def __init__(self, text, selected_graphic_char, unselected_graphic_char, functions, can_activate=(lambda: True), payload=None): super(MenuOptionWithSymbols, self).__init__(text, functions, can_activate, payload=payload) self.selected_graphic_char = selected_graphic_char self.unselected_graphic_char = unselected_graphic_char self._selected = gui.StackPanelHorizontal(geo.zero2d(), horizontal_space=1) self._selected.append( gui.SymbolUIElement(geo.zero2d(), self.selected_graphic_char)) self._selected.append( gui.TextBox(text, geo.zero2d(), colors.TEXT_SELECTED)) self._unselected = gui.StackPanelHorizontal(geo.zero2d(), horizontal_space=1) self._unselected.append( gui.SymbolUIElement(geo.zero2d(), self.unselected_graphic_char)) self._unselected.append( gui.TextBox(text, geo.zero2d(), colors.TEXT_UNSELECTED)) self._inactive = gui.StackPanelHorizontal(geo.zero2d(), horizontal_space=1) self._inactive.append( gui.SymbolUIElement(geo.zero2d(), self.unselected_graphic_char)) self._inactive.append( gui.TextBox(text, geo.zero2d(), colors.TEXT_INACTIVE))
def get_item_menu_stack_panel_template(heading_text, heading_icon=None): menu_stack_panel = gui.StackPanelVertical((2, 2), vertical_space=1) heading_stack = gui.StackPanelHorizontal((0, 1), horizontal_space=1) if heading_icon: heading_stack.append(gui.SymbolUIElement((0, 0), heading_icon)) heading_stack.append(gui.TextBox(heading_text, (0, 0), colors.INVENTORY_HEADING)) menu_stack_panel.append(heading_stack) return menu_stack_panel
def _get_item_menu_composition(item_description_card, menu_stack_panel): inventory_menu_bg = gui.StyledRectangle(rectfactory.right_side_menu_rect(), style.MinimalChestStyle()) inventory_gui = gui.UIElementList([inventory_menu_bg, menu_stack_panel]) inventory_stack_panel = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_BOTTOM) inventory_stack_panel.append(item_description_card) inventory_stack_panel.append(inventory_gui) dock = gui.UIDock(rectfactory.full_screen_rect()) dock.bottom_right = inventory_stack_panel return state.UIState(dock)
def player_status_menu(player): split_width = 27 content_padding = (2, 2) player_status_stack_panel = gui.StackPanelVertical(geo.add_2d((0, 0), content_padding), alignment=gui.StackPanelVertical.ALIGN_LEFT, vertical_space=1) player_status_stack_panel_row_1 = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_TOP, horizontal_space=1) player_status_stack_panel.append(player_status_stack_panel_row_1) player_status_stack_panel_row_1.append(gui.BigSymbolUIElement((0, 0), player.graphic_char)) player_description_stack = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_LEFT, vertical_space=1) player_status_stack_panel_row_1.append(player_description_stack) player_description_stack.append(gui.TextBox(player.description.name, (2, 0), colors.WHITE)) player_description_stack.append(gui.TextBox(player.race.value + "\n" + player.job.value, (2, 0), colors.WHITE)) player_description_stack.append(gui.new_player_hp_bar(12, player.health.hp)) player_description_stack.append(gui.new_player_sanity_bar(12, Counter(10, 10))) player_status_stack_panel_row_2 = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_TOP, horizontal_space=3) player_status_stack_panel.append(player_status_stack_panel_row_2) player_status_stack_panel_row_2.append(new_player_status_stack(player, 8)) player_status_stack_panel_row_2.append(new_player_weapon_table(player, 8)) description_card = gui.new_item_description_card() power_list = get_power_list(player, description_card) if len(power_list.menu_items) > 0: player_status_stack_panel.append(gui.VerticalSpace(1)) player_status_stack_panel.append(power_list) bg_rect_height = (player_status_stack_panel.total_height + 4) bg_rect = rectfactory.center_of_screen_rect(split_width, bg_rect_height) player_status_stack_panel.offset = geo.add_2d(bg_rect.top_left, (2, 2)) styled_bg_rect = get_menu_background(bg_rect, style.rogue_classic_theme.rect_style) dock = gui.UIDock(rectfactory.full_screen_rect()) dock.bottom = description_card return state.UIState(gui.UIElementList([styled_bg_rect, player_status_stack_panel, dock]))
def sacrifice_menu(player, powers, post_power_gain_function): game_state = player.game_state.value state_stack = game_state.menu_prompt_stack context_options = [] stack_pop_function = menu.BackToGameFunction(state_stack) width = 24 for power in powers: power_caption = power.description.name + str(power.buy_cost).rjust(width - len(power.description.name)) power_option = menu.MenuOption(power_caption, [lambda p=power: player.set_child(p), lambda p=power: p.on_power_gained(), lambda p=power: sacrifice.sacrifice_health(player, p.buy_cost), lambda: player.actor.add_energy_spent(gametime.single_turn), post_power_gain_function, stack_pop_function], (lambda: player.health.hp.value > power.buy_cost), payload=power) context_options.append(power_option) cancel_option = menu.MenuOption("Cancel", [stack_pop_function], (lambda: True)) context_options.append(cancel_option) tmp = (0, 0) menu_stack_panel = gui.StackPanelVertical(tmp, style.menu_theme.margin, vertical_space=0, alignment=gui.StackPanelVertical.ALIGN_CENTER) heading_stack_panel = gui.StackPanelHorizontal((0, 0), (0, 0), horizontal_space=2) menu_stack_panel.append(heading_stack_panel) if any(powers): power_caption = "Power" + str("Cost").rjust(width - len("Cost ")) heading_stack_panel.append(gui.TextBox(power_caption, (1, 0), colors.GRAY)) heading_stack_panel.append(gui.SymbolUIElement((0, 0), graphic.GraphicChar(colors.DARK_BLUE, colors.HP_BAR_FULL, icon.HEALTH_STAT))) menu_stack_panel.append(gui.VerticalSpace(2)) else: power_caption = "There are no more powers." menu_stack_panel.append(gui.VerticalSpace(4)) heading_stack_panel.append(gui.TextBox(power_caption, (1, 0), colors.GRAY)) item_description_card = gui.new_item_description_card() resulting_menu = menu.StaticMenu((0, 0), context_options, state_stack, selected_payload_callback=(lambda item: item_description_card.set_item(item))) menu_stack_panel.append(resulting_menu) context_menu_rect = rectfactory.center_of_screen_rect(max(menu_stack_panel.total_width, 24), max(menu_stack_panel.total_height, 6)) menu_stack_panel.offset = context_menu_rect.top_left background_rect = get_menu_background(context_menu_rect, style.sacrifice_menu_theme.rect_style) dock = gui.UIDock(rectfactory.full_screen_rect()) dock.bottom = item_description_card ui_elements = [background_rect, menu_stack_panel, dock] ui_state = state.UIState(gui.UIElementList(ui_elements)) return ui_state
def item_actions_menu(item, player, state_stack): menu_stack_panel = gui.StackPanelVertical((2, 2), vertical_space=1) heading_stack = gui.StackPanelHorizontal((0, 1), horizontal_space=1) heading_stack.append(gui.SymbolUIElement((0, 0), item.graphic_char)) heading = gui.TextBox(item.description.name, (0, 0), colors.INVENTORY_HEADING) heading_stack.append(heading) menu_stack_panel.append(heading_stack) item_actions_menu = menu.ItemActionsMenu((0, 0), item, player, state_stack, margin=(2, 2)) menu_stack_panel.append(item_actions_menu) inventory_menu_bg = gui.StyledRectangle(rectfactory.right_side_menu_rect(), style.rogue_classic_theme.rect_style) dock = gui.UIDock(rectfactory.full_screen_rect()) ui_elements = [inventory_menu_bg, menu_stack_panel] dock.bottom_right = gui.UIElementList(ui_elements) ui_state = state.UIState(dock) return ui_state
def new_player_weapon_table(player, width): equipment = player.equipment if equipment.slot_is_equiped(EquipmentSlots.MELEE_WEAPON): melee_graphic = equipment.get(EquipmentSlots.MELEE_WEAPON).graphic_char else: melee_graphic = graphic.GraphicChar(None, colors.WHITE, icon.BIG_CENTER_DOT) melee_damage = str(player.melee_attacker.min_damage) + "-" + str(player.melee_attacker.max_damage) melee_accuracy = player.melee_attacker.accuracy melee_crit_chance = "{:.0f}".format(player.melee_attacker.crit_chance * 100) + "%" if equipment.slot_is_equiped(EquipmentSlots.RANGED_WEAPON): range_graphic = equipment.get(EquipmentSlots.RANGED_WEAPON).graphic_char else: range_graphic = graphic.GraphicChar(None, colors.GRAY, icon.STONE) range_damage = str(player.ranged_attacker.min_damage) + "-" + str(player.ranged_attacker.max_damage) range_accuracy = player.ranged_attacker.accuracy range_crit_chance = "{:.0f}".format(player.ranged_attacker.crit_chance * 100) + "%" value_width = 3 text_box_margin = (0, 0) heading_stack_panel = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_TOP, horizontal_space=0) heading_stack_panel.append(gui.HorizontalSpace(6)) heading_stack_panel.append(gui.SymbolUIElement((0, 0), melee_graphic)) heading_stack_panel.append(gui.HorizontalSpace(3)) heading_stack_panel.append(gui.SymbolUIElement((0, 0), range_graphic)) damage_text_box = gui.TextBox("Dmg " + str(melee_damage).rjust(value_width) + " " + str(range_damage).rjust(value_width), text_box_margin, colors.WHITE) hit_text_box = gui.TextBox("Hit " + str(melee_accuracy).rjust(value_width) + " " + str(range_accuracy).rjust(value_width), text_box_margin, colors.YELLOW) crit_chance_text_box = gui.TextBox("Cri " + str(melee_crit_chance).rjust(value_width) + " " + str(range_crit_chance).rjust(value_width), text_box_margin, colors.RED) status_stack_panel = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_LEFT, vertical_space=0) status_stack_panel.append(heading_stack_panel) status_stack_panel.append(gui.VerticalSpace(1)) status_stack_panel.append(damage_text_box) status_stack_panel.append(hit_text_box) status_stack_panel.append(crit_chance_text_box) return status_stack_panel
def equipment_menu(player, state_stack): menu_stack_panel = gui.StackPanelVertical((0, 0), margin=(0, 0)) heading = gui.TextBox("Equipment", (2, 1), colors.INVENTORY_HEADING, (2, 2)) menu_stack_panel.append(heading) equipment_menu_bg = gui.StyledRectangle(rectfactory.right_side_menu_rect(), style.rogue_classic_theme.rect_style) item_description_card = gui.new_item_description_card() resulting_menu = menu.EquipmentMenu((0, 0), player, state_stack, selected_payload_callback=(lambda item: item_description_card.set_item(item)), margin=(2, 1)) menu_stack_panel.append(resulting_menu) equipment_gui = gui.UIElementList([equipment_menu_bg, menu_stack_panel]) equipment_stack_panel = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_BOTTOM) equipment_stack_panel.append(item_description_card) equipment_stack_panel.append(equipment_gui) dock = gui.UIDock(rectfactory.full_screen_rect()) dock.bottom_right = equipment_stack_panel return state.UIState(dock)
def equipment_slot_menu(player, equipment_slot, state_stack): """ Creates a menu which shows the possible actions that can be taken on a given equipment_slot. """ menu_stack_panel = gui.StackPanelVertical((0, 0), margin=(0, 0)) heading = gui.TextBox("Change " + equipment_slot.name, (2, 1), colors.INVENTORY_HEADING, (2, 2)) menu_stack_panel.append(heading) item_description_card = gui.new_item_description_card() resulting_menu = menu.EquipSlotMenu((0, 0), player, equipment_slot, state_stack, (lambda item: item_description_card.set_item(item)), (2, 1)) menu_stack_panel.append(resulting_menu) equipment_menu_bg = gui.StyledRectangle(rectfactory.right_side_menu_rect(), style.rogue_classic_theme.rect_style) equipment_slot_gui = gui.UIElementList([equipment_menu_bg, menu_stack_panel]) equipment_slot_stack_panel = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_BOTTOM) equipment_slot_stack_panel.append(item_description_card) equipment_slot_stack_panel.append(equipment_slot_gui) dock = gui.UIDock(rectfactory.full_screen_rect()) dock.bottom_right = equipment_slot_stack_panel return state.UIState(dock)