From 3db1af8d7a5b830ad79e6195ffb8b60f0332fc1a Mon Sep 17 00:00:00 2001 From: Kevin Hockey Date: Thu, 01 Jul 2010 18:42:01 +0000 Subject: Changed functions to use local variables and added the reference glyph --- (limited to 'MAFH2/BattleEngine.py') 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: -- cgit v0.9.1