Merge pull request 'healthbar' (#24) from healthbar into master
Reviewed-on: #24
This commit is contained in:
commit
30e2d39d28
@ -27,7 +27,6 @@ class Game:
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self.screens = {'credits': Credits(self.screen, self.clock), 'options': Options(self.screen, self.clock)}
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self.screens = {'credits': Credits(self.screen, self.clock), 'options': Options(self.screen, self.clock)}
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def main_menu(self):
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def main_menu(self):
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menu = MainMenu(self.screen, self.clock, self.bg,
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menu = MainMenu(self.screen, self.clock, self.bg,
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self.game,
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self.game,
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@ -38,7 +37,6 @@ class Game:
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def game(self):
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def game(self):
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logs = Logs(self.screen)
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logs = Logs(self.screen)
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level = Level(self.screen, logs)
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level = Level(self.screen, logs)
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stats = Stats(self.screen)
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# setup clock for rounds
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# setup clock for rounds
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NEXT_TURN = pygame.USEREVENT + 1
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NEXT_TURN = pygame.USEREVENT + 1
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@ -46,6 +44,7 @@ class Game:
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# create level
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# create level
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level.create_map()
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level.create_map()
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stats = Stats(self.screen, level.list_knights_blue, level.list_knights_red)
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print_numbers_flag = False
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print_numbers_flag = False
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running = True
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running = True
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@ -61,8 +60,7 @@ class Game:
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running = False
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running = False
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if event.key == pygame.K_n:
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if event.key == pygame.K_n:
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print_numbers_flag = not print_numbers_flag
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print_numbers_flag = not print_numbers_flag
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if event.key == pygame.K_r:
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stats.red_team_hp_bar.take_dmg(5)
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if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
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if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
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level.handle_turn()
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level.handle_turn()
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@ -9,7 +9,6 @@ class HealthBar:
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self.rect = rect
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self.rect = rect
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self.screen = screen
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self.screen = screen
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self.current_hp = current_hp
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self.current_hp = current_hp
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self.target_hp = current_hp
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self.max_hp = max_hp
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self.max_hp = max_hp
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self.x = self.rect.x
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self.x = self.rect.x
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self.y = self.rect.y
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self.y = self.rect.y
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@ -38,22 +37,22 @@ class HealthBar:
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self.health_ratio = self.max_hp / self.width
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self.health_ratio = self.max_hp / self.width
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def take_dmg(self, dmg_taken):
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def take_dmg(self, amount):
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if self.target_hp > 0:
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if self.current_hp - amount > 0:
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self.target_hp -= dmg_taken
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self.current_hp -= amount
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elif self.target_hp < 0:
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elif self.current_hp - amount <= 0:
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self.target_hp = 0
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self.current_hp = 0
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def heal(self, amount):
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def heal(self, amount):
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if self.target_hp < self.max_hp:
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if self.current_hp + amount < self.max_hp:
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self.target_hp += amount
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self.current_hp += amount
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elif self.target_hp > self.max_hp:
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elif self.current_hp + amount > self.max_hp:
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self.target_hp = self.max_hp
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self.current_hp = self.max_hp
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def show(self):
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def show(self):
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pygame.Surface.fill(self.screen, BLACK, (self.x-1, self.y-1, self.width+2, self.height+2))
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pygame.Surface.fill(self.screen, BLACK, (self.x-1, self.y-1, self.width+2, self.height+2))
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pygame.Surface.fill(self.screen, RED, (self.x, self.y, self.width, self.height))
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pygame.Surface.fill(self.screen, RED, (self.x, self.y, self.width, self.height))
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pygame.Surface.fill(self.screen, GREEN, (self.x, self.y, int(self.target_hp / self.health_ratio), self.height))
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pygame.Surface.fill(self.screen, GREEN, (self.x, self.y, int(self.current_hp / self.health_ratio), self.height))
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@ -34,11 +34,10 @@ class Knight(pygame.sprite.Sprite):
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self.team = team
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self.team = team
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self.max_hp = random.randint(7, 12)
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self.max_hp = random.randint(7, 12)
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self.current_hp = random.randint(1, self.max_hp)
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self.attack = random.randint(4, 7)
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self.attack = random.randint(4, 7)
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self.defense = random.randint(1, 4)
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self.defense = random.randint(1, 4)
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self.points = 1
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self.points = 1
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
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self.health_bar = HealthBar(screen, self.rect, current_hp=random.randint(1, self.max_hp), max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
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def rotate_left(self):
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def rotate_left(self):
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self.direction = self.direction.left()
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self.direction = self.direction.left()
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@ -48,6 +47,18 @@ class Knight(pygame.sprite.Sprite):
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self.direction = self.direction.right()
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self.direction = self.direction.right()
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self.image = self.states[self.direction.value]
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self.image = self.states[self.direction.value]
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def take_dmg(self, amount):
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self.health_bar.take_dmg(amount)
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def heal(self, amount):
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self.health_bar.heal(amount)
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def get_current_hp(self):
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return self.health_bar.current_hp
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def get_max_hp(self):
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return self.health_bar.max_hp
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def step_forward(self):
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def step_forward(self):
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if self.direction.name == 'UP':
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if self.direction.name == 'UP':
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self.position = (self.position[0], self.position[1] - 1)
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self.position = (self.position[0], self.position[1] - 1)
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26
ui/stats.py
26
ui/stats.py
@ -8,13 +8,21 @@ from common.helpers import draw_text
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class Stats:
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class Stats:
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def __init__(self, screen):
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def __init__(self, screen, list_knights_blue, list_knights_red):
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self.grid = []
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self.grid = []
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self.list_knights_blue = list_knights_blue
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self.list_knights_red = list_knights_red
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self.screen = screen
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self.screen = screen
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self.x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15
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self.x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15
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self.y = 5
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self.y = 5
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self.blue_team_hp_bar = HealthBar(self.screen, pygame.Rect(self.x + 30, self.y + 210, 100, 15), current_hp=50, max_hp=100)
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self.blue_team_hp_bar = HealthBar(self.screen,
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self.red_team_hp_bar = HealthBar(self.screen, pygame.Rect(self.x + 210, self.y + 210, 100, 15), 100, 100)
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pygame.Rect(self.x + 30, self.y + 210, 100, 15),
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current_hp=sum([knight.get_current_hp() for knight in self.list_knights_blue]),
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max_hp=sum([knight.get_max_hp() for knight in self.list_knights_blue]))
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self.red_team_hp_bar = HealthBar(self.screen,
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pygame.Rect(self.x + 210, self.y + 210, 100, 15),
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current_hp=sum([knight.get_current_hp() for knight in self.list_knights_red]),
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max_hp=sum([knight.get_max_hp() for knight in self.list_knights_red]))
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def update(self):
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def update(self):
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@ -33,16 +41,16 @@ class Stats:
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draw_text('VS', FONT_DARK, self.screen, self.x + 150, self.y + 120, 36)
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draw_text('VS', FONT_DARK, self.screen, self.x + 150, self.y + 120, 36)
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# HP bars
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# HP bars
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#pygame.draw.rect(screen, RED, pygame.Rect(x + 30, y + 210, 100, 15), 0, 4)
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self.red_team_hp_bar.take_dmg(self.red_team_hp_bar.current_hp -
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#pygame.draw.rect(screen, RED, pygame.Rect(x + 210, y + 210, 100, 15), 0, 4)
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sum([knight.get_current_hp() for knight in self.list_knights_red]))
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self.blue_team_hp_bar.take_dmg(self.blue_team_hp_bar.current_hp -
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sum([knight.get_current_hp() for knight in self.list_knights_blue]))
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self.red_team_hp_bar.update()
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self.red_team_hp_bar.update()
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self.blue_team_hp_bar.update()
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self.blue_team_hp_bar.update()
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# texts
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# texts
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draw_text('Rycerze: 2', FONT_DARK, self.screen, self.x + 35, self.y + 240, 18)
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draw_text('Rycerze: ' + str(len(self.list_knights_blue)), FONT_DARK, self.screen, self.x + 35, self.y + 240, 18) # blue
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draw_text('Fortece: 1', FONT_DARK, self.screen, self.x + 35, self.y + 270, 18)
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draw_text('Fortece: ' + str(len(self.list_knights_red)), FONT_DARK, self.screen, self.x + 35, self.y + 270, 18) # red
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draw_text('Rycerze: 4', FONT_DARK, self.screen, self.x + 215, self.y + 240, 18)
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draw_text('Rycerze: 4', FONT_DARK, self.screen, self.x + 215, self.y + 240, 18)
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draw_text('Fortece: 0', FONT_DARK, self.screen, self.x + 215, self.y + 270, 18)
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draw_text('Fortece: 0', FONT_DARK, self.screen, self.x + 215, self.y + 270, 18)
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