healthbar WIP - team health bars jako klasa health_bar.py
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@ -2,5 +2,6 @@ BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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ORANGE = (249, 141, 42)
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RED = (255, 58, 58)
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GREEN = (0, 255, 0)
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FONT_DARK = (37, 37, 37)
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@ -34,7 +34,7 @@ class Game:
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menu.display_screen()
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def game(self):
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stats = Stats()
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stats = Stats(self.screen)
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logs = Logs()
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# setup clock for rounds
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@ -56,12 +56,16 @@ class Game:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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if event.key == 110: # clicked n letter on keyboard
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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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if event.key == pygame.K_b:
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stats.blue_team_hp_bar.take_dmg()
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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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self.level.handle_turn()
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stats.draw(self.screen)
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stats.draw()
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logs.draw(self.screen)
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self.level.update()
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@ -1,22 +1,34 @@
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import pygame
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from common.constants import BAR_ANIMATION_SPEED
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from common.constants import BAR_ANIMATION_SPEED, GRID_CELL_SIZE
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from common.colors import FONT_DARK, ORANGE, WHITE, RED, GREEN, BLACK
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class HealthBar:
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def __init__(self, rect, current_hp, max_hp):
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def __init__(self, screen, rect, current_hp, max_hp, x=None, y=None, width=None, height=None):
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self.rect = rect
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self.bar_animation_speed = BAR_ANIMATION_SPEED
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self.screen = screen
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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.width = self.rect.width * 0.8
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self.height = self.rect.height * 0.05
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self.x = self.rect.width * 0.1 + self.rect.x
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self.y = self.rect.height * 0.95 + self.rect.y
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self.width = width
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self.height = height
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self.x = x
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self.y = y
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if self.width is None:
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self.width = int(GRID_CELL_SIZE * 0.9)
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if self.height is None:
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self.height = int(GRID_CELL_SIZE * 0.05)
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self.health_ratio = self.max_hp/self.width
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if self.x is None:
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self.x = int(GRID_CELL_SIZE * 0.1) + self.rect.x
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if self.y is None:
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self.y = int(GRID_CELL_SIZE/2) + self.rect.y
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def update(self):
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self.animation()
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self.show()
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def take_dmg(self, dmg_taken):
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if self.target_hp > 0:
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@ -30,19 +42,12 @@ class HealthBar:
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elif self.target_hp > self.max_hp:
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self.target_hp = self.max_hp
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def animation(self):
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animation_bar_width = 0
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animation_bar_color = (255, 0, 0)
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if self.current_hp < self.target_hp:
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self.current_hp += self.bar_animation_speed
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animation_bar_width = int((self.current_hp - self.target_hp) / self.health_ratio)
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animation_bar_color = (0, 255, 0)
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elif self.current_hp > self.target_hp:
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self.current_hp -= self.bar_animation_speed
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animation_bar_width = int((self.target_hp - self.current_hp) / self.health_ratio)
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animation_bar_color = (255, 255, 0)
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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, 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)-1, self.height))
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47
ui/stats.py
47
ui/stats.py
@ -1,44 +1,53 @@
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import pygame
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import time
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from logic.health_bar import HealthBar
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from common.colors import FONT_DARK, ORANGE, WHITE, RED
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from common.constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_SIZE, BORDER_WIDTH, BORDER_RADIUS
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from common.helpers import draw_text
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class Stats:
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def __init__(self):
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def __init__(self, screen):
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self.grid = []
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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.y = 5
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self.blue_team_hp_bar = HealthBar(self.screen, (0, 0), 50, 100, self.x + 30, self.y + 210, 100, 15)
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self.red_team_hp_bar = HealthBar(self.screen, (0, 0), 50, 100, self.x + 210, self.y + 210, 100, 15)
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def draw(self, screen):
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x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15
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y = 5
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def draw(self):
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# background
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pygame.draw.rect(screen, WHITE, pygame.Rect(x, y, 340, 450), 0, BORDER_RADIUS)
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pygame.draw.rect(self.screen, WHITE, pygame.Rect(self.x, self.y, 340, 450), 0, BORDER_RADIUS)
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# title
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draw_text('STATS', FONT_DARK, screen, x + 120, y + 10, 36)
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pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 65, 340, 3))
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draw_text('STATS', FONT_DARK, self.screen, self.x + 120, self.y + 10, 36)
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pygame.draw.rect(self.screen, ORANGE, pygame.Rect(self.x, self.y + 65, 340, 3))
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# shields
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shield_blue = pygame.image.load('./resources/textures/shield_blue.png')
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shield_red = pygame.image.load('./resources/textures/shield_red.png')
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screen.blit(shield_blue, (x + 20, y + 80))
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screen.blit(shield_red, (x + 200, y + 80))
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draw_text('VS', FONT_DARK, screen, x + 150, y + 120, 36)
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self.screen.blit(shield_blue, (self.x + 20, self.y + 80))
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self.screen.blit(shield_red, (self.x + 200, self.y + 80))
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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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pygame.draw.rect(screen, RED, pygame.Rect(x + 30, y + 210, 100, 15), 0, 4)
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pygame.draw.rect(screen, RED, pygame.Rect(x + 210, y + 210, 100, 15), 0, 4)
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#pygame.draw.rect(screen, RED, pygame.Rect(x + 30, y + 210, 100, 15), 0, 4)
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#pygame.draw.rect(screen, RED, pygame.Rect(x + 210, y + 210, 100, 15), 0, 4)
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self.red_team_hp_bar.update()
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self.blue_team_hp_bar.update()
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# texts
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draw_text('Rycerze: 2', FONT_DARK, screen, x + 35, y + 240, 18)
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draw_text('Fortece: 1', FONT_DARK, screen, x + 35, y + 270, 18)
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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('Fortece: 1', FONT_DARK, self.screen, self.x + 35, self.y + 270, 18)
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draw_text('Rycerze: 4', FONT_DARK, screen, x + 215, y + 240, 18)
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draw_text('Fortece: 0', FONT_DARK, screen, x + 215, y + 270, 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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# points
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pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 390, 340, 3))
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draw_text('PUNKTY: 10', FONT_DARK, screen, x + 35, y + 408, 18, True)
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draw_text('PUNKTY: 10', FONT_DARK, screen, x + 215, y + 408, 18, True)
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pygame.draw.rect(self.screen, ORANGE, pygame.Rect(self.x, self.y + 390, 340, 3))
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draw_text('PUNKTY: 10', FONT_DARK, self.screen, self.x + 35, self.y + 408, 18, True)
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draw_text('PUNKTY: 10', FONT_DARK, self.screen, self.x + 215, self.y + 408, 18, True)
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