def __init__(self, model, view, enemy_name): self.model = model self.view = view self.state = BattleController.ACTION_SELECT self.current_action = None self.enemy = copy.copy(model.enemies[enemy_name]) # Add Character model self.view.add_model(self.model.character, BattleView.render_character, Position(Map.GRID_SIZE / 2, Map.GRID_SIZE / 2), View.FOREGROUND) # Add Map Model self.view.add_model( self.model.current_map.get_map_tile( self.model.character.position.x_coord, self.model.character.position.y_coord, 0), BattleView.render_map, Position(0, Map.MAP_SIZE - BattleView.MENU_HEIGHT), View.BACKGROUND) # Add Enemy self.view.add_model(self.enemy, BattleView.render_enemy, Position(Map.GRID_SIZE / 2, 2), View.FOREGROUND) # Add target window Model and set current target to player characters = {'Player': self.model.character, 'Enemy': self.enemy} self.target_window = TargetWindow(self.model.character, self.state, characters) self.view.add_model(self.target_window, BattleView.render_target_window, Position(Map.GRID_SIZE / 2, Map.GRID_SIZE / 2), View.FOREGROUND) # Add action select menu to visible models self.action_menu = Menu( self.view, BattleView.render_menu, self.on_node_activated, Position(0, Map.MAP_SIZE - BattleView.MENU_HEIGHT)) self.action_menu.nodes.append( LeafNode("Attack", self.set_attack_action)) self.action_menu.nodes.append(LeafNode("Items", None)) # Add Battle Log self.battle_log = BattleLog("%s Attacked!" % enemy_name) self.view.add_model(self.battle_log, BattleView.render_battle_log, Position(0, 0), View.FOREGROUND)
def __init__(self, model, view, enemy_name): self.model = model self.view = view self.state = BattleController.ACTION_SELECT self.current_action = None self.enemy = copy.copy(model.enemies[enemy_name]) # Add Character model self.view.add_model( self.model.character, BattleView.render_character, Position(Map.GRID_SIZE/2, Map.GRID_SIZE/2), View.FOREGROUND) # Add Map Model self.view.add_model( self.model.current_map.get_map_tile(self.model.character.position.x_coord, self.model.character.position.y_coord, 0), BattleView.render_map, Position(0, Map.MAP_SIZE - BattleView.MENU_HEIGHT), View.BACKGROUND) # Add Enemy self.view.add_model( self.enemy, BattleView.render_enemy, Position(Map.GRID_SIZE/2, 2), View.FOREGROUND) # Add target window Model and set current target to player characters = {'Player': self.model.character, 'Enemy': self.enemy} self.target_window = TargetWindow(self.model.character, self.state, characters) self.view.add_model(self.target_window, BattleView.render_target_window, Position(Map.GRID_SIZE/2, Map.GRID_SIZE/2), View.FOREGROUND) # Add action select menu to visible models self.action_menu = Menu( self.view, BattleView.render_menu,self.on_node_activated, Position(0, Map.MAP_SIZE - BattleView.MENU_HEIGHT)) self.action_menu.nodes.append(LeafNode("Attack", self.set_attack_action)) self.action_menu.nodes.append(LeafNode("Items", None)) # Add Battle Log self.battle_log = BattleLog("%s Attacked!" % enemy_name) self.view.add_model(self.battle_log, BattleView.render_battle_log, Position(0, 0), View.FOREGROUND)
class BattleController(Controller): ACTION_SELECT = 0 TARGET_SELECT = 1 ENEMY_TURN = 2 def __init__(self, model, view, enemy_name): self.model = model self.view = view self.state = BattleController.ACTION_SELECT self.current_action = None self.enemy = copy.copy(model.enemies[enemy_name]) # Add Character model self.view.add_model(self.model.character, BattleView.render_character, Position(Map.GRID_SIZE / 2, Map.GRID_SIZE / 2), View.FOREGROUND) # Add Map Model self.view.add_model( self.model.current_map.get_map_tile( self.model.character.position.x_coord, self.model.character.position.y_coord, 0), BattleView.render_map, Position(0, Map.MAP_SIZE - BattleView.MENU_HEIGHT), View.BACKGROUND) # Add Enemy self.view.add_model(self.enemy, BattleView.render_enemy, Position(Map.GRID_SIZE / 2, 2), View.FOREGROUND) # Add target window Model and set current target to player characters = {'Player': self.model.character, 'Enemy': self.enemy} self.target_window = TargetWindow(self.model.character, self.state, characters) self.view.add_model(self.target_window, BattleView.render_target_window, Position(Map.GRID_SIZE / 2, Map.GRID_SIZE / 2), View.FOREGROUND) # Add action select menu to visible models self.action_menu = Menu( self.view, BattleView.render_menu, self.on_node_activated, Position(0, Map.MAP_SIZE - BattleView.MENU_HEIGHT)) self.action_menu.nodes.append( LeafNode("Attack", self.set_attack_action)) self.action_menu.nodes.append(LeafNode("Items", None)) # Add Battle Log self.battle_log = BattleLog("%s Attacked!" % enemy_name) self.view.add_model(self.battle_log, BattleView.render_battle_log, Position(0, 0), View.FOREGROUND) def on_node_activated(self, node): if node.is_leaf_node(): node.execute_action() @staticmethod def get_imports(): models = ["map", "trigger"] views = ["battle_view"] controllers = ["battle_controller"] return Controller.qualify_imports((models, views, controllers)) def handle_key_press(self, pressed_key): if self.state is BattleController.TARGET_SELECT: if self.target_window.current_target.name == 'Player': self.handle_player_start_point(pressed_key) else: self.handle_enemy_start_point(pressed_key) if pressed_key == K_RETURN: self.execute_action(self.current_action) self.current_action = None elif self.state is BattleController.ACTION_SELECT: if pressed_key == pygame.K_UP or pressed_key == pygame.K_w: self.action_menu.dec_active_node() if pressed_key == pygame.K_DOWN or pressed_key == pygame.K_s: self.action_menu.inc_active_node() if pressed_key == K_RETURN: self.action_menu = self.action_menu.activate_node() if pressed_key == pygame.K_b: self.end_battle() def handle_player_start_point(self, pressed_key): if pressed_key == pygame.K_UP or pressed_key == pygame.K_w: self.update_target_window(self.enemy, self.state) def handle_enemy_start_point(self, pressed_key): if pressed_key == pygame.K_DOWN or pressed_key == pygame.K_s: self.update_target_window(self.model.character, self.state) def update_target_window(self, new_target_model, battle_state): # Update target window with new target model and/or battle state self.target_window.current_target = new_target_model self.target_window.battle_state = battle_state # Get new target's position and set it for the target window new_target_position = self.view.get_visible_model_position( new_target_model) self.view.set_visible_model_position(self.target_window, new_target_position) def update_battle_log(self, message): self.battle_log.add_battle_log_entry(message) def set_attack_action(self): self.current_action = AttackAction(self.model.character.attack) self.state = BattleController.TARGET_SELECT self.update_target_window(self.enemy, self.state) def execute_action(self, action): action.execute_action(self.target_window, self.battle_log) # End battle when someone dies if self.target_window.current_target.health <= 0: if self.target_window.current_target.name == 'Player': self.quit_game() else: # return to ensure enemy doesn't attack after being killed self.end_battle() return # Change to enemy turn self.state = BattleController.ENEMY_TURN # Update target window self.update_target_window(self.target_window.current_target, self.state) self.execute_enemy_turn() def execute_enemy_turn(self): if self.model.character.defense >= self.enemy.attack: self.update_battle_log("You dodged %s's attack." % self.enemy.name) else: self.model.character.health -= (self.enemy.attack - self.model.character.defense) self.update_battle_log("%s hit you for %d damage." % (self.enemy.name, self.enemy.attack - self.model.character.defense)) if self.model.character.health <= 0: self.quit_game() self.state = BattleController.ACTION_SELECT self.update_target_window(self.target_window.current_target, self.state) def end_battle(self): base = utils.fetch(utils.qualify_controller_name("game_controller")) imports = base.GameController.get_imports() view_module = utils.fetch( imports[base.GameController.VIEWS]["game_view"]) view = view_module.GameView() controller = base.GameController(self.model, view) pygame.event.post( pygame.event.Event(event_types.UPDATE_GAME_STATE, { "Controller": controller, "View": view })) def handle_game_event(self, event): if event.type == pygame.QUIT: self.quit_game() def quit_game(self): pygame.quit() sys.exit()
class BattleController(Controller): ACTION_SELECT = 0 TARGET_SELECT = 1 ENEMY_TURN = 2 def __init__(self, model, view, enemy_name): self.model = model self.view = view self.state = BattleController.ACTION_SELECT self.current_action = None self.enemy = copy.copy(model.enemies[enemy_name]) # Add Character model self.view.add_model( self.model.character, BattleView.render_character, Position(Map.GRID_SIZE/2, Map.GRID_SIZE/2), View.FOREGROUND) # Add Map Model self.view.add_model( self.model.current_map.get_map_tile(self.model.character.position.x_coord, self.model.character.position.y_coord, 0), BattleView.render_map, Position(0, Map.MAP_SIZE - BattleView.MENU_HEIGHT), View.BACKGROUND) # Add Enemy self.view.add_model( self.enemy, BattleView.render_enemy, Position(Map.GRID_SIZE/2, 2), View.FOREGROUND) # Add target window Model and set current target to player characters = {'Player': self.model.character, 'Enemy': self.enemy} self.target_window = TargetWindow(self.model.character, self.state, characters) self.view.add_model(self.target_window, BattleView.render_target_window, Position(Map.GRID_SIZE/2, Map.GRID_SIZE/2), View.FOREGROUND) # Add action select menu to visible models self.action_menu = Menu( self.view, BattleView.render_menu,self.on_node_activated, Position(0, Map.MAP_SIZE - BattleView.MENU_HEIGHT)) self.action_menu.nodes.append(LeafNode("Attack", self.set_attack_action)) self.action_menu.nodes.append(LeafNode("Items", None)) # Add Battle Log self.battle_log = BattleLog("%s Attacked!" % enemy_name) self.view.add_model(self.battle_log, BattleView.render_battle_log, Position(0, 0), View.FOREGROUND) def on_node_activated(self, node): if node.is_leaf_node(): node.execute_action() @staticmethod def get_imports(): models = ["map", "trigger"] views = ["battle_view"] controllers = ["battle_controller"] return Controller.qualify_imports((models, views, controllers)) def handle_key_press(self, pressed_key): if self.state is BattleController.TARGET_SELECT: if self.target_window.current_target.name == 'Player': self.handle_player_start_point(pressed_key) else: self.handle_enemy_start_point(pressed_key) if pressed_key == K_RETURN: self.execute_action(self.current_action) self.current_action = None elif self.state is BattleController.ACTION_SELECT: if pressed_key == pygame.K_UP or pressed_key == pygame.K_w: self.action_menu.dec_active_node() if pressed_key == pygame.K_DOWN or pressed_key == pygame.K_s: self.action_menu.inc_active_node() if pressed_key == K_RETURN: self.action_menu = self.action_menu.activate_node() if pressed_key == pygame.K_b: self.end_battle() def handle_player_start_point(self, pressed_key): if pressed_key == pygame.K_UP or pressed_key == pygame.K_w: self.update_target_window(self.enemy, self.state) def handle_enemy_start_point(self, pressed_key): if pressed_key == pygame.K_DOWN or pressed_key == pygame.K_s: self.update_target_window(self.model.character, self.state) def update_target_window(self, new_target_model, battle_state): # Update target window with new target model and/or battle state self.target_window.current_target = new_target_model self.target_window.battle_state = battle_state # Get new target's position and set it for the target window new_target_position = self.view.get_visible_model_position(new_target_model) self.view.set_visible_model_position(self.target_window, new_target_position) def update_battle_log(self, message): self.battle_log.add_battle_log_entry(message) def set_attack_action(self): self.current_action = AttackAction(self.model.character.attack) self.state = BattleController.TARGET_SELECT self.update_target_window(self.enemy, self.state) def execute_action(self, action): action.execute_action(self.target_window, self.battle_log) # End battle when someone dies if self.target_window.current_target.health <= 0: if self.target_window.current_target.name == 'Player': self.quit_game() else: # return to ensure enemy doesn't attack after being killed self.end_battle() return # Change to enemy turn self.state = BattleController.ENEMY_TURN # Update target window self.update_target_window(self.target_window.current_target, self.state) self.execute_enemy_turn() def execute_enemy_turn(self): if self.model.character.defense >= self.enemy.attack: self.update_battle_log("You dodged %s's attack." % self.enemy.name) else: self.model.character.health -= (self.enemy.attack - self.model.character.defense) self.update_battle_log("%s hit you for %d damage." % (self.enemy.name, self.enemy.attack - self.model.character.defense)) if self.model.character.health <= 0: self.quit_game() self.state = BattleController.ACTION_SELECT self.update_target_window(self.target_window.current_target, self.state) def end_battle(self): base = utils.fetch(utils.qualify_controller_name("game_controller")) imports = base.GameController.get_imports() view_module = utils.fetch(imports[base.GameController.VIEWS]["game_view"]) view = view_module.GameView() controller = base.GameController(self.model, view) pygame.event.post(pygame.event.Event( event_types.UPDATE_GAME_STATE, {"Controller": controller, "View": view})) def handle_game_event(self, event): if event.type == pygame.QUIT: self.quit_game() def quit_game(self): pygame.quit() sys.exit()