113 lines
4 KiB
Python
113 lines
4 KiB
Python
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import pygame
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from config.game.weapon_config import weapon_data
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from config.game.spell_config import magic_data
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from .ui_settings import UI_FONT,\
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UI_FONT_SIZE,\
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HEALTH_BAR_WIDTH,\
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HEALTH_COLOR,\
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ENERGY_BAR_WIDTH,\
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ENERGY_COLOR,\
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BAR_HEIGHT,\
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UI_BG_COLOR,\
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UI_BORDER_COLOR_ACTIVE,\
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UI_BORDER_COLOR,\
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TEXT_COLOR,\
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ITEM_BOX_SIZE
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class UI:
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def __init__(self):
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# General info
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self.display_surface = pygame.display.get_surface()
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self.font = pygame.font.Font(UI_FONT, UI_FONT_SIZE)
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# Bar setup
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self.health_bar_rect = pygame.Rect(
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10, 10, HEALTH_BAR_WIDTH, BAR_HEIGHT)
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self.energy_bar_rect = pygame.Rect(
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10, 34, ENERGY_BAR_WIDTH, BAR_HEIGHT)
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# Convert weapon dictionary
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self.weapon_graphics = []
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for weapon in weapon_data.values():
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path = weapon['graphic']
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weapon = pygame.image.load(path).convert_alpha()
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self.weapon_graphics.append(weapon)
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# Convert weapon dictionary
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self.magic_graphics = []
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for spell in magic_data.values():
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path = spell['graphic']
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spell = pygame.image.load(path).convert_alpha()
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self.magic_graphics.append(spell)
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def show_bar(self, current_amount, max_amount, bg_rect, color):
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# Draw background
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pygame.draw.rect(self.display_surface, UI_BG_COLOR, bg_rect)
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# Convert stat amount to pixels
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ratio = current_amount / max_amount
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current_width = bg_rect.width * ratio
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current_rect = bg_rect.copy()
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current_rect.width = current_width
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# Draw stat bar
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pygame.draw.rect(self.display_surface, color, current_rect)
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pygame.draw.rect(self.display_surface, UI_BORDER_COLOR, bg_rect, 4)
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def show_exp(self, exp):
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if exp >= 0:
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text_surf = self.font.render(
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f"EXP: {str(int(exp))}", False, TEXT_COLOR)
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x = self.display_surface.get_size()[0] - 20
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y = self.display_surface.get_size()[1] - 20
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text_rect = text_surf.get_rect(bottomright=(x, y))
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pygame.draw.rect(self.display_surface, UI_BG_COLOR,
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text_rect.inflate(10, 10))
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self.display_surface.blit(text_surf, text_rect)
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pygame.draw.rect(self.display_surface,
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UI_BORDER_COLOR, text_rect.inflate(10, 10), 4)
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else:
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text_surf = self.font.render("OBSERVER", False, TEXT_COLOR)
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x = self.display_surface.get_size()[0] - 20
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y = self.display_surface.get_size()[1] - 20
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text_rect = text_surf.get_rect(bottomright=(x, y))
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pygame.draw.rect(self.display_surface, UI_BG_COLOR,
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text_rect.inflate(10, 10))
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self.display_surface.blit(text_surf, text_rect)
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pygame.draw.rect(self.display_surface,
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UI_BORDER_COLOR, text_rect.inflate(10, 10), 4)
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def selection_box(self, left, top, has_rotated):
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bg_rect = pygame.Rect(left, top, ITEM_BOX_SIZE, ITEM_BOX_SIZE)
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pygame.draw.rect(self.display_surface, UI_BG_COLOR, bg_rect)
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if not has_rotated:
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pygame.draw.rect(self.display_surface,
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UI_BORDER_COLOR_ACTIVE, bg_rect, 4)
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else:
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pygame.draw.rect(self.display_surface, UI_BORDER_COLOR, bg_rect, 4)
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return bg_rect
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def weapon_overlay(self, weapon_index, has_rotated):
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bg_rect = self.selection_box(10, 630, has_rotated)
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weapon_surf = self.weapon_graphics[weapon_index]
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weapon_rect = weapon_surf.get_rect(center=bg_rect.center)
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self.display_surface.blit(weapon_surf, weapon_rect)
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def magic_overlay(self, magic_index, has_swaped):
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bg_rect = self.selection_box(100, 630, has_swaped)
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magic_surf = self.magic_graphics[magic_index]
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magic_rect = magic_surf.get_rect(center=bg_rect.center)
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self.display_surface.blit(magic_surf, magic_rect)
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def display(self):
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self.show_exp(-1)
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