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authorKevin Hockey <Blitzkev@gmail.com>2010-07-01 18:42:01 (GMT)
committer Kevin Hockey <Blitzkev@gmail.com>2010-07-01 18:42:01 (GMT)
commit3db1af8d7a5b830ad79e6195ffb8b60f0332fc1a (patch)
tree4a19e10751387a8c0f42f2f72f5030aa05a1a909
parent3c8a280a570a0075493322ec44be5edacd22bf4e (diff)
Changed functions to use local variables and added the reference glyph
-rw-r--r--MAFH2/BattleEngine.py99
-rw-r--r--MAFH2/MagicMenu.py113
-rwxr-xr-xMAFH2/assets/image/puzzle/FireGlyph.gifbin0 -> 3452 bytes
-rwxr-xr-xMAFH2/assets/image/puzzle/HealGlyph.gifbin0 -> 1755 bytes
-rwxr-xr-xMAFH2/assets/image/puzzle/LightningGlyph.gifbin0 -> 3361 bytes
-rwxr-xr-xMAFH2/assets/image/puzzle/MissileGlyph.gifbin0 -> 2573 bytes
6 files changed, 106 insertions, 106 deletions
diff --git a/MAFH2/BattleEngine.py b/MAFH2/BattleEngine.py
index da1850e..e7d08d8 100644
--- a/MAFH2/BattleEngine.py
+++ b/MAFH2/BattleEngine.py
@@ -74,6 +74,7 @@ class BattleEngine(GameEngineElement):
elif self.state == PLAYER_MULT:
+ self.isMagic = False
if selection == 'enter':
#figure out damage for crit attack
if int(self.player_input) == (self.critAns):
@@ -97,29 +98,33 @@ class BattleEngine(GameEngineElement):
menu.set_disp('Fire Cast!')
self.game_engine.add_object('magicmenu', MagicMenuHolder( self.menu_callback ) )
self.game_engine.get_object('magicmenu').show_menu('fire')
- self.isMagic = True
- #self.__attack_phase(menu)
+ self.isMagic = True
+ self.magicWin = False
elif selection == 'heal':
menu.set_disp('Heal Cast!')
self.game_engine.add_object('magicmenu', MagicMenuHolder( self.menu_callback ) )
self.game_engine.get_object('magicmenu').show_menu('heal')
self.isMagic = True
+ self.magicWin = False
elif selection == 'lightning':
menu.set_disp('Lightning Cast!')
self.game_engine.add_object('magicmenu', MagicMenuHolder( self.menu_callback ) )
self.game_engine.get_object('magicmenu').show_menu('lightning')
self.isMagic = True
+ self.magicWin = False
elif selection == 'missile':
menu.set_disp('Missile Cast!')
self.game_engine.add_object('magicmenu', MagicMenuHolder( self.menu_callback ) )
self.game_engine.get_object('magicmenu').show_menu('missile')
self.isMagic = True
+ self.magicWin = False
elif selection == 'scan':
menu.set_disp('Enemy Scanned!')
+ self.isMagic = False
self.__attack_phase(menu)
elif selection == 'fire1':
@@ -127,145 +132,141 @@ class BattleEngine(GameEngineElement):
self.__attack_phase(menu)
else:
self.magic_list.append(1)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
+
elif selection == 'fire2':
- if(1 in self.magic_list):
+ if(2 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(2)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
elif selection == 'fire3':
- if(1 in self.magic_list):
+ if(3 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(3)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
+
elif selection == 'fire4':
- if(1 in self.magic_list):
+ if(4 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(4)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
+
elif selection == 'lig1':
if(1 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(1)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
elif selection == 'lig2':
- if(1 in self.magic_list):
+ if(2 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(2)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
elif selection == 'lig3':
- if(1 in self.magic_list):
+ if(3 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(3)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
elif selection == 'lig4':
- if(1 in self.magic_list):
+ if(4 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(4)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
+
elif selection == 'miss1':
if(1 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(1)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
+
elif selection == 'miss2':
- if(1 in self.magic_list):
+ if(2 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(2)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
+
elif selection == 'miss3':
- if(1 in self.magic_list):
+ if(3 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(3)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
+
elif selection == 'miss4':
- if(1 in self.magic_list):
+ if(4 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(4)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
+
elif selection == 'heal1':
if(1 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(1)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
+
elif selection == 'heal2':
- if(1 in self.magic_list):
+ if(2 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(2)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
+
elif selection == 'heal3':
if(1 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(3)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
+
elif selection == 'heal4':
- if(1 in self.magic_list):
+ if(4 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(4)
- #draw overlay
if(len(self.magic_list) > 3):
- #reset variables
+ self.magicWin = True
self.__attack_phase(menu)
+
elif selection == 'wrongchoice':
self.__attack_phase(menu)
@@ -274,16 +275,18 @@ class BattleEngine(GameEngineElement):
# Enemy Attack
# Check player health
self.state = PLAYER_WAIT
+ self.magic_list = []
print("in __attack_phase")
self.__end_battle(menu)
def __end_battle(self, menu):
#Give items if any
#self terminate
- if (not self.isMagic):
- menu.show_menu('selection')
- else:
+ if (self.isMagic):
self.game_engine.get_object('magicmenu').remove_from_engine()
+ self.game_engine.remove_object('magicmenu')
+ else:
+ menu.show_menu('selection')
def event_handler(self, event):
if event.type == pygame.KEYDOWN:
diff --git a/MAFH2/MagicMenu.py b/MAFH2/MagicMenu.py
index 7ff7323..3242aeb 100644
--- a/MAFH2/MagicMenu.py
+++ b/MAFH2/MagicMenu.py
@@ -120,72 +120,73 @@ class Menu(object):
self.cols = 2
self.option = 0
self.width = 1
- self.color = [0, 0, 0]
- self.hcolor = [255, 0, 0]
+ lightning = []
+ fire = []
+ missile = []
+ heal = []
- #btn1-4 will be correct buttons and btn5-8 will be incorrect
+ for i in range(1,5):
+ fire.append(PUZZLE_PATH + "FireGlyph%dbtn.gif" %i)
+ lightning.append(PUZZLE_PATH + "LightningGlyph%dbtn.gif" %i)
+ missile.append(PUZZLE_PATH + "MissileGlyph%dbtn.gif" %i)
+ heal.append(PUZZLE_PATH + "HealGlyph%dbtn.gif" %i)
if(spelltype == 0):
- self.btn1 = pygame.image.load(PUZZLE_PATH + "FireGlyph1btn.gif")
- self.btn2 = pygame.image.load(PUZZLE_PATH + "FireGlyph2btn.gif")
- self.btn3 = pygame.image.load(PUZZLE_PATH + "FireGlyph3btn.gif")
- self.btn4 = pygame.image.load(PUZZLE_PATH + "FireGlyph4btn.gif")
-
+ #fire attack
+ for i in range(4):
+ self.buttons.append(pygame.image.load(fire[i]).convert())
#filler buttons
- self.btn5 = pygame.image.load(PUZZLE_PATH + "LightningGlyph1btn.gif")
- self.btn6 = pygame.image.load(PUZZLE_PATH + "HealGlyph1btn.gif")
- self.btn7 = pygame.image.load(PUZZLE_PATH + "MissileGlyph1btn.gif")
- self.btn8 = pygame.image.load(PUZZLE_PATH + "LightningGlyph2btn.gif")
+ for i in range(0,2):
+ self.buttons.append(pygame.image.load(lightning[i]).convert())
+ random.seed()
+ self.buttons.append(pygame.image.load(heal[random.randint(0,3)]).convert())
+ self.buttons.append(pygame.image.load(missile[random.randint(0,3)]).convert())
+
+ self.mainGlyph = pygame.image.load(PUZZLE_PATH + "FireGlyph.gif").convert()
elif(spelltype == 1):
#lightning attack
- self.btn1 = pygame.image.load(PUZZLE_PATH + "LightningGlyph1btn.gif")
- self.btn2 = pygame.image.load(PUZZLE_PATH + "LightningGlyph2btn.gif")
- self.btn3 = pygame.image.load(PUZZLE_PATH + "LightningGlyph3btn.gif")
- self.btn4 = pygame.image.load(PUZZLE_PATH + "LightningGlyph4btn.gif")
+ for i in range(4):
+ self.buttons.append(pygame.image.load(lightning[i]).convert())
+ #filler buttons
+ for i in range(0,2):
+ self.buttons.append(pygame.image.load(fire[i]).convert())
+ random.seed()
+ self.buttons.append(pygame.image.load(heal[random.randint(0,3)]).convert())
+ self.buttons.append(pygame.image.load(missile[random.randint(0,3)]).convert())
- self.btn5 = pygame.image.load(PUZZLE_PATH + "HealGlyph1btn.gif")
- self.btn6 = pygame.image.load(PUZZLE_PATH + "MissileGlyph1btn.gif")
- self.btn7 = pygame.image.load(PUZZLE_PATH + "FireGlyph1btn.gif")
- self.btn8 = pygame.image.load(PUZZLE_PATH + "FireGlyph2btn.gif")
+ self.mainGlyph = pygame.image.load(PUZZLE_PATH + "LightningGlyph.gif").convert()
elif(spelltype == 2):
#missile attack
- self.btn1 = pygame.image.load(PUZZLE_PATH + "MissileGlyph1btn.gif")
- self.btn2 = pygame.image.load(PUZZLE_PATH + "MissileGlyph2btn.gif")
- self.btn3 = pygame.image.load(PUZZLE_PATH + "MissileGlyph3btn.gif")
- self.btn4 = pygame.image.load(PUZZLE_PATH + "MissileGlyph4btn.gif")
-
- self.btn5 = pygame.image.load(PUZZLE_PATH + "HealGlyph1btn.gif")
- self.btn6 = pygame.image.load(PUZZLE_PATH + "LightningGlyph1btn.gif")
- self.btn7 = pygame.image.load(PUZZLE_PATH + "FireGlyph1btn.gif")
- self.btn8 = pygame.image.load(PUZZLE_PATH + "FireGlyph2btn.gif")
+ for i in range(4):
+ self.buttons.append(pygame.image.load(missile[i]).convert())
+ #filler buttons
+ for i in range(0,2):
+ self.buttons.append(pygame.image.load(lightning[i]).convert())
+ random.seed()
+ self.buttons.append(pygame.image.load(heal[random.randint(0,3)]).convert())
+ self.buttons.append(pygame.image.load(fire[random.randint(0,3)]).convert())
+
+ self.mainGlyph = pygame.image.load(PUZZLE_PATH + "MissileGlyph.gif").convert()
elif(spelltype == 3):
#heal
- self.btn1 = pygame.image.load(PUZZLE_PATH + "HealGlyph1btn.gif")
- self.btn2 = pygame.image.load(PUZZLE_PATH + "HealGlyph2btn.gif")
- self.btn3 = pygame.image.load(PUZZLE_PATH + "HealGlyph3btn.gif")
- self.btn4 = pygame.image.load(PUZZLE_PATH + "HealGlyph4btn.gif")
+ for i in range(4):
+ self.buttons.append(pygame.image.load(heal[i]).convert())
+ #filler buttons
+ for i in range(0,2):
+ self.buttons.append(pygame.image.load(lightning[i]).convert())
+ random.seed()
+ self.buttons.append(pygame.image.load(missile[random.randint(0,3)]).convert())
+ self.buttons.append(pygame.image.load(fire[random.randint(0,3)]).convert())
- self.btn5 = pygame.image.load(PUZZLE_PATH + "LightningGlyph1btn.gif")
- self.btn6 = pygame.image.load(PUZZLE_PATH + "MissileGlyph1btn.gif")
- self.btn7 = pygame.image.load(PUZZLE_PATH + "FireGlyph1btn.gif")
- self.btn8 = pygame.image.load(PUZZLE_PATH + "FireGlyph2btn.gif")
-
+ self.mainGlyph = pygame.image.load(PUZZLE_PATH + "HealGlyph.gif").convert()
- self.buttons.append(self.btn1)
- self.buttons.append(self.btn2)
- self.buttons.append(self.btn3)
- self.buttons.append(self.btn4)
- self.buttons.append(self.btn5)
- self.buttons.append(self.btn6)
- self.buttons.append(self.btn7)
- self.buttons.append(self.btn8)
random.seed()
random.shuffle(self.buttons)
- self.height = (len(self.options)*self.btn1.get_height()) / self.cols
+ self.height = (len(self.options)*self.buttons[1].get_height()) / self.cols
def draw(self, surface):
"""Draw the menu to the surface."""
@@ -193,21 +194,16 @@ class Menu(object):
h=0 # Selection Spacing
j=0 # Col Spacing
index=0 #current spot in buttons list
- height = self.btn1.get_height()
- width = self.btn1.get_width()
+ height = self.buttons[0].get_height()
+ width = self.buttons[0].get_width()
- for o in self.options:
- if h==self.option:
- clr = self.hcolor
- else:
- clr = self.color
- text = o[0]
+ for o in self.buttons:
newX = self.x + width * j
newY = self.y + i * height
- #get number b/w 1&8 that hasn't been used
- #add it to "btn" and blit it
+ if h==self.option:
+ pygame.draw.rect(surface, (4, 119, 152), ( newX, newY, height, width))
surface.blit(self.buttons[index], (newX, newY) )
j+=1
@@ -216,7 +212,8 @@ class Menu(object):
if j >= self.cols:
i+=1
j=0
-
+
+ surface.blit(self.mainGlyph, (500,350))
def update(self, event):
"""Update the menu and get input for the menu."""
return_val = True
diff --git a/MAFH2/assets/image/puzzle/FireGlyph.gif b/MAFH2/assets/image/puzzle/FireGlyph.gif
new file mode 100755
index 0000000..42fff16
--- /dev/null
+++ b/MAFH2/assets/image/puzzle/FireGlyph.gif
Binary files differ
diff --git a/MAFH2/assets/image/puzzle/HealGlyph.gif b/MAFH2/assets/image/puzzle/HealGlyph.gif
new file mode 100755
index 0000000..05d7684
--- /dev/null
+++ b/MAFH2/assets/image/puzzle/HealGlyph.gif
Binary files differ
diff --git a/MAFH2/assets/image/puzzle/LightningGlyph.gif b/MAFH2/assets/image/puzzle/LightningGlyph.gif
new file mode 100755
index 0000000..a6d2be9
--- /dev/null
+++ b/MAFH2/assets/image/puzzle/LightningGlyph.gif
Binary files differ
diff --git a/MAFH2/assets/image/puzzle/MissileGlyph.gif b/MAFH2/assets/image/puzzle/MissileGlyph.gif
new file mode 100755
index 0000000..f1d1305
--- /dev/null
+++ b/MAFH2/assets/image/puzzle/MissileGlyph.gif
Binary files differ