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entities_UI.py
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import pygame
import read_files, animation
from sys import platform
from states import states_buttons, states_health, states_basic
from entities import Animatedentity
#for map UI
class Banner(Animatedentity):
def __init__(self,pos,game_objects,type,text):
super().__init__(pos,game_objects)
self.sprites = read_files.load_sprites_dict('Sprites/UI/map/banner/banner_' + type + '/', game_objects)
self.image = self.sprites['idle'][0]
self.rect = pygame.Rect(pos[0],pos[1],self.image.width,self.image.height)
self.rect.topleft = pos
self.original_pos = pos
#self.blit_text(text)
def blit_text(self,text):
screen = self.game_objects.game.display.make_layer((self.image.width,self.image.height))#make a layer ("surface")
text_surface = self.game_objects.font.render(text = text)
for state in self.sprites.keys():
for frame, image in enumerate(self.sprites[state]):
self.game_objects.game.display.render(image, screen)
self.game_objects.game.display.render(text_surface, screen, position = (image.width*0.5,image.height*0.5))
self.sprites[state][frame] = screen
def update(self,scroll):
super().update()
self.update_pos(scroll)
def update_pos(self,scroll):
self.rect.center = [self.rect.center[0] + scroll[0], self.rect.center[1] + scroll[1]]
def revert(self):#called when quitting map state
self.rect.topleft = self.original_pos
self.currentstate.handle_input('Idle')
def activate(self):#called from map when selecting the pecific banner
pass#open the local map
#inventory
class Item(Animatedentity):#for invenotry, an empty item
def __init__(self,pos,game_objects):
super().__init__(pos,game_objects)
self.sprites = read_files.load_sprites_dict('Sprites/UI/inventory/item/empty/',game_objects)
self.image = self.sprites['idle'][0]
self.rect = pygame.Rect(pos[0],pos[1],self.image.width,self.image.height)
self.rect.topleft = pos
self.description = ''
self.number = ''#to bilt the number of items player has. THis class is an empty object so no number
class Sword(Animatedentity):
def __init__(self,pos,game_objects):
super().__init__(pos,game_objects)
self.sprites = read_files.load_sprites_dict('Sprites/UI/inventory/sword/',game_objects)#for inventory
self.image = self.sprites['idle'][0]
self.rect = pygame.Rect(pos[0],pos[1],self.image.width,self.image.height)
self.rect.topleft = pos
def set_level(self, level):
self.currentstate.set_animation_name('level_'+str(level))
class Infinity_stone(Animatedentity):
def __init__(self,pos,game_objects):
super().__init__(pos,game_objects)
self.sprites = read_files.load_sprites_dict('Sprites/UI/inventory/infinity_stone/empty/',game_objects)#for inventory
self.image = self.sprites['idle'][0]
self.rect = pygame.Rect(pos[0],pos[1],self.image.width,self.image.height)
self.rect.topleft = pos
self.description = ''
class Amber_Droplet(Animatedentity):
def __init__(self,pos,game_objects):
super().__init__(pos,game_objects)
self.sprites = read_files.load_sprites_dict('Sprites/UI/inventory/amber_droplet/',game_objects)#for inventory
self.image = self.sprites['idle'][0]
self.rect = pygame.Rect(pos[0],pos[1],self.image.width,self.image.height)
self.rect.topleft = pos
self.description = 'moneyyyyy'
class Bone(Animatedentity):
def __init__(self,pos,game_objects):
super().__init__(pos,game_objects)
self.sprites = read_files.load_sprites_dict('Sprites/UI/inventory/bone/',game_objects)#for inventory
self.image = self.sprites['idle'][0]
self.rect = pygame.Rect(pos[0],pos[1],self.image.width,self.image.height)
self.rect.topleft = pos
self.description = 'boner'
#momamori inventory
class Omamori(Animatedentity):#this will save the positions needed to the UI
def __init__(self,pos,game_objects):
super().__init__(pos,game_objects)
self.sprites = read_files.load_sprites_dict('Sprites/UI/inventory/omamori/empty/',game_objects)#for inventory
self.image = self.sprites['idle'][0]
self.rect = pygame.Rect(pos[0],pos[1],self.image.width,self.image.height)
self.rect.topleft = pos
self.description = ''
def render_UI(self, target):
pass
class Necklace(Animatedentity):
def __init__(self,pos,game_objects):
super().__init__(pos,game_objects)
self.sprites = read_files.load_sprites_dict('Sprites/UI/inventory/necklace/',game_objects)#for inventory
self.image = self.sprites['idle'][0]
self.rect = pygame.Rect(pos[0],pos[1],self.image.width,self.image.height)
self.rect.topleft = pos
def set_level(self,level):
self.currentstate.set_animation_name('level_'+str(level))
#gameplay HUD
class Health(Animatedentity):#gameplay UI
def __init__(self,game_objects):
super().__init__([0,0],game_objects)
self.sprites = read_files.load_sprites_dict('Sprites/UI/gameplay/health/',game_objects)
self.image = self.sprites['death'][0]
self.rect = pygame.Rect(0,0,self.image.width,self.image.height)
self.currentstate = states_health.Death(self)
self.health = 0
def take_dmg(self,dmg):
self.health -= dmg
self.health = max(0,self.health)#so that it doesn't go negative, inprinciple not needed
self.currentstate.handle_input('Hurt')#make heart go white
class Spirit(Animatedentity):#gameplay UI
def __init__(self,game_objects):
super().__init__([0,0],game_objects)
self.sprites=read_files.load_sprites_dict('Sprites/UI/gameplay/spirit/',game_objects)
self.image = self.sprites['death'][0]
self.rect = pygame.Rect(0,0,self.image.width,self.image.height)
self.currentstate = states_health.Death(self)
self.health = 0
class Movement_hud():#gameplay UI
def __init__(self,entity):
self.sprites = read_files.load_sprites_dict('Sprites/UI/gameplay/movement/hud/',entity.game_objects)
self.entity = entity
self.game_objects = entity.game_objects#animation need it
self.image = self.sprites['idle_1'][0]
self.rect = pygame.Rect(0,0,self.image.width,self.image.height)
self.dir = [1,0]#[horizontal (right 1, left -1),vertical (up 1, down -1)]: animation and state need this
def update(self):
pass
#utilities
class Menu_Arrow():
def __init__(self, pos, game_objects):
self.game_objects = game_objects
self.image = Menu_Arrow.image
self.sounds = Menu_Arrow.sounds
self.rect = pygame.Rect(pos[0], pos[1], self.image.width, self.image.height)
def pool(game_objects):
Menu_Arrow.sounds = read_files.load_sounds_dict('audio/SFX/UI/arrow/')
img = pygame.image.load("Sprites/utils/arrow.png").convert_alpha()
Menu_Arrow.image = game_objects.game.display.surface_to_texture(img)
def update(self):#note: sets pos to input, doesn't update with an increment of pos like other entities
pass
def play_SFX(self, state = 'idle', frame = 0, vol = 0.8):
self.game_objects.sound.play_sfx(self.sounds[state][frame], vol = vol)
def update_pos(self, pos):
self.rect.topleft = pos
def pressed(self, state = 'select'):#when pressing a button
self.play_SFX(state)
class Menu_Box():
def __init__(self, game_objects):
img = pygame.image.load("Sprites/utils/box.png").convert_alpha()#select box
self.image = game_objects.game.display.surface_to_texture(img)
self.rect = pygame.Rect(0,0,self.image.width,self.image.height)
def update(self,pos):
pass
def draw(self,screen):
pass
class Button():
def __init__(self, game_objects, **kwarg):
self.position = kwarg.get('position', (0,0))
self.image = kwarg.get('image', None)
self.rect = pygame.Rect(self.position, [self.image.width, self.image.height])
#img = pygame.image.load("Sprites/utils/arrow.png").convert_alpha()
#self.rect = img.get_rect(topleft = self.position)
#self.image = game_objects.game.display.surface_to_texture(img)
def pressed(self):
pass
#controllers
class Controllers():
def __init__(self, pos, game_objects,type):
self.game_objects = game_objects#animation need it
self.animation = animation.Animation(self)
self.currentstate = getattr(states_buttons, type.capitalize() + '_idle')(self)
def reset_timer(self):#animation neeed it
pass
def update(self):
self.animation.update()
class Xbox(Controllers):
def __init__(self, pos, game_objects,type):
super().__init__(pos, game_objects,type)
self.sprites = read_files.load_sprites_dict('Sprites/UI/controller/xbox/',game_objects)
self.image = self.sprites['a_idle'][0]
self.rect = pygame.Rect(pos[0],pos[1],self.image.width,self.image.height)
self.rect.topleft = pos
class Playstation(Controllers):
def __init__(self, pos, game_objects,type):
super().__init__(pos, game_objects,type)
self.sprites = read_files.load_sprites_dict('Sprites/UI/controller/playstation/',game_objects)
self.image = self.sprites['a_idle'][0]
self.rect = pygame.Rect(pos[0],pos[1],self.image.width,self.image.height)
self.rect.topleft = pos
class Keyboard(Controllers):
def __init__(self, pos, game_objects,type):
super().__init__(pos, game_objects,type)
self.sprites = read_files.load_sprites_dict('Sprites/UI/controller/playstation/',game_objects)
self.image = self.sprites['a_idle'][0]
self.rect = pygame.Rect(pos[0],pos[1],self.image.width,self.image.height)
self.rect.topleft = pos