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authorKevin Hockey <Blitzkev@gmail.com>2010-06-16 00:10:05 (GMT)
committer Kevin Hockey <Blitzkev@gmail.com>2010-06-16 00:10:05 (GMT)
commitf5bf0bbf775fe7c77e77322988d4830dad14e087 (patch)
treea4baf2fb513d359dfb13ab588e65244c8ee1424b /MAFH2/BattleEngine.py
parent589cb71196f6f363cf9c849cd43353e940c6359a (diff)
Fix for ticket #21 Had to reset some values which weren't being reset, also changed the menus somewhat and added extra functionality to other menu items.
Diffstat (limited to 'MAFH2/BattleEngine.py')
-rw-r--r--MAFH2/BattleEngine.py77
1 files changed, 42 insertions, 35 deletions
diff --git a/MAFH2/BattleEngine.py b/MAFH2/BattleEngine.py
index 64ec040..a9b7cda 100644
--- a/MAFH2/BattleEngine.py
+++ b/MAFH2/BattleEngine.py
@@ -50,7 +50,8 @@ class BattleEngine(GameEngineElement):
def menu_callback(self, selection, menu):
if selection == 'attack_show':
-
+ menu.set_sec_disp('0')
+ self.player_input = '0'
random.seed()
isCrit = random.randint(0,100)
tempR1 = random.randint(0,10)
@@ -66,57 +67,62 @@ class BattleEngine(GameEngineElement):
#Do Attack
print "Non Crit"
menu.show_menu('selection')
+ menu.set_sec_disp('')
self.__attack_phase(menu)
-
+
elif self.state == PLAYER_MULT:
- if selection == 'enter':
+ if selection == 'enter':
#figure out damage for crit attack
- menu.show_menu('selection')
- if int(self.player_input) == (self.critAns):
- menu.set_disp('Correct!')
- else:
- menu.set_disp('Incorrect')
- self.__attack_phase(menu)
-
+
+ if int(self.player_input) == (self.critAns):
+ menu.set_disp('Correct!')
+ else:
+ menu.set_disp('Incorrect')
+
+ menu.set_sec_disp('0')
+ self.__attack_phase(menu)
- elif selection == 'clear':
+ elif selection == 'clear':
self.player_input = '0'
- elif selection == 'fire':
- menu.set_disp('Fire Cast!')
- self.__attack_phase(menu)
+ elif selection == 'fire':
+ menu.set_disp('Fire Cast!')
+ self.__attack_phase(menu)
- elif selection == 'heal':
- menu.set_disp('Heal Cast!')
- self.__attack_phase(menu)
+ elif selection == 'heal':
+ menu.set_disp('Heal Cast!')
+ self.__attack_phase(menu)
- elif selection == 'lightning':
- menu.set_disp('Lightning Cast!')
- self.__attack_phase(menu)
+ elif selection == 'lightning':
+ menu.set_disp('Lightning Cast!')
+ self.__attack_phase(menu)
- elif selection == 'missile':
- menu.set_disp('Missile Cast!')
- self.__attack_phase(menu)
-
- else:
+ elif selection == 'missile':
+ menu.set_disp('Missile Cast!')
+ self.__attack_phase(menu)
+
+ elif selection == 'scan':
+ menu.set_disp('Enemy Scanned!')
+ self.__attack_phase(menu)
+ else:
#MUST BE A NUMBER
- if self.player_input == '0':
- self.player_input = selection
- else:
- self.player_input = self.player_input + selection
-
- menu.set_sec_disp( self.player_input )
+ if self.player_input == '0':
+ self.player_input = selection
+ else:
+ self.player_input = self.player_input + selection
+ menu.set_sec_disp( self.player_input )
- def __attack_phase(self,menu):
+ def __attack_phase(self, menu):
# Enemy Attack
# Check player health
print("in __attack_phase")
- menu.set_sec_disp('')
- self.__end_battle()
+ menu.set_sec_disp('0')
+ self.__end_battle(menu)
- def __end_battle(self):
+ def __end_battle(self, menu):
#Give items if any
#self terminate
+ menu.show_menu('selection')
pass
def event_handler(self, event):
@@ -141,6 +147,7 @@ class BattleEngine(GameEngineElement):
elif newKey=='return':
self.enemy = self.active_target
+
#do damage calculations
return True