upgrade.py
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2 years ago
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import pygame
from settings import *
class Upgrade:
def __init__(self,player):
# general setup
self.display_surface = pygame.display.get_surface()
self.player = player
self.attribute_nr = len(player.stats)
self.attribute_names = list(player.stats.keys())
self.max_values = list(player.max_stats.values())
self.font = pygame.font.Font(UI_FONT, UI_FONT_SIZE)
# item creation
self.height = self.display_surface.get_size()[1] * 0.8
self.width = self.display_surface.get_size()[0] // 6
self.create_items()
# selection system
self.selection_index = 0
self.selection_time = None
self.can_move = True
def input(self):
keys = pygame.key.get_pressed()
if self.can_move:
if keys[pygame.K_RIGHT] and self.selection_index < self.attribute_nr - 1:
self.selection_index += 1
self.can_move = False
self.selection_time = pygame.time.get_ticks()
elif keys[pygame.K_LEFT] and self.selection_index >= 1:
self.selection_index -= 1
self.can_move = False
self.selection_time = pygame.time.get_ticks()
if keys[pygame.K_SPACE]:
self.can_move = False
self.selection_time = pygame.time.get_ticks()
self.item_list[self.selection_index].trigger(self.player)
def selection_cooldown(self):
if not self.can_move:
current_time = pygame.time.get_ticks()
if current_time - self.selection_time >= 300:
self.can_move = True
def create_items(self):
self.item_list = []
for item, index in enumerate(range(self.attribute_nr)):
# horizontal position
full_width = self.display_surface.get_size()[0]
increment = full_width // self.attribute_nr
left = (item * increment) + (increment - self.width) // 2
# vertical position
top = self.display_surface.get_size()[1] * 0.1
# create the object
item = Item(left,top,self.width,self.height,index,self.font)
self.item_list.append(item)
def display(self):
self.input()
self.selection_cooldown()
for index, item in enumerate(self.item_list):
# get attributes
name = self.attribute_names[index]
value = self.player.get_value_by_index(index)
max_value = self.max_values[index]
cost = self.player.get_cost_by_index(index)
item.display(self.display_surface,self.selection_index,name,value,max_value,cost)
class Item:
def __init__(self,l,t,w,h,index,font):
self.rect = pygame.Rect(l,t,w,h)
self.index = index
self.font = font
def display_names(self,surface,name,cost,selected):
color = TEXT_COLOR_SELECTED if selected else TEXT_COLOR
# title
title_surf = self.font.render(name,False,color)
title_rect = title_surf.get_rect(midtop = self.rect.midtop + pygame.math.Vector2(0,20))
# cost
cost_surf = self.font.render(f'{int(cost)}',False,color)
cost_rect = cost_surf.get_rect(midbottom = self.rect.midbottom - pygame.math.Vector2(0,20))
# draw
surface.blit(title_surf,title_rect)
surface.blit(cost_surf,cost_rect)
def display_bar(self,surface,value,max_value,selected):
# drawing setup
top = self.rect.midtop + pygame.math.Vector2(0,60)
bottom = self.rect.midbottom - pygame.math.Vector2(0,60)
color = BAR_COLOR_SELECTED if selected else BAR_COLOR
# bar setup
full_height = bottom[1] - top[1]
relative_number = (value / max_value) * full_height
value_rect = pygame.Rect(top[0] - 15,bottom[1] - relative_number,30,10)
# draw elements
pygame.draw.line(surface,color,top,bottom,5)
pygame.draw.rect(surface,color,value_rect)
def trigger(self,player):
upgrade_attribute = list(player.stats.keys())[self.index]
if player.exp >= player.upgrade_cost[upgrade_attribute] and player.stats[upgrade_attribute] < player.max_stats[upgrade_attribute]:
player.exp -= player.upgrade_cost[upgrade_attribute]
player.stats[upgrade_attribute] *= 1.2
player.upgrade_cost[upgrade_attribute] *= 1.4
if player.stats[upgrade_attribute] > player.max_stats[upgrade_attribute]:
player.stats[upgrade_attribute] = player.max_stats[upgrade_attribute]
def display(self,surface,selection_num,name,value,max_value,cost):
if self.index == selection_num:
pygame.draw.rect(surface,UPGRADE_BG_COLOR_SELECTED,self.rect)
pygame.draw.rect(surface,UI_BORDER_COLOR,self.rect,4)
else:
pygame.draw.rect(surface,UI_BG_COLOR,self.rect)
pygame.draw.rect(surface,UI_BORDER_COLOR,self.rect,4)
self.display_names(surface,name,cost,self.index == selection_num)
self.display_bar(surface,value,max_value,self.index == selection_num)Editor is loading...
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