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InnScreen.py
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"""
The Inn is an important place - you can HEAL your party,
SWAP players between the party and the roster, and
RECRUIT new characters to the roster.
Is it necessary to swap players in and out? Yes, sometimes, for puzzles.
"""
from Utils import *
from Constants import *
import Screen
import Music
import BattleSprites
import ItemPanel
import Global
import Resources
import Critter
import Instructions
import Maze
RecruitCost = 200
class InnScreen(Screen.TendrilsScreen):
"""
Inn screen has an upper panel and a lower panel. The upper panel shows the four
party players, plus a detail panel for whoever the mouse is hanging over. The
lower panel has a list of retinue players, plus some buttons to "sleep", "recruit",
et cetera.
"""
UpperPanelHeight = 380
UpperPanelY = 55
RosterPanelY = UpperPanelHeight + UpperPanelY
PartySpriteX = [125, 125, 10, 240]
PartySpriteY = [5+UpperPanelY, 190+UpperPanelY, 97+UpperPanelY, 97+UpperPanelY]
StatPlayerX = 410
StatPlayerY = 129
StatsX = 500
PerksX = 630
ButtonX = 700
RosterWidth = 738
GoldY = 365
def __init__(self, App):
Screen.TendrilsScreen.__init__(self,App)
self.MouseOverPlayerSprite = None
self.MouseOverPlayer = None
self.HighlightedPlayer = None
self.GoldSprites = []
self.DeepSprites = pygame.sprite.RenderUpdates()
self.RenderInitialScreen()
self.PlayInnMusic()
def HandleMouseMoved(self,Position,Buttons):
for SubPane in self.SubPanes:
SubPosition = SubPane.GetLocalPosition(Position)
if SubPosition:
SubPane.FindMouseOverSprites(SubPosition)
else:
SubPane.FindMouseOverSprites((-1,-1))
self.FindMouseOverSprites(Position)
def RedrawBackground(self):
self.BackgroundSurface.fill(Colors.Black)
self.DeepSprites.draw(self.BackgroundSurface)
self.BackgroundSprites.draw(self.BackgroundSurface)
Dirty((self.BlitX,self.BlitY,self.Width,self.Height))
def FindMouseOverSprites(self,Position):
self.MouseOverSprites.empty()
OldSprite = self.MouseOverPlayerSprite
if OldSprite:
OldPlayer = OldSprite.Critter
else:
OldPlayer = None
self.MouseOverPlayerSprite = None
self.MouseOverPlayer = None
Dummy = DummySprite(pygame.Rect(Position[0],Position[1],1,1))
Sprite = pygame.sprite.spritecollideany(Dummy,self.PartySprites)
if Sprite:
self.MouseOverSprites.add(Sprite)
self.MouseOverPlayerSprite = Sprite
self.MouseOverPlayer = Sprite.Critter
if self.MouseOverPlayer != OldPlayer:
#if self.MouseOverPlayerSprite:
# print self.MouseOverPlayerSprite.rect.left, self.MouseOverPlayerSprite.rect.top
self.DrawStats(self.MouseOverPlayer)
def RenderInitialScreen(self):
self.DrawBackground()
#####
self.HighlightSprite = None
self.ButtonSprites = pygame.sprite.Group()
self.DrawButtons()
###
self.StatPlayerSprite = None
self.PlayerSprites = pygame.sprite.Group() # Party players AND roster
self.PartySprites = pygame.sprite.Group() # Party players only
self.PartySupportSprites = [] # Party stuff, excluding the critter sprites
self.DrawParty()
####
self.StatSprites = []
self.DrawStats()
####
self.RosterPanel = RosterPanel(self, 0, self.RosterPanelY + 1,
self.RosterWidth, self.Height - self.RosterPanelY - 1)
self.SubPanes.append(self.RosterPanel)
def DrawStats(self, Player = None):
for Sprite in self.StatSprites:
Sprite.kill()
self.StatSprites = []
if not Player:
self.Redraw()
return
self.StatPlayerSprite = BattleSprites.CritterSpriteClass(self, Player, self.StatPlayerX, self.StatPlayerY)
self.StatSprites.append(self.StatPlayerSprite)
self.AddForegroundSprite(self.StatPlayerSprite)
if Player.IsAlive():
self.StatPlayerSprite.AnimateAttack()
else:
self.StatPlayerSprite.PlayDead()
ShowNameLevelClass(Player, self, self.StatSprites, self.StatPlayerX, self.StatPlayerY)
Y = self.UpperPanelY + 10
StatHeight = 20
for StatTuple in [("Str", "STR"),
("Dex", "DEX"),
("Con", "CON"),
("Int", "INT"),
("Wis", "WIS"),
("Cha", "CHA"),
("AC","AC"),
("MaxHP","MaxHP"),
("MaxMP","MaxMP"),
("ToHit","ToHitBonus"),
("DamageDice","DamageDice"),
("DamageDie","DamageDie"),
("DamageBonus","DamageBonus"),
("AvgDam",None, "GetAverageDamage"),
("Level", "Level"),
("XP", "EXP"),
("To level", None, "GetEXPToLevel"),
]:
if len(StatTuple) == 3:
self.DrawStat(Player, Y, StatTuple[0], StatFunctionName = StatTuple[2])
else:
self.DrawStat(Player, Y, StatTuple[0], StatTuple[1])
Y += 18
# Now draw perks:
self.DrawPerks(Player)
self.Redraw()
def DrawPerks(self, Player):
Y = self.UpperPanelY + 10
CurrentPerks = Player.GetPerks()
if len(CurrentPerks.keys()):
Sprite = GenericTextSprite("-- Perks --", self.PerksX, Y, Colors.LightGrey)
self.AddBackgroundSprite(Sprite)
self.StatSprites.append(Sprite)
Y += 20
for Perk in CurrentPerks.keys():
Sprite = GenericTextSprite(Perk, self.PerksX, Y, Colors.White)
self.AddBackgroundSprite(Sprite)
self.StatSprites.append(Sprite)
Y += 20
def DrawStat(self, Player, Y, Label, StatAttributeName = None, StatFunctionName = None):
if StatAttributeName:
CurrentStat = getattr(Player, StatAttributeName)
else:
CurrentStatFcn = getattr(Player, StatFunctionName)
CurrentStat = apply(CurrentStatFcn)
StatSprite = GenericTextSprite("%s: %s"%(Label, CurrentStat), self.StatsX, Y)
self.AddBackgroundSprite(StatSprite)
self.StatSprites.append(StatSprite)
return
def PlayInnMusic(self):
Music.PlaySongByName("innkeeper")
def Activate(self):
Screen.TendrilsScreen.Activate(self)
Music.PlaySongByName("innkeeper")
ShowedInnHelp = Global.MemoryCard.Get("Tutorial:Inn")
if not ShowedInnHelp:
Global.App.ShowNewDialog(Instructions.InnInstructions)
Global.MemoryCard.Set("Tutorial:Inn", 1)
def DrawBackground(self):
Image1 = Resources.GetImage(os.path.join(Paths.ImagesBackground, "BlueKnot.png"))
Image2 = Resources.GetImage(os.path.join(Paths.ImagesBackground, "RedKnot.png"))
TileImage = Resources.GetImage(os.path.join(Paths.ImagesBackground, "Tile5.png"))
Surface = pygame.Surface((800, 600))
# Upper row:
Y = -7
X = -5
while (X<800):
Image = (Image1,Image2)[(X+Y)%2]
Surface.blit(Image, (X,Y))
X += Image1.get_rect().width
# Center stuff:
Y = self.UpperPanelY
while (Y<432):
X = -5
while (X<800):
Surface.blit(TileImage, (X,Y))
X += TileImage.get_rect().width
Y += TileImage.get_rect().height
# Lower rows of knots:
Y = 432
while (Y<600):
X = -5
while (X<800):
Image = (Image1,Image2)[(X+Y)%2]
Surface.blit(Image, (X,Y))
X += Image1.get_rect().width
Y += Image1.get_rect().height
###
self.BackSprite = GenericImageSprite(Surface, 0, 0)
self.DeepSprites.add(self.BackSprite)
###
Sprite = GenericTextSprite("Welcome to the Adventurer's Inn!", self.Width / 2, 10, FontSize = 32, CenterFlag = 1)
self.AddBackgroundSprite(Sprite)
Border = LineSprite(0, self.RosterPanelY-2, 800, self.RosterPanelY-2, Colors.White, 3)
self.AddBackgroundSprite(Border)
Border = LineSprite(self.PerksX - 5, self.GoldY, 800, self.GoldY, Colors.White, 3)
self.AddBackgroundSprite(Border)
Border = LineSprite(0, self.UpperPanelY, 800, self.UpperPanelY, Colors.White, 3)
self.AddBackgroundSprite(Border)
Border = LineSprite(self.StatPlayerX - 35, self.UpperPanelY, self.StatPlayerX - 35, self.RosterPanelY, Colors.White, 3)
self.AddBackgroundSprite(Border)
Border = LineSprite(self.PerksX - 5, self.UpperPanelY, self.PerksX - 5, self.RosterPanelY, Colors.White, 3)
self.AddBackgroundSprite(Border)
self.GoldSprites = []
self.DrawGold()
def DrawGold(self, SkipRedraw = 0):
for Sprite in self.GoldSprites:
Sprite.kill()
self.GoldSprites = []
#
Image = TaggedRenderer.RenderToImage("<CN:LIGHTGREY>Funds: <CN:YELLOW>z<CN:WHITE>%s"%Global.Party.Gold, FontSize = 18)
Sprite = GenericImageSprite(Image, 630, self.GoldY + 4)
self.AddBackgroundSprite(Sprite)
self.GoldSprites.append(Sprite)
#
GPCost = GetInnSleepCost()
Image = TaggedRenderer.RenderToImage("<CN:LIGHTGREY>Sleep cost: <CN:YELLOW>z<CN:WHITE>%s"%GPCost, FontSize = 18)
Sprite = GenericImageSprite(Image, 630, self.GoldY + 24)
self.AddBackgroundSprite(Sprite)
self.GoldSprites.append(Sprite)
#
Image = TaggedRenderer.RenderToImage("<CN:LIGHTGREY>Recruit cost: <CN:YELLOW>z<CN:WHITE>%s"%RecruitCost, FontSize = 18)
Sprite = GenericImageSprite(Image, 630, self.GoldY + 44)
self.AddBackgroundSprite(Sprite)
self.GoldSprites.append(Sprite)
if not SkipRedraw:
self.Redraw()
def AddButton(self, Y, Text, HighlightIndex = 0, Command = None):
#Image = FancyAssBoxedText(Text, FontSize = 22)
#ButtonSprite = GenericImageSprite(Image, self.ButtonX + 10, Y)
ButtonSprite = FancyAssBoxedSprite(Text, self.ButtonX + 10, Y, HighlightIndex = HighlightIndex,
BackColor = (11,11,11))
self.AddForegroundSprite(ButtonSprite)
if Command:
ButtonSprite.Command = Command
else:
ButtonSprite.Command = Text
self.ButtonSprites.add(ButtonSprite)
def DrawButtons(self):
for ButtonSprite in self.ButtonSprites.sprites():
ButtonSprite.kill()
Y = self.UpperPanelHeight + self.UpperPanelY + 5
self.AddButton(Y, "Sleep")
Y += 38
self.AddButton(Y, "Recruit")
Y += 38
self.AddButton(Y, "Dismiss", HighlightIndex = 1)
Y += 40
self.AddButton(Y, "Done")
def DrawParty(self):
for Sprite in self.PartySprites.sprites():
Sprite.kill()
for Sprite in self.PartySupportSprites:
Sprite.kill()
self.PartySupportSprites = []
for Index in range(len(Global.Party.Players)):
Player = Global.Party.Players[Index]
Sprite = BattleSprites.CritterSpriteClass(self, Player, self.PartySpriteX[Index], self.PartySpriteY[Index])
if Player.IsDead():
Sprite.PlayDead()
self.PartySprites.add(Sprite)
self.PlayerSprites.add(Sprite)
self.AddForegroundSprite(Sprite)
####################################
# Name, level, class
ShowNameLevelClass(Player, self, self.PartySupportSprites, self.PartySpriteX[Index],self.PartySpriteY[Index])
def HandleLoop(self):
self.AnimationCycle+=1
if (self.AnimationCycle>MaxAnimationCycle):
self.AnimationCycle=0
self.AnimationSprites.clear(self.Surface,self.BackgroundSurface) ###
self.ForegroundSprites.clear(self.Surface,self.BackgroundSurface) ###
self.HandleEvents() # pygame events
for Sprite in self.AllSprites.sprites():
Sprite.Update(self.AnimationCycle)
for Pane in self.SubPanes:
Pane.HandleLoop()
if self.StatPlayerSprite and self.StatPlayerSprite.CurrentAnimation and \
self.StatPlayerSprite.CurrentAnimation.Type == AnimationType.Stand and self.AnimationCycle % 300 == 0:
self.StatPlayerSprite.AnimateAttack()
DirtyRects = self.ForegroundSprites.draw(self.Surface) ###
Dirty(DirtyRects)
DirtyRects = self.AnimationSprites.draw(self.Surface) ###
Dirty(DirtyRects)
def HandleMouseClickedHere(self, Position, Button):
if Button != EVENT_BUTTON_LEFT_CLICK:
return
# If there's not a highlight box yet, then highlight the clicked player:
Dummy = DummySprite(pygame.Rect(Position[0],Position[1],1,1))
Sprite = pygame.sprite.spritecollideany(Dummy,self.PartySprites)
if Sprite:
self.ClickPlayer(Sprite)
return
Sprite = pygame.sprite.spritecollideany(Dummy,self.ButtonSprites)
if not Sprite:
return
if Sprite.Command == "Done":
self.App.PopScreen(self)
return
if Sprite.Command == "Sleep":
self.DoSleepClick()
if Sprite.Command == "Dismiss" and self.HighlightedPlayer:
self.DoDismissClick()
if Sprite.Command == "Recruit":
self.DoRecruitClick()
def RecruitPlayer(self, ClassName):
if ClassName == "Cancel":
return
Global.Party.Gold -= RecruitCost
self.DrawGold()
(PlayerName, PlayerClass) = Global.Party.GetUnusedPlayer(ClassName)
RecruitingPlayer = Critter.Player(PlayerName, PlayerClass)
Str = "<CN:BRIGHTGREEN>%s</C> the level 1 <CN:BRIGHTBLUE>%s</C> has joined the retinue."%(RecruitingPlayer.Name, RecruitingPlayer.Species.Name)
self.App.ShowNewDialog(Str)
Global.Party.Roster.append(RecruitingPlayer)
Resources.PlayStandardSound("Bleep7.wav")
def DoSleepClick(self):
GPCost = GetInnSleepCost()
DirtyRects = self.ForegroundSprites.draw(self.Surface)
self.Redraw()
if GPCost > Global.Party.Gold:
Str = "You can't afford to stay at the inn!\n\nIt would cost <CN:YELLOW>%d</C> zenny, and you have only <CN:YELLOW>%d</C>."%(GPCost, Global.Party.Gold)
self.App.ShowNewDialog(Str)
return
Str = "It will cost <CN:YELLOW>%d</C> zenny to stay at the inn.\n\n(All <CN:RED>HP</C> and <CN:BLUE>MP</C> will be refilled, dead players will be restored to life)\n\n<CENTER>Stay?"%GPCost
self.App.ShowNewDialog(Str,ButtonGroup.YesNo, Callback = self.StayAtInn)
def DoDismissClick(self):
if not self.HighlightedPlayer:
return
if self.HighlightedPlayer in Global.Party.Players:
Resources.PlayStandardSound("Heartbeat.wav")
return
DirtyRects = self.ForegroundSprites.draw(self.Surface)
self.Redraw()
Str = "Are you <CN:BRIGHTRED>SURE</C> you want to permanently dismiss <CN:BRIGHTGREEN>%s</C>?"%self.HighlightedPlayer.Name
self.App.ShowNewDialog(Str,ButtonGroup.YesNo, Callback = self.DismissPlayer)
def DoRecruitClick(self):
DirtyRects = self.ForegroundSprites.draw(self.Surface)
self.Redraw()
if len(Global.Party.Roster) >= 19:
self.App.ShowNewDialog("Your roster is already full.")
return
if Global.Party.Gold < RecruitCost:
self.App.ShowNewDialog("You can't afford to recruit adventurers.\n\nIt would cost <CN:YELLOW>%d</C> zenny, and you have only <CN:YELLOW>%d</C>"%(RecruitCost, Global.Party.Gold))
return
Str = "It will cost <CN:YELLOW>%d</C> zenny to recruit an adventurer.\n\nWhich class will you recruit?"%RecruitCost
Buttons = Critter.PlayerClassNames[:]
Buttons.append("Cancel")
print "These buttons:", Buttons
self.App.ShowNewDialog(Str,CustomButtons = Buttons, Callback = self.RecruitPlayer)
def HandleKeyPressed(self, Key):
if Key in (pygame.K_ESCAPE, ord("d")):
self.App.PopScreen(self)
return
if Key == ord("r"):
self.DoRecruitClick()
return
if Key == ord("s"):
self.DoSleepClick()
return
if Key == ord("i"):
self.DoDismissClick()
return
if Key in (280, 265): # pgUp
self.RosterPanel.ClickUpArrow()
return
if Key in (281, 259): # pgDown
self.RosterPanel.ClickDownArrow()
return
def DismissPlayer(self):
"""Callback from the "are you sure?" dialog box - really do dismiss."""
Resources.PlayStandardSound("Kill.wav")
Global.Party.Roster.remove(self.HighlightedPlayer)
self.HighlightedPlayer = None
self.SetHighlightedSprite(None)
self.RosterPanel.Redraw()
def HighlightClickedPlayer(self, PlayerSprite):
if PlayerSprite == None:
self.HighlightedPlayer = None
self.HighlightSprite.kill()
else:
self.HighlightedPlayer = PlayerSprite.Critter
if PlayerSprite in self.PartySprites.sprites():
self.SetHighlightedSprite(PlayerSprite, self)
else:
# Roster!
self.SetHighlightedSprite(PlayerSprite, self.RosterPanel)
def SwapPlayers(self, SecondPlayer):
# Swap two players!
if self.HighlightedPlayer != SecondPlayer:
Resources.PlayStandardSound("Bleep5.wav")
if self.HighlightedPlayer in Global.Party.Players:
PartyIndex = Global.Party.Players.index(self.HighlightedPlayer)
RosterIndex = None
else:
RosterIndex = Global.Party.Roster.index(self.HighlightedPlayer)
PartyIndex = None
if SecondPlayer in Global.Party.Players:
# The first player moves into the party:
PartyIndex2 = Global.Party.Players.index(SecondPlayer)
Global.Party.Players[PartyIndex2] = self.HighlightedPlayer
self.HighlightedPlayer.Index = PartyIndex2
self.HighlightedPlayer.Party = Global.Party
else:
# The first player moves into the roster:
self.HighlightedPlayer.Strip()
RosterIndex2 = Global.Party.Roster.index(SecondPlayer)
Global.Party.Roster[RosterIndex2] = self.HighlightedPlayer
self.HighlightedPlayer.Index = None
self.HighlightedPlayer.Party = None
if PartyIndex!=None:
# Second player into party:
Global.Party.Players[PartyIndex] = SecondPlayer
SecondPlayer.Index = PartyIndex
SecondPlayer.Party = Global.Party
else:
# Second player into roster:
SecondPlayer.Strip()
Global.Party.Roster[RosterIndex] = SecondPlayer
SecondPlayer.Index = None
SecondPlayer.Party = None
self.SetHighlightedSprite(None)
self.HighlightedPlayer = None
self.DrawParty()
self.DrawGold(1)
self.RosterPanel.Redraw()
self.RedrawBackground()
self.Redraw()
def ClickPlayer(self, PlayerSprite):
if self.HighlightedPlayer:
self.SwapPlayers(PlayerSprite.Critter)
else:
self.HighlightClickedPlayer(PlayerSprite)
return
def StayAtInn(self):
GPCost = GetInnSleepCost()
Global.Party.Gold -= GPCost
self.DrawGold()
DirtyRects = self.ForegroundSprites.draw(self.Surface)
Dirty(DirtyRects)
DirtyRects = self.AnimationSprites.draw(self.Surface)
Dirty(DirtyRects)
self.Redraw()
for Player in Global.Party.Players:
Player.HP = Player.MaxHP
Player.MP = Player.MaxMP
Player.Perks["Poison"]=0
Player.Perks["Sleep"]=0
Player.Perks["Paralysis"]=0
Player.Perks["Stone"]=0
Player.Perks["Silence"]=0
Player.CurrentAction = ""
# status -> OK
# Maze stuff (monsters) is reset:
Maze.GoToMazeLevel(Global.Party.Z)
#Global.Maze.Load()
Music.PlaySongByName("sleeping")
#Resources.PlaySting("sleeping")
self.App.ShowFadeOutScreen(self, self, 4)
# Start the new animation:
for Sprite in self.PartySprites.sprites():
Sprite.AnimateStand(1)
def GetInnSleepCost():
#LevelCosts = {1:10, 2:50, 3:100}
GP = 0
for Player in Global.Party.Players:
if Player.Level == 1:
GP += 10
elif Player.Level == 2:
GP += 25
else:
GP += (Player.Level - 2) * 50
return GP
def ShowNameLevelClass(Player, OwningPane, SpriteGroup, X, Y):
X += 30
Y += 100
if Player.Index!=None:
Label = PlayerIndexToPlayerLabel[Player.Index]
TextSprite = GenericTextSprite(PlayerLabelNames[Label], X, Y, Colors.LightGrey)
TextSprite.rect.left = X - TextSprite.rect.width / 2
OwningPane.AddBackgroundSprite(TextSprite)
if SpriteGroup!=None:
SpriteGroup.append(TextSprite)
Y += 16
TextSprite = GenericTextSprite(Player.Name, 10, Y, Colors.Yellow)
TextSprite.rect.left = X - TextSprite.rect.width / 2
OwningPane.AddBackgroundSprite(TextSprite)
if SpriteGroup!=None:
SpriteGroup.append(TextSprite)
Y += 16
TextSprite = GenericTextSprite("Level %d"%Player.Level, 10, Y)
TextSprite.rect.left = X - TextSprite.rect.width / 2
OwningPane.AddBackgroundSprite(TextSprite)
if SpriteGroup!=None:
SpriteGroup.append(TextSprite)
Y += 16
TextSprite = GenericTextSprite("%s"%Player.Species.Name, 10, Y)
TextSprite.rect.left = X - TextSprite.rect.width / 2
OwningPane.AddBackgroundSprite(TextSprite)
if SpriteGroup!=None:
SpriteGroup.append(TextSprite)
class RosterPanel(Screen.TendrilsPane):
PlayerWidth = 125
PlayersPerRow = 5
ScrollArrowX = 640
UpArrowY = 20
PlayerY = 5
DownArrowY = 145
def __init__(self, OwningScreen, BlitX, BlitY, Width, Height):
Screen.TendrilsPane.__init__(self,OwningScreen,BlitX,BlitY,Width,Height,"RosterPanel")
self.UpArrowImage = Resources.GetImage(os.path.join(Paths.Images, "MessagePanelUp.png"))
self.DownArrowImage = Resources.GetImage(os.path.join(Paths.Images, "MessagePanelDown.png"))
self.MouseOverPlayerSprite = None
self.MouseOverPlayer = None
self.Screen = OwningScreen
self.RosterPlayerSprites = pygame.sprite.Group()
self.DeepSprites = pygame.sprite.RenderUpdates()
self.ScrollRow = 0
Image = pygame.Surface((self.Width, self.Height))
Image.blit(OwningScreen.BackSprite.image, (-self.BlitX, -self.BlitY))
self.DeepSprite = GenericImageSprite(Image, 0, 0)
self.DeepSprites.add(self.DeepSprite)
self.Redraw()
def GetRowCount(self):
return 1 + (len(Global.Party.Roster) - 1) / self.PlayersPerRow
def DrawScrollArrows(self):
TotalRows = self.GetRowCount()
self.ScrollRow = max(0, min(self.ScrollRow, TotalRows - 1))
self.UpArrowSprite = None
self.DownArrowSprite = None
if self.ScrollRow > 0:
self.UpArrowSprite = GenericImageSprite(self.UpArrowImage, self.ScrollArrowX, self.UpArrowY)
self.AddForegroundSprite(self.UpArrowSprite)
if self.ScrollRow < (TotalRows - 1):
self.DownArrowSprite = GenericImageSprite(self.DownArrowImage, self.ScrollArrowX, self.DownArrowY)
self.AddForegroundSprite(self.DownArrowSprite)
def Redraw(self):
for Sprite in self.AllSprites.sprites():
Sprite.kill()
self.DrawScrollArrows()
CurrentX = 5
FirstPlayerIndex = self.ScrollRow*self.PlayersPerRow
for Player in Global.Party.Roster[FirstPlayerIndex:FirstPlayerIndex + self.PlayersPerRow + 1]:
PlayerSprite = BattleSprites.CritterSpriteClass(self, Player, CurrentX, self.PlayerY)
# If they're dead, they should look dead:
if Player.IsDead():
PlayerSprite.PlayDead()
self.AddForegroundSprite(PlayerSprite)
self.RosterPlayerSprites.add(PlayerSprite)
ShowNameLevelClass(Player, self, None, CurrentX, self.PlayerY)
CurrentX += self.PlayerWidth
if (CurrentX > self.Width - self.PlayerWidth):
break
# Sprites are now all in place.
# ...and refresh:
self.RedrawBackground()
self.Surface.fill(Colors.Black)
self.Surface.blit(self.BackgroundSurface,(0,0))
self.ForegroundSprites.draw(self.Surface)
self.AnimationSprites.draw(self.Surface)
Dirty((self.BlitX,self.BlitY,self.Width,self.Height))
def HandleKeyPressed(self, Key):
pass
def ClickUpArrow(self):
self.ScrollRow = max(self.ScrollRow - 1, 0)
if self.Master.HighlightedPlayer and not self.Master.HighlightedPlayer.Index:
self.Master.HighlightClickedPlayer(None)
self.Redraw()
def ClickDownArrow(self):
self.ScrollRow = min(self.ScrollRow + 1, self.GetRowCount() - 1)
self.ScrollRow = max(self.ScrollRow, 0)
if self.Master.HighlightedPlayer and not self.Master.HighlightedPlayer.Index:
self.Master.HighlightClickedPlayer(None)
self.Redraw()
def HandleMouseClickedHere(self,Position,Button):
if Button != EVENT_BUTTON_LEFT_CLICK:
return
Dummy = DummySprite(pygame.Rect(Position[0],Position[1],1,1))
Sprite = pygame.sprite.spritecollideany(Dummy,self.RosterPlayerSprites)
if Sprite:
self.Master.ClickPlayer(Sprite)
return
Sprite = pygame.sprite.spritecollideany(Dummy,self.ForegroundSprites)
if Sprite and Sprite == self.UpArrowSprite:
self.ClickUpArrow()
if Sprite and Sprite == self.DownArrowSprite:
self.ClickDownArrow()
def Update(self):
for Sprite in self.RosterPlayerSprites.sprites():
Sprite.Update(self.Master.AnimationCycle)
def FindMouseOverSprites(self,Position):
OldSprite = self.MouseOverPlayerSprite
if OldSprite:
OldPlayer = OldSprite.Critter
else:
OldPlayer = None
self.MouseOverPlayerSprite = None
self.MouseOverPlayer = None
Dummy = DummySprite(pygame.Rect(Position[0],Position[1],1,1))
Sprite = pygame.sprite.spritecollideany(Dummy,self.RosterPlayerSprites)
if Sprite:
##self.Master.MouseOverSprites.add(Sprite)
self.MouseOverPlayerSprite = Sprite
self.MouseOverPlayer = Sprite.Critter
if self.MouseOverPlayer != OldPlayer:
self.Master.DrawStats(self.MouseOverPlayer)
def RedrawBackground(self):
self.BackgroundSurface.fill(Colors.Black)
self.DeepSprites.draw(self.BackgroundSurface)
self.BackgroundSprites.draw(self.BackgroundSurface)
Dirty((self.BlitX,self.BlitY,self.Width,self.Height))