Work in progress on printing a store menu. Its buggy though
This commit is contained in:
parent
d39427f978
commit
8540a8f354
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@ -7,7 +7,7 @@ from squirrelbattle.display.mapdisplay import MapDisplay
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from squirrelbattle.display.messagedisplay import MessageDisplay
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from squirrelbattle.display.messagedisplay import MessageDisplay
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from squirrelbattle.display.statsdisplay import StatsDisplay
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from squirrelbattle.display.statsdisplay import StatsDisplay
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from squirrelbattle.display.menudisplay import MainMenuDisplay, \
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from squirrelbattle.display.menudisplay import MainMenuDisplay, \
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InventoryDisplay, SettingsMenuDisplay
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PlayerInventoryDisplay, StoreInventoryDisplay, SettingsMenuDisplay
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from squirrelbattle.display.logsdisplay import LogsDisplay
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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 squirrelbattle.display.texturepack import TexturePack
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from typing import Any
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from typing import Any
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@ -24,7 +24,8 @@ class DisplayManager:
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self.mapdisplay = MapDisplay(screen, pack)
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self.mapdisplay = MapDisplay(screen, pack)
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self.statsdisplay = StatsDisplay(screen, pack)
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self.statsdisplay = StatsDisplay(screen, pack)
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self.logsdisplay = LogsDisplay(screen, pack)
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self.logsdisplay = LogsDisplay(screen, pack)
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self.inventorydisplay = InventoryDisplay(screen, pack)
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self.playerinventorydisplay = PlayerInventoryDisplay(screen, pack)
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self.storeinventorydisplay = StoreInventoryDisplay(screen, pack)
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self.mainmenudisplay = MainMenuDisplay(self.game.main_menu,
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self.mainmenudisplay = MainMenuDisplay(self.game.main_menu,
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screen, pack)
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screen, pack)
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self.settingsmenudisplay = SettingsMenuDisplay(screen, pack)
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self.settingsmenudisplay = SettingsMenuDisplay(screen, pack)
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@ -47,14 +48,18 @@ class DisplayManager:
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d.pack = TexturePack.get_pack(self.game.settings.TEXTURE_PACK)
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d.pack = TexturePack.get_pack(self.game.settings.TEXTURE_PACK)
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self.mapdisplay.update_map(self.game.map)
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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.statsdisplay.update_player(self.game.player)
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self.inventorydisplay.update_menu(self.game.inventory_menu)
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self.game.inventory_menu.update_player(self.game.player)
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self.game.store_menu.update_merchant(self.game.player)
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self.playerinventorydisplay.update_menu(self.game.inventory_menu)
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self.storeinventorydisplay.update_menu(self.game.store_menu)
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self.settingsmenudisplay.update_menu(self.game.settings_menu)
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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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self.logsdisplay.update_logs(self.game.logs)
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self.messagedisplay.update_message(self.game.message)
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self.messagedisplay.update_message(self.game.message)
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def refresh(self) -> None:
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def refresh(self) -> None:
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if self.game.state == GameMode.PLAY \
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if self.game.state == GameMode.PLAY \
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or self.game.state == GameMode.INVENTORY:
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or self.game.state == GameMode.INVENTORY \
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or self.game.state == GameMode.STORE :
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# The map pad has already the good size
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# The map pad has already the good size
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self.mapdisplay.refresh(0, 0, self.rows * 4 // 5,
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self.mapdisplay.refresh(0, 0, self.rows * 4 // 5,
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self.mapdisplay.pack.tile_width
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self.mapdisplay.pack.tile_width
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@ -68,7 +73,12 @@ class DisplayManager:
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self.hbar.refresh(self.rows * 4 // 5, 0, 1, self.cols * 4 // 5)
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self.hbar.refresh(self.rows * 4 // 5, 0, 1, self.cols * 4 // 5)
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self.vbar.refresh(0, self.cols * 4 // 5, self.rows, 1)
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self.vbar.refresh(0, self.cols * 4 // 5, self.rows, 1)
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if self.game.state == GameMode.INVENTORY:
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if self.game.state == GameMode.INVENTORY:
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self.inventorydisplay.refresh(self.rows // 10,
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self.playerinventorydisplay.refresh(self.rows // 10,
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self.cols // 2,
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8 * self.rows // 10,
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2 * self.cols // 5)
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elif self.game.state == GameMode.STORE:
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self.storeinventorydisplay.refresh(self.rows // 10,
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self.cols // 2,
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self.cols // 2,
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8 * self.rows // 10,
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8 * self.rows // 10,
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2 * self.cols // 5)
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2 * self.cols // 5)
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@ -110,8 +110,8 @@ class MainMenuDisplay(Display):
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class InventoryDisplay(MenuDisplay):
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class InventoryDisplay(MenuDisplay):
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message : str
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def update_pad(self) -> None:
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def update_pad(self) -> None:
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message = _("== INVENTORY ==")
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self.addstr(self.pad, 0, (self.width - len(message)) // 2, message,
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self.addstr(self.pad, 0, (self.width - len(message)) // 2, message,
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curses.A_BOLD | curses.A_ITALIC)
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curses.A_BOLD | curses.A_ITALIC)
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for i, item in enumerate(self.menu.values):
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for i, item in enumerate(self.menu.values):
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@ -127,3 +127,9 @@ class InventoryDisplay(MenuDisplay):
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@property
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@property
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def trueheight(self) -> int:
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def trueheight(self) -> int:
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return 2 + super().trueheight
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return 2 + super().trueheight
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class PlayerInventoryDisplay(InventoryDisplay):
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message = _("== INVENTORY ==")
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class StoreInventoryDisplay(InventoryDisplay):
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message = _("== STALL ==")
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@ -1,13 +1,14 @@
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from ..interfaces import FriendlyEntity
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from ..interfaces import FriendlyEntity
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from ..translations import gettext as _
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from ..translations import gettext as _
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from .player import Player
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from .player import Player
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from .items import Item
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from random import choice
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class Merchant(FriendlyEntity) :
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class Merchant(FriendlyEntity) :
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"""
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"""
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The class for merchants in the dungeon
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The class for merchants in the dungeon
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"""
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"""
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name = "Merchant"
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inventory = list
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inventory = list
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hazel = int
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hazel = int
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@ -17,10 +18,13 @@ class Merchant(FriendlyEntity) :
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"""
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"""
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return ["maxhealth", "health", "inventory", "hazel"]
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return ["maxhealth", "health", "inventory", "hazel"]
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def __init__(self, inventory : list, hazel : int = 75):
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def __init__(self, name : str = "merchant", hazel : int = 75):
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super().__init__()
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super().__init__(name = name)
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self.inventory = inventory
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self.hazel = hazel
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self.hazel = hazel
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self.name = name
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self.inventory = []
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for i in range(5) :
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self.inventory.append(choice(Item.get_all_items())())
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def talk_to(self, player : Player) -> str:
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def talk_to(self, player : Player) -> str:
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"""
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"""
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@ -59,6 +59,9 @@ class Item(Entity):
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d = super().save_state()
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d = super().save_state()
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d["held"] = self.held
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d["held"] = self.held
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return d
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return d
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def get_all_items() -> list:
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return [BodySnatchPotion, Bomb, Heart, Weapon, Sword]
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class Heart(Item):
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class Heart(Item):
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@ -166,9 +169,9 @@ class Sword(Weapon) :
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"""
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"""
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A basic weapon
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A basic weapon
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"""
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"""
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def __init__(self, name: int, *args, **kwargs):
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def __init__(self, name: str = "sword", *args, **kwargs):
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super().__init__(*args, **kwargs)
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super().__init__(name = name, *args, **kwargs)
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self.name = "sword"
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self.name = name
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class BodySnatchPotion(Item):
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class BodySnatchPotion(Item):
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@ -41,6 +41,7 @@ class Game:
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self.settings_menu = menus.SettingsMenu()
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self.settings_menu = menus.SettingsMenu()
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self.settings_menu.update_values(self.settings)
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self.settings_menu.update_values(self.settings)
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self.inventory_menu = menus.InventoryMenu()
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self.inventory_menu = menus.InventoryMenu()
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self.store_menu = menus.StoreMenu()
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self.logs = Logs()
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self.logs = Logs()
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self.message = None
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self.message = None
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@ -92,6 +93,8 @@ class Game:
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self.handle_key_pressed_main_menu(key)
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self.handle_key_pressed_main_menu(key)
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elif self.state == GameMode.SETTINGS:
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elif self.state == GameMode.SETTINGS:
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self.settings_menu.handle_key_pressed(key, raw_key, self)
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self.settings_menu.handle_key_pressed(key, raw_key, self)
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elif self.state == GameMode.STORE:
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self.handle_key_pressed_store(key)
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self.display_actions(DisplayActions.REFRESH)
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self.display_actions(DisplayActions.REFRESH)
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def handle_key_pressed_play(self, key: KeyValues) -> None:
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def handle_key_pressed_play(self, key: KeyValues) -> None:
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@ -138,6 +141,7 @@ class Game:
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self.logs.add_message(msg)
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self.logs.add_message(msg)
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if entity.is_merchant() :
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if entity.is_merchant() :
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self.state = GameMode.STORE
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self.state = GameMode.STORE
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self.store_menu.update_merchant(entity)
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def handle_key_pressed_inventory(self, key: KeyValues) -> None:
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def handle_key_pressed_inventory(self, key: KeyValues) -> None:
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@ -162,28 +166,23 @@ class Game:
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self.inventory_menu.position = min(self.inventory_menu.position,
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self.inventory_menu.position = min(self.inventory_menu.position,
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len(self.inventory_menu.values)
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len(self.inventory_menu.values)
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- 1)
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- 1)
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def handle_key_pressed_inventory(self, key: KeyValues) -> None:
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def handle_key_pressed_store(self, key: KeyValues) -> None:
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"""
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"""
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In the inventory menu, we can interact with items or close the menu.
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In a store menu, we can buy items or close the menu.
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"""
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"""
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if key == KeyValues.SPACE or key == KeyValues.INVENTORY:
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if key == KeyValues.SPACE :
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self.state = GameMode.PLAY
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self.state = GameMode.PLAY
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elif key == KeyValues.UP:
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elif key == KeyValues.UP:
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self.inventory_menu.go_up()
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self.store_menu.go_up()
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elif key == KeyValues.DOWN:
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elif key == KeyValues.DOWN:
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self.inventory_menu.go_down()
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self.store_menu.go_down()
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if self.inventory_menu.values and not self.player.dead:
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if self.store_menu.values and not self.player.dead:
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if key == KeyValues.USE:
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if key == KeyValues.ENTER:
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self.inventory_menu.validate().use()
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self.player.add_to_inventory(self.store_menu.validate())
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elif key == KeyValues.EQUIP:
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self.inventory_menu.validate().equip()
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elif key == KeyValues.DROP:
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self.inventory_menu.validate().drop()
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# Ensure that the cursor has a good position
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# Ensure that the cursor has a good position
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self.inventory_menu.position = min(self.inventory_menu.position,
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self.store_menu.position = min(self.store_menu.position,
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len(self.inventory_menu.values)
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len(self.store_menu.values)
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- 1)
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- 1)
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def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
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def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
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@ -135,7 +135,7 @@ class Map:
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def spawn_random_entities(self, count: int) -> None:
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def spawn_random_entities(self, count: int) -> None:
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"""
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"""
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Put randomly {count} hedgehogs on the map, where it is available.
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Put randomly {count} entities on the map, where it is available.
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"""
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"""
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for ignored in range(count):
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for ignored in range(count):
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y, x = 0, 0
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y, x = 0, 0
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@ -333,6 +333,7 @@ class Entity:
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"""
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"""
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Is this entity a merchant?
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Is this entity a merchant?
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"""
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"""
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from squirrelbattle.entities.friendly import Merchant
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return isinstance(self, Merchant)
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return isinstance(self, Merchant)
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@property
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@property
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@ -340,7 +341,7 @@ class Entity:
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return _(self.name.replace("_", " "))
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return _(self.name.replace("_", " "))
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@staticmethod
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@staticmethod
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def get_all_entity_classes():
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def get_all_entity_classes() -> list:
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"""
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"""
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Returns all entities subclasses
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Returns all entities subclasses
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"""
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"""
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@ -348,9 +349,8 @@ class Entity:
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
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Rabbit, TeddyBear
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Rabbit, TeddyBear
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from squirrelbattle.entities.friendly import Merchant,Sunflower
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from squirrelbattle.entities.friendly import Merchant,Sunflower
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return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear,Sunflower,Tiger]
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return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear, \
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return [BodySnatchPotion, Bomb, Heart, Hedgehog,
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Sunflower,Tiger,Merchant]
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Rabbit, TeddyBear, Tiger]
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@staticmethod
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@staticmethod
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def get_all_entity_classes_in_a_dict() -> dict:
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def get_all_entity_classes_in_a_dict() -> dict:
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@ -6,6 +6,7 @@ from typing import Any, Optional
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from .display.texturepack import TexturePack
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from .display.texturepack import TexturePack
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from .entities.player import Player
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from .entities.player import Player
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from .entities.friendly import Merchant
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from .enums import GameMode, KeyValues, DisplayActions
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from .enums import GameMode, KeyValues, DisplayActions
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from .settings import Settings
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from .settings import Settings
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from .translations import gettext as _, Translator
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from .translations import gettext as _, Translator
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@ -127,3 +128,14 @@ class InventoryMenu(Menu):
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@property
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@property
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def values(self) -> list:
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def values(self) -> list:
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return self.player.inventory
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return self.player.inventory
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class StoreMenu(Menu) :
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merchant: Merchant
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def update_merchant(self, merchant: Merchant) -> None:
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self.merchant = merchant
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@property
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def values(self) -> list:
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return self.merchant.inventory
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