all repos — Legends-RPG @ b2a05726a71ed7ced758c45885cf792002b0ff51

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"""
  3import random, sys
  4from itertools import izip
  5import pygame as pg
  6from .. import tools, battlegui, observer, setup
  7from .. components import person, attack, attackitems
  8from .. import constants as c
  9
 10
 11#Python 2/3 compatibility.
 12if sys.version_info[0] == 2:
 13    range = xrange
 14
 15
 16class Battle(tools._State):
 17    def __init__(self):
 18        super(Battle, self).__init__()
 19        self.name = 'battle'
 20        self.music = setup.MUSIC['high_action']
 21        self.volume = 0.4
 22
 23    def startup(self, current_time, game_data):
 24        """
 25        Initialize state attributes.
 26        """
 27        self.current_time = current_time
 28        self.timer = current_time
 29        self.allow_input = False
 30        self.game_data = game_data
 31        self.inventory = game_data['player inventory']
 32        self.state = 'transition in'
 33        self.next = game_data['last state']
 34        self.run_away = False
 35
 36        self.player = self.make_player()
 37        self.attack_animations = pg.sprite.Group()
 38        self.sword = attackitems.Sword(self.player)
 39        self.enemy_group, self.enemy_pos_list, self.enemy_list = self.make_enemies()
 40        self.experience_points = self.get_experience_points()
 41        self.new_gold = self.get_new_gold()
 42        self.background = self.make_background()
 43        self.info_box = battlegui.InfoBox(game_data, 
 44                                          self.experience_points, 
 45                                          self.new_gold)
 46        self.arrow = battlegui.SelectArrow(self.enemy_pos_list,
 47                                           self.info_box)
 48        self.select_box = battlegui.SelectBox()
 49        self.player_health_box = battlegui.PlayerHealth(self.select_box.rect,
 50                                                        self.game_data)
 51
 52        self.select_action_state_dict = self.make_selection_state_dict()
 53        self.observers = [observer.Battle(self),
 54                          observer.MusicChange()]
 55        self.player.observers.extend(self.observers)
 56        self.observers.append(observer.SoundEffects())
 57        self.damage_points = pg.sprite.Group()
 58        self.player_actions = []
 59        self.player_action_dict = self.make_player_action_dict()
 60        self.player_level = self.game_data['player stats']['Level']
 61        self.enemies_to_attack = []
 62        self.action_selected = False
 63        self.just_leveled_up = False
 64        self.transition_rect = setup.SCREEN.get_rect()
 65        self.transition_alpha = 255
 66
 67    def make_player_action_dict(self):
 68        """
 69        Make the dict to execute player actions.
 70        """
 71        action_dict = {c.PLAYER_ATTACK: self.enter_player_attack_state,
 72                       c.CURE_SPELL: self.cast_cure,
 73                       c.FIRE_SPELL: self.cast_fire_blast,
 74                       c.DRINK_HEALING_POTION: self.enter_drink_healing_potion_state,
 75                       c.DRINK_ETHER_POTION: self.enter_drink_ether_potion_state}
 76
 77        return action_dict
 78
 79    def make_enemy_level_dict(self):
 80        new_dict = {c.OVERWORLD: 1,
 81                    c.DUNGEON: 2,
 82                    c.DUNGEON2: 2,
 83                    c.DUNGEON3: 2,
 84                    c.DUNGEON4: 2,
 85                    c.DUNGEON5: 4}
 86
 87        return new_dict
 88
 89    def set_enemy_level(self, enemy_list):
 90        dungeon_level_dict = self.make_enemy_level_dict()
 91
 92        for enemy in enemy_list:
 93            enemy.level = dungeon_level_dict[self.previous]
 94
 95    def get_experience_points(self):
 96        """
 97        Calculate experience points based on number of enemies
 98        and their levels.
 99        """
100        experience_total = 0
101
102        for enemy in self.enemy_list:
103            experience_total += (random.randint(5,10))
104
105        return experience_total
106
107    def get_new_gold(self):
108        """
109        Calculate the gold collected at the end of the battle.
110        """
111        gold = 0
112
113        for enemy in self.enemy_list:
114            max_gold = enemy.level * 20
115            gold += (random.randint(1, max_gold))
116
117        return gold
118
119    def make_background(self):
120        """
121        Make the blue/black background.
122        """
123        background = pg.sprite.Sprite()
124        surface = pg.Surface(c.SCREEN_SIZE).convert()
125        surface.fill(c.BLACK_BLUE)
126        background.image = surface
127        background.rect = background.image.get_rect()
128        background_group = pg.sprite.Group(background)
129
130        return background_group
131
132    def make_enemies(self):
133        """
134        Make the enemies for the battle. Return sprite group.
135        """
136        pos_list = []
137
138        for column in range(3):
139            for row in range(3):
140                x = (column * 100) + 100
141                y = (row * 100) + 100
142                pos_list.append([x, y])
143
144        enemy_group = pg.sprite.Group()
145
146        if self.game_data['battle type']:
147            enemy = person.Enemy('evilwizard', 0, 0,
148                                  'down', 'battle resting')
149            enemy_group.add(enemy)
150        else:
151            for enemy in range(random.randint(1, 6)):
152                enemy_group.add(person.Enemy('devil', 0, 0,
153                                              'down', 'battle resting'))
154
155        for i, enemy in enumerate(enemy_group):
156            enemy.rect.topleft = pos_list[i]
157            enemy.image = pg.transform.scale2x(enemy.image)
158            enemy.index = i
159            enemy.level = self.make_enemy_level_dict()[self.previous]
160            if enemy.name == 'evilwizard':
161                enemy.health = 100
162            else:
163                enemy.health = enemy.level * 4
164
165        enemy_list = [enemy for enemy in enemy_group]
166
167        return enemy_group, pos_list[0:len(enemy_group)], enemy_list
168
169    def make_player(self):
170        """
171        Make the sprite for the player's character.
172        """
173        player = person.Player('left', self.game_data, 630, 220, 'battle resting', 1)
174        player.image = pg.transform.scale2x(player.image)
175        return player
176
177    def make_selection_state_dict(self):
178        """
179        Make a dictionary of states with arrow coordinates as keys.
180        """
181        pos_list = self.arrow.make_select_action_pos_list()
182        state_list = [self.enter_select_enemy_state, self.enter_select_item_state,
183                      self.enter_select_magic_state, self.try_to_run_away]
184        return dict(izip(pos_list, state_list))
185
186    def update(self, surface, keys, current_time):
187        """
188        Update the battle state.
189        """
190        self.current_time = current_time
191        self.check_input(keys)
192        self.check_timed_events()
193        self.check_if_battle_won()
194        self.enemy_group.update(current_time)
195        self.player.update(keys, current_time)
196        self.attack_animations.update()
197        self.info_box.update()
198        self.arrow.update(keys)
199        self.sword.update(current_time)
200        self.damage_points.update()
201        self.execute_player_actions()
202
203        self.draw_battle(surface)
204
205    def check_input(self, keys):
206        """
207        Check user input to navigate GUI.
208        """
209        if self.allow_input:
210            if keys[pg.K_RETURN]:
211                self.end_battle()
212
213            elif keys[pg.K_SPACE]:
214
215                if self.state == c.SELECT_ACTION:
216                    self.notify(c.CLICK2)
217                    enter_state_function = self.select_action_state_dict[
218                        self.arrow.rect.topleft]
219                    enter_state_function()
220
221                elif self.state == c.SELECT_ENEMY:
222                    self.notify(c.CLICK2)
223                    self.player_actions.append(c.PLAYER_ATTACK)
224                    self.enemies_to_attack.append(self.get_enemy_to_attack())
225                    self.action_selected = True
226
227                elif self.state == c.SELECT_ITEM:
228                    self.notify(c.CLICK2)
229                    if self.arrow.index == (len(self.arrow.pos_list) - 1):
230                        self.enter_select_action_state()
231                    elif self.info_box.item_text_list[self.arrow.index][:14] == 'Healing Potion':
232                        self.player_actions.append(c.DRINK_HEALING_POTION)
233                        self.action_selected = True
234                    elif self.info_box.item_text_list[self.arrow.index][:5] == 'Ether':
235                        self.player_actions.append(c.DRINK_ETHER_POTION)
236                        self.action_selected = True
237                elif self.state == c.SELECT_MAGIC:
238                    self.notify(c.CLICK2)
239                    if self.arrow.index == (len(self.arrow.pos_list) - 1):
240                        self.enter_select_action_state()
241                    elif self.info_box.magic_text_list[self.arrow.index] == 'Cure':
242                        magic_points = self.game_data['player inventory']['Cure']['magic points']
243                        if self.game_data['player stats']['magic']['current'] >= magic_points:
244                            self.player_actions.append(c.CURE_SPELL)
245                            self.action_selected = True
246                    elif self.info_box.magic_text_list[self.arrow.index] == 'Fire Blast':
247                        magic_points = self.game_data['player inventory']['Fire Blast']['magic points']
248                        if self.game_data['player stats']['magic']['current'] >= magic_points:
249                            self.player_actions.append(c.FIRE_SPELL)
250                            self.action_selected = True
251
252            self.allow_input = False
253
254        if keys[pg.K_RETURN] == False and keys[pg.K_SPACE] == False:
255            self.allow_input = True
256
257    def check_timed_events(self):
258        """
259        Check if amount of time has passed for timed events.
260        """
261        timed_states = [c.PLAYER_DAMAGED,
262                        c.ENEMY_DAMAGED,
263                        c.ENEMY_DEAD,
264                        c.DRINK_HEALING_POTION,
265                        c.DRINK_ETHER_POTION]
266        long_delay = timed_states[1:]
267
268        if self.state in long_delay:
269            if (self.current_time - self.timer) > 1000:
270                if self.state == c.ENEMY_DAMAGED:
271                    if self.player_actions:
272                        self.player_action_dict[self.player_actions[0]]()
273                        self.player_actions.pop(0)
274                    else:
275                        if len(self.enemy_list):
276                            self.enter_enemy_attack_state()
277                        else:
278                            self.enter_battle_won_state()
279                elif (self.state == c.DRINK_HEALING_POTION or
280                      self.state == c.CURE_SPELL or
281                      self.state == c.DRINK_ETHER_POTION):
282                    if self.player_actions:
283                        self.player_action_dict[self.player_actions[0]]()
284                        self.player_actions.pop(0)
285                    else:
286                        if len(self.enemy_list):
287                            self.enter_enemy_attack_state()
288                        else:
289                            self.enter_battle_won_state()
290                self.timer = self.current_time
291
292        elif self.state == c.FIRE_SPELL or self.state == c.CURE_SPELL:
293            if (self.current_time - self.timer) > 1500:
294                if self.player_actions:
295                    self.player_action_dict[self.player_actions[0]]()
296                    self.player_actions.pop(0)
297                else:
298                    if len(self.enemy_list):
299                        self.enter_enemy_attack_state()
300                    else:
301                        self.enter_battle_won_state()
302                self.timer = self.current_time
303
304        elif self.state == c.RUN_AWAY:
305            if (self.current_time - self.timer) > 1500:
306                self.end_battle()
307
308        elif self.state == c.BATTLE_WON:
309            if (self.current_time - self.timer) > 1800:
310                self.enter_show_gold_state()
311
312        elif self.state == c.SHOW_GOLD:
313            if (self.current_time - self.timer) > 1800:
314                self.enter_show_experience_state()
315
316        elif self.state == c.LEVEL_UP:
317            if (self.current_time - self.timer) > 2200:
318                if self.game_data['player stats']['Level'] == 3:
319                    self.enter_two_actions_per_turn_state()
320                else:
321                    self.end_battle()
322
323        elif self.state == c.TWO_ACTIONS:
324            if (self.current_time - self.timer) > 3000:
325                self.end_battle()
326
327        elif self.state == c.SHOW_EXPERIENCE:
328            if (self.current_time - self.timer) > 2200:
329                player_stats = self.game_data['player stats']
330                player_stats['experience to next level'] -= self.experience_points
331                if player_stats['experience to next level'] <= 0:
332                    extra_experience = player_stats['experience to next level'] * -1
333                    player_stats['Level'] += 1
334                    player_stats['health']['maximum'] += int(player_stats['health']['maximum']*.25)
335                    player_stats['magic']['maximum'] += int(player_stats['magic']['maximum']*.20)
336                    new_experience = int((player_stats['Level'] * 50) * .75)
337                    player_stats['experience to next level'] = new_experience - extra_experience
338                    self.enter_level_up_state()
339                    self.just_leveled_up = True
340                else:
341                    self.end_battle()
342
343        elif self.state == c.PLAYER_DAMAGED:
344            if (self.current_time - self.timer) > 600:
345                if self.enemy_index == (len(self.enemy_list) - 1):
346                    if self.run_away:
347                        self.enter_run_away_state()
348                    else:
349                        self.enter_select_action_state()
350                else:
351                    self.switch_enemy()
352                self.timer = self.current_time
353
354    def check_if_battle_won(self):
355        """
356        Check if state is SELECT_ACTION and there are no enemies left.
357        """
358        if self.state == c.SELECT_ACTION:
359            if len(self.enemy_group) == 0:
360                self.enter_battle_won_state()
361
362    def notify(self, event):
363        """
364        Notify observer of event.
365        """
366        for new_observer in self.observers:
367            new_observer.on_notify(event)
368
369    def end_battle(self):
370        """
371        End battle and flip back to previous state.
372        """
373        if self.game_data['battle type'] == 'evilwizard':
374            self.game_data['crown quest'] = True
375        self.game_data['last state'] = self.name
376        self.game_data['battle counter'] = random.randint(50, 255)
377        self.game_data['battle type'] = None
378        self.state = 'transition out'
379
380    def attack_enemy(self, enemy_damage):
381        enemy = self.player.attacked_enemy
382        enemy.health -= enemy_damage
383        self.set_enemy_indices()
384
385        if enemy:
386            enemy.enter_knock_back_state()
387            if enemy.health <= 0:
388                self.enemy_list.pop(enemy.index)
389                enemy.state = c.FADE_DEATH
390                self.arrow.remove_pos(self.player.attacked_enemy)
391            self.enemy_index = 0
392
393    def set_enemy_indices(self):
394        for i, enemy in enumerate(self.enemy_list):
395            enemy.index = i
396
397    def draw_battle(self, surface):
398        """Draw all elements of battle state"""
399        self.background.draw(surface)
400        self.enemy_group.draw(surface)
401        self.attack_animations.draw(surface)
402        self.sword.draw(surface)
403        surface.blit(self.player.image, self.player.rect)
404        surface.blit(self.info_box.image, self.info_box.rect)
405        surface.blit(self.select_box.image, self.select_box.rect)
406        surface.blit(self.arrow.image, self.arrow.rect)
407        self.player_health_box.draw(surface)
408        self.damage_points.draw(surface)
409        self.draw_transition(surface)
410
411    def draw_transition(self, surface):
412        """
413        Fade in and out of state.
414        """
415        if self.state == 'transition in':
416
417            transition_image = pg.Surface(self.transition_rect.size)
418            transition_image.fill(c.TRANSITION_COLOR)
419            transition_image.set_alpha(self.transition_alpha)
420            surface.blit(transition_image, self.transition_rect)
421            self.transition_alpha -= c.TRANSITION_SPEED 
422            if self.transition_alpha <= 0:
423                self.state = c.SELECT_ACTION
424                self.transition_alpha = 0
425
426        elif self.state == 'transition out':
427            transition_image = pg.Surface(self.transition_rect.size)
428            transition_image.fill(c.TRANSITION_COLOR)
429            transition_image.set_alpha(self.transition_alpha)
430            surface.blit(transition_image, self.transition_rect)
431            self.transition_alpha += c.TRANSITION_SPEED 
432            if self.transition_alpha >= 255:
433                self.done = True
434
435        elif self.state == c.DEATH_FADE:
436            transition_image = pg.Surface(self.transition_rect.size)
437            transition_image.fill(c.TRANSITION_COLOR)
438            transition_image.set_alpha(self.transition_alpha)
439            surface.blit(transition_image, self.transition_rect)
440            self.transition_alpha += c.DEATH_TRANSITION_SPEED
441            if self.transition_alpha >= 255:
442                self.done = True
443                self.next = c.DEATH_SCENE
444
445    def player_damaged(self, damage):
446        self.game_data['player stats']['health']['current'] -= damage
447        if self.game_data['player stats']['health']['current'] <= 0:
448            self.state = c.DEATH_FADE
449
450    def player_healed(self, heal, magic_points=0):
451        """
452        Add health from potion to game data.
453        """
454        health = self.game_data['player stats']['health']
455
456        health['current'] += heal
457        if health['current'] > health['maximum']:
458            health['current'] = health['maximum']
459
460        if self.state == c.DRINK_HEALING_POTION:
461            self.game_data['player inventory']['Healing Potion']['quantity'] -= 1
462            if self.game_data['player inventory']['Healing Potion']['quantity'] == 0:
463                del self.game_data['player inventory']['Healing Potion']
464        elif self.state == c.CURE_SPELL:
465            self.game_data['player stats']['magic']['current'] -= magic_points
466
467    def magic_boost(self, magic_points):
468        """
469        Add magic from ether to game data.
470        """
471        magic = self.game_data['player stats']['magic']
472        magic['current'] += magic_points
473        if magic['current'] > magic['maximum']:
474            magic['current'] = magic['maximum']
475
476        self.game_data['player inventory']['Ether Potion']['quantity'] -= 1
477        if not self.game_data['player inventory']['Ether Potion']['quantity']:
478            del self.game_data['player inventory']['Ether Potion']
479
480    def set_timer_to_current_time(self):
481        """Set the timer to the current time."""
482        self.timer = self.current_time
483
484    def cast_fire_blast(self):
485        """
486        Cast fire blast on all enemies.
487        """
488        self.notify(c.FIRE)
489        self.state = self.info_box.state = c.FIRE_SPELL
490        POWER = self.inventory['Fire Blast']['power']
491        POWER += self.game_data['player stats']['Level'] * 5
492        MAGIC_POINTS = self.inventory['Fire Blast']['magic points']
493        self.game_data['player stats']['magic']['current'] -= MAGIC_POINTS
494        for enemy in self.enemy_list:
495            DAMAGE = random.randint(POWER//2, POWER)
496            self.damage_points.add(
497                attackitems.HealthPoints(DAMAGE, enemy.rect.topright))
498            enemy.health -= DAMAGE
499            posx = enemy.rect.x - 32
500            posy = enemy.rect.y - 64
501            fire_sprite = attack.Fire(posx, posy)
502            self.attack_animations.add(fire_sprite)
503            if enemy.health <= 0:
504                enemy.kill()
505                self.arrow.remove_pos(enemy)
506            else:
507                enemy.enter_knock_back_state()
508        self.enemy_list = [enemy for enemy in self.enemy_list if enemy.health > 0]
509        self.enemy_index = 0
510        self.arrow.index = 0
511        self.arrow.state = 'invisible'
512        self.set_timer_to_current_time()
513
514    def cast_cure(self):
515        """
516        Cast cure spell on player.
517        """
518        self.state = c.CURE_SPELL
519        HEAL_AMOUNT = self.inventory['Cure']['power']
520        MAGIC_POINTS = self.inventory['Cure']['magic points']
521        self.player.healing = True
522        self.set_timer_to_current_time()
523        self.arrow.state = 'invisible'
524        self.enemy_index = 0
525        self.damage_points.add(
526            attackitems.HealthPoints(HEAL_AMOUNT, self.player.rect.topright, False))
527        self.player_healed(HEAL_AMOUNT, MAGIC_POINTS)
528        self.info_box.state = c.DRINK_HEALING_POTION
529        self.notify(c.POWERUP)
530
531    def enter_select_enemy_state(self):
532        """
533        Transition battle into the select enemy state.
534        """
535        self.state = self.arrow.state = c.SELECT_ENEMY
536        self.arrow.index = 0
537
538    def enter_select_item_state(self):
539        """
540        Transition battle into the select item state.
541        """
542        self.state = self.info_box.state = c.SELECT_ITEM
543        self.arrow.become_select_item_state()
544
545    def enter_select_magic_state(self):
546        """
547        Transition battle into the select magic state.
548        """
549        self.state = self.info_box.state = c.SELECT_MAGIC
550        self.arrow.become_select_magic_state()
551
552    def try_to_run_away(self):
553        """
554        Transition battle into the run away state.
555        """
556        self.run_away = True
557        self.arrow.state = 'invisible'
558        self.enemy_index = 0
559        self.enter_enemy_attack_state()
560
561    def enter_enemy_attack_state(self):
562        """
563        Transition battle into the Enemy attack state.
564        """
565        self.state = self.info_box.state = c.ENEMY_ATTACK
566        enemy = self.enemy_list[self.enemy_index]
567        enemy.enter_enemy_attack_state()
568
569    def enter_player_attack_state(self):
570        """
571        Transition battle into the Player attack state.
572        """
573        self.state = self.info_box.state = c.PLAYER_ATTACK
574        enemy_to_attack = self.enemies_to_attack.pop(0)
575        if enemy_to_attack in self.enemy_list:
576            self.player.enter_attack_state(enemy_to_attack)
577        else:
578            if self.enemy_list:
579                self.player.enter_attack_state(self.enemy_list[0])
580            else:
581                self.enter_battle_won_state()
582        self.arrow.state = 'invisible'
583
584    def get_enemy_to_attack(self):
585        """
586        Get enemy for player to attack by arrow position.
587        """
588        enemy_posx = self.arrow.rect.x + 60
589        enemy_posy = self.arrow.rect.y - 20
590        enemy_pos = (enemy_posx, enemy_posy)
591        enemy_to_attack = None
592
593        for enemy in self.enemy_list:
594            if enemy.rect.topleft == enemy_pos:
595                enemy_to_attack = enemy
596
597        return enemy_to_attack
598
599
600    def enter_drink_healing_potion_state(self):
601        """
602        Transition battle into the Drink Healing Potion state.
603        """
604        self.state = self.info_box.state = c.DRINK_HEALING_POTION
605        self.player.healing = True
606        self.set_timer_to_current_time()
607        self.arrow.state = 'invisible'
608        self.enemy_index = 0
609        self.damage_points.add(
610            attackitems.HealthPoints(30,
611                                     self.player.rect.topright,
612                                     False))
613        self.player_healed(30)
614        self.notify(c.POWERUP)
615
616    def enter_drink_ether_potion_state(self):
617        """
618        Transition battle into the Drink Ether Potion state.
619        """
620        self.state = self.info_box.state = c.DRINK_ETHER_POTION
621        self.player.healing = True
622        self.arrow.state = 'invisible'
623        self.enemy_index = 0
624        self.damage_points.add(
625            attackitems.HealthPoints(30,
626                                     self.player.rect.topright,
627                                     False,
628                                     True))
629        self.magic_boost(30)
630        self.set_timer_to_current_time()
631        self.notify(c.POWERUP)
632
633    def enter_select_action_state(self):
634        """
635        Transition battle into the select action state
636        """
637        self.state = self.info_box.state = c.SELECT_ACTION
638        self.arrow.index = 0
639        self.arrow.state = self.state
640
641    def enter_player_damaged_state(self):
642        """
643        Transition battle into the player damaged state.
644        """
645        self.state = self.info_box.state = c.PLAYER_DAMAGED
646        if self.enemy_index > len(self.enemy_list) - 1:
647            self.enemy_index = 0
648        enemy = self.enemy_list[self.enemy_index]
649        player_damage = enemy.calculate_hit(self.inventory['equipped armor'],
650                                            self.inventory)
651        self.damage_points.add(
652            attackitems.HealthPoints(player_damage,
653                                     self.player.rect.topright))
654        self.info_box.set_player_damage(player_damage)
655        self.set_timer_to_current_time()
656        self.player_damaged(player_damage)
657        if player_damage:
658            sfx_num = random.randint(1,3)
659            self.notify('punch{}'.format(sfx_num))
660            self.player.damaged = True
661            self.player.enter_knock_back_state()
662
663    def enter_enemy_damaged_state(self):
664        """
665        Transition battle into the enemy damaged state.
666        """
667        self.state = self.info_box.state = c.ENEMY_DAMAGED
668        enemy_damage = self.player.calculate_hit()
669        self.damage_points.add(
670            attackitems.HealthPoints(enemy_damage,
671                                     self.player.attacked_enemy.rect.topright))
672
673        self.info_box.set_enemy_damage(enemy_damage)
674
675        self.arrow.index = 0
676        self.attack_enemy(enemy_damage)
677        self.set_timer_to_current_time()
678
679    def switch_enemy(self):
680        """
681        Switch which enemy the player is attacking.
682        """
683        if self.enemy_index < len(self.enemy_list) - 1:
684            self.enemy_index += 1
685            self.enter_enemy_attack_state()
686
687    def enter_run_away_state(self):
688        """
689        Transition battle into the run away state.
690        """
691        self.state = self.info_box.state = c.RUN_AWAY
692        self.arrow.state = 'invisible'
693        self.player.state = c.RUN_AWAY
694        self.set_timer_to_current_time()
695        self.notify(c.RUN_AWAY)
696
697    def enter_battle_won_state(self):
698        """
699        Transition battle into the battle won state.
700        """
701        self.notify(c.BATTLE_WON)
702        self.state = self.info_box.state = c.BATTLE_WON
703        self.player.state = c.VICTORY_DANCE
704        self.set_timer_to_current_time()
705
706    def enter_show_gold_state(self):
707        """
708        Transition battle into the show gold state.
709        """
710        self.inventory['GOLD']['quantity'] += self.new_gold
711        self.state = self.info_box.state = c.SHOW_GOLD
712        self.set_timer_to_current_time()
713
714    def enter_show_experience_state(self):
715        """
716        Transition battle into the show experience state.
717        """
718        self.state = self.info_box.state = c.SHOW_EXPERIENCE
719        self.set_timer_to_current_time()
720
721    def enter_level_up_state(self):
722        """
723        Transition battle into the LEVEL UP state.
724        """
725        self.state = self.info_box.state = c.LEVEL_UP
726        self.info_box.reset_level_up_message()
727        self.set_timer_to_current_time()
728
729    def enter_two_actions_per_turn_state(self):
730        self.state = self.info_box.state = c.TWO_ACTIONS
731        self.set_timer_to_current_time()
732
733    def execute_player_actions(self):
734        """
735        Execute the player actions.
736        """
737        if self.player_level < 3:
738            if self.player_actions:
739                enter_state = self.player_action_dict[self.player_actions[0]]
740                enter_state()
741                self.player_actions.pop(0)
742        else:
743            if len(self.player_actions) == 2:
744                enter_state = self.player_action_dict[self.player_actions[0]]
745                enter_state()
746                self.player_actions.pop(0)
747                self.action_selected = False
748            else:
749                if self.action_selected:
750                    self.enter_select_action_state()
751                    self.action_selected = False
752
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