First pass on the logs
The newly-added logs manage a list of messages. Entities do register a message to it when hitting each other. Display is created, but not yet added to the layout actually displayed.
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@ -3,6 +3,7 @@ from squirrelbattle.display.mapdisplay import MapDisplay
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from squirrelbattle.display.statsdisplay import StatsDisplay
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from squirrelbattle.display.menudisplay import SettingsMenuDisplay, \
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MainMenuDisplay
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from squirrelbattle.display.logsdisplay import LogsDisplay
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from squirrelbattle.display.texturepack import TexturePack
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from typing import Any
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from squirrelbattle.game import Game, GameMode
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@ -20,8 +21,10 @@ class DisplayManager:
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self.mainmenudisplay = MainMenuDisplay(self.game.main_menu,
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screen, pack)
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self.settingsmenudisplay = SettingsMenuDisplay(screen, pack)
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self.logsdisplay = LogsDisplay(screen, pack)
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self.displays = [self.statsdisplay, self.mapdisplay,
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self.mainmenudisplay, self.settingsmenudisplay]
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self.mainmenudisplay, self.settingsmenudisplay,
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self.logsdisplay]
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self.update_game_components()
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def handle_display_action(self, action: DisplayActions) -> None:
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@ -36,6 +39,7 @@ class DisplayManager:
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self.mapdisplay.update_map(self.game.map)
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self.statsdisplay.update_player(self.game.player)
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self.settingsmenudisplay.update_menu(self.game.settings_menu)
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self.logsdisplay.update_logs(self.game.logs)
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def refresh(self) -> None:
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if self.game.state == GameMode.PLAY:
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@ -0,0 +1,17 @@
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from squirrelbattle.display.display import Display
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from squirrelbattle.interfaces import Logs
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class LogsDisplay(Display):
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def __init__(self, *args) -> None:
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super().__init__(*args)
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self.pad = self.newpad(self.rows, self.cols)
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def update_logs(self, logs: Logs) -> None:
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self.logs = logs
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def display(self) -> None:
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messages = self.logs.messages[-self.height:].reverse()
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for i, y in enumerate(range(self.y + self.height - 1, self.y - 1, - 1)):
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self.pad.addstr(y, self.x, messages[i][:self.width])
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@ -44,7 +44,7 @@ class Monster(FightingEntity):
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next_y, next_x = target.paths[(self.y, self.x)]
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moved = self.check_move(next_y, next_x, True)
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if not moved and self.distance_squared(target) <= 1:
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self.hit(target)
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self.map.logs.add_message(self.hit(target))
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else:
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for _ in range(100):
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if choice([self.move_up, self.move_down,
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@ -70,7 +70,7 @@ class Player(FightingEntity):
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for entity in self.map.entities:
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if entity.y == y and entity.x == x:
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if entity.is_fighting_entity():
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self.hit(entity)
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self.map.logs.add_message(self.hit(entity))
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if entity.dead:
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self.add_xp(randint(3, 7))
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return True
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@ -6,7 +6,7 @@ import sys
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from .entities.player import Player
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from .enums import GameMode, KeyValues, DisplayActions
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from .interfaces import Map
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from .interfaces import Map, Logs
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from .resources import ResourceManager
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from .settings import Settings
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from . import menus
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@ -33,6 +33,7 @@ class Game:
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self.settings.load_settings()
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self.settings.write_settings()
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self.settings_menu.update_values(self.settings)
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self.logs = Logs()
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def new_game(self) -> None:
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"""
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@ -40,6 +41,7 @@ class Game:
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"""
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# TODO generate a new map procedurally
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self.map = Map.load(ResourceManager.get_asset_path("example_map_2.txt"))
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self.map.logs = self.logs
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self.player = Player()
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self.map.add_entity(self.player)
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self.player.move(self.map.start_y, self.map.start_x)
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@ -7,6 +7,26 @@ from typing import List, Optional
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from squirrelbattle.display.texturepack import TexturePack
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class Logs:
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"""
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The logs object stores the messages to display. It is encapsulating a list
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of such messages, to allow multiple pointers to keep track of it even if
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the list was to be reassigned.
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"""
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def __init__(self) -> None:
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self.messages = []
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def add_message(self, msg: str) -> None:
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self.messages.append(msg)
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def add_messages(self, msg: List[str]) -> None:
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self.messages += msg
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def clear(self) -> None:
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self.messages = []
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class Map:
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"""
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Object that represents a Map with its width, height
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@ -18,6 +38,7 @@ class Map:
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start_x: int
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tiles: List[List["Tile"]]
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entities: List["Entity"]
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logs: Logs
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# coordinates of the point that should be
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# on the topleft corner of the screen
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currentx: int
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@ -362,19 +383,22 @@ class FightingEntity(Entity):
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def dead(self) -> bool:
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return self.health <= 0
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def hit(self, opponent: "FightingEntity") -> None:
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def hit(self, opponent: "FightingEntity") -> str:
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"""
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Deals damage to the opponent, based on the stats
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"""
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opponent.take_damage(self, self.strength)
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return f"{self.name} hits {opponent.name}. "\
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+ opponent.take_damage(self, self.strength)
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def take_damage(self, attacker: "Entity", amount: int) -> None:
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def take_damage(self, attacker: "Entity", amount: int) -> str:
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"""
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Take damage from the attacker, based on the stats
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"""
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self.health -= amount
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if self.health <= 0:
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self.die()
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return f"{self.name} takes {amount} damage."\
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+ (f" {self.name} dies." if self.health <= 0 else "")
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def die(self) -> None:
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"""
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