File size: 9,327 Bytes
a3e5f70
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
from settings import * 
from support import draw_bar
from game_data import MONSTER_DATA, ATTACK_DATA

class MonsterIndex:
	def __init__(self, monsters, fonts, monster_frames):
		self.display_surface = pygame.display.get_surface()
		self.fonts = fonts
		self.monsters = monsters
		self.frame_index = 0

		# frames 
		self.icon_frames = monster_frames['icons']
		self.monster_frames = monster_frames['monsters']
		self.ui_frames = monster_frames['ui']

		# tint surf 
		self.tint_surf = pygame.Surface((WINDOW_WIDTH, WINDOW_HEIGHT))
		self.tint_surf.set_alpha(200)

		# dimensions 
		self.main_rect = pygame.FRect(0,0,WINDOW_WIDTH * 0.6,WINDOW_HEIGHT * 0.8).move_to(center = (WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2))

		# list 
		self.visible_items = 6
		self.list_width = self.main_rect.width * 0.3
		self.item_height = self.main_rect.height / self.visible_items
		self.index = 0
		self.selected_index = None

		# max values 
		self.max_stats = {}
		for data in MONSTER_DATA.values():
			for stat, value in data['stats'].items():
				if stat != 'element':
					if stat not in self.max_stats:
						self.max_stats[stat] = value
					else:
						self.max_stats[stat] = value if value > self.max_stats[stat] else self.max_stats[stat]
		self.max_stats['health'] = self.max_stats.pop('max_health')
		self.max_stats['energy'] = self.max_stats.pop('max_energy')

	def input(self):
		keys = pygame.key.get_just_pressed()
		if keys[pygame.K_UP]:
			self.index -= 1
		if keys[pygame.K_DOWN]:
			self.index += 1
		if keys[pygame.K_SPACE]:
			if self.selected_index != None:
				selected_monster = self.monsters[self.selected_index]
				current_monster  = self.monsters[self.index]
				self.monsters[self.index] = selected_monster
				self.monsters[self.selected_index] = current_monster
				self.selected_index = None
			else:
				self.selected_index = self.index

		self.index = self.index % len(self.monsters)

	def display_list(self):
		bg_rect = pygame.FRect(self.main_rect.topleft,(self.list_width, self.main_rect.height))
		pygame.draw.rect(self.display_surface, COLORS['gray'], bg_rect,0,0,12,0,12,0)

		v_offset = 0 if self.index < self.visible_items else -(self.index - self.visible_items + 1) * self.item_height
		for index, monster in self.monsters.items():
			# colors 
			bg_color = COLORS['gray'] if self.index != index else COLORS['light']
			text_color = COLORS['white'] if self.selected_index != index else COLORS['gold']

			top = self.main_rect.top + index * self.item_height + v_offset
			item_rect = pygame.FRect(self.main_rect.left,top,self.list_width,self.item_height)
			
			text_surf = self.fonts['regular'].render(monster.name, False, text_color)
			text_rect = text_surf.get_frect(midleft = item_rect.midleft + vector(90, 0))

			icon_surf = self.icon_frames[monster.name]
			icon_rect = icon_surf.get_frect(center = item_rect.midleft + vector(45,0))

			if item_rect.colliderect(self.main_rect):
				# check corners
				if item_rect.collidepoint(self.main_rect.topleft):
					pygame.draw.rect(self.display_surface, bg_color, item_rect,0,0,12)
				elif item_rect.collidepoint(self.main_rect.bottomleft + vector(1,-1)):
					pygame.draw.rect(self.display_surface, bg_color, item_rect,0,0,0,0,12,0)
				else:
					pygame.draw.rect(self.display_surface, bg_color, item_rect)
				
				self.display_surface.blit(text_surf, text_rect)
				self.display_surface.blit(icon_surf, icon_rect)

		# lines 
		for i in range(1, min(self.visible_items, len(self.monsters))):
			y = self.main_rect.top + self.item_height * i
			left = self.main_rect.left
			right = self.main_rect.left + self.list_width
			pygame.draw.line(self.display_surface, COLORS['light-gray'], (left, y), (right, y))

		# shadow
		shadow_surf = pygame.Surface((4,self.main_rect.height))
		shadow_surf.set_alpha(100)
		self.display_surface.blit(shadow_surf,(self.main_rect.left + self.list_width - 4,self.main_rect.top))
	
	def display_main(self, dt):
		# data 
		monster = self.monsters[self.index]

		# main bg
		rect = pygame.FRect(self.main_rect.left + self.list_width,self.main_rect.top, self.main_rect.width - self.list_width, self.main_rect.height)
		pygame.draw.rect(self.display_surface, COLORS['dark'], rect, 0, 12,0, 12,0)

		# monster display
		top_rect = pygame.FRect(rect.topleft, (rect.width, rect.height * 0.4))
		pygame.draw.rect(self.display_surface, COLORS[monster.element], top_rect, 0,0,0,12)

		# monster animation 
		self.frame_index += ANIMATION_SPEED * dt
		monster_surf = self.monster_frames[monster.name]['idle'][int(self.frame_index) % len(self.monster_frames[monster.name]['idle'])]
		monster_rect = monster_surf.get_frect(center = top_rect.center)
		self.display_surface.blit(monster_surf, monster_rect)

		# name 
		name_surf = self.fonts['bold'].render(monster.name, False, COLORS['white'])
		name_rect = name_surf.get_frect(topleft = top_rect.topleft + vector(10,10))
		self.display_surface.blit(name_surf, name_rect)

		# level
		level_surf = self.fonts['regular'].render(f'Lvl: {monster.level}', False, COLORS['white'])
		level_rect = level_surf.get_frect(bottomleft = top_rect.bottomleft + vector(10,-16))
		self.display_surface.blit(level_surf, level_rect)
		draw_bar(
			surface = self.display_surface, 
			rect = pygame.FRect(level_rect.bottomleft, (100,4)), 
			value = monster.xp, 
			max_value = monster.level_up, 
			color = COLORS['white'], 
			bg_color = COLORS['dark'])

		# element
		element_surf = self.fonts['regular'].render(monster.element, False, COLORS['white'])
		element_rect = element_surf.get_frect(bottomright = top_rect.bottomright + vector(-10,-10))
		self.display_surface.blit(element_surf, element_rect)

		# health and energy
		bar_data = {
			'width': rect.width * 0.45,
			'height': 30,
			'top': top_rect.bottom + rect.width * 0.03,
			'left_side': rect.left + rect.width / 4,
			'right_side': rect.left + rect.width * 3/4
		}

		healthbar_rect = pygame.FRect((0,0), (bar_data['width'],bar_data['height'])).move_to(midtop = (bar_data['left_side'], bar_data['top']))
		draw_bar(self.display_surface, healthbar_rect, monster.health, monster.get_stat('max_health'), COLORS['red'], COLORS['black'], 2)
		hp_text = self.fonts['regular'].render(f"HP: {int(monster.health)}/{int(monster.get_stat('max_health'))}", False, COLORS['white'])
		hp_rect = hp_text.get_frect(midleft = healthbar_rect.midleft + vector(10,0))
		self.display_surface.blit(hp_text, hp_rect)

		energybar_rect = pygame.FRect((0,0), (bar_data['width'],bar_data['height'])).move_to(midtop = (bar_data['right_side'], bar_data['top']))
		draw_bar(self.display_surface, energybar_rect, monster.energy, monster.get_stat('max_energy'), COLORS['blue'], COLORS['black'], 2)
		ep_text = self.fonts['regular'].render(f"EP: {int(monster.energy)}/{int(monster.get_stat('max_energy'))}", False, COLORS['white'])
		ep_rect = ep_text.get_frect(midleft = energybar_rect.midleft + vector(10,0))
		self.display_surface.blit(ep_text, ep_rect)

		# info 
		sides = {'left': healthbar_rect.left, 'right': energybar_rect.left}
		info_height = rect.bottom - healthbar_rect.bottom

		# stats 
		stats_rect = pygame.FRect(sides['left'], healthbar_rect.bottom, healthbar_rect.width, info_height).inflate(0,-60).move(0,15)
		stats_text_surf = self.fonts['regular'].render('Stats', False, COLORS['white'])
		stats_text_rect = stats_text_surf.get_frect(bottomleft = stats_rect.topleft)
		self.display_surface.blit(stats_text_surf, stats_text_rect)

		monster_stats = monster.get_stats()
		stat_height = stats_rect.height / len(monster_stats)

		for index, (stat, value) in enumerate(monster_stats.items()):
			single_stat_rect = pygame.FRect(stats_rect.left,stats_rect.top + index * stat_height,stats_rect.width,stat_height)

			# icon 
			icon_surf = self.ui_frames[stat]
			icon_rect = icon_surf.get_frect(midleft = single_stat_rect.midleft + vector(5,0))
			self.display_surface.blit(icon_surf, icon_rect)

			# text 
			text_surf = self.fonts['regular'].render(stat, False, COLORS['white'])
			text_rect = text_surf.get_frect(topleft = icon_rect.topleft + vector(30,-10))
			self.display_surface.blit(text_surf, text_rect)

			# bar 
			bar_rect = pygame.FRect((text_rect.left, text_rect.bottom + 2), (single_stat_rect.width  - (text_rect.left - single_stat_rect.left),4))
			draw_bar(self.display_surface, bar_rect, value, self.max_stats[stat] * monster.level, COLORS['white'], COLORS['black'])


		# abilities 
		ability_rect = stats_rect.copy().move_to(left = sides['right'])
		ability_text_surf = self.fonts['regular'].render('Ability', False, COLORS['white'])
		ability_text_rect = ability_text_surf.get_frect(bottomleft = ability_rect.topleft)
		self.display_surface.blit(ability_text_surf, ability_text_rect)

		for index, ability in enumerate(monster.get_abilities()):
			element = ATTACK_DATA[ability]['element']

			text_surf = self.fonts['regular'].render(ability, False, COLORS['black'])
			x = ability_rect.left + index % 2 * ability_rect.width / 2
			y = 20 + ability_rect.top + int(index / 2) * (text_surf.get_height() + 20)
			rect = text_surf.get_frect(topleft = (x,y))
			pygame.draw.rect(self.display_surface, COLORS[element], rect.inflate(10,10), 0, 4)
			self.display_surface.blit(text_surf, rect)

	def update(self, dt):
		self.input()
		self.display_surface.blit(self.tint_surf, (0,0))
		self.display_list() 
		self.display_main(dt)