2023-06-14 12:15:05 +00:00
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import pygame
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2023-09-27 18:03:37 +00:00
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from .ui_settings import *
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2023-06-14 12:15:05 +00:00
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class Upgrade:
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def __init__(self, player):
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# General setup
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self.display_surface = pygame.display.get_surface()
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self.player = player
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self.attribute_num = len(player.stats.stats)
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self.attribute_names = list(player.stats.stats.keys())
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self.max_values = list(player.stats.max_stats.values())
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self.font = pygame.font.Font(UI_FONT, UI_FONT_SIZE)
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# Defining upgrade boxes
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self.height = self.display_surface.get_size()[1] * 0.8
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self.width = self.display_surface.get_size()[
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0] // (self.attribute_num + 1)
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self.create_boxes()
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# Selection System
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self.selection_index = 0
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self.selection_time = None
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self.can_move = True
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def input(self):
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keys = pygame.key.get_pressed()
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if self.can_move:
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if keys[pygame.K_d]:
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self.selection_index += 1
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if self.selection_index == self.attribute_num:
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self.selection_index = 0
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self.can_move = False
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self.selection_time = pygame.time.get_ticks()
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elif keys[pygame.K_a]:
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self.selection_index -= 1
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if self.selection_index == -1:
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self.selection_index = self.attribute_num - 1
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self.can_move = False
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self.selection_time = pygame.time.get_ticks()
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if keys[pygame.K_SPACE]:
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self.can_move = False
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self.selection_time = pygame.time.get_ticks()
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self.box_list[self.selection_index].trigger(self.player)
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def selection_cooldown(self):
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if not self.can_move:
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current_time = pygame.time.get_ticks()
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if current_time - self.selection_time >= 150:
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self.can_move = True
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def create_boxes(self):
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self.box_list = []
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for box, index in enumerate(range(self.attribute_num)):
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# Horizontal position
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full_width = self.display_surface.get_size()[0]
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increment = full_width // self.attribute_num
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left = (box * increment) + (increment - self.width) // 2
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# Vertical position
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top = self.display_surface.get_size()[1] * 0.1
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box = Box(left, top, self.width, self.height, index, self.font)
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self.box_list.append(box)
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def display(self):
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self.input()
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self.selection_cooldown()
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for index, box in enumerate(self.box_list):
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# Get attributes
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name = self.attribute_names[index]
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value = self.player.stats.get_value_by_index(index)
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max_value = self.max_values[index]
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cost = self.player.stats.get_cost_by_index(index)
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box.display(self.display_surface, self.selection_index,
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name, value, max_value, cost)
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class Box:
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def __init__(self, left, top, width, height, index, font):
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self.rect = pygame.Rect(left, top, width, height)
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self.index = index
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self.font = font
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def display_names(self, surface, name, cost, selected):
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color = TEXT_COLOR_SELECTED if selected else TEXT_COLOR
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# Title
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title_surf = self.font.render(name, False, color)
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title_rect = title_surf.get_rect(
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midtop=self.rect.midtop + pygame.math.Vector2(0, 20))
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# Cost
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cost_surf = self.font.render(f'Cost: {int(cost)}', False, color)
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cost_rect = cost_surf.get_rect(
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midbottom=self.rect.midbottom + - pygame.math.Vector2(0, 20))
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# Draw
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surface.blit(title_surf, title_rect)
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surface.blit(cost_surf, cost_rect)
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def display_bar(self, surface, value, max_value, selected):
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# Line setup
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top = self.rect.midtop + pygame.math.Vector2(0, 60)
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bottom = self.rect.midbottom - pygame.math.Vector2(0, 60)
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color = BAR_COLOR_SELECTED if selected else BAR_COLOR
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# Bar setup
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full_height = bottom[1] - top[1]
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relative_number = (value / max_value) * full_height
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value_rect = pygame.Rect(
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top[0] - 15, bottom[1] - relative_number, 30, 10)
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# Draw elements
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pygame.draw.line(surface, color, top, bottom, 5)
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pygame.draw.rect(surface, color, value_rect)
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def trigger(self, player):
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upgrade_attribute = list(player.stats.stats.keys())[self.index]
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if player.stats.exp >= player.stats.upgrade_costs[upgrade_attribute] and player.stats.stats[upgrade_attribute] < player.stats.max_stats[upgrade_attribute]:
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player.stats.exp -= player.stats.upgrade_costs[upgrade_attribute]
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player.stats.stats[upgrade_attribute] *= 1.2
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player.stats.upgrade_costs[upgrade_attribute] *= 1.4
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if player.stats.stats[upgrade_attribute] > player.stats.max_stats[upgrade_attribute]:
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player.stats.stats[upgrade_attribute] = player.stats.max_stats[upgrade_attribute]
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def display(self, surface, selection_num, name, value, max_value, cost):
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if self.index == selection_num:
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pygame.draw.rect(surface, UPGRADE_BG_COLOR_SELECTED, self.rect)
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pygame.draw.rect(surface, UI_BORDER_COLOR, self.rect, 4)
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else:
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pygame.draw.rect(surface, UI_BG_COLOR, self.rect)
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pygame.draw.rect(surface, UI_BORDER_COLOR, self.rect, 4)
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self.display_names(surface, name, cost, self.index == selection_num)
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self.display_bar(surface, value, max_value,
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self.index == selection_num)
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