def end(self):
        super().end()

        if self.attacking.weapon and self.attacking.weapon.uses == 0:
            broken_screen(self.attacking)
        if self.defending.weapon and self.defending.weapon.uses == 0:
            broken_screen(self.defending)

        room.run_room(rooms.Fadeout(500))

        self.attacking.team.play_music('map', True)

        self.attacking.played = True

        self.exp_or_die(self.attacking, self.defending)
        self.exp_or_die(self.defending, self.attacking)

        s.loaded_map.sprites.update()

        if self.defending.team.is_defeated():
            s.winner = self.attacking.team
        elif self.attacking.team.is_defeated():
            s.winner = self.defending.team

        print("#" * 12 + " " + _("Battle ends") + " " + "#" * 12 + "\r\n")
    def begin(self):
        super().begin()

        if self.attacking.health <= 0:
            raise ValueError(f"{self.attacking} is dead!")
        if self.defending.health <= 0:
            raise ValueError(f"{self.defending} is dead!")
        if self.attacking.played:
            raise ValueError(f"{self.attacking} has already played!")

        self.attacking.prepare_battle()
        self.defending.prepare_battle()

        self.at, self.dt = self.attacking.number_of_attacks(self.defending)
        self.round = 1

        print(
            f"\r\n{'#' * 12} {self.attacking.name} vs {self.defending.name} {'#' * 12}"
        )
        att_str = _("%s is going to attack %d %s")
        print(att_str % (self.attacking.name, self.at,
                         _("time") if self.at == 1 else _("times")))
        print(att_str % (self.defending.name, self.dt,
                         _("time") if self.dt == 1 else _("times")))
        self.attacking.team.play_music('battle')

        room.run_room(rooms.Fadeout(2000, stop_mixer=False))
Beispiel #3
0
 def pause_menu(self):
     menu_entries = [(_('Return to Game'), None),
                     (_('Return to Main Menu'), self.reset),
                     (_('Return to O.S.'), utils.return_to_os)]
     display.darken(200)
     menu = gui.Menu(menu_entries,
                     f.MAIN,
                     layout_gravity=gui.Gravity.CENTER,
                     dismiss_callback=True,
                     clear_screen=None)
     room.run_room(menu)
Beispiel #4
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    def attack(self, attacking=None, defending=None):
        if not defending:
            defending = self.curr_unit
        if not attacking:
            attacking = self.prev_unit

        assert (defending != attacking)

        # let the battle begin!
        room.run_room(rooms.BattleAnimation(attacking, defending))

        self.reset_selection()
Beispiel #5
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 def test():
     import resources
     import room
     import fonts as f
     import logging
     logging.basicConfig(level=logging.DEBUG)
     nine = NinePatch(resources.load_image('WindowBorder.png'), (70, 70),
                      wait=False,
                      padding=100,
                      layout_gravity=gui.Gravity.FILL)
     nine.add_child(gui.Label("test", f.MAIN))
     nine.add_child(gui.Clock(f.MAIN))
     room.run_room(nine)
def test_battle_animation():
    display.initialize()
    import gettext
    import logging
    import resources
    gettext.install('ice-emblem', resources.LOCALE_PATH)
    logging.basicConfig(level=80)
    s.load_map('resources/maps/default.tmx')
    unit1 = Unit(name='Soldier',
                 health=30,
                 level=1,
                 experience=99,
                 strength=5,
                 skill=500,
                 speed=1,
                 luck=2,
                 defence=1,
                 resistance=1,
                 movement=1,
                 constitution=1,
                 aid=1,
                 affinity=None,
                 wrank=[])
    unit2 = Unit(name='Skeleton',
                 health=31,
                 level=1,
                 experience=0,
                 strength=6,
                 skill=30,
                 speed=10,
                 luck=1,
                 defence=1,
                 resistance=1,
                 movement=1,
                 constitution=1,
                 aid=1,
                 affinity=None,
                 wrank=[])
    unit1.coord = (1, 1)
    unit2.coord = (1, 2)
    team1 = Team('Ones', (255, 0, 0), 0, [unit1], unit1, {})
    team2 = Team('Twos', (0, 0, 255), 0, [unit2], unit2, {})
    s.units_manager.units = [unit1, unit2]
    display.window.fill(c.GREY)
    while unit1.health > 0 and unit2.health > 0:
        room.run_room(BattleAnimation(unit1, unit2))
        unit1, unit2 = unit2, unit1
    pygame.quit()
Beispiel #7
0
 def end_turn(self, *args):
     if self.team.is_turn_over():
         super().end_turn()
         self.set_timeout(100, self.mark_done)
     else:
         modal = gui.Modal(_(
             "Are you sure you want to end your turn? There are still units that can move."
         ),
                           f.SMALL,
                           layout_gravity=gui.Gravity.CENTER,
                           dismiss_callback=True,
                           clear_screen=None)
         room.run_room(modal)
         if modal.answer:
             super().end_turn()
             self.set_timeout(100, self.mark_done)
Beispiel #8
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 def chosen(self, menu, choice):
     map_path = resources.map_path(choice)
     try:
         s.load_map(map_path)
     except:
         msg = _(
             "Error while loading map \"%s\"! Please report this issue.\n\n%s"
         ) % (map_path, traceback.format_exc())
         logging.error(msg)
         dialog = gui.Dialog(msg,
                             f.MONOSPACE,
                             layout_gravity=gui.Gravity.FILL,
                             padding=25)
         room.run_room(dialog)
     else:
         self.done = True
def broken_screen(unit):
    sounds.play('broke')
    room.run_room(
        gui.Label("%s is broken" % unit.weapon.name, f.SMALL, txt_color=c.RED))
 def exp_or_die(unit1: Unit, unit2: Unit) -> None:
     if unit1.health > 0:
         unit1.gain_exp(unit2)
         room.run_room(ExperienceAnimation(unit1))
     else:
         s.loaded_map.kill_unit(unit1)
Beispiel #11
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 def reset(self, *_):
     room.run_room(rooms.Fadeout(1000))
     room.stop()
Beispiel #12
0

if __name__ == "__main__":
    import gui
    import logging
    import fonts as f
    logging.basicConfig(level=10)

    class TestLifeBar(gui.LinearLayout):
        def __init__(self):
            self.bar = LifeBar(points=11)
            self.label = gui.Label("{0}/{1}", f.SMALL)
            self.label.format(self.bar.value, self.bar.points)
            super().__init__(wait=True, children=[self.bar, self.label], orientation=gui.Orientation.HORIZONTAL)

        def loop(self, events, dt):
            for event in events:
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_UP:
                        self.bar.value += 1
                    elif event.key == pygame.K_DOWN:
                        self.bar.value -= 1
                    elif event.key == pygame.K_LEFT:
                        if self.bar.points > 1:
                            self.bar.points -= 1
                    elif event.key == pygame.K_RIGHT:
                        self.bar.points += 1
                    self.label.format(self.bar.value, self.bar.points)

    room.run_room(TestLifeBar())
Beispiel #13
0
            self.parent.cursor.point(*next(self.path))
            self.parent.invalidate()
        except StopIteration:
            self.done = True


class SelectAndWait(room.Room):
    """
    Select a coordinate and wait 100ms. Should be a child of :class:`TileMap`.
    """
    def __init__(self, coord: Coord):
        super().__init__()
        self.coord = coord

    def begin(self) -> None:
        super().begin()
        self.parent.select(self.coord)
        self.set_timeout(100, self.mark_done)


if __name__ == '__main__':
    import gettext
    gettext.install('ice-emblem', resources.LOCALE_PATH)
    logging.basicConfig(level=0)
    room.run_room(
        TileMap('resources/maps/default.tmx',
                w=200,
                h=200,
                center=display.get_rect().center))
    pygame.quit()