Work in progress on printing a store menu. Its buggy though
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@ -7,7 +7,7 @@ from squirrelbattle.display.mapdisplay import MapDisplay
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from squirrelbattle.display.messagedisplay import MessageDisplay
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from squirrelbattle.display.statsdisplay import StatsDisplay
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from squirrelbattle.display.menudisplay import MainMenuDisplay, \
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InventoryDisplay, SettingsMenuDisplay
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PlayerInventoryDisplay, StoreInventoryDisplay, SettingsMenuDisplay
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from squirrelbattle.display.logsdisplay import LogsDisplay
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from squirrelbattle.display.texturepack import TexturePack
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from typing import Any
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@ -24,7 +24,8 @@ class DisplayManager:
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self.mapdisplay = MapDisplay(screen, pack)
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self.statsdisplay = StatsDisplay(screen, pack)
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self.logsdisplay = LogsDisplay(screen, pack)
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self.inventorydisplay = InventoryDisplay(screen, pack)
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self.playerinventorydisplay = PlayerInventoryDisplay(screen, pack)
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self.storeinventorydisplay = StoreInventoryDisplay(screen, pack)
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self.mainmenudisplay = MainMenuDisplay(self.game.main_menu,
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screen, pack)
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self.settingsmenudisplay = SettingsMenuDisplay(screen, pack)
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@ -47,14 +48,18 @@ class DisplayManager:
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d.pack = TexturePack.get_pack(self.game.settings.TEXTURE_PACK)
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self.mapdisplay.update_map(self.game.map)
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self.statsdisplay.update_player(self.game.player)
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self.inventorydisplay.update_menu(self.game.inventory_menu)
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self.game.inventory_menu.update_player(self.game.player)
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self.game.store_menu.update_merchant(self.game.player)
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self.playerinventorydisplay.update_menu(self.game.inventory_menu)
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self.storeinventorydisplay.update_menu(self.game.store_menu)
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self.settingsmenudisplay.update_menu(self.game.settings_menu)
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self.logsdisplay.update_logs(self.game.logs)
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self.messagedisplay.update_message(self.game.message)
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def refresh(self) -> None:
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if self.game.state == GameMode.PLAY \
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or self.game.state == GameMode.INVENTORY:
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or self.game.state == GameMode.INVENTORY \
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or self.game.state == GameMode.STORE :
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# The map pad has already the good size
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self.mapdisplay.refresh(0, 0, self.rows * 4 // 5,
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self.mapdisplay.pack.tile_width
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@ -68,7 +73,12 @@ class DisplayManager:
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self.hbar.refresh(self.rows * 4 // 5, 0, 1, self.cols * 4 // 5)
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self.vbar.refresh(0, self.cols * 4 // 5, self.rows, 1)
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if self.game.state == GameMode.INVENTORY:
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self.inventorydisplay.refresh(self.rows // 10,
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self.playerinventorydisplay.refresh(self.rows // 10,
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self.cols // 2,
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8 * self.rows // 10,
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2 * self.cols // 5)
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elif self.game.state == GameMode.STORE:
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self.storeinventorydisplay.refresh(self.rows // 10,
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self.cols // 2,
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8 * self.rows // 10,
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2 * self.cols // 5)
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