Untitled
unknown
python
3 years ago
3.3 kB
8
Indexable
from typing import List
import pygame
import Helpers.loadFile
import Helpers.drawText
import Controller.controller
import Player.player
import Player.inventory
loadFile = Helpers.loadFile.load_file
drawText = Helpers.drawText.DrawText
shopItems = loadFile('Data/items.json')
controller = Controller.controller.Controller()
class Button:
def __init__(self, rect: pygame.Rect) -> None:
# self.base_rect is going to be the one that never gets modified
self.base_rect = rect
# self.rect is going to be the one that is active
self.rect = rect
def collidepoint(self, pos: pygame.Vector2) -> bool:
return self.rect.collidepoint(pos)
def scale(self, scale_factor=1.2) -> None:
width = self.base_rect.width * scale_factor
height = self.base_rect.height * scale_factor
c_pos = self.base_rect.center
self.rect = pygame.Rect(0, 0, width, height)
self.rect.center = c_pos
class Shop:
# Buy, Sell, Standard/Special Items (tabs?)
_instance = None
def __new__(cls, *args, **kwargs):
if cls._instance is None:
cls._instance = super().__new__(cls)
return cls._instance
def __init__(self, screen) -> None:
self.buttons: List[Button()] = []
self.toggleOpen = False
self.playerInventory = Player.inventory.Inventory(screen)
self.player = Player.player.Player(screen)
self.pressed = False
self.isCollided = False
base_pos = pygame.Vector2(750 / 3, 150)
width = 30
height = 30
y_offset = 50
x_offset = 50
for i, item in enumerate(shopItems):
offset_vector = pygame.Vector2(x_offset*(i % 3), y_offset*(i//3))
pos = base_pos + offset_vector
rect = pygame.Rect(pos.x, pos.y, width, height)
self.buttons.append(Button(rect))
def open(self, screen: pygame.Surface):
self.containerWidth = screen.get_width() / 2
self.containerHeight = screen.get_height() / 2
self.containerX = self.containerWidth - self.containerWidth / 2
self.containerY = self.containerHeight - self.containerHeight / 2
self.containerColor = (0, 0, 0)
pygame.draw.rect(screen, self.containerColor, pygame.Rect(self.containerX, self.containerY,
self.containerWidth, self.containerHeight))
self.draw_buttons(screen)
def draw_buttons(self, screen: pygame.Surface) -> None:
mouse_pos = pygame.Vector2(pygame.mouse.get_pos())
for i, button in enumerate(self.buttons):
if button.collidepoint(mouse_pos):
button.scale(1.2)
self.player.remove_gold(shopItems[str(i + 1)]["price"])
else:
button.scale(1)
pygame.draw.rect(screen, "white", button.rect)
def close(self):
self.toggleOpen = False
def buy(self, price, itemId):
print(itemId)
# self.player.remove_gold(price)
# self.playerInventory.add_item(itemId)
def sell(self, itemId):
pass
def initialize(self, screen: pygame.Surface):
if controller.toggleShop:
self.open(screen)
else:
self.close()
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