Display more precisely where we are in the store menu
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@ -7,7 +7,7 @@ from typing import List
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from squirrelbattle.menus import Menu, MainMenu
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from .display import Box, Display
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from ..enums import KeyValues
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from ..enums import KeyValues, GameMode
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from ..game import Game
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from ..resources import ResourceManager
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from ..translations import gettext as _
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@ -139,9 +139,14 @@ class PlayerInventoryDisplay(MenuDisplay):
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self.menubox.update_title(_("INVENTORY"))
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for i, item in enumerate(self.menu.values):
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rep = self.pack[item.name.upper()]
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selection = f"[{rep}]" if i == self.menu.position else f" {rep} "
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selection = f"[{rep}]" if i == self.menu.position \
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and (Game.INSTANCE.state == GameMode.INVENTORY
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or Game.INSTANCE.state == GameMode.STORE
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and not Game.INSTANCE.is_in_store_menu) else f" {rep} "
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self.addstr(self.pad, i + 1, 0, selection
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+ " " + item.translated_name.capitalize())
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+ " " + item.translated_name.capitalize()
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+ (": " + str(item.price) + " Hazels"
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if Game.INSTANCE.state == GameMode.STORE else ""))
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@property
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def truewidth(self) -> int:
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@ -156,6 +161,7 @@ class PlayerInventoryDisplay(MenuDisplay):
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We can select a menu item with the mouse.
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"""
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self.menu.position = max(0, min(len(self.menu.values) - 1, y - 2))
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game.is_in_store_menu = False
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game.handle_key_pressed(KeyValues.ENTER)
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@ -164,7 +170,8 @@ class StoreInventoryDisplay(MenuDisplay):
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self.menubox.update_title(_("STALL"))
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for i, item in enumerate(self.menu.values):
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rep = self.pack[item.name.upper()]
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selection = f"[{rep}]" if i == self.menu.position else f" {rep} "
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selection = f"[{rep}]" if i == self.menu.position \
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and Game.INSTANCE.is_in_store_menu else f" {rep} "
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self.addstr(self.pad, i + 1, 0, selection
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+ " " + item.translated_name.capitalize()
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+ ": " + str(item.price) + " Hazels")
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@ -182,4 +189,5 @@ class StoreInventoryDisplay(MenuDisplay):
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We can select a menu item with the mouse.
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"""
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self.menu.position = max(0, min(len(self.menu.values) - 1, y - 2))
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game.is_in_store_menu = True
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game.handle_key_pressed(KeyValues.ENTER)
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@ -97,7 +97,7 @@ TexturePack.SQUIRREL_PACK = TexturePack(
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MERCHANT='🦜',
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RABBIT='🐇',
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SUNFLOWER='🌻',
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SWORD='🗡️',
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SWORD='🗡️ ',
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TEDDY_BEAR='🧸',
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TIGER='🐅',
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WALL='🧱',
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@ -22,6 +22,9 @@ class Game:
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"""
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The game object controls all actions in the game.
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"""
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# Global instance of the game
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INSTANCE: "Game"
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map: Map
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player: Player
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screen: Any
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@ -32,6 +35,8 @@ class Game:
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"""
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Init the game.
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"""
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Game.INSTANCE = self
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self.state = GameMode.MAINMENU
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self.waiting_for_friendly_key = False
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self.is_in_store_menu = True
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@ -52,7 +57,7 @@ class Game:
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Create a new game on the screen.
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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.txt"))
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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.logs.clear()
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self.player = Player()
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@ -163,6 +168,7 @@ class Game:
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self.logs.add_message(msg)
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if entity.is_merchant():
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self.state = GameMode.STORE
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self.is_in_store_menu = True
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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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@ -546,6 +546,10 @@ class TestGame(unittest.TestCase):
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# Navigate in the menu
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.game.handle_key_pressed(KeyValues.LEFT)
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self.assertFalse(self.game.is_in_store_menu)
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self.game.handle_key_pressed(KeyValues.RIGHT)
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self.assertTrue(self.game.is_in_store_menu)
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self.game.handle_key_pressed(KeyValues.UP)
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self.assertEqual(self.game.store_menu.position, 1)
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