pneuma-pygame/interface/ui.py
2024-05-22 08:44:04 +02:00

112 lines
4 KiB
Python

import pygame
from config.game.weapon_config import weapon_data
from config.game.spell_config import magic_data
from .ui_settings import UI_FONT,\
UI_FONT_SIZE,\
HEALTH_BAR_WIDTH,\
HEALTH_COLOR,\
ENERGY_BAR_WIDTH,\
ENERGY_COLOR,\
BAR_HEIGHT,\
UI_BG_COLOR,\
UI_BORDER_COLOR_ACTIVE,\
UI_BORDER_COLOR,\
TEXT_COLOR,\
ITEM_BOX_SIZE
class UI:
def __init__(self):
# General info
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)
# 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 weapon dictionary
self.magic_graphics = []
for spell in magic_data.values():
path = spell['graphic']
spell = pygame.image.load(path).convert_alpha()
self.magic_graphics.append(spell)
def show_bar(self, current_amount, max_amount, bg_rect, color):
# Draw background
pygame.draw.rect(self.display_surface, UI_BG_COLOR, bg_rect)
# Convert stat amount to pixels
ratio = current_amount / max_amount
current_width = bg_rect.width * ratio
current_rect = bg_rect.copy()
current_rect.width = current_width
# Draw stat bar
pygame.draw.rect(self.display_surface, color, current_rect)
pygame.draw.rect(self.display_surface, UI_BORDER_COLOR, bg_rect, 4)
def show_exp(self, exp):
if exp >= 0:
text_surf = self.font.render(
f"EXP: {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(10, 10))
self.display_surface.blit(text_surf, text_rect)
pygame.draw.rect(self.display_surface,
UI_BORDER_COLOR, text_rect.inflate(10, 10), 4)
else:
text_surf = self.font.render("OBSERVER", 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(10, 10))
self.display_surface.blit(text_surf, text_rect)
pygame.draw.rect(self.display_surface,
UI_BORDER_COLOR, text_rect.inflate(10, 10), 4)
def selection_box(self, left, top, has_rotated):
bg_rect = pygame.Rect(left, top, ITEM_BOX_SIZE, ITEM_BOX_SIZE)
pygame.draw.rect(self.display_surface, UI_BG_COLOR, bg_rect)
if not has_rotated:
pygame.draw.rect(self.display_surface,
UI_BORDER_COLOR_ACTIVE, bg_rect, 4)
else:
pygame.draw.rect(self.display_surface, UI_BORDER_COLOR, bg_rect, 4)
return bg_rect
def weapon_overlay(self, weapon_index, has_rotated):
bg_rect = self.selection_box(10, 630, has_rotated)
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_swaped):
bg_rect = self.selection_box(100, 630, has_swaped)
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):
self.show_exp(-1)