示例#1
0
 def __init__(self, health_resource: HealthOrManaResource,
              mana_resource: HealthOrManaResource,
              consumable_inventory: ConsumableInventory,
              abilities: List[AbilityType], item_inventory: ItemInventory,
              new_level_abilities: Dict[int, AbilityType], hero_id: HeroId,
              armor: int, base_dodge_chance: float,
              level_bonus: PlayerLevelBonus, talents_config: TalentsConfig,
              base_block_chance: float):
     self.health_resource: HealthOrManaResource = health_resource
     self.mana_resource: HealthOrManaResource = mana_resource
     self.consumable_inventory = consumable_inventory
     self.abilities: List[AbilityType] = abilities
     self._ability_cooldowns_remaining: Dict[AbilityType, int] = {
         ability_type: 0
         for ability_type in abilities
     }
     self.active_buffs: List[BuffWithDuration] = []
     self.is_invisible = False
     self.stun_status = StunStatus()
     self.item_inventory = item_inventory
     self.life_steal_ratio: float = 0
     self.exp = 0
     self.level = 1
     self.max_exp_in_this_level = 50
     self.new_level_abilities: Dict[int, AbilityType] = new_level_abilities
     self.money = 0
     self.base_physical_damage_modifier: float = 1  # only affected by level. [Changes multiplicatively]
     self.physical_damage_modifier_bonus: float = 0  # affected by items. [Change it additively]
     self.base_magic_damage_modifier: float = 1  # only affected by level. [Changes multiplicatively]
     self.magic_damage_modifier_bonus: float = 0  # affected by items. [Change it additively]
     self.hero_id: HeroId = hero_id
     self.base_armor: float = armor  # depends on which hero is being played
     # TODO add method for getting effective value
     self.armor_bonus: int = 0  # affected by items/buffs. [Change it additively]
     self.base_dodge_chance: float = base_dodge_chance  # depends on which hero is being used
     self.dodge_chance_bonus: float = 0  # affected by items/buffs. [Change it additively]
     self.level_bonus = level_bonus
     self._talents_state: TalentsState = TalentsState(talents_config)
     self._upgrades: List[Any] = []
     self.base_block_chance: float = base_block_chance  # depends on which hero is being used
     self.block_chance_bonus: float = 0  # affected by items/buffs. [Change it additively]
     self.block_damage_reduction: int = 0
     self.talents_were_updated = Observable()
     self.stats_were_updated = Observable()
     self.exp_was_updated = Observable()
     self.money_was_updated = Observable()
     self.abilities_were_updated = Observable()
     self.cooldowns_were_updated = Observable()
     self.buffs_were_updated = Observable()
     self.has_finished_main_quest = False
示例#2
0
    def __init__(self, pygame_screen, camera_size: Tuple[int, int],
                 screen_size: Tuple[int, int],
                 images_by_ui_sprite: Dict[UiIconSprite, Any],
                 big_images_by_ui_sprite: Dict[UiIconSprite, Any],
                 images_by_portrait_sprite: Dict[PortraitIconSprite, Any],
                 ability_key_labels: List[str]):

        # INIT PYGAME FONTS
        pygame.font.init()

        # SETUP FUNDAMENTALS
        self.screen_render = DrawableArea(pygame_screen)
        self.ui_render = DrawableArea(pygame_screen,
                                      self._translate_ui_position_to_screen)
        self.ui_screen_area = Rect(0, camera_size[1], screen_size[0],
                                   screen_size[1] - camera_size[1])
        self.camera_size = camera_size
        self.screen_size = screen_size
        self.ability_key_labels = ability_key_labels

        # FONTS
        self.font_splash_screen = pygame.font.Font(
            DIR_FONTS + 'Arial Rounded Bold.ttf', 64)
        self.font_ui_stat_bar_numbers = pygame.font.Font(
            DIR_FONTS + 'Monaco.dfont', 12)
        self.font_ui_money = pygame.font.Font(DIR_FONTS + 'Monaco.dfont', 12)
        self.font_tooltip_details = pygame.font.Font(
            DIR_FONTS + 'Monaco.dfont', 12)
        self.font_buttons = pygame.font.Font(DIR_FONTS + 'Monaco.dfont', 12)
        self.font_stats = pygame.font.Font(DIR_FONTS + 'Monaco.dfont', 9)
        self.font_buff_texts = pygame.font.Font(DIR_FONTS + 'Monaco.dfont', 12)
        self.font_message = pygame.font.Font(DIR_FONTS + 'Monaco.dfont', 14)
        self.font_debug_info = pygame.font.Font(DIR_FONTS + 'Monaco.dfont', 12)
        self.font_ui_icon_keys = pygame.font.Font(
            DIR_FONTS + 'Courier New Bold.ttf', 12)
        self.font_level = pygame.font.Font(DIR_FONTS + 'Courier New Bold.ttf',
                                           11)

        # IMAGES
        self.images_by_ui_sprite = images_by_ui_sprite
        self.big_images_by_ui_sprite = big_images_by_ui_sprite
        self.images_by_portrait_sprite = images_by_portrait_sprite
        self.images_by_item_category = {
            ItemEquipmentCategory.HEAD:
            self.images_by_ui_sprite[UiIconSprite.INVENTORY_TEMPLATE_HELMET],
            ItemEquipmentCategory.CHEST:
            self.images_by_ui_sprite[UiIconSprite.INVENTORY_TEMPLATE_CHEST],
            ItemEquipmentCategory.MAIN_HAND:
            self.images_by_ui_sprite[UiIconSprite.INVENTORY_TEMPLATE_MAINHAND],
            ItemEquipmentCategory.OFF_HAND:
            self.images_by_ui_sprite[UiIconSprite.INVENTORY_TEMPLATE_OFFHAND],
            ItemEquipmentCategory.NECK:
            self.images_by_ui_sprite[UiIconSprite.INVENTORY_TEMPLATE_NECK],
            ItemEquipmentCategory.RING:
            self.images_by_ui_sprite[UiIconSprite.INVENTORY_TEMPLATE_RING],
        }

        # UI COMPONENTS
        self.ability_icons_row: Rect = Rect(0, 0, 0, 0)
        self.ability_icons: List[AbilityIcon] = []
        self.consumable_icons_row: Rect = Rect(0, 0, 0, 0)
        self.consumable_icons: List[ConsumableIcon] = []
        self.inventory_icons_rect: Rect = Rect(0, 0, 0, 0)
        self.inventory_icons: List[ItemIcon] = []
        self.exp_bar = ExpBar(self.ui_render, Rect(135, 8, 300, 2),
                              self.font_level)
        self.minimap = Minimap(self.ui_render, Rect(475, 52, 80, 80),
                               Rect(0, 0, 1, 1), (0, 0))
        self.buffs = Buffs(self.ui_render, self.font_buff_texts, (10, -35))
        self.money_text = Text(self.ui_render, self.font_ui_money, (24, 150),
                               "NO MONEY")
        self.talents_window: TalentsWindow = None
        self.quests_window: QuestsWindow = None
        self.message = Message(self.screen_render, self.font_message,
                               self.ui_screen_area.w // 2,
                               self.ui_screen_area.y - 30)
        self.paused_splash_screen = PausedSplashScreen(
            self.screen_render, self.font_splash_screen,
            Rect(0, 0, self.screen_size[0], self.screen_size[1]))
        self.controls_window = ControlsWindow(self.ui_render,
                                              self.font_tooltip_details,
                                              self.font_stats)

        # SETUP UI COMPONENTS
        self._setup_ability_icons()
        self._setup_consumable_icons()
        self._setup_inventory_icons()
        self._setup_health_and_mana_bars()
        self._setup_stats_window()
        self._setup_talents_window(TalentsState(TalentsConfig({})))
        self._setup_quests_window()
        self._setup_toggle_buttons()
        self._setup_portrait()
        self._setup_dialog()

        # QUICKLY CHANGING STATE
        self.hovered_component = None
        self.fps_string = ""
        self.game_mode_string = ""
        self.enabled_toggle: ToggleButton = None
        self.item_slot_being_dragged: ItemIcon = None
        self.consumable_slot_being_dragged: ConsumableIcon = None
        self.is_mouse_hovering_ui = False
        self.mouse_screen_position = (0, 0)
        self.dialog_state = DialogState()

        self._ticks_since_last_consumable_action = 0
        self._ticks_since_last_ability_action = 0
        self.highlighted_consumable_action: Optional[int] = None
        self.highlighted_ability_action: Optional[AbilityType] = None
        self.manually_highlighted_inventory_item: Optional[
            ItemId] = None  # used for dialog

        self.info_message = InfoMessage()
示例#3
0
 def on_talents_updated(self, talents_state: TalentsState):
     self._setup_talents_window(talents_state)
     if talents_state.has_unpicked_talents(
     ) and not self.talents_toggle.is_open:
         self.talents_toggle.highlighted = True
示例#4
0
 def __init__(self, health_resource: HealthOrManaResource,
              mana_resource: HealthOrManaResource,
              consumable_inventory: ConsumableInventory,
              abilities: List[AbilityType], item_inventory: ItemInventory,
              new_level_abilities: Dict[int, AbilityType], hero_id: HeroId,
              armor: int, base_dodge_chance: float,
              level_bonus: PlayerLevelBonus, talents_config: TalentsConfig,
              base_block_chance: float, base_magic_resist_chance: float,
              enabled_portals: Dict[PortalId, Sprite]):
     self.health_resource: HealthOrManaResource = health_resource
     self.mana_resource: HealthOrManaResource = mana_resource
     self.consumable_inventory = consumable_inventory
     self.abilities: List[AbilityType] = abilities
     self._active_item_ability: Optional[AbilityType] = None
     self._ability_cooldowns_remaining: Dict[AbilityType, int] = {
         ability_type: 0
         for ability_type in abilities
     }
     self.active_buffs: List[BuffWithDuration] = []
     self.is_invisible = False
     self.stun_status = StunStatus()
     self.item_inventory = item_inventory
     self.life_steal_ratio: float = 0
     self.exp = 0
     self.level = 1
     self.max_exp_in_this_level = 50
     self.new_level_abilities: Dict[int, AbilityType] = new_level_abilities
     self.money = 0
     self.base_physical_damage_modifier: float = 1  # only affected by level. [Changes multiplicatively]
     self.physical_damage_modifier_bonus: float = 0  # affected by items. [Change it additively]
     self.base_magic_damage_modifier: float = 1  # only affected by level. [Changes multiplicatively]
     self.magic_damage_modifier_bonus: float = 0  # affected by items. [Change it additively]
     self.hero_id: HeroId = hero_id
     self.base_armor: float = armor  # depends on which hero is being played
     self.armor_bonus: int = 0  # affected by items/buffs. [Change it additively]
     self.base_dodge_chance: float = base_dodge_chance  # depends on which hero is being used
     self.dodge_chance_bonus: float = 0  # affected by items/buffs. [Change it additively]
     self.level_bonus = level_bonus
     self._talents_state: TalentsState = TalentsState(talents_config)
     self._upgrades: List[Any] = []
     self.base_block_chance: float = base_block_chance  # depends on which hero is being used
     self.block_chance_bonus: float = 0  # affected by items/buffs. [Change it additively]
     self.block_damage_reduction: int = 0
     self.base_magic_resist_chance: float = base_magic_resist_chance
     self.magic_resist_chance_bonus: float = 0  # affected by items/buffs. [Change it additively]
     self.base_movement_impairing_resist_chance: float = 0
     self.movement_impairing_resist_chance_bonus: float = 0  # affected by items/buffs. [Change it additively]
     self.talents_were_updated = Observable()
     self.stats_were_updated = Observable()
     self.exp_was_updated = Observable()
     self.money_was_updated = Observable()
     self.cooldowns_were_updated = Observable()
     self.buffs_were_updated = Observable()
     self.quests_were_updated = Observable()
     self.completed_quests: List[Quest] = []
     self.active_quests: List[Quest] = []
     self.increased_loot_money_chance = 0
     self.increased_loot_rare_or_unique_chance = 0
     self.life_on_kill: int = 0  # affected by items/buffs. [Change it additively]
     self.mana_on_kill: int = 0  # affected by items/buffs. [Change it additively]
     self.dungeon_difficulty_level = 1
     self.enabled_portals = enabled_portals  # Part of playerState so that we can save it in save file easily