data/menugui.py (view raw)
1# -*- coding: utf-8 -*-
2"""
3This class controls all the GUI for the player
4menu screen.
5"""
6import pygame as pg
7from . import setup
8from . import constants as c
9from . import tools
10
11
12class SmallArrow(pg.sprite.Sprite):
13 """Small arrow for menu"""
14 def __init__(self, info_box):
15 super(SmallArrow, self).__init__()
16 self.image = setup.GFX['smallarrow']
17 self.rect = self.image.get_rect()
18 self.state = 'selectmenu'
19 self.state_dict = self.make_state_dict()
20 self.slots = info_box.slots
21 self.pos_list = []
22
23
24 def make_state_dict(self):
25 """Make state dictionary"""
26 state_dict = {'selectmenu': self.navigate_select_menu,
27 'itemsubmenu': self.navigate_item_submenu}
28
29 return state_dict
30
31
32 def navigate_select_menu(self, pos_index):
33 """Nav the select menu"""
34 self.pos_list = self.make_select_menu_pos_list()
35 self.rect.topleft = self.pos_list[pos_index]
36
37
38 def navigate_item_submenu(self, pos_index):
39 """Nav the item submenu"""
40 self.pos_list = self.make_item_menu_pos_list()
41 self.rect.topleft = self.pos_list[pos_index]
42
43
44 def make_select_menu_pos_list(self):
45 """Make the list of possible arrow positions"""
46 pos_list = []
47
48 for i in range(4):
49 pos = (35, 356 + (i * 50))
50 pos_list.append(pos)
51
52 return pos_list
53
54
55 def make_item_menu_pos_list(self):
56 """Make the list of arrow positions in the item submenu"""
57 pos_list = [(300, 173),
58 (300, 223),
59 (300, 323),
60 (300, 373),
61 (300, 478),
62 (300, 528),
63 (535, 478),
64 (535, 528)]
65
66 return pos_list
67
68
69 def update(self, pos_index):
70 """Update arrow position"""
71 state_function = self.state_dict[self.state]
72 state_function(pos_index)
73
74
75 def draw(self, surface):
76 """Draw to surface"""
77 surface.blit(self.image, self.rect)
78
79
80
81class GoldBox(pg.sprite.Sprite):
82 def __init__(self, inventory):
83 self.inventory = inventory
84 self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
85 self.image, self.rect = self.make_image()
86
87 def make_image(self):
88 """Make the surface for the gold box"""
89 image = setup.GFX['goldbox2']
90 rect = image.get_rect(left=10, top=234)
91
92 surface = pg.Surface(rect.size)
93 surface.set_colorkey(c.BLACK)
94 surface.blit(image, (0, 0))
95
96 text = "Gold: " + str(self.inventory['GOLD']['quantity'])
97 text_render = self.font.render(text, True, c.NEAR_BLACK)
98 text_rect = text_render.get_rect(centerx=130,
99 centery=35)
100 surface.blit(text_render, text_rect)
101
102 return surface, rect
103
104
105 def update(self):
106 """Update gold"""
107 self.image, self.rect = self.make_image()
108
109
110 def draw(self, surface):
111 """Draw to surface"""
112 surface.blit(self.image, self.rect)
113
114
115
116class InfoBox(pg.sprite.Sprite):
117 def __init__(self, inventory, player_stats):
118 super(InfoBox, self).__init__()
119 self.inventory = inventory
120 self.player_stats = player_stats
121 self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
122 self.big_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 24)
123 self.title_font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 28)
124 self.title_font.set_underline(True)
125 self.get_tile = tools.get_tile
126 self.sword = self.get_tile(48, 0, setup.GFX['shopsigns'], 16, 16, 2)
127 self.shield = self.get_tile(32, 0, setup.GFX['shopsigns'], 16, 16, 2)
128 self.potion = self.get_tile(16, 0, setup.GFX['shopsigns'], 16, 16, 2)
129 self.possible_potions = ['Healing Potion', 'ELIXIR', 'Ether Potion']
130 self.possible_armor = ['Wooden Shield', 'Chain Mail']
131 self.possible_weapons = ['Long Sword', 'Rapier']
132 self.possible_magic = ['Fire Blast', 'Cure']
133 self.quantity_items = ['Healing Potion', 'ELIXIR', 'Ether Potion']
134 self.slots = {}
135 self.state = 'stats'
136 self.state_dict = self.make_state_dict()
137 self.print_slots = True
138
139
140 def make_state_dict(self):
141 """Make the dictionary of state methods"""
142 state_dict = {'stats': self.show_player_stats,
143 'items': self.show_items,
144 'magic': self.show_magic}
145
146 return state_dict
147
148
149 def show_player_stats(self):
150 """Show the player's main stats"""
151 title = 'STATS'
152 stat_list = ['Level', 'health',
153 'magic points', 'experience to next level']
154 surface, rect = self.make_blank_info_box(title)
155
156 for i, stat in enumerate(stat_list):
157 if stat == 'health' or stat == 'magic points':
158 text = "{}{}: {} / {}".format(stat[0].upper(),
159 stat[1:],
160 str(self.player_stats[stat]['current']),
161 str(self.player_stats[stat]['maximum']))
162 elif stat == 'experience to next level':
163 text = "{}{}: {}".format(stat[0].upper(),
164 stat[1:],
165 self.player_stats[stat])
166 else:
167 text = "{}: {}".format(stat, str(self.player_stats[stat]))
168 text_image = self.font.render(text, True, c.NEAR_BLACK)
169 text_rect = text_image.get_rect(x=50, y=80+(i*50))
170 surface.blit(text_image, text_rect)
171
172 self.image = surface
173 self.rect = rect
174
175
176 def show_items(self):
177 """Show list of items the player has"""
178 title = 'ITEMS'
179 potions = ['POTIONS']
180 weapons = ['WEAPONS']
181 armor = ['ARMOR']
182 for i, item in enumerate(self.inventory):
183 if item in self.possible_weapons:
184 weapons.append(item)
185 elif item in self.possible_armor:
186 armor.append(item)
187 elif item in self.possible_potions:
188 potions.append(item)
189
190 self.assign_slots(weapons, 85)
191 self.assign_slots(armor, 235)
192 self.assign_slots(potions, 390)
193
194 surface, rect = self.make_blank_info_box(title)
195
196 self.blit_item_lists(surface)
197
198 self.sword['rect'].topleft = 40, 80
199 self.shield['rect'].topleft = 40, 230
200 self.potion['rect'].topleft = 40, 385
201 surface.blit(self.sword['surface'], self.sword['rect'])
202 surface.blit(self.shield['surface'], self.shield['rect'])
203 surface.blit(self.potion['surface'], self.potion['rect'])
204
205 self.image = surface
206 self.rect = rect
207
208
209 def assign_slots(self, item_list, starty):
210 """Assign each item to a slot in the menu"""
211 if len(item_list) > 3:
212 for i, item in enumerate(item_list[:3]):
213 posx = 80
214 posy = starty + (i * 50)
215 self.slots[(posx, posy)] = item
216 for i, item in enumerate(item_list[3:]):
217 posx = 315
218 posy = (starty + 50) + (i * 5)
219 self.slots[(posx, posy)] = item
220 else:
221 for i, item in enumerate(item_list):
222 posx = 80
223 posy = starty + (i * 50)
224 self.slots[(posx, posy)] = item
225
226
227 def blit_item_lists(self, surface):
228 """Blit item list to info box surface"""
229 for coord in self.slots:
230 item = self.slots[coord]
231 if item in self.inventory:
232 text = "{}: {}".format(self.slots[coord],
233 self.inventory[item]['quantity'])
234 else:
235 text = "{}".format(self.slots[coord])
236 text_image = self.font.render(text, True, c.NEAR_BLACK)
237 text_rect = text_image.get_rect(topleft=coord)
238 surface.blit(text_image, text_rect)
239
240
241
242 def show_magic(self):
243 """Show list of magic spells the player knows"""
244 title = 'MAGIC'
245 item_list = []
246 for item in self.inventory:
247 if item in self.possible_magic:
248 item_list.append(item)
249 item_list = sorted(item_list)
250
251 surface, rect = self.make_blank_info_box(title)
252
253 for i, item in enumerate(item_list):
254 text_image = self.font.render(item, True, c.NEAR_BLACK)
255 text_rect = text_image.get_rect(x=50, y=80+(i*50))
256 surface.blit(text_image, text_rect)
257
258 self.image = surface
259 self.rect = rect
260
261
262 def make_blank_info_box(self, title):
263 """Make an info box with title, otherwise blank"""
264 image = setup.GFX['playerstatsbox']
265 rect = image.get_rect(left=285, top=35)
266 centerx = rect.width / 2
267
268 surface = pg.Surface(rect.size)
269 surface.set_colorkey(c.BLACK)
270 surface.blit(image, (0,0))
271
272 title_image = self.title_font.render(title, True, c.NEAR_BLACK)
273 title_rect = title_image.get_rect(centerx=centerx, y=30)
274 surface.blit(title_image, title_rect)
275
276 return surface, rect
277
278
279 def update(self):
280 state_function = self.state_dict[self.state]
281 state_function()
282
283
284 def draw(self, surface):
285 """Draw to surface"""
286 surface.blit(self.image, self.rect)
287
288
289class SelectionBox(pg.sprite.Sprite):
290 def __init__(self):
291 self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
292 self.image, self.rect = self.make_image()
293
294
295 def make_image(self):
296 choices = ['Stats', 'Items', 'Magic', 'Exit']
297 image = setup.GFX['selectionbox']
298 rect = image.get_rect(left=10, top=330)
299
300 surface = pg.Surface(rect.size)
301 surface.set_colorkey(c.BLACK)
302 surface.blit(image, (0, 0))
303
304 for i, choice in enumerate(choices):
305 choice_image = self.font.render(choice, True, c.NEAR_BLACK)
306 choice_rect = choice_image.get_rect(x=100, y=(25 + (i * 50)))
307 surface.blit(choice_image, choice_rect)
308
309 return surface, rect
310
311
312 def draw(self, surface):
313 """Draw to surface"""
314 surface.blit(self.image, self.rect)
315
316
317
318
319class MenuGui(object):
320 def __init__(self, level, inventory, stats):
321 self.level = level
322 self.inventory = inventory
323 self.stats = stats
324 self.info_box = InfoBox(inventory, stats)
325 self.gold_box = GoldBox(inventory)
326 self.selection_box = SelectionBox()
327 self.arrow = SmallArrow(self.info_box)
328 self.arrow_index = 0
329 self.allow_input = False
330 self.state = 'stats'
331
332
333 def check_for_input(self, keys):
334 """Check for input"""
335 if self.allow_input:
336 if keys[pg.K_DOWN]:
337 if self.arrow_index < len(self.arrow.pos_list) - 1:
338 self.arrow_index += 1
339 self.allow_input = False
340 elif keys[pg.K_UP]:
341 if self.arrow_index > 0:
342 self.arrow_index -= 1
343 self.allow_input = False
344 elif keys[pg.K_RIGHT]:
345 if self.info_box.state == 'items':
346 if not self.arrow.state == 'itemsubmenu':
347 self.arrow_index = 0
348 self.arrow.state = 'itemsubmenu'
349
350 elif keys[pg.K_LEFT]:
351 self.arrow.state = 'selectmenu'
352 self.arrow_index = 0
353 elif keys[pg.K_SPACE]:
354 if self.arrow.state == 'selectmenu':
355 if self.arrow_index == 0:
356 self.info_box.state = 'stats'
357
358 elif self.arrow_index == 1:
359 self.info_box.state = 'items'
360
361 elif self.arrow_index == 2:
362 self.info_box.state = 'magic'
363
364 elif self.arrow_index == 3:
365 self.level.state = 'normal'
366 self.arrow_index = 0
367 self.info_box.state = 'stats'
368
369
370 self.allow_input = False
371 elif keys[pg.K_RETURN]:
372 self.level.state = 'normal'
373 self.info_box.state = 'stats'
374 self.allow_input = False
375 self.arrow_index = 0
376
377 if (not keys[pg.K_DOWN]
378 and not keys[pg.K_UP]
379 and not keys[pg.K_RETURN]
380 and not keys[pg.K_SPACE]):
381 self.allow_input = True
382
383
384 def update(self, keys):
385 self.info_box.update()
386 self.gold_box.update()
387 self.arrow.update(self.arrow_index)
388 self.check_for_input(keys)
389
390
391 def draw(self, surface):
392 self.gold_box.draw(surface)
393 self.info_box.draw(surface)
394 self.selection_box.draw(surface)
395 self.arrow.draw(surface)