def load_game(self): try: save = open("saves/main_save.xml", "r") # Test if there is a current saved game if save: tree_root = etree.parse("saves/main_save.xml").getroot() index = tree_root.find("level/index").text.strip() level_name = 'maps/level_' + index + '/' game_status = tree_root.find("level/phase").text.strip() turn_nb = 0 if game_status != 'I': turn_nb = int(tree_root.find("level/turn").text.strip()) team = [] for player in tree_root.findall("team/player"): name = player.find("name").text.strip() level = int(player.find("level").text.strip()) p_class = player.find("class").text.strip() race = player.find("race").text.strip() gold = int(player.find("gold").text.strip()) exp = int(player.find("exp").text.strip()) hp = int(player.find("hp").text.strip()) strength = int(player.find("strength").text.strip()) defense = int(player.find("def").text.strip()) res = int(player.find("res").text.strip()) move = int(player.find("move").text.strip()) current_hp = int(player.find("currentHp").text.strip()) pos = (int(player.find("position/x").text.strip()) * TILE_SIZE, int(player.find("position/y").text.strip()) * TILE_SIZE) state = player.find("turnFinished").text.strip() inv = [] for it in player.findall("inventory/item"): it_name = it.find("name").text.strip() item = LoadFromXMLManager.parse_item_file(it_name) inv.append(item) equipments = [] for eq in player.findall("equipments/equipment"): eq_name = eq.find("name").text.strip() eq = LoadFromXMLManager.parse_item_file(eq_name) equipments.append(eq) # -- Reading of the XML file for default character's values (i.e. sprites) tree = etree.parse("data/characters.xml").getroot() player_t = tree.xpath(name)[0] sprite = 'imgs/dungeon_crawl/player/' + player_t.find( 'sprite').text.strip() compl_sprite = player_t.find('complementSprite') if compl_sprite is not None: compl_sprite = 'imgs/dungeon_crawl/player/' + compl_sprite.text.strip( ) p = Player(name, sprite, hp, defense, res, move, strength, [p_class], equipments, race, gold, level, compl_sprite=compl_sprite) p.earn_xp(exp) p.items = inv p.set_current_hp(current_hp) p.pos = pos if state == "True": p.turn_finished() team.append(p) # Load level with current game status, foes states, and team self.level_id = int(index) level = Level(level_name, team, self.level_id, game_status, turn_nb, tree_root.find("level/entities")) self.play(level) save.close() return except FileNotFoundError: # No saved game self.background_menus.append([self.active_menu, True]) name = "Load Game" entries = [[{ 'type': 'text', 'text': "No saved game.", 'font': fonts['MENU_SUB_TITLE_FONT'] }]] width = self.screen.get_width() // 2 self.active_menu = InfoBox(name, "", "imgs/interface/PopUpMenu.png", entries, width, close_button=1)
def load_player(el, from_save): name = el.find("name").text.strip() level = el.find('level') if level is None: # If level is not specified, default value is 1 level = 1 else: level = int(level.text.strip()) p_class = el.find("class").text.strip() race = el.find("race").text.strip() gold = int(el.find("gold").text.strip()) exp = int(el.find("exp").text.strip()) if from_save else 0 hp = int(el.find("hp").text.strip()) strength = int(el.find("strength").text.strip()) defense = int(el.find("defense").text.strip()) res = int(el.find("resistance").text.strip()) current_hp = int(el.find("current_hp").text.strip()) if from_save else hp inv = [] for it in el.findall("inventory/item"): it_name = it.text.strip() item = parse_item_file(it_name) inv.append(item) equipments = [] for eq in el.findall("equipment/*"): eq_name = eq.text.strip() eq = parse_item_file(eq_name) equipments.append(eq) if from_save: skills = [(load_skill(skill.text.strip()) if skill.text.strip() not in skills_infos else skills_infos[skill.text.strip()]) for skill in el.findall('skills/skill/name')] tree = etree.parse("data/characters.xml").getroot() player_t = tree.xpath(name)[0] else: skills = Character.classes_data[p_class][ 'skills'] + Character.races_data[race]['skills'] player_t = el # -- Reading of the XML file for default character's values (i.e. sprites) sprite = 'imgs/' + player_t.find('sprite').text.strip() compl_sprite = player_t.find('complement_sprite') if compl_sprite is not None: compl_sprite = 'imgs/' + compl_sprite.text.strip() p = Player(name, sprite, hp, defense, res, strength, [p_class], equipments, race, gold, level, skills, compl_sprite=compl_sprite) p.earn_xp(exp) p.items = inv p.hp = current_hp if from_save: pos = (int(el.find("position/x").text.strip()) * TILE_SIZE, int(el.find("position/y").text.strip()) * TILE_SIZE) p.pos = pos state = el.find("turnFinished").text.strip() if state == "True": p.end_turn() else: # Up stats according to current lvl p.stats_up(level - 1) # Restore hp due to lvl up p.healed() return p