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.enemy_damage = 0
18 self.state = c.SELECT_ACTION
19 self.title_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
20 self.title_font.set_underline(True)
21 self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 18)
22 self.state_dict = self.make_state_dict()
23 self.image = self.make_image()
24 self.rect = self.image.get_rect(bottom=608)
25
26 def make_state_dict(self):
27 """
28 Make dictionary of states Battle info can be in.
29 """
30 state_dict = {c.SELECT_ACTION: 'Select an action.',
31 c.SELECT_MAGIC: 'Select a magic spell.',
32 c.SELECT_ITEM: 'Select an item.',
33 c.SELECT_ENEMY: 'Select an enemy.',
34 c.ENEMY_ATTACK: 'Enemy attacks player!',
35 c.PLAYER_ATTACK: 'Player attacks enemy.',
36 c.RUN_AWAY: 'Run away',
37 c.ENEMY_HIT: self.enemy_hit(),
38 c.ENEMY_DEAD: 'Enemy killed.',
39 c.DISPLAY_ENEMY_ATTACK_DAMAGE: 'Player hit with 5 damage'}
40
41 return state_dict
42
43 def enemy_hit(self):
44 """
45 Return text of enemy being hit using calculated damage.
46 """
47 return "Enemy hit with {} damage.".format(self.enemy_damage)
48
49 def make_item_text(self):
50 """
51 Make the text for when the player selects items.
52 """
53 inventory = self.game_data['player inventory']
54 allowed_item_list = ['Healing Potion']
55 title = 'SELECT ITEM'
56 item_text_list = [title]
57
58 for item in inventory:
59 if item in allowed_item_list:
60 text = item + ": " + str(inventory[item]['quantity'])
61 item_text_list.append(text)
62
63 item_text_list.append('BACK')
64
65 return item_text_list
66
67 def make_magic_text(self):
68 """
69 Make the text for when the player selects magic.
70 """
71 inventory = self.game_data['player inventory']
72 allowed_item_list = ['Fire Blast', 'Cure']
73 title = 'SELECT MAGIC SPELL'
74 magic_text_list = [title]
75 spell_list = [item for item in inventory if item in allowed_item_list]
76 magic_text_list.extend(spell_list)
77 magic_text_list.append('BACK')
78
79 return magic_text_list
80
81 def make_text_sprites(self, text_list):
82 """
83 Make sprites out of text.
84 """
85 sprite_group = pg.sprite.Group()
86
87 for i, text in enumerate(text_list):
88 sprite = pg.sprite.Sprite()
89
90 if i == 0:
91 x = 195
92 y = 10
93 surface = self.title_font.render(text, True, c.NEAR_BLACK)
94 rect = surface.get_rect(x=x, y=y)
95 else:
96 x = 100
97 y = (i * 30) + 20
98 surface = self.font.render(text, True, c.NEAR_BLACK)
99 rect = surface.get_rect(x=x, y=y)
100 sprite.image = surface
101 sprite.rect = rect
102 sprite_group.add(sprite)
103
104 return sprite_group
105
106 def make_image(self):
107 """
108 Make image out of box and message.
109 """
110 image = setup.GFX['shopbox']
111 rect = image.get_rect(bottom=608)
112 surface = pg.Surface(rect.size)
113 surface.set_colorkey(c.BLACK)
114 surface.blit(image, (0, 0))
115
116 if self.state == c.SELECT_ITEM:
117 text_sprites = self.make_text_sprites(self.make_item_text())
118 text_sprites.draw(surface)
119 elif self.state == c.SELECT_MAGIC:
120 text_sprites = self.make_text_sprites(self.make_magic_text())
121 text_sprites.draw(surface)
122 else:
123 text_surface = self.font.render(self.state_dict[self.state], True, c.NEAR_BLACK)
124 text_rect = text_surface.get_rect(x=50, y=50)
125 surface.blit(text_surface, text_rect)
126
127 return surface
128
129 def set_enemy_damage(self, enemy_damage):
130 """
131 Set enemy damage in state dictionary.
132 """
133 self.enemy_damage = enemy_damage
134 self.state_dict[c.ENEMY_HIT] = self.enemy_hit()
135
136 def update(self):
137 """Updates info box"""
138 self.image = self.make_image()
139
140
141class SelectBox(object):
142 """
143 Box to select whether to attack, use item, use magic or run away.
144 """
145 def __init__(self):
146 self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
147 self.slots = self.make_slots()
148 self.image = self.make_image()
149 self.rect = self.image.get_rect(bottom=608,
150 right=800)
151
152 def make_image(self):
153 """
154 Make the box image for
155 """
156 image = setup.GFX['goldbox']
157 rect = image.get_rect(bottom=608)
158 surface = pg.Surface(rect.size)
159 surface.set_colorkey(c.BLACK)
160 surface.blit(image, (0, 0))
161
162 for text in self.slots:
163 text_surface = self.font.render(text, True, c.NEAR_BLACK)
164 text_rect = text_surface.get_rect(x=self.slots[text]['x'],
165 y=self.slots[text]['y'])
166 surface.blit(text_surface, text_rect)
167
168 return surface
169
170 def make_slots(self):
171 """
172 Make the slots that hold the text selections, and locations.
173 """
174 slot_dict = {}
175 selections = ['Attack', 'Items', 'Magic', 'Run']
176
177 for i, text in enumerate(selections):
178 slot_dict[text] = {'x': 150,
179 'y': (i*34)+10}
180
181 return slot_dict
182
183
184class SelectArrow(object):
185 """Small arrow for menu"""
186 def __init__(self, enemy_pos_list, info_box):
187 self.info_box = info_box
188 self.image = setup.GFX['smallarrow']
189 self.rect = self.image.get_rect()
190 self.state = 'select action'
191 self.state_dict = self.make_state_dict()
192 self.pos_list = self.make_select_action_pos_list()
193 self.index = 0
194 self.rect.topleft = self.pos_list[self.index]
195 self.allow_input = False
196 self.enemy_pos_list = enemy_pos_list
197
198 def make_state_dict(self):
199 """Make state dictionary"""
200 state_dict = {'select action': self.select_action,
201 'select enemy': self.select_enemy,
202 'select item': self.select_item,
203 'select magic': self.select_magic}
204
205 return state_dict
206
207 def select_action(self, keys):
208 """
209 Select what action the player should take.
210 """
211 self.pos_list = self.make_select_action_pos_list()
212 if self.index > (len(self.pos_list) - 1):
213 print self.pos_list, self.index
214 self.rect.topleft = self.pos_list[self.index]
215
216 self.check_input(keys)
217
218 def make_select_action_pos_list(self):
219 """
220 Make the list of positions the arrow can be in.
221 """
222 pos_list = []
223
224 for i in range(4):
225 x = 590
226 y = (i * 34) + 472
227 pos_list.append((x, y))
228
229 return pos_list
230
231 def select_enemy(self, keys):
232 """
233 Select what enemy you want to take action on.
234 """
235 self.pos_list = self.enemy_pos_list
236
237 if self.pos_list:
238 pos = self.pos_list[self.index]
239 self.rect.x = pos[0] - 60
240 self.rect.y = pos[1] + 20
241
242 self.check_input(keys)
243
244 def check_input(self, keys):
245 if self.allow_input:
246 if keys[pg.K_DOWN] and self.index < (len(self.pos_list) - 1):
247 self.index += 1
248 self.allow_input = False
249 elif keys[pg.K_UP] and self.index > 0:
250 self.index -= 1
251 self.allow_input = False
252
253
254 if keys[pg.K_DOWN] == False and keys[pg.K_UP] == False \
255 and keys[pg.K_RIGHT] == False and keys[pg.K_LEFT] == False:
256 self.allow_input = True
257
258 def select_item(self, keys):
259 """
260 Select item to use.
261 """
262 self.pos_list = self.make_select_item_pos_list()
263
264 pos = self.pos_list[self.index]
265 self.rect.x = pos[0] - 60
266 self.rect.y = pos[1] + 20
267
268 self.check_input(keys)
269
270 def make_select_item_pos_list(self):
271 """
272 Make the coordinates for the arrow for the item select screen.
273 """
274 pos_list = []
275 text_list = self.info_box.make_item_text()
276 text_list = text_list[1:]
277
278 for i in range(len(text_list)):
279 left = 90
280 top = (i * 29) + 488
281 pos_list.append((left, top))
282
283 return pos_list
284
285 def select_magic(self, keys):
286 """
287 Select magic to use.
288 """
289 self.pos_list = self.make_select_magic_pos_list()
290
291 pos = self.pos_list[self.index]
292 self.rect.x = pos[0] - 60
293 self.rect.y = pos[1] + 20
294
295 self.check_input(keys)
296
297 def make_select_magic_pos_list(self):
298 """
299 Make the coordinates for the arrow for the magic select screen.
300 """
301 pos_list = []
302 text_list = self.info_box.make_magic_text()
303 text_list = text_list[1:]
304
305 for i in range(len(text_list)):
306 left = 90
307 top = (i * 29) + 488
308 pos_list.append((left, top))
309
310 return pos_list
311
312
313 def become_invisible_surface(self):
314 """
315 Make image attribute an invisible surface.
316 """
317 self.image = pg.Surface((32, 32))
318 self.image.set_colorkey(c.BLACK)
319
320 def become_select_item_state(self):
321 self.index = 0
322 self.state = c.SELECT_ITEM
323
324 def become_select_magic_state(self):
325 self.index = 0
326 self.state = c.SELECT_MAGIC
327
328 def enter_select_action(self):
329 """
330 Assign values for the select action state.
331 """
332 pass
333
334 def enter_select_enemy(self):
335 """
336 Assign values for the select enemy state.
337 """
338 pass
339
340 def update(self, keys):
341 """
342 Update arrow position.
343 """
344 state_function = self.state_dict[self.state]
345 state_function(keys)
346
347 def draw(self, surface):
348 """
349 Draw to surface.
350 """
351 surface.blit(self.image, self.rect)
352
353 def remove_pos(self, enemy):
354 enemy_list = self.enemy_pos_list
355 enemy_pos = list(enemy.rect.topleft)
356
357 self.enemy_pos_list = [pos for pos in enemy_list if pos != enemy_pos]
358
359
360class PlayerHealth(object):
361 """
362 Basic health meter for player.
363 """
364 def __init__(self, select_box_rect, game_data):
365 self.health_stats = game_data['player stats']['health']
366 self.magic_stats = game_data['player stats']['magic points']
367 self.title_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
368 self.posx = select_box_rect.centerx
369 self.posy = select_box_rect.y - 5
370
371 @property
372 def image(self):
373 """
374 Make the image surface for the player
375 """
376 current_health = str(self.health_stats['current'])
377 max_health = str(self.health_stats['maximum'])
378 if len(current_health) == 2:
379 buffer = ' '
380 elif len(current_health) == 1:
381 buffer = ' '
382 else:
383 buffer = ''
384 health_string = "Health: " + buffer + current_health + "/" + max_health
385 health_surface = self.title_font.render(health_string, True, c.NEAR_BLACK)
386 health_rect = health_surface.get_rect(x=20, y=9)
387
388 current_magic = str(self.magic_stats['current'])
389 max_magic = str(self.magic_stats['maximum'])
390 magic_string = "Magic: " + current_magic + "/" + max_magic
391 magic_surface = self.title_font.render(magic_string, True, c.NEAR_BLACK)
392 magic_rect = magic_surface.get_rect(x=20, top=health_rect.bottom)
393
394 box_surface = setup.GFX['battlestatbox']
395 box_rect = box_surface.get_rect()
396
397 parent_surface = pg.Surface(box_rect.size)
398 parent_surface.blit(box_surface, box_rect)
399 parent_surface.blit(health_surface, health_rect)
400 parent_surface.blit(magic_surface, magic_rect)
401
402 return parent_surface
403
404 @property
405 def rect(self):
406 """
407 Make the rect object for image surface.
408 """
409 return self.image.get_rect(centerx=self.posx, bottom=self.posy)
410
411 def draw(self, surface):
412 """
413 Draw health to surface.
414 """
415 surface.blit(self.image, self.rect)