示例#1
0
 def gain_exp(self, exp):
     self.char_pools['experience'] += exp
     new_level = self.level_calculate(self.char_pools['experience'])
     if new_level > self.char_stats['level']:
         self.char_stats['level'] = new_level
         self.levelup_bonus(self.levelup_hp_bonus, self.levelup_mp_bonus,
                            self.levelup_sp_bonus)
         self.stats_recalc()
         self.char_pools_maximize()
         new_text = Text(self.gameboard, 'LEVEL UP!',
                         self.character.x + self.character.width // 2,
                         self.character.y, 'default', 18, (255, 255, 255),
                         'center', 'top', 1, 0, -0.5)
         self.gameboard.audio.sound_bank['tiny_needle'].play()
     elif new_level < self.char_stats['level']:
         self.char_stats['level'] = new_level
         self.levelup_bonus(self.levelup_hp_bonus * -1,
                            self.levelup_mp_bonus * -1,
                            self.levelup_sp_bonus * -1)
         self.stats_recalc()
         self.char_pools_check()
         new_text = Text(self.gameboard, 'LEVEL DOWN!',
                         self.character.x + self.character.width // 2,
                         self.character.y, 'default', 18, (255, 0, 0),
                         'center', 'top', 1, 0, -0.5)
         self.gameboard.audio.sound_bank['deep_vortex'].play()
     else:
         exp_caption = self.gameboard.resources.text_bank[
             'exp_gain'].replace('%1', str(exp))
         new_text = Text(self.gameboard, exp_caption,
                         self.character.x + self.character.width // 2,
                         self.character.y, 'default', 18, (255, 255, 255),
                         'center', 'top', 1, 0, -0.5)
     self.gameboard.ui.stats_refresh()
示例#2
0
 def disarm(self, char):
     if self.rules['m_trap'] == 1:
         # magic traps cannot be disarmed with tools
         return False
     else:
         tool = self.gameboard.inventory_find_item(char.inventory.backpack,
                                                   item_id='tool')
         if tool is not False:
             char.stats.stats_recalc()
             print('Attempting to disarm the trap. Difficulty',
                   self.rules['difficulty'], ', skill',
                   char.stats.char_stats_modified['disarm_traps'], '.')
             result = self.gameboard.pick_random([
                 char.stats.char_stats_modified['disarm_traps'],
                 self.rules['difficulty']
             ], [1, 0])
             if result:
                 self.gameboard.render_trap_list.remove(self)
                 self.sound_set['disarm_success'].play()
                 new_text = Text(self.gameboard,
                                 self.text_set['disarm_success'],
                                 self.x + self.width // 2, self.y,
                                 'default', 18, (255, 255, 255), 'center',
                                 'top', 1, 0, 0)
                 print('Success!')
                 char.stats.gain_exp(self.rules['difficulty'] // 2)
                 return True
             else:
                 if tool[0].rules['amount_cur'] > 1:
                     tool[0].rules['amount_cur'] -= 1
                 else:
                     tool[1].remove(tool[0])
                 self.gameboard.ui.ragdoll_refresh(
                     self.gameboard.ui.container_crumps[-1])
                 # self.sound_set['unlock_fail'].play()
                 new_text = Text(self.gameboard,
                                 self.text_set['disarm_fail'],
                                 self.x + self.width // 2, self.y,
                                 'default', 18, (255, 0, 0), 'center',
                                 'top', 1, 0, 0)
                 print('Failed. Tool is lost.')
                 return False
         else:
             new_text = Text(self.gameboard, self.text_set['no_tool'],
                             self.x + self.width // 2, self.y, 'default',
                             18, (255, 255, 0), 'center', 'top', 1, 0, 0)
             # self.sound_set['no_tool'].play()
             return False
示例#3
0
    def lootme(self, loot_item, looter):
        loot_item.sound_set['pickup'].play()
        cap_text = loot_item.text_set['pickup']
        if 'amount_cur' in loot_item.rules:
            amount = int(loot_item.rules['amount_cur'])
            cap_text = cap_text.replace('%1', str(amount))
            if amount > 1:
                cap_text = cap_text.replace('%2', 's')
            else:
                cap_text = cap_text.replace('%2', '')
        else:
            cap_text = cap_text.replace('%1', loot_item.compose_full_title())
        cap_x, cap_y = loot_item.x + loot_item.width // 2, loot_item.y
        cap_color = (255, 255, 255)

        self.set_anim(loot_item, 'tile', False)

        if looter is not self.player_char or self.player_char.autoequip(loot_item) is False:
            left_item = self.container_item_not_fit(loot_item, looter.inventory.backpack, looter.inventory.bp_max)
            if left_item:
                looter.inventory.backpack.append(left_item)
        else:
            self.ui.ragdoll_refresh(self.ui.container_crumps[-1])

        self.render_items_list.remove(loot_item)

        if self.inventory_check(looter) > 0:
            cap_text = 'Inventory full!'
            cap_color = (255, 255, 0)

        new_caption = Text(self, cap_text, cap_x, cap_y, 'default',
                           20, cap_color, 'center', 'top', 1, 0, 0)
示例#4
0
 def show_damage(self, char, actual_damage, damage_type):
     rand_x = char.x + random.randrange(0, char.width + 1)
     rand_y = char.y + random.randrange(0, round(char.height * 0.6))
     cap_text = '' + str(actual_damage)
     if damage_type in ['dam_cut', 'dam_pierce', 'dam_bash']:
         particle_anim = self.resources.animations['damage_mark_blood']
         new_particle = Particle(self, particle_anim, None, 15, 0, 4, rand_x, rand_y)
         new_caption = Text(self, cap_text, rand_x, rand_y, 'default', 22, (255, 0, 0), 'center', 'middle', 0.75, 0,
                            -0.2)
     elif damage_type == 'dam_poison':
         particle_anim = self.resources.animations['damage_mark_poison']
         new_particle = Particle(self, particle_anim, None, 15, 0, 1, rand_x, rand_y)
         new_caption = Text(self, cap_text, rand_x, rand_y, 'default', 22, (0, 255, 0), 'center', 'middle', 0.75, 0,
                            -0.2)
     elif damage_type == 'dam_fire':
         particle_anim = self.resources.animations['damage_mark_fire']
         new_particle = Particle(self, particle_anim, None, 15, 0, -1, rand_x, rand_y)
         new_caption = Text(self, cap_text, rand_x, rand_y, 'default', 22, (255, 255, 0), 'center', 'middle', 0.75, 0,
                            -0.2)
     elif damage_type == 'dam_ice':
         particle_anim = self.resources.animations['damage_mark_ice']
         new_particle = Particle(self, particle_anim, None, 15, 0, -1, rand_x, rand_y)
         new_caption = Text(self, cap_text, rand_x, rand_y, 'default', 22, (0, 0, 255), 'center', 'middle', 0.75, 0,
                            -0.2)
     elif damage_type == 'dam_lightning':
         particle_anim = self.resources.animations['damage_mark_lightning']
         new_particle = Particle(self, particle_anim, None, 15, 0, 0, rand_x, rand_y)
         new_caption = Text(self, cap_text, rand_x, rand_y, 'default', 22, (0, 255, 255), 'center', 'middle', 0.75, 0,
                            -0.2)
     elif damage_type == 'dam_arcane':
         particle_anim = self.resources.animations['damage_mark_arcane']
         new_particle = Particle(self, particle_anim, None, 15, 0, 0, rand_x, rand_y)
         new_caption = Text(self, cap_text, rand_x, rand_y, 'default', 22, (255, 0, 255), 'center', 'middle', 0.75, 0,
                            -0.2)
示例#5
0
    def picklock(self, char):
        if self.rules['m_lock'] == 1:
            new_text = Text(self.gameboard, self.text_set['m_lock'], self.x + self.width // 2, self.y, 'default', 18, (255,0,255), 'center', 'top', 1, 0,0)
            self.sound_set['m_lock'].play()
            return False
        else:
            lockpick = self.gameboard.inventory_find_item(char.inventory.backpack, item_id='lockpick')
            if lockpick is not False:
                char.stats.stats_recalc()
                print('Attempting to pick the lock. Difficulty', self.rules['lock'], ', skill', char.stats.char_stats_modified['pick_locks'], '.')
                result = self.gameboard.pick_random([char.stats.char_stats_modified['pick_locks'], self.rules['lock']], [1, 0])
                if result:
                    char.stats.gain_exp(self.rules['lock'])
                    self.rules['lock'] = 0
                    self.checkme()
                    self.sound_set['unlock_success'].play()
                    new_text = Text(self.gameboard, self.text_set['unlock_success'], self.x + self.width // 2, self.y,
                                    'default', 18, (255, 255, 255), 'center', 'top', 1, 0, 0)
                    print('Success!')

                    return True
                else:
                    if lockpick[0].rules['amount_cur'] > 1:
                        lockpick[0].rules['amount_cur'] -= 1
                    else:
                        lockpick[1].remove(lockpick[0])
                    self.gameboard.ui.ragdoll_refresh(self.gameboard.ui.container_crumps[-1])
                    self.sound_set['unlock_fail'].play()
                    new_text = Text(self.gameboard, self.text_set['unlock_fail'], self.x + self.width // 2, self.y,
                                    'default', 18, (255, 0, 0), 'center', 'top', 1, 0, 0)
                    print('Failed. Lockpick has broken.')
                    return False
            else:
                new_text = Text(self.gameboard, self.text_set['no_lockpick'], self.x + self.width // 2, self.y, 'default',
                                18, (255, 255, 0), 'center', 'top', 1, 0, 0)
                self.sound_set['no_lockpick'].play()
                return False
示例#6
0
 def reveal(self, char):
     char.stats.stats_recalc()
     print('Attempting to reveal the trap. Difficulty',
           self.rules['hidden'], ', skill',
           char.stats.char_stats_modified['find_traps'], '.')
     result = self.gameboard.pick_random([
         char.stats.char_stats_modified['find_traps'], self.rules['hidden']
     ], [1, 0])
     if result:
         self.rules['hidden'] = 0
         self.visible = True
         self.sound_set['reveal'].play()
         new_text = Text(self.gameboard, self.text_set['reveal'],
                         self.x + self.width // 2, self.y, 'default', 18,
                         (255, 255, 255), 'center', 'top', 1, 0, 0)
         print('Success!')
         char.stats.gain_exp(self.rules['hidden'] // 2)
         return True
     else:
         return False
示例#7
0
    def spell_cast(self, spell_dict, char, target):
        if char.stats.char_pools[
                'mp_cur'] < spell_dict['cost_mp'] * spell_dict['level']:
            # message about low mp
            return

        cast = False
        spell_particle_cast = self.gameboard.resources.animations[
            spell_dict['spell_media']['anim_set']['cast']]
        spell_particle_effect = self.gameboard.resources.animations[
            spell_dict['spell_media']['anim_set']['effect']]
        if spell_dict['spell_media']['sound_set']['cast'] is not None:
            spell_sound = self.gameboard.audio.sound_bank[
                spell_dict['spell_media']['sound_set']['cast']]
        else:
            spell_sound = False
        spell_text = spell_dict['spell_media']['text_set']['cast']
        spell_particle_time = spell_dict['particle_time']

        if spell_dict['id'] == 'spl_healing_food':
            cast = True
            if target is not None:
                try:
                    target.stats.char_pools[
                        'hp_cur'] += self.gameboard.exponential(
                            self.magic_exponential_ratio, spell_dict['level'],
                            5)
                except AttributeError:
                    pass

        if spell_dict['id'] == 'spl_heal':
            cast = True
            if target is not None:
                try:
                    target.stats.char_pools[
                        'hp_cur'] += self.gameboard.exponential(
                            self.magic_exponential_ratio, spell_dict['level'],
                            50)
                except AttributeError:
                    pass

        if spell_dict['id'] == 'spl_dispel':
            if target is not None:
                try:
                    if 'm_lock' in target.rules and target.rules['m_lock'] == 1:
                        char.stats.stats_recalc()
                        result = self.gameboard.pick_random([
                            spell_dict['level'] +
                            char.stats.char_stats_modified['intelligence'],
                            target.rules['lock']
                        ], [1, 0])
                        if result:
                            char.stats.gain_exp(target.rules['lock'] * 10)
                            target.rules['lock'] = target.rules['m_lock'] = 0
                            target.checkme()
                            target.sound_set['unlock_success'].play()
                            new_text = Text(self.gameboard,
                                            target.text_set['unlock_success'],
                                            target.x + target.width // 2,
                                            target.y, 'default', 18,
                                            (255, 255, 255), 'center', 'top',
                                            1, 0, 0)

                except AttributeError:
                    pass
                cast = True

        if cast:
            if target is not None:
                target_x = target.x
                target_y = target.y
            else:
                target_x = (
                    self.gameboard.mouse_x + self.gameboard.view_x
                ) // self.gameboard.square_width * self.gameboard.square_width
                target_y = (
                    self.gameboard.mouse_y + self.gameboard.view_y
                ) // self.gameboard.square_height * self.gameboard.square_height

            char.stats.char_pools[
                'mp_cur'] -= spell_dict['cost_mp'] * spell_dict['level']
            if spell_dict['cost_mp'] > 0:
                char.stats.char_pools['ap_cur'] -= 1
            char.stats.char_pools_check()

            if char == self.gameboard.player_char:
                char.checkme()

            if spell_sound is not False:
                spell_sound.play()
            new_particle = Particle(self.gameboard, spell_particle_cast, None,
                                    spell_particle_time, 0, 0, char.x, char.y)
            new_particle = Particle(self.gameboard, spell_particle_effect,
                                    None, spell_particle_time, 0, 0, target_x,
                                    target_y)
            new_text = Text(self.gameboard, spell_text,
                            char.x + char.width // 2, char.y, 'default', 22,
                            (255, 255, 255), 'center', 'top', 1, 0, 0)
示例#8
0
    def _check_events(self):
        for event in pygame.event.get():
            if event.type == pygame.VIDEORESIZE:
                self.sight_width, self.sight_height = event.w, event.h
                pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)
                # Window1.blit(Window1copy, (0, 0))
                pygame.display.update()
            if event.type == pygame.QUIT:
                sys.exit()
            elif event.type == pygame.KEYDOWN:

                if self.ui.active_ui_flags['ui_characters']:
                    self.ui.hero_name_input(event)
                else:
                    if event.key == pygame.K_q:
                        sys.exit()

                    if event.key == pygame.K_w:
                        wpn_item = self.tables.table_roll('wpn_shortsword_base', 'treasure_table')
                        new_wpn = Item(self, wpn_item, 1, self.player_char.x, self.player_char.y)
                        self.player_char.inventory.backpack.append(new_wpn)

                    if event.key == pygame.K_l:
                        self.player_char.stats.stat_points += 10

                    if event.key == pygame.K_d and len(self.player_char.inventory.backpack) > 0:
                        chest_item = self.tables.table_roll('cnt_chest_common', 'treasure_table')
                        new_chest = Item(self, chest_item, 1, self.player_char.x, self.player_char.y)
                        new_chest.rules['container'] = [itm for itm in self.player_char.inventory.backpack]
                        self.player_char.inventory.backpack.clear()
                        self.player_char.inventory.backpack.append(new_chest)
                        self.labyrinth.drop_loot(self.player_char.inventory.backpack, self.player_char.x,
                                                 self.player_char.y, True)
                        self.player_char.inventory.backpack.clear()
                        self.ui.ragdoll_refresh(self.ui.container_crumps[-1])

                    if event.key == pygame.K_b:
                        chest_item = self.tables.table_roll('cnt_chest_common', 'treasure_table')
                        new_chest = Item(self, chest_item, 1, self.player_char.x, self.player_char.y)
                        self.player_char.inventory.backpack.append(new_chest)

                if self.player_char and self.players_turn and not self.player_char.stop:
                    if event.key == pygame.K_DOWN:
                        self.player_char.move_key = 'down'
                        self.move_player = True
                    elif event.key == pygame.K_UP:
                        self.player_char.move_key = 'up'
                        self.move_player = True
                    elif event.key == pygame.K_LEFT:
                        self.player_char.move_key = 'left'
                        self.move_player = True
                    elif event.key == pygame.K_RIGHT:
                        self.player_char.move_key = 'right'
                        self.move_player = True

                if event.key == pygame.KMOD_SHIFT:
                    self.controls_shift = True

            elif self.player_char is not None and event.type == pygame.KEYUP:
                if event.key == pygame.K_DOWN and self.player_char.move_key == 'down':
                    self.player_char.move_key = None
                    self.move_player = False
                elif event.key == pygame.K_UP and self.player_char.move_key == 'up':
                    self.player_char.move_key = None
                    self.move_player = False
                elif event.key == pygame.K_LEFT and self.player_char.move_key == 'left':
                    self.player_char.move_key = None
                    self.move_player = False
                elif event.key == pygame.K_RIGHT and self.player_char.move_key == 'right':
                    self.player_char.move_key = None
                    self.move_player = False

                if event.key == pygame.KMOD_SHIFT:
                    self.controls_shift = False

            self.mouse_x, self.mouse_y = pygame.mouse.get_pos()

            if event.type == pygame.MOUSEBUTTONDOWN:
                mouse_button = event.button
                if not self.ui.control_capture_mouse('mouse_down', mouse_button, self.mouse_x, self.mouse_y):
                    if self.player_char is not None and self.mouse_hand is None and not self.player_char.stop and \
                            not self.ui.active_ui_flags['ui_pause'] and not self.ui.active_ui_flags[
                                'ui_message'] and not self.ui.active_ui_flags['ui_dialogue']:
                        if mouse_button == 1 and (
                                self.player_char.inventory.equipped['main_hand'] is None or 'ranged' not in
                                self.player_char.inventory.equipped['main_hand'].rules or self.mouse_on_object(
                            self.mouse_x + self.view_x, self.mouse_y + self.view_y, self.render_mobs_list) is False):
                            self.move_player = True
            elif event.type == pygame.MOUSEBUTTONUP:
                mouse_button = event.button
                if mouse_button == 1:
                    self.move_player = False
                if not self.ui.control_capture_mouse('mouse_up', mouse_button, self.mouse_x, self.mouse_y) and \
                        not self.ui.active_ui_flags['ui_pause'] and not self.ui.active_ui_flags[
                            'ui_message'] and not self.ui.active_ui_flags['ui_dialogue']:
                    if self.mouse_hand is None:
                        if mouse_button == 3:
                            if self.player_char is not None and not self.player_char.stop and self.magic.player_spell is not None:
                                self.magic.spell_mouse()

                    if self.player_char and self.mouse_hand is not None and mouse_button == 1 and not self.player_char.stop:
                        if 'curse' in self.mouse_hand.rules:
                            new_text = Text(self, self.resources.text_bank['cant_drop_cursed'],
                                            self.player_char.x + self.player_char.width // 2, self.player_char.y,
                                            'default', 22, (255,255,255), 'center', 'top', 1, 0, 0)
                            self.mouse_hand.sound_set['pickup'].play()
                        else:
                            if 'container' in self.mouse_hand.rules:
                                self.player_char.inventory.backpack.extend(self.pick_cursed_items(self.mouse_hand.rules['container']))
                                self.ui.ragdoll_refresh(self.ui.container_crumps[-1])
                            self.labyrinth.drop_loot([self.mouse_hand], self.player_char.x, self.player_char.y, True)
                            self.mouse_hand.sound_set['pickup'].play()
                            self.mouse_hand = None
                    if mouse_button == 1 and self.player_char is not None and not self.player_char.stop:
                        self.player_char.ranged_attack_check(self.mouse_x + self.view_x, self.mouse_y + self.view_y)

            if pygame.mouse.get_rel() != (0, 0):
                self.mouse_idle_ticks = 0