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Copy pathGame.py
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1268 lines (1192 loc) · 52.6 KB
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import sys
import random
import pygame
from pygame.locals import *
from Player_data import *
from Screen_Objects import AttackText, Image, ScreenChangeImage, UpgradeTroopImage, ScreenChangeButton, InputButton, InputBox, Screen, UpgradeWeaponImage, WeaponImage, ShopWeaponImage, font, Text, UpgradeButtonImage, LootFarmImage, DiffImage, PowerImage, SettingsArrow, ActionText, ShopAttackText, DescText, red, green
from Weapon import get_weapon_stats, get_weapon_info
from Player import Player
from BattleLoader import get_battle_info, get_enemy_names
import Validator
import BattleEvents
pygame.init()
WINDOW_WIDTH = 512
WINDOW_HEIGHT = 384
display = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
clock = pygame.time.Clock()
home = ScreenChangeImage("Pictures/home icon.png", (478,350), -1, True)
back = ScreenChangeImage("Pictures/back icon.png", (442,350), -1, True)
#colours
darkGreen = (30, 125, 20)
blue = (0, 0, 128)
orange = pygame.Color("Orange")
black = pygame.Color("Black")
yellow = pygame.Color("Yellow")
pink = (255, 51, 153)
gold = (255, 215, 0)
white = pygame.Color("White")
purple = pygame.Color("Purple")
def blit_message(player,message="", color=black, speed="Normal",removeBox=True):
if player is not None:
col = player.settings['txt_box_col']
else:
col = "Blue"
textBox = Image(f"Text Boxes/{col}.png", (0,WINDOW_HEIGHT-90), True)
speeds = {
"Slow" : 90,
"Normal" : 45,
"Fast" : 15,
"Instant": 0
}
waitTime = speeds[speed]
message = [word.split(' ') for word in message.splitlines()]
space = font.size(' ')[0]
boxWidth, boxHeight = textBox.get_size()
boxWidth -= 40
textBox.draw(display)
pygame.display.update()
pygame.time.delay(30)
pos = (25, (WINDOW_HEIGHT - boxHeight + 15))
x, y = pos
row = 1
for line in message:
for word in line:
text = ""
wordSurface = font.render(word, 0, color)
wordWidth, wordHeight = wordSurface.get_size()
if x + wordWidth >= boxWidth:
x, y, row = updateTextVariables(player,y,row,pos,wordHeight,textBox,removeBox)
for letter in word:
text += letter
text_surface = font.render(text, True, blue)
display.blit(text_surface, (x, y))
pygame.display.update()
pygame.time.delay(waitTime)
x += wordWidth + space
end = (word is message[-1][-1])
if end and removeBox:
waitForReturn(player)
return
x, y, row = updateTextVariables(player,y,row,pos,wordHeight,textBox,removeBox)
def display_message(player,message="", color=black,speed="Normal",removeBox=True):
if player is not None:
col = player.settings['txt_box_col']
else:
col = "Blue"
textBox = Image(f"Text Boxes/{col}.png", (0,WINDOW_HEIGHT-90), True)
speeds = {
"Slow" : 90,
"Normal" : 45,
"Fast" : 15,
"Instant": 0
}
waitTime = speeds[speed]
message = [word.split(' ') for word in message.splitlines()]
space = font.size(' ')[0]
boxWidth, boxHeight = textBox.get_size()
boxWidth -= 40
textBox.draw(display)
pygame.display.update()
pygame.time.delay(30)
pos = (25, (WINDOW_HEIGHT - boxHeight + 15))
x, y = pos
row = 1
for line in message:
for word in line:
text = ""
wordSurface = font.render(word, 0, color)
wordWidth, wordHeight = wordSurface.get_size()
if x + wordWidth >= boxWidth:
x, y, row = updateTextVariables(player,y,row,pos,wordHeight,textBox,removeBox,False)
for letter in word:
text += letter
text_surface = font.render(text, True, blue)
display.blit(text_surface, (x, y))
pygame.display.update()
pygame.time.delay(waitTime)
x += wordWidth + space
end = (word is message[-1][-1])
if end and removeBox:
pygame.time.delay(waitTime+500)
return
x, y, row = updateTextVariables(player,y,row,pos,wordHeight,textBox,removeBox,False)
def refreshScreen(display,events=[]):
for event in events:
event.draw(display)
pygame.display.update()
def updateTextVariables(player, y, row, pos,wordHeight,textBox,removeBox,wait=True):
x = pos[0]
y += wordHeight + 3
row += 1
if row > 2 and removeBox:
if wait:
waitForReturn(player)
textBox.draw(display)
y = pos[1]
row -= 2
return x, y, row
def close(player):
if player is not None:
update_player_table(player)
pygame.quit()
sys.exit()
def waitForReturn(player):
while True:
for event in pygame.event.get():
if event.type == QUIT:
close(player)
if (event.type == KEYDOWN and event.key == K_RETURN) or event.type == MOUSEBUTTONDOWN:
return
def updateMode(mode,screens):
return mode, screens[mode-1]
def title():
loggedIn = False
pygame.display.set_caption('Barbarian Rising')
pygame.display.set_icon(pygame.image.load("./Graphics/icon.png"))
titleScreen = Image("title.png", (0,0))
toLoginButt = ScreenChangeButton(WINDOW_WIDTH-75,WINDOW_HEIGHT-32,75,32,1,blue,darkGreen,green,"Login")
newAccBox = ScreenChangeButton(WINDOW_WIDTH-245,WINDOW_HEIGHT-32,245,32,2,blue,darkGreen,green,"Create New Account")
resetPwordBox = ScreenChangeButton(0,WINDOW_HEIGHT-32,192,32,4,blue,darkGreen,green,"Reset Password")
back_butt = ScreenChangeButton(0,WINDOW_HEIGHT-32,70,32,0,blue,darkGreen,green,"Back")
yesButt = ScreenChangeButton((WINDOW_WIDTH-110),(WINDOW_HEIGHT-122),50,30,3,blue,darkGreen,green,"Yes")
noButt = ScreenChangeButton((WINDOW_WIDTH-50),(WINDOW_HEIGHT-122),50,30,1,blue,darkGreen,green,"No")
emailBox = InputBox(170,(WINDOW_HEIGHT/2)-50,200,32,blue,darkGreen,green,"Email: ",7,30,"EmailBox")
pwordBox = InputBox(170,(WINDOW_HEIGHT/2)+20,200,32,blue,darkGreen,green,"Password: ",10,40,"PwordBox")
codeBox = InputBox(170,(WINDOW_HEIGHT/2)-50,200,32,blue,darkGreen,green,"Code: ",6,12,"CodeBox")
loginButt = InputButton(210,(WINDOW_HEIGHT-96),90,30,blue,darkGreen,green,"LOGIN")
signUpButt = InputButton(200,(WINDOW_HEIGHT-96),110,30,blue,darkGreen,green,"SIGN UP")
enterButt = InputButton(180,(WINDOW_HEIGHT-96),175,30,blue,darkGreen,green,"ENTER CODE")
getCodeButt = InputButton(190,(WINDOW_HEIGHT-96),150,30,blue,darkGreen,green,"GET CODE")
changePwordButt = InputButton(150,(WINDOW_HEIGHT-96),260,30,blue,darkGreen,green,"CHANGE PASSWORD")
screen1 = Screen(1,[emailBox,pwordBox,loginButt,newAccBox,resetPwordBox])
screen2 = Screen(2,[emailBox,pwordBox,signUpButt,toLoginButt])
screen3 = Screen(3,[codeBox,enterButt,back_butt])
screen4 = Screen(4,[emailBox,getCodeButt,back_butt])
screen5 = Screen(5,[codeBox,pwordBox,changePwordButt,back_butt])
screen6 = Screen(6,[yesButt,noButt])
screens = [screen1,screen2,screen3,screen4,screen5,screen6]
active_screen = screen1
previousScreens = []
mode = active_screen.number
while not loggedIn:
if mode != 6:
refreshScreen(display,[titleScreen] + active_screen.events)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN or event.type == KEYDOWN:
outputs = active_screen.handle_events(event,display,mode)
if mode == 1:
if outputs[2][1] is True and Validator.valid_email(emailBox.txtOutput()) and len(pwordBox.txtOutput()) > 0:
details = load_player_data(emailBox.txtOutput(),pwordBox.txtOutput())
try:
player = Player(details[3]).load(details) # old player
return player
except IndexError:
mode, active_screen = updateMode(6,screens)
refreshScreen(display,[titleScreen] + active_screen.events)
display_message(None,"No account found. Create a new account?",speed="Fast",removeBox=False)
loginButt.active = False
elif outputs[2][1] and not Validator.valid_email(emailBox.txtOutput()):
display_message(None,"Invalid email.",speed="Fast")
elif outputs[-1] != mode:
mode, active_screen = updateMode(outputs[-1],screens)
elif outputs[-2] != mode:
mode, active_screen = updateMode(outputs[-2],screens)
elif mode == 2:
if outputs[2][1]:
if get_acc_with_email(emailBox.txtOutput()) is not None:
display_message(None,"Email already in use.",speed="Fast")
else:
previousScreens.append(mode)
code,mode,active_screen = sendVerificationCode(emailBox.txtOutput(),screens,mode)
elif outputs[-1] != mode:
mode, active_screen = updateMode(outputs[-1],screens)
elif mode == 3:
if enterButt.active and codeBox.txtOutput().isdigit() and int(codeBox.txtOutput()) == code:
player = Player("")
player.id = get_new_id()
update_player_table(player,emailBox.txtOutput(),pwordBox.txtOutput())
return player
elif outputs[-1] != mode:
mode, active_screen = updateMode(previousScreens.pop(),screens)
elif mode == 4:
if getCodeButt.active:
if get_acc_with_email(emailBox.txtOutput()) is None:
display_message(None,"No account found with that email.",speed="Fast")
else:
code,mode,active_screen = sendVerificationCode(emailBox.txtOutput(),screens,mode,5)
elif back_butt.active:
mode, active_screen = updateMode(1,screens)
elif mode == 5:
if changePwordButt.active and codeBox.txtOutput().isdigit() and int(codeBox.txtOutput()) == code and len(pwordBox.txtOutput()) > 0:
update_player_password(emailBox.txtOutput(),pwordBox.txtOutput())
display_message(None,"Password successfully changed.",speed="Fast")
mode, active_screen = updateMode(1,screens)
if back_butt.active:
mode, active_screen = updateMode(1,screens)
elif mode == 6:
if yesButt.active:
mode, active_screen = updateMode(2,screens)
elif noButt.active:
mode, active_screen = updateMode(1,screens)
clock.tick(60)
def intro1(player):
display.fill(black)
display_message(player,"You survived?")
display_message(player,"You really are stubborn, huh?")
display_message(player,"Guess I'll let you off for now, no point in killing you when you're so weak...")
display.fill(black)
pygame.display.update()
pygame.time.delay(1200)
display_message(player,"Hey, wake up! Goblins are about to attack us!")
display.fill(green)
def intro2(player):
villager = Image("villager.png", (0,50), True)
nameBox = InputBox(170,(WINDOW_HEIGHT/2)-50,192,32,blue,darkGreen,green,"Name: ",6,30,"EmailBox")
enterButt = InputButton(210,(WINDOW_HEIGHT-96),90,30,blue,darkGreen,green,"Enter")
nameSet = False
bg = Image("Backgrounds/barb screen.png", (0,0))
bg.draw(display)
villager.draw(display)
pygame.display.update()
display_message(player,"Oooh... you're strong.")
display_message(player,"What's your name?")
nameBox.draw(display)
screen1 = Screen(1,[bg, nameBox, enterButt])
active_screen = screen1
pygame.display.update()
while not nameSet:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN or event.type == KEYDOWN:
active_screen.handle_events(event, display, 1)
if active_screen == screen1:
if event.type == KEYDOWN and event.key == K_RETURN or enterButt.active:
player.name = nameBox.txtOutput()
bg.draw(display)
active_screen.draw_events(display)
pygame.display.update()
nameSet = True
active_screen.draw_events(display)
pygame.display.update()
bg.draw(display)
display_message(player, f"Nice to meet you, {player.name}! I'll be helping you out from now on.")
return player
def mainScreen(player):
grass = Image("Backgrounds/Classic Scenery v3.png", (0,0))
town_hall = Image(f"Town Halls/{player.th}.png", (WINDOW_WIDTH/3,WINDOW_HEIGHT/3), True)
town_hall.pos.center = (256,212)
refreshed = player.should_refresh_stamina()
name = Text(f"{player.name}, Town Hall {player.th}", (2,2), orange, blue)
stamina_text = Text(f"Stamina: {player.stamina}/240", (0,0), black, red)
stamina_text.rect.topleft = (WINDOW_WIDTH-(stamina_text.get_width() + 2),4)
gold_text = Text(f"Gold: {player.gold}/{player.max_gold}", (0,0), black, gold)
gold_text.rect.topleft = (WINDOW_WIDTH-(gold_text.get_width() + 2),34)
elixir_text = Text(f"Elixir: {player.elixir}/{player.max_elixir}", (0,0), black, pink)
elixir_text.rect.topleft = (WINDOW_WIDTH-(elixir_text.get_width() + 2),64)
weapon_text = None
de_text = None
if player.th >= 2:
weapon_text = Text(f"Weapon Ore: {player.weapon_ore}/{player.max_weapon_ore}", (0,0), white, orange)
weapon_text.rect.topleft = (WINDOW_WIDTH-(weapon_text.get_width() + 2),94)
if player.th >= 4:
de_text = Text(f"Dark Elixir: {player.d_elixir}/{player.max_d_elixir}", (0,0), white, black)
de_text.rect.topleft = (WINDOW_WIDTH-(de_text.get_width() + 2),124)
settings = ScreenChangeImage("Pictures/settings icon.png", (5,35), 1, True)
loot = ScreenChangeButton(2,350,font.render("Loot",True,black).get_width()+10,32,1,black,darkGreen,green,"Loot")
font_width = font.render("Village Upgrade",True,black).get_width()+10
barbSettings = ScreenChangeImage(f"Troops/Icons/{player.barb.internal_name}.png", (5,90), 1, True)
upgrade = ScreenChangeImage("Pictures/Buttons/upgrade menu button.png", (5,155), 1, True)
weapUpgrade = ScreenChangeImage("Pictures/Buttons/weapons button.png", (5,205), 1, True)
font_width = font.render("Shop",True,black).get_width()+10
shop = ScreenChangeButton(510-font_width,350,font_width,32,1,black,darkGreen,green,"Shop")
boss = ScreenChangeImage("Pictures/Buttons/boss screen arrow.png", (392,190), 1, True)
main_screen = Screen(0, [
grass, town_hall, settings, barbSettings,
upgrade, weapUpgrade, loot, shop, boss,
name, stamina_text, gold_text, elixir_text
])
if weapon_text is not None:
main_screen.events.append(weapon_text)
if de_text is not None:
main_screen.events.append(de_text)
refreshScreen(display,main_screen.events)
if refreshed:
display_message(player, "You have recieved your stamina for today.")
refreshScreen(display,main_screen.events)
while True:
for event in pygame.event.get():
if event.type == QUIT:
close(player)
elif event.type == MOUSEBUTTONDOWN:
mode = main_screen.handle_events(event,display,0)
if mode[2] != 0:
return 1
elif mode[3] != 0:
return 2
elif mode[4] != 0:
return 3
elif mode[5] != 0:
return 4
elif mode[6] != 0:
return 5
elif mode[7] != 0:
return 6
elif mode[8] != 0:
return 7
pygame.display.update()
clock.tick(60)
def settingsScreen(player):
bg = Image("Backgrounds/settings board.png", (0,0))
speedTxt = Text(" Text Speed ", (100,85), bgcol=green)
leftArrow1 = SettingsArrow("Pictures/left arrow.png", (271,85), -1)
rightArrow1 = SettingsArrow("Pictures/right arrow.png", (418,85), 1)
leftArrow2 = SettingsArrow("Pictures/left arrow.png", (271,128), -1)
rightArrow2 = SettingsArrow("Pictures/right arrow.png", (418,128), 1)
speedOptions = ["Slow","Normal","Fast","Instant"]
currentSpeedTxt = Text(f" {player.settings['txt_speed']} ", (280,85), bgcol=green)
currentSpeedTxt.update_pos((359-(currentSpeedTxt.get_width()//2), 85))
currentSpeed = speedOptions.index(player.settings['txt_speed'])
textColTxt = Text("Text Box Colour", (73,128), bgcol=green)
colOptions = ["Blue","Green","Orange","Purple","Red", "Gold","Silver","Steel","Brick"]
currentColTxt = Text(f" {player.settings['txt_box_col']} ", (280,125), bgcol=green)
currentColTxt.update_pos((359-(currentColTxt.get_width()//2), 128))
currentCol = colOptions.index(player.settings['txt_box_col'])
textBox = Image(f"Text Boxes/{player.settings['txt_box_col']}.png",(0,WINDOW_HEIGHT-90), True)
reset = ActionText("Reset Save", (295,207), "Reset")
delete = ActionText("Delete Account", (265,247), "Delete")
back = ScreenChangeImage("Pictures/back icon.png", (448,265), -1, True)
screen = Screen(0, [bg, speedTxt, leftArrow1, currentSpeedTxt,
rightArrow1, textColTxt, leftArrow2,
currentColTxt, rightArrow2, textBox,
reset, delete, back])
screen.draw_events(display)
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == QUIT:
close(player)
elif event.type == MOUSEBUTTONDOWN or event.type == KEYDOWN:
mode = screen.handle_events(event,display,0)
if mode[-1] == -1:
player.settings['txt_speed'] = screen.events[3].text[1:-1]
player.settings['txt_box_col'] = screen.events[7].text[1:-1]
return 0
elif "Reset" in mode:
return 8
elif "Delete" in mode:
return 9
elif mode[2] == -1:
currentSpeed -= 1
if currentSpeed < 0: currentSpeed = len(speedOptions)-1
elif mode[4] == 1:
currentSpeed += 1
if currentSpeed >= len(speedOptions): currentSpeed = 0
elif mode[6] == -1:
currentCol -= 1
if currentCol < 0: currentCol = len(colOptions)-1
elif mode[8] == 1:
currentCol += 1
if currentCol >= len(colOptions): currentCol = 0
currentSpeedTxt.update_text(f" {speedOptions[currentSpeed]} ")
currentSpeedTxt.update_pos((359-(currentSpeedTxt.get_width()//2),85))
currentColTxt.update_text(f" {colOptions[currentCol]} ")
currentColTxt.update_pos((359-(currentColTxt.get_width()//2), 128))
screen.events[9] = Image(f"Text Boxes/{colOptions[currentCol]}.png", (0,WINDOW_HEIGHT-90), True)
screen.draw_events(display)
pygame.display.update()
def lootFarmSelectionScreen(player):
gold = LootFarmImage("Pictures/Loot Icons/Gold icon.png", (96,32), "GOLD", True)
elixir = LootFarmImage("Pictures/Loot Icons/Elixir icon.png", (266,32), "ELIXIR", True)
d_elixir = LootFarmImage("Pictures/Loot Icons/Dark Elixir icon.png", (266,192), "DARKELIXIR", True)
weapon = LootFarmImage("Pictures/Loot Icons/Weapon Ore.png", (96,192), "ORE", True)
lootTxt = Text(" Resources ", (2,2), bgcol=green)
difftxt = Text(" Difficulty ", (2,2), bgcol=green)
text = f"Stamina: {player.stamina}/240"
stamina_text = Text(text, (WINDOW_WIDTH-(font.render(text,True,red).get_width() + 2),4), bgcol=red)
starttxt = Text("Start!", (225,350), bgcol=green)
starttxt = ScreenChangeButton(220,345,starttxt.get_width()+10,starttxt.get_height()+10,4,red,darkGreen,green,"Start!")
mult = 1
multtxt = Text(f"Multiplier: X{mult}", (8,300))
mult1 = DiffImage("Pictures/Buttons/x1 mult.png",(4, 328),1,3)
mult2 = DiffImage("Pictures/Buttons/x2 mult.png",(53, 328),2,3)
mult3 = DiffImage("Pictures/Buttons/x3 mult.png",(102, 328),3,3)
mult4 = DiffImage("Pictures/Buttons/x4 mult.png",(151, 328),4,3)
stamtxt = Text("", (8,250))
reward_txt = Text("", (8,70))
stamina = 0
reward = 0
enemy_images = []
lootScreen = Screen(0, [gold, elixir, d_elixir, weapon, lootTxt, reward_txt, stamina_text, home])
active_screen = lootScreen
loot_type = None
diff = 0
display.fill(purple)
active_screen.draw_events(display)
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == QUIT:
close(player)
elif event.type == MOUSEBUTTONDOWN or event.type == KEYDOWN:
mode = active_screen.handle_events(event,display,0)
if mode[-1] == -1:
return 0
elif mode[-2] == -1:
text = f"Stamina: {player.stamina}/240"
lootScreen.events[5] = Text(text, (WINDOW_WIDTH-(font.render(text,True,red).get_width() + 2),4), bgcol=red)
stamtxt.update_text("")
if enemy_images != []:
removeEventsFromScreen(active_screen, enemy_images)
active_screen = lootScreen
elif 1 in mode:
events = []
loot_index = mode.index(1)
loot_type = active_screen.events[loot_index].type
if loot_type == "ORE" and player.th < 2:
display_message(player, "You can start farming Weapon Ore at Town Hall 2.")
elif loot_type == "DARKELIXIR" and player.th < 4:
display_message(player, "You can start farming Dark Elixir at Town Hall 4.")
else:
left = 16
diffs = player.difficulties_unlocked[loot_type]
if diffs > 6:
diffs = 6
for i in range(diffs):
events.append(DiffImage(f"Pictures/Buttons/diff circle {i+1}.png", (left,154), i+1, 2))
left += 80
diffScreen = Screen(1, events + [difftxt, starttxt, stamtxt, stamina_text, back, home])
active_screen = diffScreen
elif 2 in mode:
if multtxt is not None:
multtxt.update_text("Multiplier: X1")
diff_event = active_screen.events[mode.index(2)]
diff = diff_event.diff
info = get_battle_info(f"{loot_type}BATTLE{diff}")
stamina = int(info[0])
stamtxt.update_text(f'Required Stamina: {stamina}')
if stamtxt not in active_screen.events:
active_screen.events.insert(-3, stamtxt)
reward = int(info[1])
reward_txt.update_text(f'Base Reward: {reward}')
reward_type = Image(f"Pictures/Loot Icons/{loot_type}.png", (170, 92), True)
if reward_txt not in active_screen.events:
active_screen.events.insert(-3, reward_txt)
active_screen.events.insert(-3, reward_type)
if player.difficulties_unlocked[loot_type] > diff:
if multtxt not in active_screen.events:
active_screen.events.insert(1, multtxt)
addEventsToScreen(active_screen,-3,[mult1,mult2,mult3,mult4])
elif player.difficulties_unlocked[loot_type] <= diff:
if multtxt in active_screen.events:
removeEventsFromScreen(active_screen,[multtxt,mult1,mult2,mult3,mult4])
mult = 1
update_diffs(active_screen, diff_event)
battle_id = f"{loot_type}BATTLE{diff}"
enemy_images = add_enemies(active_screen, enemy_images, battle_id)
elif 3 in mode:
mult_event = active_screen.events[mode.index(3)]
mult = mult_event.diff
active_screen.events.remove(multtxt)
multtxt = Text(f"Multiplier: X{mult}", (8,300))
active_screen.events.insert(1, multtxt)
stamtxt.update_text(f"Required Stamina: {stamina*mult}")
reward_txt.update_text(f'Base Reward: {reward*mult}')
elif 4 in mode:
if loot_type is not None and diff > 0:
BattleEvents.loot_battle(player,loot_type,diff,mult)
events = []
left = 16
for i in range(player.difficulties_unlocked[loot_type]):
events.append(DiffImage(f"Pictures/Buttons/diff circle {i+1}.png", (left,154), i+1, 2))
left += 80
text = f"Stamina: {player.stamina}/240"
lootScreen.events.remove(stamina_text)
stamina_text = Text(text, (WINDOW_WIDTH-(font.render(text,True,red).get_width() + 2),4), bgcol=red)
diffScreen = Screen(1, events + [difftxt, starttxt, stamina_text, back, home])
lootScreen.events.insert(-1, stamina_text)
active_screen = diffScreen
display.fill(purple)
active_screen.draw_events(display)
pygame.display.update()
def troopUpgScreen(player):
display.fill(purple)
bg = Image("Pictures/troop upgrade.png", (0,0))
barb = UpgradeTroopImage(f"Troops/Icons/Upgrade {player.barb.internal_name}.png", (25,228), player.barb, player, barb=True)
th_warn = Text("Town Hall level too low!", (20,182), bgcol=red)
loot_warn = Text("Not enough loot!", (20,182), bgcol=red)
max_warn = Text("Already at max level!", (20,182), bgcol=green)
upgradeButton = None
events = [bg, home, barb]
left = 160
tops = [224,289]
powers = get_powers()
if player.unlocked_power("ARCHERQUEEN"):
powers[0] = "ARCHERQUEEN"
elif player.unlocked_power("SUPERARCHER"):
powers[0] = "SUPERARCHER"
if player.unlocked_power("SUPERWALLBREAKER"):
powers[1] = "SUPERWALLBREAKER"
if player.unlocked_power("SUPERWIZARD"):
powers[2] = "SUPERWIZARD"
if player.unlocked_power("SUPERMINER"):
powers[5] = "SUPERMINER"
for i,power in enumerate(powers):
events.append(UpgradeTroopImage(f"Troops/Icons/{power}.png", (left,tops[i%2]), player.get_unlocked_power(power), player))
if i%2 == 1:
left += 64
screen = Screen(0, events)
screen.draw_events(display)
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == QUIT:
close(player)
elif event.type == MOUSEBUTTONDOWN or event.type == KEYDOWN:
mode = screen.handle_events(event,display,0)
if mode[1] != 0:
return 0
if upgradeButton is not None and upgradeButton.active and upgradeButton.mode == "evolve":
oldName = upgradeButton.troop.display_name
oldIntName = upgradeButton.troop.internal_name
newTroop = upgradeButton.troop.evolve(player)
newName = newTroop.display_name
if "BARBARIAN" in upgradeButton.troop.internal_name:
player.barb = newTroop
else:
unlocked = player.get_unlocked_power_index(oldIntName)
if unlocked is not None:
player.unlocked_powers[unlocked] = newTroop
active = player.get_active_power_index(oldIntName)
if active is not None:
player.active_powers[active] = newTroop
display_message(player,f"{oldName} evolved into {newName}!")
return 0
if 1 in mode:
eventidx = mode.index(1)
if eventidx != len(events)-1:
troop = events[eventidx]
removeEventsFromScreen(screen,[max_warn,th_warn,loot_warn])
if upgradeButton in events:
events.remove(upgradeButton)
upgradeButton = UpgradeButtonImage("Pictures/Buttons/upgrade button.png", (356,182), player, troop.troop)
events.append(upgradeButton)
elif 2 in mode:
eventidx = mode.index(2)
if eventidx != len(events)-1:
troop = events[eventidx]
removeEventsFromScreen(screen,[upgradeButton,loot_warn,max_warn])
if th_warn not in events: events.append(th_warn)
elif 3 in mode:
eventidx = mode.index(3)
if eventidx != len(events)-1:
troop = events[eventidx]
elif eventidx == len(events)-1:
events.pop()
removeEventsFromScreen(screen,[upgradeButton,th_warn,max_warn])
if loot_warn not in events: events.append(loot_warn)
elif 4 in mode:
eventidx = mode.index(4)
if eventidx != len(events)-1:
troop = events[eventidx]
elif eventidx == len(events)-1 and type(eventidx) == UpgradeButtonImage:
events.pop()
removeEventsFromScreen(screen,[upgradeButton,th_warn,loot_warn])
if max_warn not in events: events.append(max_warn)
elif 5 in mode:
eventidx = mode.index(5)
if eventidx != len(events)-1:
troop = events[eventidx]
removeEventsFromScreen(screen,[max_warn,th_warn,loot_warn])
if upgradeButton in events:
events.remove(upgradeButton)
upgradeButton = UpgradeButtonImage("Pictures/Buttons/evolve button.png", (356,182), player, troop.troop, mode="evolve")
events.append(upgradeButton)
if 1 in mode or 2 in mode or 3 in mode or 4 in mode or 5 in mode:
screen.draw_events(display)
Image("Pictures/stat box bg.png", (20, 20), True).draw(display)
if 4 in mode or 5 in mode:
pass
elif troop.troop is player.barb:
troop.drawBarbStats(display)
else:
troop.drawPowerStats(display)
pygame.display.update()
def addEventsToScreen(screen, position, events):
for event in events:
screen.events.insert(position, event)
def removeEventsFromScreen(screen,events):
for event in events:
if event in screen.events:
screen.events.remove(event)
def removeEventTypeFromScreen(screen, event_type):
for event in screen.events:
screen.events = [x for x in screen.events if type(x) != event_type]
def weaponUpgScreen(player):
display.fill(purple)
swords = ScreenChangeImage("Weapons/Swords2.png",(0,87),1)
shields = ScreenChangeImage("Weapons/Shields1.png",(0,116),2)
sword_screen = Screen(1,[swords,shields,home])
swords = ScreenChangeImage("Weapons/Swords1.png",(0,87),1)
shields = ScreenChangeImage("Weapons/Shields2.png",(0,116),2)
th_warn = Text("Town Hall level too low!", (15,340), bgcol=red)
loot_warn = Text("Not enough loot!", (15,340), bgcol=red)
max_warn = Text("Already at max level!", (15,340), bgcol=green)
shield_screen = Screen(2,[swords,shields,home])
addWeaponsToScreen(player, "Swords", sword_screen)
addWeaponsToScreen(player, "Shields", shield_screen)
weapon_screen = None
previous_screen = None
upgradeImage = None
active_screen = sword_screen
active_screen.draw_events(display)
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == QUIT:
close(player)
elif event.type == MOUSEBUTTONDOWN or event.type == KEYDOWN:
mode = active_screen.handle_events(event,display,0)
if mode[-1] != 0:
return 0
elif mode[-2] == -1:
active_screen = previous_screen
elif 1 in mode:
active_screen = sword_screen
elif 2 in mode:
active_screen = shield_screen
elif 4 in mode:
if upgradeImage in active_screen.events:
active_screen.events.remove(upgradeImage)
active_screen.events.insert(-2,th_warn)
elif 5 in mode:
if upgradeImage in active_screen.events:
active_screen.events.remove(upgradeImage)
active_screen.events.insert(-2,loot_warn)
elif 6 in mode:
previous_screen = active_screen
weapon = active_screen.events[mode.index(6)]
currentWeapon = Image(weapon.name,(20,140),True)
upgradeable = weapon.weapon.can_upgrade(player)
if upgradeable == 3:
upgradeImage = UpgradeButtonImage("Pictures/Buttons/upgrade button.png", (370,300), player, weapon.weapon)
events = [currentWeapon,upgradeImage,back,home]
elif upgradeable == 4:
events = [currentWeapon,th_warn,back,home]
elif upgradeable == 5:
events = [currentWeapon,loot_warn,back,home]
elif upgradeable == 6:
events = [currentWeapon,max_warn,back,home]
boxes = len(weapon.weapon.stats.keys())+1
top = 20
for i in range(boxes):
stat_box = Image("Weapons/Weapon Stat Box.png", (120,top),True)
events.insert(-2,stat_box)
if not weapon.weapon.max_level():
stat_box = Image("Weapons/Weapon Stat Box.png", (120,top+160),True)
events.insert(-2,stat_box)
top += 28
weapon_screen = Screen(3,events)
active_screen = weapon_screen
display.fill(purple)
active_screen.draw_events(display)
if active_screen == weapon_screen and weapon_screen is not None:
drawWeaponScreenStats(weapon.weapon.level, weapon, display, 124, 24)
if not weapon.weapon.max_level():
drawWeaponScreenStats(weapon.weapon.level+1, weapon, display, 124, 184)
pygame.display.update()
def addWeaponsToScreen(player, weapon_type, screen, left=160,top=40):
if weapon_type == "Shields":
weapons = player.shields
else:
weapons = player.swords
for i,weapon in enumerate(weapons):
screen.events.insert(-1,UpgradeWeaponImage(weapon, (left,top)))
if (i+1)%4 == 3:
left = 160
top += 80
else:
left += 80
def drawWeaponScreenStats(level, weapon, display, left, top):
stat_convert = {
"attack": "Attack",
"defence": "Defence",
"damage_mult": "Damage Mult",
"damage_reduction": "Damage Reduction",
"crit_rate": "Crit Rate"
}
Text(f"Lv. {level} {weapon.weapon.display_name}", (left, top)).draw(display)
statNames = list(weapon.weapon.stats.keys())
stats = get_weapon_stats(weapon.weaponName, level)[2].split(":")
for i,stat in enumerate(stats):
top += 28
Text(f"{stat_convert[statNames[i]]}: {stat}%", (left, top)).draw(display)
if weapon.weapon.max_level():
return
costs = get_weapon_stats(weapon.weaponName, weapon.weapon.level+1)[1].split(":")
gold = Image("Pictures/Loot Icons/GOLD.png", (122, 141), True)
ore = Image("Pictures/Loot Icons/ORE.png", (255, 141), True)
gold.draw(display)
ore.draw(display)
Text(str(costs[0]), (160, 144)).draw(display)
Text(str(costs[1]), (290, 144)).draw(display)
def make_shop_weapon_screen(num, events, weapon_type, player, left=180, top=40):
weapons = get_weapons(weapon_type)
for i, weapon in enumerate(weapons):
image = ShopWeaponImage(weapon, (left, top))
image.cost = int(get_weapon_stats(weapon, 1)[1].split(":")[1])
if weapon_type == "sword":
image.return_value = 5
else:
image.return_value = 6
obtained = False
if "SWORD" in weapon:
obtained = player.has_sword(weapon)
elif "SHIELD" in weapon:
obtained = player.has_shield(weapon)
if obtained:
image.obtained = True
if player.th < get_weapon_info(weapon)[5]:
image.obtainable = False
elif player.weapon_ore < image.cost:
image.buyable = False
events.insert(-1, image)
if i % 3 == 2:
left = 180
top += 120
else:
left += 90
return Screen(2, events)
def make_shop_attack_screen(num, events, player, left=180, top=40):
pass
def shopScreen(player):
bg = Image("Backgrounds/barb screen.png", (0,0))
gold_text = Text(f"Gold: {player.gold}/{player.max_gold}", (0,0), black, yellow)
gold_text.rect.left = WINDOW_WIDTH-(gold_text.get_width() + 5)
weapon_text = Text(f"Weapon Ore: {player.weapon_ore}/{player.max_weapon_ore}", (0,0), white, orange)
weapon_text.rect.left = WINDOW_WIDTH-(weapon_text.get_width() + 2)
attacks = {
"QUICKSLASH": ["Quick Slash", 4, 1000],
"UPPERSLASH": ["Upper Slash", 7, 5000],
"BURNSLASH": ["Burn Slash", 9, 10000],
"DARKSLASH": ["Dark Slash", 9, 10000],
"FROSTSLASH": ["Frost Slash", 12, 12500],
"THUNDERSLASH": ["Thunder Slash", 12, 12500],
"SACREDSLASH": ["Sacred Slash", 12, 12500],
"WINDSLASH": ["Wind Slash", 12, 12500]
}
attacks1 = ScreenChangeImage("Pictures/Equip Screen/Attacks1.png",(0,60),1)
attacks2 = ScreenChangeImage("Pictures/Equip Screen/Attacks2.png",(0,60),1)
sword1 = ScreenChangeImage("Weapons/Swords1.png",(0,90),2)
sword2 = ScreenChangeImage("Weapons/Swords2.png",(0,90),2)
shield1 = ScreenChangeImage("Weapons/Shields1.png",(0,120),3)
shield2 = ScreenChangeImage("Weapons/Shields2.png",(0,120),3)
attack_screen = Screen(1, [bg, gold_text, attacks2, sword1, shield1, home])
top = 40
for key, attack in attacks.items():
text = ShopAttackText(attack[0], (180, top), attack[2], player.barb)
if player.barb.has_attack(key):
text.obtained = True
elif player.th < attack[1]:
text.obtainable = False
elif player.gold < attack[2]:
text.buyable = False
attack_screen.events.insert(-1, text)
top += 30
active_screen = attack_screen
active_screen.draw_events(display)
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == QUIT:
close(player)
elif event.type == MOUSEBUTTONDOWN or event.type == KEYDOWN:
mode = active_screen.handle_events(event,display,0)
if mode[-1] != 0:
return 0
elif 1 in mode:
active_screen = attack_screen
elif 2 in mode:
sword_screen = make_shop_weapon_screen(2, [bg, attacks1, weapon_text, sword2, shield1, home], "sword", player)
active_screen = sword_screen
elif 3 in mode:
shield_screen = make_shop_weapon_screen(3, [bg, attacks1, weapon_text, sword1, shield2, home], "shield", player)
active_screen = shield_screen
elif 4 in mode:
attack_index = mode.index(4)
attack = active_screen.events[attack_index]
attack_int = attack.text.replace(" ", "").upper()
player.gold -= attack.cost
gold_text.update_text(f"Gold: {player.gold}/{player.max_gold}")
player.barb.unlock_attack(attack_int)
gold_text.rect.left = WINDOW_WIDTH-(gold_text.get_width() + 5)
display_message(player, f"{player.barb.display_name} can now use {attack.text}!")
attack.obtained = True
elif 5 in mode:
weapon_index = mode.index(5)
event = active_screen.events[weapon_index]
player.obtain_weapon(event.weapon, 1)
elif 6 in mode:
weapon_index = mode.index(6)
event = active_screen.events[weapon_index]
player.obtain_weapon(event.weapon, 1)
if 5 in mode or 6 in mode:
player.weapon_ore -= event.cost
weapon_text.update_text(f"Weapon Ore: {player.weapon_ore}/{player.max_weapon_ore}")
weapon_text.update_pos((WINDOW_WIDTH-(weapon_text.get_width() + 2),0))
active_screen.events[2] = weapon_text
event.obtained = True
event.buyable = False
active_screen.draw_events(display)
pygame.display.update()
def bossScreen(player):
display.fill(purple)
starttxt = Text("Start!", (225,350), bgcol=green)
starttxt = ScreenChangeButton(220,345,starttxt.get_width()+10,starttxt.get_height()+10,3,red,darkGreen,green,"Start!")
th_image = None
enemy_images = []
th_events = [home]
diff_events = [starttxt, back, home]
diff = 0
row = 1
left = 2
gap = 2
for i in range(2,16):
image = ScreenChangeImage(f"Town Halls/{i}.png",(left,0),1,True)
size = image.get_size()
image.pos.bottom = 128*row-2
th_events.insert(0, image)
if i == 6:
row += 1
left = 1
gap = 0
elif i == 11:
row += 1
left = 5
gap = 5
else:
left += size[0]+gap
for i in range(3):
diff_events.insert(0, DiffImage(f"Pictures/Buttons/diff circle {i+1}.png", (20, 80*i+20), i+1, 2))
th_screen = Screen(1, th_events)
diff_screen = Screen(2, diff_events)
active_screen = th_screen
active_screen.draw_events(display)
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == QUIT:
close(player)
elif event.type == MOUSEBUTTONDOWN or event.type == KEYDOWN:
mode = active_screen.handle_events(event,display,0)
if mode[-1] != 0:
return 0
elif mode[-2] == -1:
active_screen = th_screen
elif 1 in mode:
th_event = th_screen.events[mode.index(1)]
if enemy_images != []:
removeEventsFromScreen(diff_screen, enemy_images)
if th_image in diff_screen.events:
diff_screen.events.remove(th_image)
th_image = Image(th_event.name, (0, 200), True)
th_image.pos.centerx = 256
diff_screen.events.insert(-3, th_image)
th = th_event.name[11:-4]
for event in diff_screen.events:
if type(event) == DiffImage:
event.selected = False
active_screen = diff_screen
elif 2 in mode:
diff_event = active_screen.events[mode.index(2)]
diff = diff_event.diff
if player.difficulties_unlocked[f"TH{th}"] < diff:
display_message(player, "Clear the previous difficulty to unlock this one.")
diff_event.selected = False
else:
if int(th) >= 12:
diff_screen.events.remove(th_image)
th_image = Image(f"{th_event.name[:-4]}.{diff*2-1}.png", (0, 200), True)
th_image.pos.centerx = 256
diff_screen.events.insert(-3, th_image)
update_diffs(active_screen, diff_event)
battle_id = f"TH{th}BATTLE{diff}"
enemy_images = add_enemies(active_screen, enemy_images, battle_id)
elif 3 in mode and diff > 0:
battle = getattr(BattleEvents,f"TH{th}_Battle")
result = battle(player, diff)
if result == 1 and player.difficulties_unlocked[f"TH{th}"] < 4:
player.difficulties_unlocked[f"TH{th}"] = diff + 1
return 0
display.fill(purple)
active_screen.draw_events(display)
pygame.display.update()
def update_diffs(screen, diff_event):
if diff_event.selected:
for event in screen.events:
if type(event) == DiffImage:
event.selected = False
diff_event.selected = True
def add_enemies(screen, enemy_images, battle_id, left=296, top=30):
enemy_text = Text("Enemies:", (296, 30))
enemy_text.rect.right = 290
if enemy_images != []:
removeEventsFromScreen(screen, enemy_images)