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Copy pathui.py
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93 lines (72 loc) · 3.74 KB
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import pygame
from settings import *
class UI:
def __init__(self):
# general
self.display_surface = pygame.display.get_surface()
self.font = pygame.font.Font(UI_FONT, UI_FONT_SIZE)
# bar setup
self.health_bar_rect = pygame.Rect(10,10,HEALTH_BAR_WIDTH,BAR_HEIGHT)
self.energy_bar_rect = pygame.Rect(10,34,ENERGY_BAR_WIDTH,BAR_HEIGHT)
self.burst_bar_rect = pygame.Rect(10,58,ENERGY_BAR_WIDTH,BAR_HEIGHT)
# convert weapon dictionary
self.weapon_graphics = []
for weapon in weapon_data.values():
path = weapon['graphic']
weapon = pygame.image.load(path).convert_alpha()
self.weapon_graphics.append(weapon)
# convert magic dictionary
self.magic_graphics = []
for magic in magic_data.values():
magic = pygame.image.load(magic['graphic']).convert_alpha()
self.magic_graphics.append(magic)
def show_bar(self, current, max_amount,bg_rect,color):
# draw bg
pygame.draw.rect(self.display_surface,UI_BG_COLOR,bg_rect)
# convert stats to pixel
ratio = current / max_amount
current_width = bg_rect.width * ratio
current_rect = bg_rect.copy()
current_rect.width = current_width
# draw the bar
pygame.draw.rect(self.display_surface,color,current_rect)
pygame.draw.rect(self.display_surface,UI_BG_COLOR,bg_rect,3)
# Display current and max health text
health_text = f"{int(current)}/{int(max_amount)}"
small_font = pygame.font.Font(None, 24)
text_surf = small_font.render(health_text, False, TEXT_COLOR)
text_rect = text_surf.get_rect(center=(bg_rect.centerx, bg_rect.centery))
self.display_surface.blit(text_surf, text_rect)
def show_exp(self,exp):
text_surf = self.font.render(str(int(exp)),False,TEXT_COLOR)
x = self.display_surface.get_size()[0] - 20
y = self.display_surface.get_size()[1] - 20
text_rect = text_surf.get_rect(bottomright = (x,y))
pygame.draw.rect(self.display_surface,UI_BG_COLOR,text_rect.inflate(20,20))
self.display_surface.blit(text_surf,text_rect)
pygame.draw.rect(self.display_surface,UI_BORDER_COLOR,text_rect.inflate(20,20),3)
def selection_box(self,left,top,has_switched):
bg_rect = pygame.Rect(left,top,ITEM_BOX_SIZE,ITEM_BOX_SIZE)
pygame.draw.rect(self.display_surface,UI_BG_COLOR,bg_rect)
if has_switched:
pygame.draw.rect(self.display_surface,UI_BORDER_COLOR_ACTIVE,bg_rect,3)
else:
pygame.draw.rect(self.display_surface,UI_BORDER_COLOR,bg_rect,3)
return bg_rect
def weapon_overlay(self,weapon_index,has_switched):
bg_rect = self.selection_box(10,603,has_switched)
weapon_surf = self.weapon_graphics[weapon_index]
weapon_rect = weapon_surf.get_rect(center = bg_rect.center)
self.display_surface.blit(weapon_surf,weapon_rect)
def magic_overlay(self,magic_index,has_switched):
bg_rect = self.selection_box(80,635,has_switched)
magic_surf = self.magic_graphics[magic_index]
magic_rect = magic_surf.get_rect(center = bg_rect.center)
self.display_surface.blit(magic_surf,magic_rect)
def display(self,player):
self.show_bar(player.health,player.stats['health'], self.health_bar_rect, HEALTH_COLOR)
self.show_bar(player.energy,player.stats['energy'], self.energy_bar_rect, ENERGY_COLOR)
self.show_bar(player.burst,100,self.burst_bar_rect, ENERGY_COLOR)
self.show_exp(player.exp)
self.weapon_overlay(player.weapon_index,not player.can_switch_weapon)
self.magic_overlay(player.magic_index,not player.can_switch_magic)