Merge branch 'master' into map_generation

# Conflicts:
#	squirrelbattle/interfaces.py
This commit is contained in:
Yohann D'ANELLO
2020-12-11 19:02:45 +01:00
19 changed files with 973 additions and 129 deletions

View File

@ -4,6 +4,7 @@
from json import JSONDecodeError
from random import randint
from typing import Any, Optional
import curses
import json
import os
import sys
@ -16,7 +17,6 @@ from .resources import ResourceManager
from .settings import Settings
from . import menus
from .translations import gettext as _, Translator
from typing import Callable
class Game:
@ -25,14 +25,16 @@ class Game:
"""
map: Map
player: Player
screen: Any
# display_actions is a display interface set by the bootstrapper
display_actions: Callable[[DisplayActions], None]
display_actions: callable
def __init__(self) -> None:
"""
Init the game.
"""
self.state = GameMode.MAINMENU
self.waiting_for_friendly_key = False
self.settings = Settings()
self.settings.load_settings()
self.settings.write_settings()
@ -41,6 +43,7 @@ class Game:
self.settings_menu = menus.SettingsMenu()
self.settings_menu.update_values(self.settings)
self.inventory_menu = menus.InventoryMenu()
self.store_menu = menus.StoreMenu()
self.logs = Logs()
self.message = None
@ -68,8 +71,12 @@ class Game:
screen.refresh()
self.display_actions(DisplayActions.REFRESH)
key = screen.getkey()
self.handle_key_pressed(
KeyValues.translate_key(key, self.settings), key)
if key == "KEY_MOUSE":
_ignored1, x, y, _ignored2, _ignored3 = curses.getmouse()
self.display_actions(DisplayActions.MOUSE, y, x)
else:
self.handle_key_pressed(
KeyValues.translate_key(key, self.settings), key)
def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str = '')\
-> None:
@ -83,13 +90,19 @@ class Game:
return
if self.state == GameMode.PLAY:
self.handle_key_pressed_play(key)
if self.waiting_for_friendly_key:
# The player requested to talk with a friendly entity
self.handle_friendly_entity_chat(key)
else:
self.handle_key_pressed_play(key)
elif self.state == GameMode.INVENTORY:
self.handle_key_pressed_inventory(key)
elif self.state == GameMode.MAINMENU:
self.handle_key_pressed_main_menu(key)
elif self.state == GameMode.SETTINGS:
self.settings_menu.handle_key_pressed(key, raw_key, self)
elif self.state == GameMode.STORE:
self.handle_key_pressed_store(key)
self.display_actions(DisplayActions.REFRESH)
def handle_key_pressed_play(self, key: KeyValues) -> None:
@ -112,6 +125,42 @@ class Game:
self.state = GameMode.INVENTORY
elif key == KeyValues.SPACE:
self.state = GameMode.MAINMENU
elif key == KeyValues.CHAT:
# Wait for the direction of the friendly entity
self.waiting_for_friendly_key = True
def handle_friendly_entity_chat(self, key: KeyValues) -> None:
"""
If the player is talking to a friendly entity, we get the direction
where the entity is, then we interact with it.
"""
if not self.waiting_for_friendly_key:
return
self.waiting_for_friendly_key = False
if key == KeyValues.UP:
xp = self.player.x
yp = self.player.y - 1
elif key == KeyValues.DOWN:
xp = self.player.x
yp = self.player.y + 1
elif key == KeyValues.LEFT:
xp = self.player.x - 1
yp = self.player.y
elif key == KeyValues.RIGHT:
xp = self.player.x + 1
yp = self.player.y
else:
return
if self.map.entity_is_present(yp, xp):
for entity in self.map.entities:
if entity.is_friendly() and entity.x == xp and \
entity.y == yp:
msg = entity.talk_to(self.player)
self.logs.add_message(msg)
if entity.is_merchant():
self.state = GameMode.STORE
self.store_menu.update_merchant(entity)
def handle_key_pressed_inventory(self, key: KeyValues) -> None:
"""
@ -136,6 +185,27 @@ class Game:
len(self.inventory_menu.values)
- 1)
def handle_key_pressed_store(self, key: KeyValues) -> None:
"""
In a store menu, we can buy items or close the menu.
"""
if key == KeyValues.SPACE:
self.state = GameMode.PLAY
elif key == KeyValues.UP:
self.store_menu.go_up()
elif key == KeyValues.DOWN:
self.store_menu.go_down()
if self.store_menu.values and not self.player.dead:
if key == KeyValues.ENTER:
item = self.store_menu.validate()
flag = item.be_sold(self.player, self.store_menu.merchant)
if not flag:
self.message = _("You do not have enough money")
self.display_actions(DisplayActions.UPDATE)
# Ensure that the cursor has a good position
self.store_menu.position = min(self.store_menu.position,
len(self.store_menu.values) - 1)
def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
"""
In the main menu, we can navigate through options.