data/states/battle.py (view raw)
1"""This is the state that handles battles against
2monsters"""
3
4import random
5import pygame as pg
6from .. import tools, battlegui, observer
7from .. components import person, attack
8from .. import constants as c
9
10
11
12class Battle(tools._State):
13 def __init__(self):
14 super(Battle, self).__init__()
15
16 def startup(self, current_time, game_data):
17 """Initialize state attributes"""
18 self.current_time = current_time
19 self.allow_input = False
20 self.allow_info_box_change = False
21 self.game_data = game_data
22 self.background = self.make_background()
23 self.enemy_group, self.enemy_pos_list = self.make_enemies()
24 self.player = self.make_player()
25 self.attack_animations = pg.sprite.Group()
26 self.info_box = battlegui.InfoBox(game_data)
27 self.arrow = battlegui.SelectArrow(self.enemy_pos_list,
28 self.info_box)
29 self.select_box = battlegui.SelectBox()
30 self.player_health = battlegui.PlayerHealth(self.select_box.rect,
31 self.game_data)
32 self.attacked_enemy = None
33 self.attacking_enemy = None
34 self.state = c.SELECT_ACTION
35 self.select_action_state_dict = self.make_selection_state_dict()
36 self.name = 'battle'
37 self.next = game_data['last state']
38 self.observer = observer.Battle(self)
39 self.player.observer = self.observer
40
41 def make_background(self):
42 """Make the blue/black background"""
43 background = pg.sprite.Sprite()
44 surface = pg.Surface(c.SCREEN_SIZE).convert()
45 surface.fill(c.BLACK_BLUE)
46 background.image = surface
47 background.rect = background.image.get_rect()
48 background_group = pg.sprite.Group(background)
49
50 return background_group
51
52 def make_enemies(self):
53 """Make the enemies for the battle. Return sprite group"""
54 pos_list = []
55
56 for column in range(3):
57 for row in range(3):
58 x = (column * 100) + 100
59 y = (row * 100) + 100
60 pos_list.append([x,y])
61
62 enemy_group = pg.sprite.Group()
63
64 for enemy in range(random.randint(1, 6)):
65 enemy_group.add(person.Person('devil', 0, 0,
66 'down', 'battle resting'))
67
68 for i, enemy in enumerate(enemy_group):
69 enemy.rect.topleft = pos_list[i]
70 enemy.image = pg.transform.scale2x(enemy.image)
71
72 return enemy_group, pos_list[0:len(enemy_group)]
73
74 def make_player(self):
75 """Make the sprite for the player's character"""
76 player = person.Player('left', 630, 220, 'battle resting', 1)
77 player.image = pg.transform.scale2x(player.image)
78
79 return player
80
81 def make_selection_state_dict(self):
82 """
83 Make a dictionary of states with arrow coordinates as keys.
84 """
85 pos_list = self.arrow.make_select_action_pos_list()
86 state_list = [c.SELECT_ENEMY, c.SELECT_ITEM, c.SELECT_MAGIC, c.RUN_AWAY]
87 return dict(zip(pos_list, state_list))
88
89 def update(self, surface, keys, current_time):
90 """Update the battle state"""
91 self.check_input(keys)
92 self.check_if_battle_won()
93 self.enemy_group.update(current_time)
94 self.player.update(keys, current_time)
95 self.attack_animations.update()
96 self.info_box.update()
97 self.arrow.update(keys)
98
99 self.draw_battle(surface)
100
101 def check_input(self, keys):
102 """
103 Check user input to navigate GUI.
104 """
105 if self.allow_input:
106 if keys[pg.K_RETURN]:
107 self.notify(c.END_BATTLE)
108
109 elif keys[pg.K_SPACE]:
110 if self.state == c.SELECT_ACTION:
111 self.state = self.select_action_state_dict[
112 self.arrow.rect.topleft]
113 self.notify(self.state)
114
115 elif self.state == c.SELECT_ENEMY:
116 self.state = c.PLAYER_ATTACK
117 self.notify(self.state)
118
119 elif self.state == c.PLAYER_ATTACK:
120 self.state = c.ENEMY_DEAD
121 self.info_box.state = c.ENEMY_DEAD
122
123 elif self.state == c.ENEMY_DEAD:
124 self.state = c.SELECT_ACTION
125 self.notify(self.state)
126
127 elif self.state == c.SELECT_ITEM or self.state == c.SELECT_MAGIC:
128 if self.arrow.index == (len(self.arrow.pos_list) - 1):
129 self.state = c.SELECT_ACTION
130 self.notify(self.state)
131
132 self.allow_input = False
133
134 if keys[pg.K_RETURN] == False and keys[pg.K_SPACE] == False:
135 self.allow_input = True
136
137 def check_if_battle_won(self):
138 """
139 Check if state is SELECT_ACTION and there are no enemies left.
140 """
141 if self.state == c.SELECT_ACTION:
142 if len(self.enemy_group) == 0:
143 self.notify(c.BATTLE_WON)
144
145 def notify(self, event):
146 """
147 Notify observer of event.
148 """
149 self.observer.on_notify(event)
150
151 def end_battle(self):
152 """
153 End battle and flip back to previous state.
154 """
155 self.game_data['last state'] = self.name
156 self.done = True
157
158 def attack_enemy(self):
159 enemy = self.player.attacked_enemy
160
161 if enemy:
162 enemy.kill()
163 posx = enemy.rect.x - 32
164 posy = enemy.rect.y - 64
165 fire_sprite = attack.Fire(posx, posy)
166 self.attack_animations.add(fire_sprite)
167 self.player.attacked_enemy = None
168
169 def draw_battle(self, surface):
170 """Draw all elements of battle state"""
171 self.background.draw(surface)
172 self.enemy_group.draw(surface)
173 self.attack_animations.draw(surface)
174 surface.blit(self.player.image, self.player.rect)
175 surface.blit(self.info_box.image, self.info_box.rect)
176 surface.blit(self.select_box.image, self.select_box.rect)
177 surface.blit(self.arrow.image, self.arrow.rect)
178 self.player_health.draw(surface)
179
180