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authorKevin Hockey <Blitzkev@gmail.com>2010-07-02 16:49:08 (GMT)
committer Kevin Hockey <Blitzkev@gmail.com>2010-07-02 16:49:08 (GMT)
commit2a935e7c20574449e5f1e2683ffd65312624fdf9 (patch)
tree12fbaedf3e2502b86b173dedf1b5776f9c583c9a
parent64717425e9dc142e4af22f4e78d820d0e1f00acb (diff)
buttons draw correctly from 1 image, overlay works correctly
-rw-r--r--MAFH2/BattleEngine.py70
-rw-r--r--MAFH2/MagicMenu.py18
2 files changed, 43 insertions, 45 deletions
diff --git a/MAFH2/BattleEngine.py b/MAFH2/BattleEngine.py
index fe79d22..4eee528 100644
--- a/MAFH2/BattleEngine.py
+++ b/MAFH2/BattleEngine.py
@@ -124,146 +124,146 @@ class BattleEngine(GameEngineElement):
self.magicWin = False
elif selection == 'scan':
- menu.set_disp('Enemy Scanned!')
- self.isMagic = False
- self.__attack_phase(menu)
+ menu.set_disp('Enemy Scanned!')
+ self.isMagic = False
+ self.__attack_phase(menu)
elif selection == 'fire1':
- if(1 in self.magic_list):
+ if(0 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(1)
+ self.magic_list.append(0)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'fire2':
- if(2 in self.magic_list):
+ if(1 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(2)
+ self.magic_list.append(1)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'fire3':
- if(3 in self.magic_list):
+ if(2 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(3)
+ self.magic_list.append(2)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'fire4':
- if(4 in self.magic_list):
+ if(3 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(4)
+ self.magic_list.append(3)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'lig1':
- if(1 in self.magic_list):
+ if(0 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(1)
+ self.magic_list.append(0)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'lig2':
- if(2 in self.magic_list):
+ if(1 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(2)
+ self.magic_list.append(1)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'lig3':
- if(3 in self.magic_list):
+ if(2 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(3)
+ self.magic_list.append(2)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'lig4':
- if(4 in self.magic_list):
+ if(3 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(4)
+ self.magic_list.append(3)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'miss1':
- if(1 in self.magic_list):
+ if(0 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(1)
+ self.magic_list.append(0)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'miss2':
- if(2 in self.magic_list):
+ if(1 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(2)
+ self.magic_list.append(1)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'miss3':
- if(3 in self.magic_list):
+ if(2 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(3)
+ self.magic_list.append(2)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'miss4':
- if(4 in self.magic_list):
+ if(3 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(4)
+ self.magic_list.append(3)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'heal1':
- if(1 in self.magic_list):
+ if(0 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(1)
+ self.magic_list.append(0)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'heal2':
- if(2 in self.magic_list):
+ if(1 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(2)
+ self.magic_list.append(1)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'heal3':
- if(1 in self.magic_list):
+ if(2 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(3)
+ self.magic_list.append(2)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'heal4':
- if(4 in self.magic_list):
+ if(3 in self.magic_list):
self.__attack_phase(menu)
else:
- self.magic_list.append(4)
+ self.magic_list.append(3)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
diff --git a/MAFH2/MagicMenu.py b/MAFH2/MagicMenu.py
index 0ff4c97..13a618e 100644
--- a/MAFH2/MagicMenu.py
+++ b/MAFH2/MagicMenu.py
@@ -148,6 +148,7 @@ class Menu(object):
self.buttons.append(pygame.transform.scale(missile[random.randint(0,3)] , (60,60)))
self.mainGlyph = pygame.image.load(PUZZLE_PATH + "FireGlyph.gif").convert()
+ self.glyphs = fire
elif(spelltype == 1):
#lightning attack
@@ -161,6 +162,7 @@ class Menu(object):
self.buttons.append(pygame.transform.scale(missile[random.randint(0,3)] , (60,60)))
self.mainGlyph = pygame.image.load(PUZZLE_PATH + "LightningGlyph.gif").convert()
+ self.glyphs = lightning
elif(spelltype == 2):
#missile attack
@@ -174,6 +176,7 @@ class Menu(object):
self.buttons.append(pygame.transform.scale(fire[random.randint(0,3)] , (60,60)))
self.mainGlyph = pygame.image.load(PUZZLE_PATH + "MissileGlyph.gif").convert()
+ self.glyphs = missile
elif(spelltype == 3):
#heal
for i in range(4):
@@ -186,6 +189,7 @@ class Menu(object):
self.buttons.append(pygame.transform.scale(fire[random.randint(0,3)] , (60,60)))
self.mainGlyph = pygame.image.load(PUZZLE_PATH + "HealGlyph.gif").convert()
+ self.glyphs = heal
random.seed()
random.shuffle(self.buttons)
@@ -220,22 +224,16 @@ class Menu(object):
self.mainGlyph.set_colorkey(pygame.Color(255,0,255), pygame.RLEACCEL)
surface.blit(self.mainGlyph, (500,350))
- '''
+
# Draw reference glyphs
for i in range(4):
if i in self.magic_list:
- if self.spelltype == 0:
- surface.blit(pygame.transform.scale(pygame.image.load(PUZZLE_PATH + "FireGlyph%dbtn.gif" %(i+1)).convert(), (137,147)), (500+((i%2) * 137), 350+(i/2 * 147)))
- elif self.spelltype == 1:
- surface.blit(pygame.transform.scale(pygame.image.load(PUZZLE_PATH + "LightningGlyph%dbtn.gif" %(i+1)).convert(), (137,147)), (500+((i%2) * 137), 350+(i/2 * 147)))
- elif self.spelltype == 2:
- surface.blit(pygame.transform.scale(pygame.image.load(PUZZLE_PATH + "MissileGlyph%dbtn.gif" %(i+1)).convert(), (137,147)), (500 + ((i%2) * 137), 350+(i/2 * 147)))
- elif self.spelltype == 3:
- surface.blit(pygame.transform.scale(pygame.image.load(PUZZLE_PATH + "HealGlyph%dbtn.gif" %(i+1)).convert(), (137,147)), (500 + ((i%2) * 137), 350+(i/2 * 147)))
- '''
+ surface.blit(self.glyphs[i], (800+((i%2) * 137), 350+(i/2 * 147)))
+
def update(self, event):
"""Update the menu and get input for the menu."""
return_val = True
+ print self.magic_list, self.option
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
if self.cols != 1: