diff options
-rw-r--r-- | MAFH2/BattleEngine.py | 70 | ||||
-rw-r--r-- | MAFH2/MagicMenu.py | 18 |
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: |