healthbar #22

Merged
s464869 merged 8 commits from healthbar into master 2022-04-28 14:16:16 +02:00
12 changed files with 171 additions and 64 deletions

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@ -2,5 +2,6 @@ BLACK = (0, 0, 0)
WHITE = (255, 255, 255) WHITE = (255, 255, 255)
ORANGE = (249, 141, 42) ORANGE = (249, 141, 42)
RED = (255, 58, 58) RED = (255, 58, 58)
GREEN = (0, 255, 0)
FONT_DARK = (37, 37, 37) FONT_DARK = (37, 37, 37)

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@ -62,3 +62,8 @@ ACTION = {
"rotate_right": 1, "rotate_right": 1,
"go": 0, "go": 0,
} }
# HEALTH_BAR
BAR_ANIMATION_SPEED = 1
BAR_WIDTH_MULTIPLIER = 0.9 # (0;1>
BAR_HEIGHT_MULTIPLIER = 0.1

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@ -7,40 +7,40 @@ from models.knight import Knight
class KnightsQueueTest(unittest.TestCase): class KnightsQueueTest(unittest.TestCase):
def test_should_skip_dead_knights(self): def test_should_skip_dead_knights(self):
knight1 = Knight(None) knight1 = Knight(None)
knight1.health = 0 knight1.max_hp = 0
knight2 = Knight(None) knight2 = Knight(None)
knight2.health = 0 knight2.max_hp = 0
knight3 = Knight(None) knight3 = Knight(None)
knight3.health = 1 knight3.max_hp = 1
knight4 = Knight(None) knight4 = Knight(None)
knight4.health = 0 knight4.max_hp = 0
knight5 = Knight(None) knight5 = Knight(None)
knight5.health = 0 knight5.max_hp = 0
knight6 = Knight(None) knight6 = Knight(None)
knight6.health = 1 knight6.max_hp = 1
knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4, knight5, knight6]) knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4, knight5, knight6])
res1 = knights_queue.dequeue_knight() res1 = knights_queue.dequeue_knight()
res2 = knights_queue.dequeue_knight() res2 = knights_queue.dequeue_knight()
self.assertEqual(res1.health, 1) self.assertEqual(res1.max_hp, 1)
self.assertEqual(res2.health, 1) self.assertEqual(res2.max_hp, 1)
def test_should_return_first_alive_knight(self): def test_should_return_first_alive_knight(self):
knight1 = Knight(None) knight1 = Knight(None)
knight1.health = 222 knight1.max_hp = 222
knight2 = Knight(None) knight2 = Knight(None)
knight2.health = -1 knight2.max_hp = -1
knight3 = Knight(None) knight3 = Knight(None)
knight3.health = 1 knight3.max_hp = 1
knights_queue = KnightsQueue([knight1, knight2], [knight3]) 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): def test_should_raise_when_knight_died_and_whole_team_dead(self):
with self.assertRaises(Exception): with self.assertRaises(Exception):
knight1 = Knight(None) knight1 = Knight(None)
knight1.health = 222 knight1.max_hp = 222
knight2 = Knight(None) knight2 = Knight(None)
knight2.health = 1 knight2.max_hp = 1
knights_queue = KnightsQueue([knight1], [knight2]) knights_queue = KnightsQueue([knight1], [knight2])
knights_queue.dequeue_knight() knights_queue.dequeue_knight()
knights_queue.dequeue_knight() knights_queue.dequeue_knight()
knight2.health = -2 knight2.max_hp = -2
knights_queue.dequeue_knight() knights_queue.dequeue_knight()
knights_queue.dequeue_knight() knights_queue.dequeue_knight()
def test_should_make_valid_next_turn(self): def test_should_make_valid_next_turn(self):
knight1 = Knight(None) knight1 = Knight(None)
knight1.health = 222 knight1.max_hp = 222
knight2 = Knight(None) knight2 = Knight(None)
knight2.health = 1 knight2.max_hp = 1
knights_queue = KnightsQueue([knight1], [knight2]) knights_queue = KnightsQueue([knight1], [knight2])
previous_turn = knights_queue.team_idx_turn 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): def test_should_raise_when_team_has_dead_knights(self):
with self.assertRaises(Exception): with self.assertRaises(Exception):
knight1 = Knight(None) knight1 = Knight(None)
knight1.health = 0 knight1.max_hp = 0
knight2 = Knight(None) knight2 = Knight(None)
knight2.health = -1 knight2.max_hp = -1
knight3 = Knight(None) knight3 = Knight(None)
knight3.health = -2 knight3.max_hp = -2
knight4 = Knight(None) knight4 = Knight(None)
knight4.health = 20 knight4.max_hp = 20
knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4]) 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): def test_should_return_knight_from_any_team_and_add_to_queue_again(self):
knight1 = Knight(None) knight1 = Knight(None)
knight1.health = 10 knight1.max_hp = 10
knight2 = Knight(None) knight2 = Knight(None)
knight2.health = 20 knight2.max_hp = 20
knights_queue = KnightsQueue([knight1], [knight2]) knights_queue = KnightsQueue([knight1], [knight2])
result1 = knights_queue.dequeue_knight() result1 = knights_queue.dequeue_knight()
@ -109,12 +109,12 @@ class KnightsQueueTest(unittest.TestCase):
self.assertIsNotNone(result1) self.assertIsNotNone(result1)
self.assertIsNotNone(result2) self.assertIsNotNone(result2)
self.assertIsNotNone(result3) 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): def test_should_raise_when_only_one_team_alive(self):
with self.assertRaises(Exception): with self.assertRaises(Exception):
knight = Knight(None) knight = Knight(None)
knight.health = 21 knight.max_hp = 21
knights_queue = KnightsQueue([knight], []) knights_queue = KnightsQueue([knight], [])
knights_queue.dequeue_knight() knights_queue.dequeue_knight()

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@ -10,6 +10,7 @@ from ui.screens.credits import Credits
from ui.screens.main_menu import MainMenu from ui.screens.main_menu import MainMenu
from ui.screens.options import Options from ui.screens.options import Options
from ui.stats import Stats from ui.stats import Stats
from logic.health_bar import HealthBar
class Game: class Game:
@ -35,7 +36,8 @@ class Game:
menu.display_screen() menu.display_screen()
def game(self): 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 # setup clock for rounds
NEXT_TURN = pygame.USEREVENT + 1 NEXT_TURN = pygame.USEREVENT + 1
@ -56,14 +58,15 @@ class Game:
if event.type == pygame.KEYDOWN: if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE: if event.key == pygame.K_ESCAPE:
running = False running = False
if event.key == 110: # clicked n letter on keyboard if event.key == pygame.K_n:
print_numbers_flag = not print_numbers_flag 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 if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
self.level.handle_turn() self.level.handle_turn()
stats.draw(self.screen) stats.update()
self.logs.draw() self.logs.draw()
self.level.update() self.level.update()
if print_numbers_flag: if print_numbers_flag:

60
logic/health_bar.py Normal file
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@ -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))

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@ -10,7 +10,7 @@ class KnightsQueue:
def dequeue_knight(self): def dequeue_knight(self):
if self.both_teams_alive(): if self.both_teams_alive():
knight = self.queues[self.team_idx_turn].popleft() knight = self.queues[self.team_idx_turn].popleft()
if knight.health <= 0: if knight.max_hp <= 0:
return self.dequeue_knight() return self.dequeue_knight()
else: else:
self.queues[self.team_idx_turn].append(knight) self.queues[self.team_idx_turn].append(knight)

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@ -18,7 +18,7 @@ class Level:
self.screen = screen self.screen = screen
self.logs = logs self.logs = logs
# sprite group setup # 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)] 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 # add objects, e.g. knights, monsters, castle
if col == "k_b": 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.map[row_index][col_index] = knight
self.list_knights_blue.append(knight) self.list_knights_blue.append(knight)
elif col == "k_r": 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.map[row_index][col_index] = knight
self.list_knights_red.append(knight) self.list_knights_red.append(knight)
elif col == "m": 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.map[row_index][col_index] = monster
self.list_monsters.append(monster) self.list_monsters.append(monster)
elif col == "c": elif col == "c":
castle_count += 1 castle_count += 1
if castle_count == 4: 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.map[row_index][col_index] = castle
self.list_castles.append(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.logs.enqueue_log(f'AI {current_knight.team}: Ruch w lewo.')
self.map[knight_pos_y][knight_pos_x - 1] = current_knight.team_alias() 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): def update(self):
bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
bg_height = (GRID_CELL_PADDING + GRID_CELL_SIZE) * ROWS + BORDER_WIDTH bg_height = (GRID_CELL_PADDING + GRID_CELL_SIZE) * ROWS + BORDER_WIDTH
@ -154,3 +167,4 @@ class Level:
# update and draw the game # update and draw the game
self.sprites.draw(self.screen) self.sprites.draw(self.screen)
self.update_health_bars() # has to be called last

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@ -1,14 +1,20 @@
import random
import pygame.image import pygame.image
from common.helpers import parse_cord from common.helpers import parse_cord
from logic.health_bar import HealthBar
class Castle(pygame.sprite.Sprite): class Castle(pygame.sprite.Sprite):
def __init__(self, position, group): def __init__(self, screen, position, group):
super().__init__(group) super().__init__(group)
self._layer = 1
self.image = pygame.image.load("./resources/textures/castle.png").convert_alpha() self.image = pygame.image.load("./resources/textures/castle.png").convert_alpha()
self.image = pygame.transform.scale(self.image, (78, 78)) self.image = pygame.transform.scale(self.image, (78, 78))
self.position = position self.position = position
position_in_px = (parse_cord(position[0]), parse_cord(position[1])) position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
self.rect = self.image.get_rect(center=position_in_px) 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)

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@ -4,6 +4,7 @@ import pygame.image
from common.constants import GRID_CELL_SIZE, Direction from common.constants import GRID_CELL_SIZE, Direction
from common.helpers import parse_cord from common.helpers import parse_cord
from logic.health_bar import HealthBar
def load_knight_textures(): def load_knight_textures():
@ -19,7 +20,7 @@ def load_knight_textures():
class Knight(pygame.sprite.Sprite): class Knight(pygame.sprite.Sprite):
def __init__(self, position, group, team): def __init__(self, screen, position, group, team):
super().__init__(group) super().__init__(group)
self.direction = Direction.DOWN self.direction = Direction.DOWN
@ -27,14 +28,17 @@ class Knight(pygame.sprite.Sprite):
self.image = self.states[self.direction.value] self.image = self.states[self.direction.value]
self.position = position self.position = position
self._layer = 1
position_in_px = (parse_cord(position[0]), parse_cord(position[1])) position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
self.rect = self.image.get_rect(topleft=position_in_px) self.rect = self.image.get_rect(topleft=position_in_px)
self.team = team 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.attack = random.randint(4, 7)
self.defense = random.randint(1, 4) self.defense = random.randint(1, 4)
self.points = 1 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): def rotate_left(self):
self.direction = self.direction.left() self.direction = self.direction.left()

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@ -2,6 +2,7 @@ import pygame.image
import random import random
from common.helpers import parse_cord from common.helpers import parse_cord
from logic.health_bar import HealthBar
monster_images = [ monster_images = [
pygame.image.load("./resources/textures/dragon2.png"), pygame.image.load("./resources/textures/dragon2.png"),
@ -12,28 +13,31 @@ monster_images = [
class Monster(pygame.sprite.Sprite): class Monster(pygame.sprite.Sprite):
def __init__(self, position, group): def __init__(self, screen, position, group):
super().__init__(group) super().__init__(group)
self._layer = 1
self.image = random.choice(monster_images) self.image = random.choice(monster_images)
self.image = pygame.transform.scale(self.image, (40, 40)) self.image = pygame.transform.scale(self.image, (40, 40))
position_in_px = (parse_cord(position[0]), parse_cord(position[1])) position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
self.rect = self.image.get_rect(topleft=position_in_px) 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) self.attack = random.randrange(2, 10)
if self.image == monster_images[0]: if self.image == monster_images[0]:
self.health = 20 self.max_hp = 20
self.attack = 9 self.attack = 9
self.points = 10 self.points = 10
elif self.image == monster_images[1]: elif self.image == monster_images[1]:
self.health = 15 self.max_hp = 15
self.attack = 7 self.attack = 7
self.points = 7 self.points = 7
elif self.image == monster_images[2]: elif self.image == monster_images[2]:
self.health = 10 self.max_hp = 10
self.attack = 4 self.attack = 4
self.points = 4 self.points = 4
elif self.image == monster_images[3]: elif self.image == monster_images[3]:
self.health = 7 self.max_hp = 7
self.attack = 2 self.attack = 2
self.points = 2 self.points = 2

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@ -7,6 +7,7 @@ class Tile(pygame.sprite.Sprite):
def __init__(self, position, image, group, tile_type=' '): def __init__(self, position, image, group, tile_type=' '):
super().__init__(group) super().__init__(group)
self.image = image self.image = image
self._layer = 0
position_in_px = (parse_cord(position[0]), parse_cord(position[1])) position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
self.rect = self.image.get_rect(topleft=position_in_px) self.rect = self.image.get_rect(topleft=position_in_px)
self.tile_type = tile_type self.tile_type = tile_type

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@ -1,44 +1,53 @@
import pygame import pygame
import time
from logic.health_bar import HealthBar
from common.colors import FONT_DARK, ORANGE, WHITE, RED 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.constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_SIZE, BORDER_WIDTH, BORDER_RADIUS
from common.helpers import draw_text from common.helpers import draw_text
class Stats: class Stats:
def __init__(self): def __init__(self, screen):
self.grid = [] 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): def update(self):
x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15
y = 5
# background # 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 # title
draw_text('STATS', FONT_DARK, screen, x + 120, y + 10, 36) draw_text('STATS', FONT_DARK, self.screen, self.x + 120, self.y + 10, 36)
pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 65, 340, 3)) pygame.draw.rect(self.screen, ORANGE, pygame.Rect(self.x, self.y + 65, 340, 3))
# shields # shields
shield_blue = pygame.image.load('./resources/textures/shield_blue.png') shield_blue = pygame.image.load('./resources/textures/shield_blue.png')
shield_red = pygame.image.load('./resources/textures/shield_red.png') shield_red = pygame.image.load('./resources/textures/shield_red.png')
screen.blit(shield_blue, (x + 20, y + 80)) self.screen.blit(shield_blue, (self.x + 20, self.y + 80))
screen.blit(shield_red, (x + 200, y + 80)) self.screen.blit(shield_red, (self.x + 200, self.y + 80))
draw_text('VS', FONT_DARK, screen, x + 150, y + 120, 36) draw_text('VS', FONT_DARK, self.screen, self.x + 150, self.y + 120, 36)
# HP bars # 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 + 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 + 210, y + 210, 100, 15), 0, 4)
self.red_team_hp_bar.update()
self.blue_team_hp_bar.update()
# texts # texts
draw_text('Rycerze: 2', FONT_DARK, screen, x + 35, y + 240, 18) draw_text('Rycerze: 2', FONT_DARK, self.screen, self.x + 35, self.y + 240, 18)
draw_text('Fortece: 1', FONT_DARK, screen, x + 35, y + 270, 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('Rycerze: 4', FONT_DARK, self.screen, self.x + 215, self.y + 240, 18)
draw_text('Fortece: 0', FONT_DARK, screen, x + 215, y + 270, 18) draw_text('Fortece: 0', FONT_DARK, self.screen, self.x + 215, self.y + 270, 18)
# points # points
pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 390, 340, 3)) pygame.draw.rect(self.screen, ORANGE, pygame.Rect(self.x, self.y + 390, 340, 3))
draw_text('PUNKTY: 10', FONT_DARK, screen, x + 35, y + 408, 18, True) draw_text('PUNKTY: 10', FONT_DARK, self.screen, self.x + 35, self.y + 408, 18, True)
draw_text('PUNKTY: 10', FONT_DARK, screen, x + 215, y + 408, 18, True) draw_text('PUNKTY: 10', FONT_DARK, self.screen, self.x + 215, self.y + 408, 18, True)