                        c.PLAYER_ATTACK: 'Player attacks enemy.',
 38                        c.RUN_AWAY: 'Run away',
 39                        c.ENEMY_HIT: 'Enemy hit with 20 damage.',
 40                        c.ENEMY_DEAD: 'Enemy killed.'}
 41
 42        return state_dict
 43
 44
 45    def make_item_text(self):
 46        """
 47        Make the text for when the player selects items.
 48        """
 49        inventory = self.game_data['player inventory']
 50        allowed_item_list = ['Healing Potion']
 51        title = 'SELECT ITEM'
 52        item_text_list = [title]
 53
 54        for item in inventory:
 55            if item in allowed_item_list:
 56                text = item + ": " + str(inventory[item]['quantity'])
 57                item_text_list.append(text)
 58
 59        item_text_list.append('BACK')
 60
 61        return item_text_list
 62
 63    def make_magic_text(self):
 64        """
 65        Make the text for when the player selects magic.
 66        """
 67        inventory = self.game_data['player inventory']
 68        allowed_item_list = ['Fire Blast', 'Cure']
 69        title = 'SELECT MAGIC SPELL'
 70        magic_text_list = [title]
 71        spell_list = [item for item in inventory if item in allowed_item_list]
 72        magic_text_list.extend(spell_list)
 73        magic_text_list.append('BACK')
 74
 75        return magic_text_list
 76
 77    def make_text_sprites(self, text_list):
 78        """
 79        Make sprites out of text.
 80        """
 81        sprite_group = pg.sprite.Group()
 82
 83        for i, text in enumerate(text_list):
 84            sprite = pg.sprite.Sprite()
 85
 86            if i == 0:
 87                x = 195
 88                y = 10
 89                surface = self.title_font.render(text, True, c.NEAR_BLACK)
 90                rect = surface.get_rect(x=x, y=y)
 91            else:
 92                x = 100
 93                y = (i * 30) + 20
 94                surface = self.font.render(text, True, c.NEAR_BLACK)
 95                rect = surface.get_rect(x=x, y=y)
 96            sprite.image = surface
 97            sprite.rect = rect
 98            sprite_group.add(sprite)
 99
100        return sprite_group
101
102    def make_image(self):
103        """
104        Make image out of box and message.
105        """
106        image = setup.GFX['shopbox']
107        rect = image.get_rect(bottom=608)
108        surface = pg.Surface(rect.size)
109        surface.set_colorkey(c.BLACK)
110        surface.blit(image, (0, 0))
111
112        if self.state == c.SELECT_ITEM:
113            text_sprites = self.make_text_sprites(self.make_item_text())
114            text_sprites.draw(surface)
115        elif self.state == c.SELECT_MAGIC:
116            text_sprites = self.make_text_sprites(self.make_magic_text())
117            text_sprites.draw(surface)
118        else:
119            text_surface = self.font.render(self.state_dict[self.state], True, c.NEAR_BLACK)
120            text_rect = text_surface.get_rect(x=50, y=50)
121            surface.blit(text_surface, text_rect)
122            if self.state == c.ENEMY_HIT or self.state == c.ENEMY_DEAD:
123                surface.blit(self.arrow.image, self.arrow.rect)
124
125        return surface
126
127    def update(self):
128        """Updates info box"""
129        self.image = self.make_image()
130
131
132class SelectBox(object):
133    """
134    Box to select whether to attack, use item, use magic or run away.
135    """
136    def __init__(self):
137        self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
138        self.slots = self.make_slots()
139        self.image = self.make_image()
140        self.rect = self.image.get_rect(bottom=608,
141                                        right=800)
142
143    def make_image(self):
144        """
145        Make the box image for
146        """
147        image = setup.GFX['goldbox']
148        rect = image.get_rect(bottom=608)
149        surface = pg.Surface(rect.size)
150        surface.set_colorkey(c.BLACK)
151        surface.blit(image, (0, 0))
152
153        for text in self.slots:
154            text_surface = self.font.render(text, True, c.NEAR_BLACK)
155            text_rect = text_surface.get_rect(x=self.slots[text]['x'],
156                                              y=self.slots[text]['y'])
157            surface.blit(text_surface, text_rect)
158
159        return surface
160
161    def make_slots(self):
162        """
163        Make the slots that hold the text selections, and locations.
164        """
165        slot_dict = {}
166        selections = ['Attack', 'Items', 'Magic', 'Run']
167
168        for i, text in enumerate(selections):
169            slot_dict[text] = {'x': 150,
170                               'y': (i*34)+10}
171
172        return slot_dict
173
174
175class SelectArrow(object):
176    """Small arrow for menu"""
177    def __init__(self, enemy_pos_list, info_box):
178        self.info_box = info_box
179        self.image = setup.GFX['smallarrow']
180        self.rect = self.image.get_rect()
181        self.state = 'select action'
182        self.state_dict = self.make_state_dict()
183        self.pos_list = self.make_select_action_pos_list()
184        self.index = 0
185        self.rect.topleft = self.pos_list[self.index]
186        self.allow_input = False
187        self.enemy_pos_list = enemy_pos_list
188
189    def make_state_dict(self):
190        """Make state dictionary"""
191        state_dict = {'select action': self.select_action,
192                      'select enemy': self.select_enemy,
193                      'select item': self.select_item,
194                      'select magic': self.select_magic}
195
196        return state_dict
197
198    def select_action(self, keys):
199        """
200        Select what action the player should take.
201        """
202        self.pos_list = self.make_select_action_pos_list()
203        self.rect.topleft = self.pos_list[self.index]
204
205        self.check_input(keys)
206
207    def make_select_action_pos_list(self):
208        """
209        Make the list of positions the arrow can be in.
210        """
211        pos_list = []
212
213        for i in range(4):
214            x = 590
215            y = (i * 34) + 472
216            pos_list.append((x, y))
217
218        return pos_list
219
220    def select_enemy(self, keys):
221        """
222        Select what enemy you want to take action on.
223        """
224        self.pos_list = self.enemy_pos_list
225
226        if self.pos_list:
227            pos = self.pos_list[self.index]
228            self.rect.x = pos[0] - 60
229            self.rect.y = pos[1] + 20
230
231        self.check_input(keys)
232
233    def check_input(self, keys):
234        if self.allow_input:
235            if keys[pg.K_DOWN] and self.index < (len(self.pos_list) - 1):
236                self.index += 1
237                self.allow_input = False
238            elif keys[pg.K_UP] and self.index > 0:
239                self.index -= 1
240                self.allow_input = False
241
242
243        if keys[pg.K_DOWN] == False and keys[pg.K_UP] == False \
244                and keys[pg.K_RIGHT] == False and keys[pg.K_LEFT] == False:
245            self.allow_input = True
246
247    def select_item(self, keys):
248        """
249        Select item to use.
250        """
251        self.pos_list = self.make_select_item_pos_list()
252
253        pos = self.pos_list[self.index]
254        self.rect.x = pos[0] - 60
255        self.rect.y = pos[1] + 20
256
257        self.check_input(keys)
258
259    def make_select_item_pos_list(self):
260        """
261        Make the coordinates for the arrow for the item select screen.
262        """
263        pos_list = []
264        text_list = self.info_box.make_item_text()
265        text_list = text_list[1:]
266
267        for i in range(len(text_list)):
268            left = 90
269            top = (i * 29) + 488
270            pos_list.append((left, top))
271
272        return pos_list
273
274    def select_magic(self, keys):
275        """
276        Select magic to use.
277        """
278        self.pos_list = self.make_select_magic_pos_list()
279
280        pos = self.pos_list[self.index]
281        self.rect.x = pos[0] - 60
282        self.rect.y = pos[1] + 20
283
284        self.check_input(keys)
285
286    def make_select_magic_pos_list(self):
287        """
288        Make the coordinates for the arrow for the magic select screen.
289        """
290        pos_list = []
291        text_list = self.info_box.make_magic_text()
292        text_list = text_list[1:]
293
294        for i in range(len(text_list)):
295            left = 90
296            top = (i * 29) + 488
297            pos_list.append((left, top))
298
299        return pos_list
300
301
302    def become_invisible_surface(self):
303        """
304        Make image attribute an invisible surface.
305        """
306        self.image = pg.Surface((32, 32))
307        self.image.set_colorkey(c.BLACK)
308
309    def become_select_item_state(self):
310        self.index = 0
311        self.state = c.SELECT_ITEM
312
313    def become_select_magic_state(self):
314        self.index = 0
315        self.state = c.SELECT_MAGIC
316
317    def enter_select_action(self):
318        """
319        Assign values for the select action state.
320        """
321        pass
322
323    def enter_select_enemy(self):
324        """
325        Assign values for the select enemy state.
326        """
327        pass
328
329    def update(self, keys):
330        """
331        Update arrow position.
332        """
333        state_function = self.state_dict[self.state]
334        state_function(keys)
335
336    def draw(self, surface):
337        """
338        Draw to surface.
339        """
340        surface.blit(self.image, self.rect)
341
342    def remove_pos(self, enemy):
343        enemy_list = self.enemy_pos_list
344        enemy_pos = list(enemy.rect.topleft)
345
346        self.enemy_pos_list = [pos for pos in enemy_list if pos != enemy_pos]
347
348
349class PlayerHealth(object):
350    """
351    Basic health meter for player.
352    """
353    def __init__(self, select_box_rect, game_data):
354        self.health_stats = game_data['player stats']['Health']
355        self.magic_stats = game_data['player stats']['Magic Points']
356        self.title_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
357        self.posx = select_box_rect.centerx
358        self.posy = select_box_rect.y - 5
359
360    @property
361    def image(self):
362        """
363        Make the image surface for the player
364        """
365        current_health = str(self.health_stats['current'])
366        max_health = str(self.health_stats['maximum'])
367        health_string = "Health: " + current_health + "/" + max_health
368        health_surface =  self.title_font.render(health_string, True, c.NEAR_BLACK)
369        health_rect = health_surface.get_rect(x=20, y=9)
370
371        current_magic = str(self.magic_stats['current'])
372        max_magic = str(self.magic_stats['maximum'])
373        magic_string = "Magic:  " + current_magic + "/" + max_magic
374        magic_surface = self.title_font.render(magic_string, True, c.NEAR_BLACK)
375        magic_rect = magic_surface.get_rect(x=20, top=health_rect.bottom)
376
377        box_surface = setup.GFX['battlestatbox']
378        box_rect = box_surface.get_rect()
379
380        parent_surface = pg.Surface(box_rect.size)
381        parent_surface.blit(box_surface, box_rect)
382        parent_surface.blit(health_surface, health_rect)
383        parent_surface.blit(magic_surface, magic_rect)
384
385        return parent_surface
386
387    @property
388    def rect(self):
389        """
390        Make the rect object for image surface.
391        """
392        return self.image.get_rect(centerx=self.posx, bottom=self.posy)
393
394    def draw(self, surface):
395        """
396        Draw health to surface.
397        """
398        surface.blit(self.image, self.rect)