Web   ·   Wiki   ·   Activities   ·   Blog   ·   Lists   ·   Chat   ·   Meeting   ·   Bugs   ·   Git   ·   Translate   ·   Archive   ·   People   ·   Donate
summaryrefslogtreecommitdiffstats
path: root/MAFH2/BattleEngine.py
diff options
context:
space:
mode:
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 /MAFH2/BattleEngine.py
parent3c8a280a570a0075493322ec44be5edacd22bf4e (diff)
Changed functions to use local variables and added the reference glyph
Diffstat (limited to 'MAFH2/BattleEngine.py')
-rw-r--r--MAFH2/BattleEngine.py99
1 files changed, 51 insertions, 48 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: