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from fortuneengine.GameEngineElement import GameEngineElement
from Enemy import get_enemy
from BattleMenu import BattleMenuHolder
from MagicMenu import MagicMenuHolder
from AnimatedSprite import Spritesheet
import pygame
from constants import CHAR_PATH, HUD_PATH
from gettext import gettext as _
import random
PLAYER_WAIT = 1
PLAYER_MULT = 2
class BattleEngine(GameEngineElement):
def __init__(self, dgn):
GameEngineElement.__init__(self, has_draw=True, has_event=True)
self.dgn = dgn
self.current_room = dgn.get_current_room()
self.font = pygame.font.SysFont("cmr10",18,False,False)
self.enemy_list = []
self.magic_list = []
self.spellType = 0 #0 = non, 1-4 are spells in order, 5 is special
self.isMagic = False
self.state = PLAYER_WAIT
self.player_input = '0'
self.active_target = 1
for i in range(0,4):
e_index = self.current_room.get_enemy( i )
if e_index != '0':
self.enemy_list.append( get_enemy( e_index ) )
# Preload images
self.__images = {}
for i in ['arrow_select']:
self.__images[i] = pygame.image.load( HUD_PATH + i + ".gif" )
self.__images['hp'] = Spritesheet( HUD_PATH + "hp.png" ).img_extract(11,1,100,100)
self.__images['bt'] = Spritesheet( HUD_PATH + "bt.png" ).img_extract(1,11,100,25)
self.add_to_engine()
self.game_engine.add_object('battlemenu', BattleMenuHolder( self.menu_callback ) )
self.game_engine.get_object('battlemenu').show_menu('selection')
self.game_engine.get_object('mesg').add_line( _('Enemies present, prepare to fight!') )
def menu_callback(self, selection, menu):
if selection == 'attack_show':
menu.set_sec_disp('')
self.player_input = ''
self.isMagic = False
random.seed()
isCrit = random.randint(0,100)
if( isCrit > 90 ):
#Show problem
menu.show_menu('attack')
tempR1 = random.randint(0,10)
tempR2 = random.randint(0,10)
self.critAns = tempR1 * tempR2
menu.set_disp('%d x %d' %(tempR1, tempR2))
self.state = PLAYER_MULT
else:
#Do Attack
print "Non Crit"
menu.show_menu('selection')
menu.set_sec_disp('')
self.__attack_phase(menu)
elif self.state == PLAYER_MULT:
self.isMagic = False
if selection == 'enter':
#figure out damage for crit attack
if int(self.player_input) == (self.critAns):
menu.set_disp('Correct!')
else:
menu.set_disp('Incorrect')
menu.set_sec_disp('')
self.player_input = ''
self.__attack_phase(menu)
elif selection == 'clear':
self.player_input = ''
menu.set_sec_disp('')
else:
self.player_input = self.player_input + selection
menu.set_sec_disp( self.player_input )
elif selection == 'fire':
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.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':
if(0 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(0)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'fire2':
if(1 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(1)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'fire3':
if(2 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(2)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'fire4':
if(3 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(3)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'lig1':
if(0 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(0)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'lig2':
if(1 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(1)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'lig3':
if(2 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(2)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'lig4':
if(3 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(3)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'miss1':
if(0 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(0)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'miss2':
if(1 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(1)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'miss3':
if(2 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(2)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'miss4':
if(3 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(3)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'heal1':
if(0 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(0)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'heal2':
if(1 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(1)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'heal3':
if(2 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(2)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'heal4':
if(3 in self.magic_list):
self.__attack_phase(menu)
else:
self.magic_list.append(3)
if(len(self.magic_list) > 3):
self.magicWin = True
self.__attack_phase(menu)
elif selection == 'wrongchoice':
self.__attack_phase(menu)
def __attack_phase(self, menu):
# Check to see how much hp enemy has left.
# Enemy Attack
# Check player health
hero = self.game_engine.get_object('profile').hero
weakness = self.enemy_list[self.active_target]
spellTypes = ['none', 'fire', 'lightning', 'missile', 'heal', 'special']
bonus = 0
if spellTypes[self.spellType] == weakness:
bonus = 60
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 (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:
newKey=pygame.key.name(event.key)
if newKey=='[4]' or newKey=='left':
self.active_target -= 1
if self.active_target < 1:
self.active_target = len(self.enemy_list)
return True
elif newKey=='[6]' or newKey=='right':
self.active_target += 1
if self.active_target > len(self.enemy_list):
self.active_target = 1
return True
elif newKey=='return':
self.enemy = self.active_target
#do damage calculations
return True
# We don't want to allow other things to run during battle
return True
def draw(self,screen,time_delta):
x=250
y=150
i = 1
tick_time = pygame.time.get_ticks()
# Draw Enemy and Item Selection
for enemy in self.enemy_list:
if self.active_target == i:
screen.blit(self.__images['arrow_select'], (x+(i*200),y-25))
enemy.sprite.update( tick_time )
screen.blit(enemy.sprite.image, (x+(i*200),y))
i = i+1
# Draw Hud
profile = self.game_engine.get_object('profile')
# Player Health
health = 10 - profile.hero.healthLevel()
screen.blit(self.__images['hp'][health], (25,25))
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