Beispiel #1
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 def draw_encount(self):
     '''
     遭遇時の表示処理
     ※未使用メソッド
     '''
     PyxelUtil.text(56, 148, ["NA", "NI", "KA", " ", "TI", "KA",
                              "TU", "D", "I", "TE", "KI", "TA", "* !"], pyxel.COLOR_RED)
Beispiel #2
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 def draw_talk_kobold(self):
     '''
     会話失敗(コボルド)処理
     '''
     PyxelUtil.text(16, 148, ["u", "ma", "so", "u", "na", " ", "ni",
                              "nn", "ke", "d", "nn", "ta", "d", "* !"], pyxel.COLOR_LIGHTBLUE)
     PyxelUtil.text(180, 180, "*[HIT SPACE KEY]", pyxel.COLOR_YELLOW)
Beispiel #3
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 def draw_talk(self):
     '''
     会話表示処理
     '''
     PyxelUtil.text(16, 148, ["*ONYX", "WO", " ", "ME", "SA", "D", "SI", "TE", " ", "KA",
                              "D", "NN", "HA", "D", "RI", "MA", "SI", "LYO", "U", "* !"], pyxel.COLOR_WHITE)
     PyxelUtil.text(180, 180, "*[HIT SPACE KEY]", pyxel.COLOR_YELLOW)
Beispiel #4
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    def draw(self):
        '''
        各フレームの描画処理
        '''
        super().draw()

        # 敵の描画
        if self.state != self.STATE_ENCOUNT:
            for _chr in enemyParty.memberList:
                super().drawCharacter(_chr, _chr.x, _chr.y)

            for _idx in range(5 if len(enemyParty.memberList) > 5 else len(enemyParty.memberList)):
                # ステータス
                _member = enemyParty.memberList[_idx]
                # 名前
                PyxelUtil.text(136,  (_idx + 1) * 16 - 2,
                               ["*" + _member.name], pyxel.COLOR_WHITE)
                # 体力最大値
                _maxlife_x = _member.maxlife if _member.maxlife <= 100 else 100
                pyxel.rect(136, (_idx + 1) * 16 + 6,
                           _maxlife_x, 3,  pyxel.COLOR_RED)
                # 体力
                _life_x = _member.life if _member.life <= 100 else 100
                pyxel.rect(136, (_idx + 1) * 16 + 6,
                           _life_x, 3,  pyxel.COLOR_DARKBLUE)

        _handler = self.handler.get(self.state, None)
        if _handler != None:
            _handler[self.HANDLER_DRAW]()
Beispiel #5
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 def draw_talk_failed(self):
     '''
     会話失敗処理
     '''
     PyxelUtil.text(16, 148, ["HA", "NA", "SI", "NI", " ", "NA",
                              "RA", "NA", "KA", "LTU", "TA", "* !"], pyxel.COLOR_WHITE)
     PyxelUtil.text(180, 180, "*[HIT SPACE KEY]", pyxel.COLOR_YELLOW)
Beispiel #6
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 def draw_leave(self):
     '''
     店を出る描画処理
     '''
     PyxelUtil.text(16, 140, ["O", "TA", "D", "I", "SI", "D", "NI", "."],
                    pyxel.COLOR_WHITE)
     PyxelUtil.text(180, 180, "*[HIT SPACE KEY]", pyxel.COLOR_YELLOW)
 def draw_leave(self):
     '''
     店を出る表示
     '''
     PyxelUtil.text(16, 148, ["TO", "D", "U", "MO", " ", "A", "RI", "KA", "D", "TO", "U", " ",
                              "KO", "D", "SA", "D", "I", "MA", "SI", "TA", "."], pyxel.COLOR_WHITE)
     PyxelUtil.text(180, 180, "*[HIT SPACE KEY]", pyxel.COLOR_YELLOW)
Beispiel #8
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 def draw_choose_error(self):
     '''
     装備不可エラーの表示処理
     '''
     PyxelUtil.text(16, 140, ["*" + playerParty.memberList[self.member_index].name + " ", "HA", 
                             "* " + enemyParty.item.name + " ", "WO", " ", "MO", "TE", "NA", "I", "* !"], pyxel.COLOR_RED)
     PyxelUtil.text(180, 180, "*[HIT SPACE KEY]", pyxel.COLOR_YELLOW)
 def draw_donotenter(self):
     '''
     "DO NOT ENTER!"のメッセージ
     '''
     PyxelUtil.text(162, 112, "*DO NOT ENTER !", pyxel.COLOR_RED)
     pyxel.blt(136, 108, 2, 112, 16, 16, 16, 0)
     pyxel.blt(224, 108, 2, 112, 16, 16, 16, 0)
 def draw_story_fadeout(self):
     '''
     ストーリーフェードアウト
     '''
     for i in range(len(self.STORY)):
         PyxelUtil.text(20, i * 14 + 20, self.STORY[i],
                        self.TEXTCOLOR[self.story_count - 1])
Beispiel #11
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 def draw_battle(self):
     '''
     戦闘表示処理
     '''
     if self.message != None and len(self.message) > 0:
         for idx, value in enumerate(self.message):
             PyxelUtil.text(16, 140 + idx * 8, value[0], value[1])
Beispiel #12
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 def draw_lose(self):
     '''
     プレイヤーパーティー全滅表示処理
     '''
     PyxelUtil.text(70, 156, ["*+ + ", "SE", "D", "NN", "ME", "TU",
                              " ", "SI", "MA", "SI", "TA", "* + +"], pyxel.COLOR_RED)
     PyxelUtil.text(180, 180, "*[HIT SPACE KEY]", pyxel.COLOR_YELLOW)
 def draw_directionmarket(self):
     '''
     MARKETへの看板の表示
     '''
     if playerParty.direction == Direction.NORTH:
         PyxelUtil.text(166, 112, ["*   MARKET ->"], pyxel.COLOR_WHITE)
     else:
         PyxelUtil.text(166, 112, ["*<- MARKET"], pyxel.COLOR_WHITE)
Beispiel #14
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 def draw_win_getexp(self):
     '''
     経験値獲得表示処理
     '''
     if self.message != None and len(self.message) > 0:
         for idx, value in enumerate(self.message):
             PyxelUtil.text(16, 140 + idx * 8, value[0], value[1])
         PyxelUtil.text(180, 180, "*[HIT SPACE KEY]", pyxel.COLOR_YELLOW)
Beispiel #15
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 def draw_win_getgold(self):
     '''
     ゴールド獲得表示処理
     '''
     if self.reward_gold > 0:
         PyxelUtil.text(16, 148, ["*" + str(self.reward_gold) + " G.P. ", "TU", "D", "TU",
                                  "NO", " ", "*gold", "WO", " ", "MI", "TU", "KE", "TA", "* !"], pyxel.COLOR_WHITE)
         PyxelUtil.text(180, 180, "*[HIT SPACE KEY]", pyxel.COLOR_YELLOW)
Beispiel #16
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 def draw_nosurgery(self):
     '''
     治療不要描画処理
     '''
     PyxelUtil.text(16, 140, [
         "MI", "NA", "SA", "NN", " ", "KE", "NN", "KO", "U", "TE", "D",
         "SU", "."
     ], pyxel.COLOR_WHITE)
     PyxelUtil.text(180, 180, "*[HIT SPACE KEY]", pyxel.COLOR_YELLOW)
Beispiel #17
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 def draw_done(self):
     '''
     治療完了描画処理
     '''
     PyxelUtil.text(16, 140, [
         "*" + self.member.name + " ", "HA", " ", "SU", "LTU", "KA", "RI",
         " ", "YO", "KU", "NA", "RI", "MA", "SI", "TA", "."
     ], pyxel.COLOR_WHITE)
     PyxelUtil.text(180, 180, "*[HIT SPACE KEY]", pyxel.COLOR_YELLOW)
Beispiel #18
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 def draw_enemy_escape_judge(self):
     '''
     敵逃走判定表示処理
     '''
     if self.isEnemyEscpaed:
         PyxelUtil.text(16, 140, [
                        "NI", "KE", "D", "TE", " ", "I", "LTU", "TA", "*..."], pyxel.COLOR_WHITE)
     else:
         PyxelUtil.text(90, 148, ["** * *  BATTLE  * * *"], pyxel.COLOR_RED)
    def __drawPlayer(self, number, head, helm, body, weapon, shield):

        pyxel.blt(12, (number * 20) + 2, 1, (head % 32) * 8,
                  int(head / 32) * 8, 8, 8, 0)  # 頭
        pyxel.blt(12, (number * 20) + 10, 1, 32, 32, 8, 16, 0)  # 体
        pyxel.blt(4, (number * 20) + 2, 1, 0, 48, 8, 16, 0)  # 武器
        PyxelUtil.text(24, (number * 20) + 4, ["*PLAYER"], number + 7)  # 名前
        pyxel.rect(24, (number * 20) + 12, 16, 3, 5)
        pyxel.rect(24, (number * 20) + 15, 30, 1, 6)
 def draw_enter(self):
     '''
     施設に入った時の表示
     '''
     PyxelUtil.text(16, 140, [
         "WA", "TA", "SI", "HA", "* Slea ", "TO", "I", "U", "i", "si",
         "lya", "TE", "D", "SU", "."
     ], pyxel.COLOR_WHITE)
     PyxelUtil.text(180, 180, "*[HIT SPACE KEY]", pyxel.COLOR_YELLOW)
 def draw_choose(self):
     '''
     メンバー選択描画処理
     '''
     PyxelUtil.text(16, 140, [
         "TA", "D", "RE", "WO", " ", "MI", "TE", " ", "A", "KE", "D", "MA",
         "SI", "LYO", "U", "KA", "* ?"
     ], pyxel.COLOR_WHITE)
     PyxelUtil.text(16, 164, ["*[L] ", "TA", "TI", "SA", "RU"],
                    pyxel.COLOR_YELLOW)
 def draw_gate(self):
     '''
     ゲートの表示
     '''
     for _x in range(12, 66, 4):
         pyxel.rect(_x + self.DRAW_OFFSET_X, 12 + self.DRAW_OFFSET_Y, 2, 54,
                    pyxel.COLOR_BLACK)
     pyxel.rect(32 + self.DRAW_OFFSET_X, 29 + self.DRAW_OFFSET_Y, 18, 9,
                pyxel.COLOR_YELLOW)
     PyxelUtil.text(33 + self.DRAW_OFFSET_X, 30 + self.DRAW_OFFSET_Y,
                    "*GATE", pyxel.COLOR_BLACK)
    def draw_story(self):
        '''
        ストーリー表示
        '''
        if self.story_index > 0:
            for i in range(self.story_index):
                PyxelUtil.text(20, i * 14 + 20, self.STORY[i])

        PyxelUtil.text(20, self.story_index * 14 + 20,
                       self.STORY[self.story_index],
                       self.TEXTCOLOR[self.story_count - 1])
 def draw_menu(self):
     '''
     メニューの描画処理
     '''
     PyxelUtil.text(97, 140, ["*** CAMP MENU **"], pyxel.COLOR_LIGHTBLUE)
     PyxelUtil.text(16, 148, ["*[D] ", "KU", "SU", "RI",
                              "WO", " ", "NO", "MU"], pyxel.COLOR_YELLOW)
     PyxelUtil.text(16, 156, ["*[S] ", "se", "-",
                              "hu", "d"], pyxel.COLOR_YELLOW)
     PyxelUtil.text(16, 164, ["*[Q] ", "ke", "d", "-", "mu", "WO",
                              " ", "TI", "LYU", "U", "TA", "D", "NN"], pyxel.COLOR_YELLOW)
     PyxelUtil.text(16, 172, ["*[SPACE] ", "ki", "lya", "nn", "hu",
                              "hd", "WO", " ", "O", "WA", "RU"], pyxel.COLOR_YELLOW)
Beispiel #25
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 def draw_issurgery(self):
     '''
     治療確認描画処理
     '''
     PyxelUtil.text(16, 140, [
         "*" + self.member.name + " ", "NO", " ", "TI", "RI", "LYO", "U",
         "HI", " ", "HA", " ", "*" + str(self.price) + "gold", " ", "TE",
         "D", "SU", "."
     ], pyxel.COLOR_WHITE)
     PyxelUtil.text(
         16, 148,
         ["TI", "RI", "LYO", "U", " ", "SI", "MA", "SU", "KA", "*? [Y/N]"],
         pyxel.COLOR_WHITE)
Beispiel #26
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 def draw_confirm(self):
     '''
     両手持ち武器を買うときの確認表示処理\n
     武器屋独自の処理となる
     '''
     PyxelUtil.text(16, 140, ["KO", "NO", "HU", "D", "KI", "HA", " ", "RI", "LYO", "U", "TE", "MO", "TI", "TA", "D", "."], pyxel.COLOR_WHITE)
     PyxelUtil.text(16, 148, ["TA", "TE", "WO", " ", "MO", "TE", "NA", "KU", "NA", "RU", "KA", "D", " ", "I", "I", "KA", "NE", "* ?"], pyxel.COLOR_WHITE)
     PyxelUtil.text(56, 164, ["*[Y]     ", "HA", "I"], pyxel.COLOR_YELLOW)
     PyxelUtil.text(56, 172, ["*[N]     ", "I", "I", "E"], pyxel.COLOR_YELLOW)
Beispiel #27
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    def draw(self):
        '''
        各フレームの描画処理
        '''
        super().draw()

        for idx, member in enumerate(playerParty.memberList):
            _y = 14 + idx * 16
            # メンバーの薬の所持数を表示
            if member.potion != -1:
                pyxel.blt(63, _y + 1, 1, (0 if member.potion == 0 else 8), 40, 4, 5)
                PyxelUtil.text(68, _y, ["*x{:1d}".format(member.potion)], pyxel.COLOR_YELLOW)

            # メンバーの所持金を表示
            PyxelUtil.text(
                83, _y, ["*{:5d} G.P.".format(member.gold)], pyxel.COLOR_YELLOW)

        pyxel.blt(self.DRAW_OFFSET_X + 15, self.DRAW_OFFSET_Y + 15, 0, 0, 205, 50, 50)
Beispiel #28
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 def draw_choose_talk(self):
     '''
     会話選択表示処理
     '''
     PyxelUtil.text(16, 140, ["NA", "NI", "WO", " ", "HA", "NA",
                              "SI", "KA", "KE", "MA", "SU", "KA", "* ?"], pyxel.COLOR_WHITE)
     PyxelUtil.text(16, 156, ["*     [J] JOIN US."], pyxel.COLOR_YELLOW)
     PyxelUtil.text(
         16, 164, ["*     [G] GOOD LUCK & GOOD BY."], pyxel.COLOR_YELLOW)
     PyxelUtil.text(
         16, 172, ["*     [Y] YOUR MONEY OR YOUR LIFE."], pyxel.COLOR_YELLOW)
Beispiel #29
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 def draw_choose_equip(self):
     '''
     装備するメンバーの選択表示処理
     '''
     if enemyParty.item.name == "MAGIC MANTLE":
         PyxelUtil.text(16, 140, ["MA", "HO", "U", "NO", "ma", "nn", "to", "WO", " ", "MI", "TU", "KE", "TA", "* !"], pyxel.COLOR_WHITE)
     else:
         PyxelUtil.text(16, 140, ["SU", "HA", "D", "RA", "SI", "I",
                                 "* " + enemyParty.item.name + " ", "WO", " ", "MI", "TU", "KE", "TA", "* !"], pyxel.COLOR_WHITE)
     PyxelUtil.text(16, 148, ["TA", "D", "RE", "KA", "D", " ", "TU", "KA", "I", "MA", "SU", "KA", "* ?"], pyxel.COLOR_WHITE)
     PyxelUtil.text(16, 172, ["*     [L] ", "TU", "KA",
                              "WA", "NA", "I"], pyxel.COLOR_YELLOW)
Beispiel #30
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 def draw_choose_action(self):
     '''
     プレイヤーパーティーの行動決定表示処理
     '''
     PyxelUtil.text(16, 140, ["TO", "D", "U", "SI",
                              "MA", "SU", "KA", "* ?"], pyxel.COLOR_WHITE)
     PyxelUtil.text(16, 156, ["*     [A] ", "TA", "TA",
                              "KA", "U"], pyxel.COLOR_YELLOW)
     PyxelUtil.text(16, 164, ["*     [R] ", "NI", "KE",
                              "D", "RU"], pyxel.COLOR_YELLOW)
     PyxelUtil.text(16, 172, ["*     [T] ", "HA", "NA",
                              "SU"], pyxel.COLOR_YELLOW)