cnn #28
@ -26,7 +26,6 @@ class Game:
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self.bg = pygame.image.load("./resources/textures/bg.jpg")
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self.bg = pygame.image.load("./resources/textures/bg.jpg")
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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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@ -37,7 +36,6 @@ 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, level.list_knights_blue, level.list_knights_red)
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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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@ -45,6 +43,9 @@ 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,
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level.list_knights_blue,
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level.list_knights_red) # has to be called after level.create_map()
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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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@ -60,8 +61,6 @@ 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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25
ui/stats.py
25
ui/stats.py
@ -15,8 +15,25 @@ class Stats:
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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.max_hp = 0
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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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self.blue_team_current_hp = 0
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self.red_team_current_hp = 0
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for knight in list_knights_red:
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self.max_hp += knight.max_hp
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self.red_team_current_hp += knight.current_hp
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for knight in list_knights_blue:
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self.blue_team_current_hp += knight.current_hp
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self.blue_team_hp_bar = HealthBar(self.screen,
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pygame.Rect(self.x + 30, self.y + 210, 100, 15),
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current_hp=self.blue_team_current_hp,
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max_hp=self.max_hp)
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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=self.red_team_current_hp,
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max_hp=self.max_hp)
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def update(self):
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def update(self):
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@ -40,9 +57,9 @@ class Stats:
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# texts
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# texts
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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('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: ' + str(len(self.list_knights_red)), FONT_DARK, self.screen, self.x + 35, self.y + 270, 18) # red
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draw_text('Fortece: 0', 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: ' + str(len(self.list_knights_red)), 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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# points
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# points
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Reference in New Issue
Block a user