diff options
author | esk7610 <esk7610@rit.edu> | 2010-02-12 17:45:20 (GMT) |
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committer | esk7610 <esk7610@rit.edu> | 2010-02-12 17:45:20 (GMT) |
commit | 5947ae901c09bd44e543460b9f2062bccd008ea6 (patch) | |
tree | d00a8d506ef03b19ee882c16ebf8f06d0fe49764 /MAFH.activity | |
parent | a1277d68926ffa46c17d73cf48f3d001dfa60a2d (diff) |
Inventory now scrolls, cannot be at more than MHP
Diffstat (limited to 'MAFH.activity')
-rw-r--r-- | MAFH.activity/Hero.py | 2 | ||||
-rw-r--r-- | MAFH.activity/Menu.py | 56 |
2 files changed, 30 insertions, 28 deletions
diff --git a/MAFH.activity/Hero.py b/MAFH.activity/Hero.py index ded042f..c61af1b 100644 --- a/MAFH.activity/Hero.py +++ b/MAFH.activity/Hero.py @@ -75,6 +75,8 @@ class Hero(Actor): self.inv_Ar.remove(item) else: self.player.migrateMessages("You are already at full health") + if self.HP>self.MHP: + self.player.HP=self.player.MHP #remove item from equipment diff --git a/MAFH.activity/Menu.py b/MAFH.activity/Menu.py index 15315f3..d62acb6 100644 --- a/MAFH.activity/Menu.py +++ b/MAFH.activity/Menu.py @@ -79,69 +79,69 @@ class Menu: #Title Menu buttons' functions #when 'Return to Title' is selected - def tm_return(): + #def tm_return(): #return player to the title menu #when 'Controls' is selected - def tm_controls(): + #def tm_controls(): #show the controls for the XO input, let them switch between the two layouts #when 'Exit Game' is selected - def tm_exitGame(): + #def tm_exitGame(): #exits the game and returns the player to the XO home screen #when 'Continue' is selected - def tm_ap_continue(): + #def tm_ap_continue(): #starts a play of the last 'loaded' game file #when 'Level Select' is selected - def tm_ap_levelSelect(): + #def tm_ap_levelSelect(): #allows the player to choose which level to play, from a list of completed levels within a save file #when 'Load Game' is selected - def tm_ap_loadGame(): + #def tm_ap_loadGame(): #loads a game file into memory, doesn't actually start the game #when 'New Game' is selected - def tm_ap_newGame(): + #def tm_ap_newGame(): #creates a new game file to work with, runs new game #when 'Play Custom Map' is selected - def tm_cp_playCustomMap(): + #def tm_cp_playCustomMap(): #loads and plays a custom map set created by Fortune Maker #when 'New Custom Map' is selected - def tm_cp_newCustomMap(): + #def tm_cp_newCustomMap(): #shows an overview of Fortune Maker and what it can do #offers them to quit Fortune Hunter in order to load Fortune Maker #when 'Share Map' is selected - def tm_cp_shareMap(): + #def tm_cp_shareMap(): #shares (send or receive) custom maps from the directory with friends over local mesh #when 'Local Cooperative Play' is selected - def tm_np_localCoop(): + #def tm_np_localCoop(): #starts a game with the option to have a friend join in #probably this will just be an option to turn on and off #when 'Local Treasure Trekkers Play' is selected - def tm_np_localTreasure(): + # def tm_np_localTreasure(): #starts a racing type game and allows players to compete over mesh #when 'View Scoreboard' is selected - def tm_np_scoreboard(): + # def tm_np_scoreboard(): #shows the classroom scoreboard #when 'View Bestiary' is selected - def tm_np_viewBestiary(): + # def tm_np_viewBestiary(): #shows bestiary of loaded game profile, otherwise shows empty one #when 'View Awards' is selected - def tm_np_viewAwards(): + # def tm_np_viewAwards(): #shows awards of a loaded game profile, otherwise shows locked ones #when 'View Statistics' is selected - def tm_np_viewStats(): + # def tm_np_viewStats(): #shows statistics of a loaded game profile, otherwise shows 0s #possibly options menu elements here# @@ -223,16 +223,22 @@ class Menu: elif self.name=="Inventory": y=140 sel=0 + if self.currentOption>8: + i=self.currentOption-8 + else: + i=0 screen.blit(font.render("Inventory:",True,(0,0,0)),(self.sX+80,self.sY+100,200,40)) - for item in player.battlePlayer.inv_Ar: - if sel==self.currentOption: + for k in range(10): + try: + item=player.battlePlayer.inv_Ar[i] + except IndexError: + break + if i==self.currentOption: screen.fill((50,50,250),pygame.Rect(self.sX+40,self.sY+y,200,40)) screen.blit(font.render(item.name,True,(0,0,0)),pygame.Rect(self.sX+40,self.sY+y,200,40)) y+=40 sel+=1 - if y==400: - y=0 - x+=200 + i+=1 screen.fill((255,150,150),(500,555,125,50)) screen.fill((150,255,150),(625,555,127,50)) screen.blit(self.LArrow,(504,560,20,20)) @@ -564,13 +570,7 @@ class Menu: player.curBattle.checkGlyph(name) elif name=="Scan": player.curBattle.scanEnemy() - elif name=="Item1" or name=="Item2" or name=="Item3" or name=="Item4": - index=int(repr(name)[5])-1 - if index<len(player.battlePlayer.eqItem): - player.curBattle.useItem(player.battlePlayer.eqItem[index]) - else: - player.currentMenu=player.curBattle.battleMenu - #if we decide to add puzzle/minigame items, here's where they'd go + elif name=="Weapon" or name=="Armor" or name=="Accessory": self.createInventory(player) |