コード例 #1
0
    def __init__(self):
        """"""
        super(InfiniteQuestWindow, self).__init__()
        self.setWindowTitle('Infinite Quest')
        self.mapview = MapView()
        #self.mapview = QGraphicsView()
        #self.sc = MapScene()
        #self.mapview.setScene(self.sc)
        self.mapview.installEventFilter(self)

        self.setCentralWidget(self.mapview)

        self.minimap = MiniMapView(self.mapview)
        minimap_dw = QDockWidget()
        minimap_dw.setWidget(self.minimap)
        self.addDockWidget(Qt.LeftDockWidgetArea, minimap_dw)

        self.statushero = StatusHeroWidget()
        statushero_dw = QDockWidget()
        statushero_dw.setWidget(self.statushero)
        self.addDockWidget(Qt.LeftDockWidgetArea, statushero_dw)

        #self.mapview.setSizePolicy(QSizePolicy(QSizePolicy.MinimumExpanding,QSizePolicy.MinimumExpanding))

        self.world = World()

        self.hero = Hero(self.world.map(),
                         *self.world.map().find_passable_landscape_coords())

        self.connection = Connection(self.hero, self.world)

        self.game_state_update()
コード例 #2
0
ファイル: main.py プロジェクト: rytai/ReStart
def main(screen):
    # -----------Debug------------
    enable_pathfinder_screen = False  # Draws the found pathfinder path
    # ----------------------------

    clock = pygame.time.Clock()

    floor_s = pygame.Surface((10 * 64, 20 * 64))
    world_s = pygame.Surface((10 * 64, 20 * 64))
    pathfinder_screen_s = floor_s.copy()
    pathfinder_screen_s.set_colorkey(colorBlack)
    pathfinding_screen_reset = False

    sword_surface = resource_loader.load_sprite('sword')

    main_menu = MainMenu()

    map_loader = MapLoader(MapData, NPC, Intent)
    map_data = map_loader.load_default_map()

    path_finder = PathFinder(map_data.passable_tiles)

    dirty_drawing = DirtyDrawing()
    dirty_drawing.prepare_floor(floor_s, map_data.get_texture_layer)
    dirty_drawing.issue_world_surface_redraw()

    intent = Intent()

    hero = Hero(surface=resource_loader.load_sprite('hero'), intent_instance=Intent(), inventory_instance=Inventory())
    if not map_data.tile_occupied((1, 1)):
        map_data.set_character_on_map(hero, (1, 1))
        hero.move(1, 1)
    new_weapon = Weapon(generate_item_name('sword'))
    print hero.inventory
    hero.inventory.add_item(new_weapon)

    camera = Camera(starting_position=hero.positionOnMap, viewport_size=(10, 10))
    camera.set_viewport_boundaries((0, 0), map_data.mapBoundaries)

    message_log = MessageLog(defaultFont)
    message_log.position = (screen.get_size()[0] - message_log.render.get_size()[0], 0)

    # Temporary. Combat is on at the start
    in_combat = False

    entities_in_combat = []
    for entity in map_data.get_characters_on_map:
        entities_in_combat.append(entity)
    reaction_order = []
    creature_in_turn = None
    new_event = pygame.event.Event(pygame.USEREVENT, subtype="combat", combat_situation="start")
    pygame.event.post(new_event)

    screen.fill(colorBlack)

    new_sword = Weapon(generate_item_name(), surface=sword_surface)
    map_data.set_item_on_map(new_sword, (3, 4))

    # MAINLOOP--------------------------
    while 1:
        clock.tick(40)
        hero.intent.type = 0

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_SPACE:
                    hero.intent.type = intent.WAIT
                elif event.key == pygame.K_UP or event.key == pygame.K_KP8:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (0, -1)
                elif event.key == pygame.K_DOWN or event.key == pygame.K_KP2:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (0, 1)
                elif event.key == pygame.K_LEFT or event.key == pygame.K_KP4:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (-1, 0)
                elif event.key == pygame.K_RIGHT or event.key == pygame.K_KP6:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (1, 0)
                elif event.key == pygame.K_KP7:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (-1, -1)
                elif event.key == pygame.K_KP9:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (1, -1)
                elif event.key == pygame.K_KP3:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (1, 1)
                elif event.key == pygame.K_KP1:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (-1, 1)
                elif event.key == pygame.K_KP_PLUS:
                    npc = add_monster_to_random_position(map_data, NPC(resource_loader.load_sprite('thug'),
                                                                       Intent(), Inventory()))
                    entities_in_combat.append(npc)
                elif event.key == pygame.K_KP_MINUS:
                    pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                         subtype="menu"))
                elif event.key == pygame.K_i:
                    message_log.newline("-----Inventory:-----")
                    for item in hero.inventory.get_items:
                        assert isinstance(item, Item)
                        message_log.newline(item.name)
                elif event.key == pygame.K_COMMA:
                    pick_up_item(hero, map_data)

            if event.type == pygame.USEREVENT:
                if event.subtype is "combat":

                    if event.combat_situation == 'start':
                        in_combat = True
                        reaction_order = Dice.roll_reactions(entities_in_combat)
                        message_log.newline('RR')
                        pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                             subtype="combat", combat_situation='first_turn'))

                    if event.combat_situation == 'first_turn':
                        creature_in_turn = reaction_order[0]
                        if creature_in_turn == hero:
                            message_log.newline("You start")
                        else:
                            message_log.newline('{} starts'.format(reaction_order[0].name))

                    if event.combat_situation == 'turn_change':
                        try:
                            reaction_order.remove(creature_in_turn)
                        except ValueError:
                            print '{} not in reaction order.'.format(creature_in_turn)

                        try:
                            creature_in_turn = reaction_order[0]
                            if creature_in_turn == hero:
                                message_log.newline("Your turn.")
                            else:
                                message_log.newline("{}'s turn.".format(reaction_order[0].name))
                        except IndexError:
                            creature_in_turn = None
                            pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                                 subtype="combat", combat_situation='end_of_phase'))

                    if event.combat_situation == "end_of_phase" and in_combat:
                        reaction_order = Dice.roll_reactions(entities_in_combat)
                        creature_in_turn = None
                        message_log.newline('EOP- RR')
                        pathfinding_screen_reset = True
                        pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                             subtype="combat", combat_situation='first_turn'))

                    if event.combat_situation == "end":
                        in_combat = False

                elif event.subtype is 'menu':
                    main_menu.open_menu(screen)

        if in_combat is True:

            if isinstance(creature_in_turn, Hero):
                hero_makes_decision = hero_turn(hero, map_data, message_log)
                if hero_makes_decision:
                    pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                         subtype="combat", combat_situation="turn_change"))

                    if hero.intent.type is intent.MOVE:
                        map_data.attempt_move("char", hero.positionOnMap, direction=hero.intent.direction)
                        hero.move(*hero.intent.direction)

                    elif hero.intent.type is intent.ATTACK:
                        handle_attack(hero, hero.intent.target,
                                      message_log, map_data, entities_in_combat, reaction_order,
                                      sword_surface=sword_surface)

                    elif hero.intent.type == intent.WAIT:
                        pass
                    else:
                        raise "No Hero intention_:{}".format(hero.intent.type)

            elif isinstance(creature_in_turn, NPC):
                npc = creature_in_turn
                path = path_finder.find_path_between_points(npc.positionOnMap, hero.positionOnMap)
                if enable_pathfinder_screen == True:
                    if pathfinding_screen_reset == True:
                        pathfinder_screen_s.fill(colorBlack)
                        pathfinding_screen_reset = False
                    draw_pathfinder_path(pathfinder_screen_s, path)
                if path == 'path not found':
                    pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                         subtype="combat", combat_situation="turn_change"))
                else:
                    move_success = map_data.attempt_move("char", npc.positionOnMap, destination=path[1])
                    if move_success is True:
                        # npc.move(*npc.intent.direction)
                        npc.set_position(path[1])
                        pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                             subtype="combat", combat_situation="turn_change"))
                    elif isinstance(move_success, NPC):
                        npc.intent = Intent.WAIT
                        pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                             subtype="combat", combat_situation="turn_change"))
                    elif isinstance(move_success, Hero):
                        handle_attack(npc, hero, message_log, map_data, entities_in_combat, reaction_order)
                        pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                             subtype="combat", combat_situation="turn_change"))
                    else:
                        print "ERRORROROREREERRROR"

        camera.set_tile_position(hero.positionOnMap)

        if enable_pathfinder_screen:
            dirty_drawing.issue_world_surface_redraw()

        dirty_drawing.draw(screen, world_s, camera, floor_s, map_data)

        if message_log.get_is_dirty is True:
            dirty_drawing.draw_message_log(screen, message_log)

        if enable_pathfinder_screen:
            pass
            # dirty_drawing.draw_pathfinder_screen(screen, pathfinder_screen_s)

        pygame.display.flip()