diff --git a/common/colors.py b/common/colors.py index 8a8f41b..e74689a 100644 --- a/common/colors.py +++ b/common/colors.py @@ -2,5 +2,6 @@ BLACK = (0, 0, 0) WHITE = (255, 255, 255) ORANGE = (249, 141, 42) RED = (255, 58, 58) +GREEN = (0, 255, 0) FONT_DARK = (37, 37, 37) diff --git a/common/constants.py b/common/constants.py index eca3096..caf995f 100644 --- a/common/constants.py +++ b/common/constants.py @@ -62,3 +62,8 @@ ACTION = { "rotate_right": 1, "go": 0, } + +# HEALTH_BAR +BAR_ANIMATION_SPEED = 1 +BAR_WIDTH_MULTIPLIER = 0.9 # (0;1> +BAR_HEIGHT_MULTIPLIER = 0.1 diff --git a/logic/__tests__/knights_queue_test.py b/logic/__tests__/knights_queue_test.py index ecf9548..40c614b 100644 --- a/logic/__tests__/knights_queue_test.py +++ b/logic/__tests__/knights_queue_test.py @@ -7,40 +7,40 @@ from models.knight import Knight class KnightsQueueTest(unittest.TestCase): def test_should_skip_dead_knights(self): knight1 = Knight(None) - knight1.health = 0 + knight1.max_hp = 0 knight2 = Knight(None) - knight2.health = 0 + knight2.max_hp = 0 knight3 = Knight(None) - knight3.health = 1 + knight3.max_hp = 1 knight4 = Knight(None) - knight4.health = 0 + knight4.max_hp = 0 knight5 = Knight(None) - knight5.health = 0 + knight5.max_hp = 0 knight6 = Knight(None) - knight6.health = 1 + knight6.max_hp = 1 knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4, knight5, knight6]) res1 = knights_queue.dequeue_knight() res2 = knights_queue.dequeue_knight() - self.assertEqual(res1.health, 1) - self.assertEqual(res2.health, 1) + self.assertEqual(res1.max_hp, 1) + self.assertEqual(res2.max_hp, 1) def test_should_return_first_alive_knight(self): knight1 = Knight(None) - knight1.health = 222 + knight1.max_hp = 222 knight2 = Knight(None) - knight2.health = -1 + knight2.max_hp = -1 knight3 = Knight(None) - knight3.health = 1 + knight3.max_hp = 1 knights_queue = KnightsQueue([knight1, knight2], [knight3]) @@ -55,22 +55,22 @@ class KnightsQueueTest(unittest.TestCase): def test_should_raise_when_knight_died_and_whole_team_dead(self): with self.assertRaises(Exception): knight1 = Knight(None) - knight1.health = 222 + knight1.max_hp = 222 knight2 = Knight(None) - knight2.health = 1 + knight2.max_hp = 1 knights_queue = KnightsQueue([knight1], [knight2]) knights_queue.dequeue_knight() knights_queue.dequeue_knight() - knight2.health = -2 + knight2.max_hp = -2 knights_queue.dequeue_knight() knights_queue.dequeue_knight() def test_should_make_valid_next_turn(self): knight1 = Knight(None) - knight1.health = 222 + knight1.max_hp = 222 knight2 = Knight(None) - knight2.health = 1 + knight2.max_hp = 1 knights_queue = KnightsQueue([knight1], [knight2]) previous_turn = knights_queue.team_idx_turn @@ -82,13 +82,13 @@ class KnightsQueueTest(unittest.TestCase): def test_should_raise_when_team_has_dead_knights(self): with self.assertRaises(Exception): knight1 = Knight(None) - knight1.health = 0 + knight1.max_hp = 0 knight2 = Knight(None) - knight2.health = -1 + knight2.max_hp = -1 knight3 = Knight(None) - knight3.health = -2 + knight3.max_hp = -2 knight4 = Knight(None) - knight4.health = 20 + knight4.max_hp = 20 knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4]) @@ -97,9 +97,9 @@ class KnightsQueueTest(unittest.TestCase): def test_should_return_knight_from_any_team_and_add_to_queue_again(self): knight1 = Knight(None) - knight1.health = 10 + knight1.max_hp = 10 knight2 = Knight(None) - knight2.health = 20 + knight2.max_hp = 20 knights_queue = KnightsQueue([knight1], [knight2]) result1 = knights_queue.dequeue_knight() @@ -109,12 +109,12 @@ class KnightsQueueTest(unittest.TestCase): self.assertIsNotNone(result1) self.assertIsNotNone(result2) self.assertIsNotNone(result3) - self.assertTrue(result1.health == result3.health) + self.assertTrue(result1.max_hp == result3.max_hp) def test_should_raise_when_only_one_team_alive(self): with self.assertRaises(Exception): knight = Knight(None) - knight.health = 21 + knight.max_hp = 21 knights_queue = KnightsQueue([knight], []) knights_queue.dequeue_knight() diff --git a/logic/game.py b/logic/game.py index 7bff1b8..0a1b678 100644 --- a/logic/game.py +++ b/logic/game.py @@ -10,6 +10,7 @@ from ui.screens.credits import Credits from ui.screens.main_menu import MainMenu from ui.screens.options import Options from ui.stats import Stats +from logic.health_bar import HealthBar class Game: @@ -35,7 +36,8 @@ class Game: menu.display_screen() def game(self): - stats = Stats() + health_bar = HealthBar(self.screen, pygame.Rect(150, 150, 100, 15), 100, 100) + stats = Stats(self.screen) # setup clock for rounds NEXT_TURN = pygame.USEREVENT + 1 @@ -56,14 +58,15 @@ class Game: if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False - if event.key == 110: # clicked n letter on keyboard + if event.key == pygame.K_n: print_numbers_flag = not print_numbers_flag + if event.key == pygame.K_r: + stats.red_team_hp_bar.take_dmg(5) if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds self.level.handle_turn() - stats.draw(self.screen) + stats.update() self.logs.draw() - self.level.update() if print_numbers_flag: diff --git a/logic/health_bar.py b/logic/health_bar.py new file mode 100644 index 0000000..edcabbe --- /dev/null +++ b/logic/health_bar.py @@ -0,0 +1,60 @@ +import pygame +from common.constants import BAR_ANIMATION_SPEED, BAR_WIDTH_MULTIPLIER, BAR_HEIGHT_MULTIPLIER +from common.colors import FONT_DARK, ORANGE, WHITE, RED, GREEN, BLACK + + +class HealthBar: + def __init__(self, screen, rect: pygame.rect, current_hp, max_hp, calculate_xy=False, calculate_size=False): + self.health_ratio = None + self.rect = rect + self.screen = screen + self.current_hp = current_hp + self.target_hp = current_hp + self.max_hp = max_hp + self.x = self.rect.x + self.y = self.rect.y + self.calculate_xy = calculate_xy + + if calculate_size: + self.width = int(self.rect.width * BAR_WIDTH_MULTIPLIER) - 2 + self.height = int(self.rect.width * BAR_HEIGHT_MULTIPLIER) - 2 + else: + self.width = self.rect.width - 2 + self.height = self.rect.height - 2 + + self.update_stats() + + def update(self): + self.update_stats() + self.show() + + def update_stats(self): + if self.calculate_xy: + self.x = int(self.rect.width * (1 - BAR_WIDTH_MULTIPLIER)/2) + self.rect.x + 1 + self.y = int(self.rect.height * BAR_HEIGHT_MULTIPLIER/2) + self.rect.y + 1 + else: + self.x = self.rect.x + 1 + self.y = self.rect.y + 1 + + self.health_ratio = self.max_hp / self.width + + def take_dmg(self, dmg_taken): + if self.target_hp > 0: + self.target_hp -= dmg_taken + elif self.target_hp < 0: + self.target_hp = 0 + + def heal(self, amount): + if self.target_hp < self.max_hp: + self.target_hp += amount + elif self.target_hp > self.max_hp: + self.target_hp = self.max_hp + + def show(self): + pygame.Surface.fill(self.screen, BLACK, (self.x-1, self.y-1, self.width+2, self.height+2)) + pygame.Surface.fill(self.screen, RED, (self.x, self.y, self.width, self.height)) + pygame.Surface.fill(self.screen, GREEN, (self.x, self.y, int(self.target_hp / self.health_ratio), self.height)) + + + + diff --git a/logic/knights_queue.py b/logic/knights_queue.py index 4b63e1f..d9db7fb 100644 --- a/logic/knights_queue.py +++ b/logic/knights_queue.py @@ -10,7 +10,7 @@ class KnightsQueue: def dequeue_knight(self): if self.both_teams_alive(): knight = self.queues[self.team_idx_turn].popleft() - if knight.health <= 0: + if knight.max_hp <= 0: return self.dequeue_knight() else: self.queues[self.team_idx_turn].append(knight) diff --git a/logic/level.py b/logic/level.py index f9a88be..00d2044 100644 --- a/logic/level.py +++ b/logic/level.py @@ -18,7 +18,7 @@ class Level: self.screen = screen self.logs = logs # sprite group setup - self.sprites = pygame.sprite.Group() + self.sprites = pygame.sprite.LayeredUpdates() self.map = [['g' for _ in range(COLUMNS)] for y in range(ROWS)] @@ -88,21 +88,21 @@ class Level: # add objects, e.g. knights, monsters, castle if col == "k_b": - knight = Knight((col_index, row_index), self.sprites, "blue") + knight = Knight(self.screen, (col_index, row_index), self.sprites, "blue") self.map[row_index][col_index] = knight self.list_knights_blue.append(knight) elif col == "k_r": - knight = Knight((col_index, row_index), self.sprites, "red") + knight = Knight(self.screen, (col_index, row_index), self.sprites, "red") self.map[row_index][col_index] = knight self.list_knights_red.append(knight) elif col == "m": - monster = Monster((col_index, row_index), self.sprites) + monster = Monster(self.screen, (col_index, row_index), self.sprites) self.map[row_index][col_index] = monster self.list_monsters.append(monster) elif col == "c": castle_count += 1 if castle_count == 4: - castle = Castle((col_index, row_index), self.sprites) + castle = Castle(self.screen, (col_index, row_index), self.sprites) self.map[row_index][col_index] = castle self.list_castles.append(castle) @@ -147,6 +147,19 @@ class Level: self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w lewo.') self.map[knight_pos_y][knight_pos_x - 1] = current_knight.team_alias() + def update_health_bars(self): + for knight in self.list_knights_blue: + knight.health_bar.update() + + for knight in self.list_knights_red: + knight.health_bar.update() + + for monster in self.list_monsters: + monster.health_bar.update() + + for castle in self.list_castles: + castle.health_bar.update() + def update(self): bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH bg_height = (GRID_CELL_PADDING + GRID_CELL_SIZE) * ROWS + BORDER_WIDTH @@ -154,3 +167,4 @@ class Level: # update and draw the game self.sprites.draw(self.screen) + self.update_health_bars() # has to be called last diff --git a/models/castle.py b/models/castle.py index 629f524..915b514 100644 --- a/models/castle.py +++ b/models/castle.py @@ -1,14 +1,20 @@ +import random + import pygame.image from common.helpers import parse_cord +from logic.health_bar import HealthBar class Castle(pygame.sprite.Sprite): - def __init__(self, position, group): + def __init__(self, screen, position, group): super().__init__(group) + self._layer = 1 self.image = pygame.image.load("./resources/textures/castle.png").convert_alpha() self.image = pygame.transform.scale(self.image, (78, 78)) self.position = position position_in_px = (parse_cord(position[0]), parse_cord(position[1])) self.rect = self.image.get_rect(center=position_in_px) - self.health = 80 + self.max_hp = 80 + self.current_hp = random.randint(1, self.max_hp) + self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True) diff --git a/models/knight.py b/models/knight.py index 2f69f71..d24c2be 100644 --- a/models/knight.py +++ b/models/knight.py @@ -4,6 +4,7 @@ import pygame.image from common.constants import GRID_CELL_SIZE, Direction from common.helpers import parse_cord +from logic.health_bar import HealthBar def load_knight_textures(): @@ -19,7 +20,7 @@ def load_knight_textures(): class Knight(pygame.sprite.Sprite): - def __init__(self, position, group, team): + def __init__(self, screen, position, group, team): super().__init__(group) self.direction = Direction.DOWN @@ -27,14 +28,17 @@ class Knight(pygame.sprite.Sprite): self.image = self.states[self.direction.value] self.position = position + self._layer = 1 position_in_px = (parse_cord(position[0]), parse_cord(position[1])) self.rect = self.image.get_rect(topleft=position_in_px) self.team = team - self.health = random.randint(7, 12) + self.max_hp = random.randint(7, 12) + self.current_hp = random.randint(1, self.max_hp) self.attack = random.randint(4, 7) self.defense = random.randint(1, 4) self.points = 1 + self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True) def rotate_left(self): self.direction = self.direction.left() diff --git a/models/monster.py b/models/monster.py index fa42177..b8415f1 100644 --- a/models/monster.py +++ b/models/monster.py @@ -2,6 +2,7 @@ import pygame.image import random from common.helpers import parse_cord +from logic.health_bar import HealthBar monster_images = [ pygame.image.load("./resources/textures/dragon2.png"), @@ -12,28 +13,31 @@ monster_images = [ class Monster(pygame.sprite.Sprite): - def __init__(self, position, group): + def __init__(self, screen, position, group): super().__init__(group) + self._layer = 1 self.image = random.choice(monster_images) self.image = pygame.transform.scale(self.image, (40, 40)) position_in_px = (parse_cord(position[0]), parse_cord(position[1])) self.rect = self.image.get_rect(topleft=position_in_px) - self.health = random.randrange(15, 25) + self.max_hp = random.randrange(15, 25) + self.current_hp = random.randint(1, self.max_hp) + self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True) self.attack = random.randrange(2, 10) if self.image == monster_images[0]: - self.health = 20 + self.max_hp = 20 self.attack = 9 self.points = 10 elif self.image == monster_images[1]: - self.health = 15 + self.max_hp = 15 self.attack = 7 self.points = 7 elif self.image == monster_images[2]: - self.health = 10 + self.max_hp = 10 self.attack = 4 self.points = 4 elif self.image == monster_images[3]: - self.health = 7 + self.max_hp = 7 self.attack = 2 self.points = 2 diff --git a/models/tile.py b/models/tile.py index ccbefa6..b6a7857 100644 --- a/models/tile.py +++ b/models/tile.py @@ -7,6 +7,7 @@ class Tile(pygame.sprite.Sprite): def __init__(self, position, image, group, tile_type=' '): super().__init__(group) self.image = image + self._layer = 0 position_in_px = (parse_cord(position[0]), parse_cord(position[1])) self.rect = self.image.get_rect(topleft=position_in_px) - self.tile_type = tile_type \ No newline at end of file + self.tile_type = tile_type diff --git a/ui/stats.py b/ui/stats.py index 521b901..420a55e 100644 --- a/ui/stats.py +++ b/ui/stats.py @@ -1,44 +1,53 @@ import pygame +import time +from logic.health_bar import HealthBar from common.colors import FONT_DARK, ORANGE, WHITE, RED from common.constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_SIZE, BORDER_WIDTH, BORDER_RADIUS from common.helpers import draw_text class Stats: - def __init__(self): + def __init__(self, screen): self.grid = [] + self.screen = screen + self.x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15 + self.y = 5 + self.blue_team_hp_bar = HealthBar(self.screen, pygame.Rect(self.x + 30, self.y + 210, 100, 15), current_hp=50, max_hp=100) + self.red_team_hp_bar = HealthBar(self.screen, pygame.Rect(self.x + 210, self.y + 210, 100, 15), 100, 100) - def draw(self, screen): - x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15 - y = 5 + def update(self): # background - pygame.draw.rect(screen, WHITE, pygame.Rect(x, y, 340, 450), 0, BORDER_RADIUS) + pygame.draw.rect(self.screen, WHITE, pygame.Rect(self.x, self.y, 340, 450), 0, BORDER_RADIUS) # title - draw_text('STATS', FONT_DARK, screen, x + 120, y + 10, 36) - pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 65, 340, 3)) + draw_text('STATS', FONT_DARK, self.screen, self.x + 120, self.y + 10, 36) + pygame.draw.rect(self.screen, ORANGE, pygame.Rect(self.x, self.y + 65, 340, 3)) # shields shield_blue = pygame.image.load('./resources/textures/shield_blue.png') shield_red = pygame.image.load('./resources/textures/shield_red.png') - screen.blit(shield_blue, (x + 20, y + 80)) - screen.blit(shield_red, (x + 200, y + 80)) - draw_text('VS', FONT_DARK, screen, x + 150, y + 120, 36) + self.screen.blit(shield_blue, (self.x + 20, self.y + 80)) + self.screen.blit(shield_red, (self.x + 200, self.y + 80)) + draw_text('VS', FONT_DARK, self.screen, self.x + 150, self.y + 120, 36) # HP bars - pygame.draw.rect(screen, RED, pygame.Rect(x + 30, y + 210, 100, 15), 0, 4) - pygame.draw.rect(screen, RED, pygame.Rect(x + 210, y + 210, 100, 15), 0, 4) + #pygame.draw.rect(screen, RED, pygame.Rect(x + 30, y + 210, 100, 15), 0, 4) + #pygame.draw.rect(screen, RED, pygame.Rect(x + 210, y + 210, 100, 15), 0, 4) + self.red_team_hp_bar.update() + self.blue_team_hp_bar.update() + + # texts - draw_text('Rycerze: 2', FONT_DARK, screen, x + 35, y + 240, 18) - draw_text('Fortece: 1', FONT_DARK, screen, x + 35, y + 270, 18) + draw_text('Rycerze: 2', FONT_DARK, self.screen, self.x + 35, self.y + 240, 18) + draw_text('Fortece: 1', FONT_DARK, self.screen, self.x + 35, self.y + 270, 18) - draw_text('Rycerze: 4', FONT_DARK, screen, x + 215, y + 240, 18) - draw_text('Fortece: 0', FONT_DARK, screen, x + 215, y + 270, 18) + draw_text('Rycerze: 4', FONT_DARK, self.screen, self.x + 215, self.y + 240, 18) + draw_text('Fortece: 0', FONT_DARK, self.screen, self.x + 215, self.y + 270, 18) # points - pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 390, 340, 3)) - draw_text('PUNKTY: 10', FONT_DARK, screen, x + 35, y + 408, 18, True) - draw_text('PUNKTY: 10', FONT_DARK, screen, x + 215, y + 408, 18, True) + pygame.draw.rect(self.screen, ORANGE, pygame.Rect(self.x, self.y + 390, 340, 3)) + draw_text('PUNKTY: 10', FONT_DARK, self.screen, self.x + 35, self.y + 408, 18, True) + draw_text('PUNKTY: 10', FONT_DARK, self.screen, self.x + 215, self.y + 408, 18, True)