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gui.py
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import pygame, os
from battle_system import TurnBattleSystem
from player import *
import time
width = 700
height = 600
mon_size = 150
mon_type_size = 15
size = (width, height)
# gui colors
white = (255, 255, 255)
black = (0, 0, 0)
green = (16, 177, 14)
yellow = (222, 189, 57)
gold = (242, 219, 152)
red = (255, 0, 0)
blue = (0, 0, 255)
gray = (46, 52, 64)
# class that defines the textbox
class TextBox:
def __init__(self, x, y, text, screen):
self.x = x
self.y = y
self.clicked = False
self.text = text
self.font = pygame.font.Font('assets/font/RBYGSC.ttf', 18)
self.screen = screen
def blit_text(self, box, text, pos):
words = [word.split(' ') for word in text.splitlines()]
space = self.font.size(' ')[0]
max_width = box.width
height = box.height
x, y = pos
for line in words:
for word in line:
word_surface = self.font.render(word, 1, black)
word_width, word_height = word_surface.get_size()
if x + word_width >= max_width:
x = pos[0]
y += word_height
self.screen.blit(word_surface, (x, y))
x += word_width + space
x = pos[0]
y += word_height
def draw(self, text):
border = pygame.Rect(self.x, self.y, 500, 120)
inner = pygame.Rect(self.x+5, self.y+5, 490, 110)
pygame.draw.rect(self.screen, black, border)
pygame.draw.rect(self.screen, white, inner)
self.blit_text(inner, text, (self.x+10, self.y+10))
# identifies the move (of the pokemon in battle)
# that the player can use to attack the enemy's one
class MoveButton:
def __init__(self, x, y, move: Move = None, bs: TurnBattleSystem = None, sound = False, screen = None):
self.x = x
self.y = y
self.clicked = False
self.move = move
self.name = move.name if move is not None else '-'
self.font = pygame.font.Font(None, 24)
self.rendered_name = self.font.render(self.name, True, black)
if self.move is not None:
self.type_img = pygame.image.load(os.path.join('assets/sprites/move_types/{type}.png'.format(type = self.move.typing.lower())))
self.type_img = pygame.transform.scale(self.type_img, (self.type_img.get_width()/1.5, self.type_img.get_height()/1.5))
self.kind_img = pygame.image.load(os.path.join('assets/sprites/moves/{kind}.png'.format(kind = self.move.physical.lower())))
self.kind_img = pygame.transform.scale(self.kind_img, (self.kind_img.get_width()/2, self.kind_img.get_height()/2))
self.bs = bs
self.player = self.bs.get_player()
self.enemy = self.bs.get_ai()
self.player_mon = self.player.in_battle
self.enemy_mon = self.enemy.in_battle
self.sound = sound
self.screen = screen
self.sel_sfx = pygame.mixer.Sound(os.path.join('assets/sounds/sfx/selection.mp3'))
def draw(self):
if self.move is not None:
rendered_pp = self.font.render('{pp}/{max_pp}'.format(pp = self.move.pp, max_pp = self.move.max_pp), True, black)
outer = pygame.Rect(self.x, self.y, 125, 100)
inner = pygame.Rect(self.x+5, self.y+5, 115, 90)
pygame.draw.rect(self.screen, black, outer)
pygame.draw.rect(self.screen, white, inner)
self.screen.blit(self.rendered_name, (self.x+10, self.y+45))
if self.move is not None:
self.screen.blit(rendered_pp, (self.x+75, self.y+75))
self.screen.blit(self.kind_img, (self.x+10, self.y+71))
self.screen.blit(self.type_img, (self.x+11, self.y+10))
mouse = pygame.mouse.get_pos()
if inner.collidepoint(mouse):
if pygame.mouse.get_pressed()[0] == 1 and self.clicked == False:
if self.sound:
pygame.mixer.Channel(0).play(self.sel_sfx)
if self.move != None:
if self.player.is_turn():
if self.move.pp > 0:
self.enemy_mon = self.enemy.in_battle # prevents non updating target when after the previous one is fainted
if not self.player_mon.fainted:
self.player_mon.try_atk_status(self.move, self.enemy_mon)
self.bs.switch_turn()
else:
self.player_mon.msg = 'You can\'t attack with a fainted Pokémon! You have to switch in another one!'
else:
cnt_moves = 0 # number of actual moves in moveset
cnt_no_pp = 0 # number of moves with no pp
for mv in self.player_mon.moves:
if mv != None:
cnt_moves += 1
if mv.pp == 0:
cnt_no_pp += 1
# if no move has pp left
if cnt_no_pp == cnt_moves:
self.player_mon.struggle_no_pp(self.enemy_mon)
else:
self.player_mon.msg = 'This move has any pp left!'
else:
print('other turn')
self.clicked = True
if pygame.mouse.get_pressed()[0] == 0:
self.clicked = False
def get_clicked(self):
return self.clicked
# encloses the (max of) four moves of the pokemon in battle
class MoveSelector:
def __init__(self, bs: TurnBattleSystem = None, sound = False, screen = None):
self.bs = bs
self.player = self.bs.get_player()
self.player_mon = self.player.in_battle
self.moves = [None] * 4
self.sound = sound
self.screen = screen
for i in range(len(self.moves)):
self.moves[i] = MoveButton(i*125, 500, self.player_mon.moves[i], self.bs, self.sound, self.screen)
def draw(self):
for m in self.moves:
m.draw()
# updates moves selector when player's pokemon is changed
def update_player_mon(self, pkmn):
self.player_mon = pkmn
for i in range(len(self.moves)):
self.moves[i] = MoveButton(i*125, 500, self.player_mon.moves[i], self.bs, self.sound, self.screen)
# updates player moves target when enemy's pokemon is changed
def update_enemy_mon(self):
self.enemy_mon = self.enemy.in_battle
def get_buttons(self):
return self.moves
# button that identifies a pokemon in the player team
# it can be used to change the pokemon in battle
class TeamButton:
def __init__(self, x, y, pkmn: Pokemon = None, bs: TurnBattleSystem = None, sound = False, screen = None):
self.x = x
self.y = y
self.clicked = False
self.pkmn = pkmn
self.name = pkmn.name
self.bs = bs
self.player = self.bs.get_player()
self.sound = sound
self.screen = screen
self.ball_sfx = pygame.mixer.Sound(os.path.join('assets/sounds/sfx/ball.mp3'))
self.font = pygame.font.Font('assets/font/RBYGSC.ttf', 14)
self.rendered_name = self.font.render(self.name, True, black)
self.rendered_lv = self.font.render('L. : {level}'.format(level = self.pkmn.level), True, black)
self.pkmn_img = pygame.image.load(os.path.join('assets/sprites/front/{id}.png'.format(id = self.pkmn.id)))
self.pkmn_img = pygame.transform.scale(self.pkmn_img, (self.pkmn_img.get_width()/1.25, self.pkmn_img.get_height()/1.25))
self.pkmn_type1_img = pygame.image.load(os.path.join('assets/sprites/types/{type1}.png'.format(type1 = self.pkmn.typing[0].lower())))
self.pkmn_type1_img = pygame.transform.scale(self.pkmn_type1_img, (mon_type_size, mon_type_size))
if len(self.pkmn.typing) == 2:
self.pkmn_type2_img = pygame.image.load(os.path.join('assets/sprites/types/{type2}.png'.format(type2 = self.pkmn.typing[1].lower())))
self.pkmn_type2_img = pygame.transform.scale(self.pkmn_type2_img, (mon_type_size, mon_type_size))
def draw(self):
outer = pygame.Rect(self.x, self.y, 200, 100)
inner = pygame.Rect(self.x+5, self.y+5, 190, 90)
pygame.draw.rect(self.screen, black, outer)
pygame.draw.rect(self.screen, white, inner)
rendered_hp = self.font.render('{hp}/{max_hp}'.format(hp = int(self.pkmn.hp), max_hp = self.pkmn.max_hp), True, black)
rendered_status = self.font.render(self.pkmn.status, True, black)
self.screen.blit(self.pkmn_img, (self.x+10, self.y+10))
self.screen.blit(self.rendered_name, (self.x+65, self.y+10))
self.screen.blit(self.rendered_lv, (self.x+10, self.y+75))
self.screen.blit(rendered_status, (self.x+100, self.y+75))
self.screen.blit(rendered_hp, (self.x+65, self.y+40))
if len(self.pkmn.typing) == 2:
self.screen.blit(self.pkmn_type1_img, (self.x+155, self.y+75))
try:
self.screen.blit(self.pkmn_type2_img, (self.x+175, self.y+75))
except: pass
else:
self.screen.blit(self.pkmn_type1_img, (self.x+175, self.y+75))
# health bar
perc = (self.pkmn.hp/self.pkmn.max_hp)
health_color = green
if perc < 0.4 and perc > 0.2:
health_color = yellow
elif perc < 0.2:
health_color = red
# on field indicator
if self.pkmn.on_field:
pygame.draw.circle(self.screen, blue, (self.x+180, self.y+48), 5)
pygame.draw.rect(self.screen, health_color, pygame.Rect(self.x+65, self.y+30, perc*120, 5))
mouse = pygame.mouse.get_pos()
if inner.collidepoint(mouse):
if pygame.mouse.get_pressed()[0] == 1 and self.clicked == False:
if self.pkmn is not self.player.in_battle:
if self.pkmn.fainted != True:
# remove substitute
self.player.in_battle.substitute = False
# reset all in-battle pkmn's temporary conditions and stats changements
self.player.in_battle.reset_stats_mult()
self.player.in_battle.reset_battle_stats()
self.player.in_battle.temp_status = None
self.player.in_battle.on_field = False
# then replace the pokemon with the selected one
self.player.in_battle = self.pkmn
self.pkmn.on_field = True
# then play sound
if self.sound:
pygame.mixer.Channel(1).play(self.ball_sfx)
# then switch turn
self.bs.switch_turn()
else:
self.player.in_battle.msg = 'You can\'t use a fainted Pokémon!'
else:
pass
self.clicked = True
if pygame.mouse.get_pressed()[0] == 0:
self.clicked = False
# emits a signal if the button is pressed
# used to trigger the update of the gui
# when the pokemon is changed
def emit_signal(self):
return self.clicked
# class containing six teambuttons
class TeamSelector:
def __init__(self, bs: TurnBattleSystem = None, sound = False, screen = None):
self.font = pygame.font.Font('assets/font/RBYGSC.ttf', 14)
self.bs = bs
self.player = self.bs.get_player()
self.team = self.player.team
self.rendered_text = self.font.render('YOUR TEAM:', True, black)
self.pkmn = [None] * 6
for i in range(len(self.pkmn)):
self.pkmn[i] = TeamButton(500, i*100, self.team[i], self.bs, sound, screen)
def draw(self):
for p in self.pkmn:
p.draw()
# emits a signal if any of the buttons emits a signal
def emit_signal(self):
for p in self.pkmn:
if p.emit_signal() is True:
return True
class GameWindow:
def __init__(self, bs: TurnBattleSystem = None, sound=False):
self.screen = pygame.display.set_mode(size)
pygame.mixer.init()
self.font = pygame.font.Font('assets/font/RBYGSC.ttf', 14)
self.hp_text = self.font.render('HP :', True, gold)
self.lv_text = self.font.render('L. :', True, black)
self.bs = bs
self.player = self.bs.get_player()
self.player_mon = self.player.in_battle
self.player_mon_name = self.font.render(self.player_mon.name, True, black)
self.player_mon_sprite = pygame.image.load(os.path.join('assets/sprites/back/{id}.png'.format(id = self.player_mon.id)))
self.player_mon_sprite = pygame.transform.scale(self.player_mon_sprite, (mon_size, mon_size))
self.hp_player = [self.player_mon.hp, self.player_mon.max_hp]
self.hp_player_text = self.font.render(str(int(self.hp_player[0])) + '/' + str(self.hp_player[1]), True, black)
self.lv_player_text = self.font.render(str(self.player_mon.level), True, black)
self.status_player_text = self.font.render(self.player_mon.status, True, black)
self.temp_status_player_text = self.font.render(self.player_mon.temp_status, True, black)
self.player_mon_type1_img = pygame.image.load(os.path.join('assets/sprites/types/{type1}.png'.format(type1 = self.player_mon.typing[0].lower())))
self.player_mon_type1_img = pygame.transform.scale(self.player_mon_type1_img, (mon_type_size, mon_type_size))
if len(self.player_mon.typing) == 2:
self.player_mon_type2_img = pygame.image.load(os.path.join('assets/sprites/types/{type2}.png'.format(type2 = self.player_mon.typing[1].lower())))
self.player_mon_type2_img = pygame.transform.scale(self.player_mon_type2_img, (mon_type_size, mon_type_size))
self.enemy = self.bs.get_ai()
self.enemy_mon = self.enemy.in_battle
self.enemy_mon_name = self.font.render(self.enemy_mon.name, True, black)
self.enemy_mon_sprite = pygame.image.load(os.path.join('assets/sprites/front/{id}.png').format(id = self.enemy_mon.id))
self.enemy_mon_sprite = pygame.transform.scale(self.enemy_mon_sprite, (mon_size, mon_size))
self.hp_enemy = [self.enemy_mon.hp, self.enemy_mon.max_hp]
self.hp_enemy_text = self.font.render(str(int(self.hp_enemy[0])) + '/' + str(self.hp_enemy[1]), True, black)
self.lv_enemy_text = self.font.render(str(self.enemy_mon.level), True, black)
self.status_enemy_text = self.font.render(self.enemy_mon.status, True, black)
self.temp_status_enemy_text = self.font.render(self.enemy_mon.temp_status, True, black)
self.enemy_mon_type1_img = pygame.image.load(os.path.join('assets/sprites/types/{type1}.png'.format(type1 = self.enemy_mon.typing[0].lower())))
self.enemy_mon_type1_img = pygame.transform.scale(self.enemy_mon_type1_img, (mon_type_size, mon_type_size))
if len(self.enemy_mon.typing) == 2:
self.enemy_mon_type2_img = pygame.image.load(os.path.join('assets/sprites/types/{type2}.png'.format(type2 = self.enemy_mon.typing[1].lower())))
self.enemy_mon_type2_img = pygame.transform.scale(self.enemy_mon_type2_img, (mon_type_size, mon_type_size))
self.textbox = TextBox(0, 380, '', self.screen)
self.move_selector = MoveSelector(self.bs, sound, self.screen)
self.team_selector = TeamSelector(self.bs, sound, self.screen)
# define if whether victory ost is playing
self.sound = sound
self.battle_ost = pygame.mixer.Sound(os.path.join('assets/sounds/battle.mp3'))
self.victory_ost = pygame.mixer.Sound(os.path.join('assets/sounds/victory.mp3'))
if sound == True:
pygame.mixer.Channel(6).play(self.battle_ost)
self.vic_ost = False
def update_text(self):
self.hp_player = [self.player_mon.hp, self.player_mon.max_hp]
self.hp_player_text = self.font.render(str(int(self.hp_player[0])) + '/' + str(self.hp_player[1]), True, black)
self.status_player_text = self.font.render(self.player_mon.status, True, black)
self.temp_status_player_text = self.font.render(self.player_mon.temp_status, True, black)
self.hp_enemy = [self.enemy_mon.hp, self.enemy_mon.max_hp]
self.hp_enemy_text = self.font.render(str(int(self.hp_enemy[0])) + '/' + str(self.hp_enemy[1]), True, black)
self.status_enemy_text = self.font.render(self.enemy_mon.status, True, black)
self.temp_status_enemy_text = self.font.render(self.enemy_mon.temp_status, True, black)
def update_player_mon(self):
self.player_mon = self.player.in_battle
self.player_mon_name = self.font.render(self.player_mon.name, True, black)
self.player_mon_sprite = pygame.image.load(os.path.join('assets/sprites/back/{id}.png'.format(id = self.player_mon.id)))
self.player_mon_sprite = pygame.transform.scale(self.player_mon_sprite, (mon_size, mon_size))
self.hp_player = [self.player_mon.hp, self.player_mon.max_hp]
self.hp_player_text = self.font.render(str(self.hp_player[0]) + '/' + str(self.hp_player[1]), True, black)
self.lv_player_text = self.font.render(str(self.player_mon.level), True, black)
self.player_mon_type1_img = pygame.image.load(os.path.join('assets/sprites/types/{type1}.png'.format(type1 = self.player_mon.typing[0].lower())))
self.player_mon_type1_img = pygame.transform.scale(self.player_mon_type1_img, (mon_type_size, mon_type_size))
if len(self.player_mon.typing) == 2:
self.player_mon_type2_img = pygame.image.load(os.path.join('assets/sprites/types/{type2}.png'.format(type2 = self.player_mon.typing[1].lower())))
self.player_mon_type2_img = pygame.transform.scale(self.player_mon_type2_img, (mon_type_size, mon_type_size))
self.move_selector.update_player_mon(self.player_mon)
def update_enemy_mon(self):
self.enemy_mon = self.enemy.in_battle
self.enemy_mon_name = self.font.render(self.enemy_mon.name, True, black)
self.enemy_mon_sprite = pygame.image.load(os.path.join('assets/sprites/front/{id}.png'.format(id = self.enemy_mon.id)))
self.enemy_mon_sprite = pygame.transform.scale(self.enemy_mon_sprite, (mon_size, mon_size))
self.hp_enemy = [self.enemy_mon.hp, self.enemy_mon.max_hp]
self.hp_enemy_text = self.font.render(str(self.hp_enemy[0]) + '/' + str(self.hp_enemy[1]), True, black)
self.lv_enemy_text = self.font.render(str(self.enemy_mon.level), True, black)
self.enemy_mon_type1_img = pygame.image.load(os.path.join('assets/sprites/types/{type1}.png'.format(type1 = self.enemy_mon.typing[0].lower())))
self.enemy_mon_type1_img = pygame.transform.scale(self.enemy_mon_type1_img, (mon_type_size, mon_type_size))
if len(self.enemy_mon.typing) == 2:
self.enemy_mon_type2_img = pygame.image.load(os.path.join('assets/sprites/types/{type2}.png'.format(type2 = self.enemy_mon.typing[1].lower())))
self.enemy_mon_type2_img = pygame.transform.scale(self.enemy_mon_type2_img, (mon_type_size, mon_type_size))
def update_textbox(self, text):
self.textbox.draw(text)
def draw(self):
self.update_text()
self.update_enemy_mon()
if self.team_selector.emit_signal():
self.update_player_mon()
if self.player_mon.transformed:
self.player_mon.transformed = False
self.update_player_mon()
if self.player_mon.substitute:
self.player_mon_sprite = pygame.image.load(os.path.join('assets/sprites/back/substitute.png'))
self.player_mon_sprite = pygame.transform.scale(self.player_mon_sprite, (mon_size, mon_size))
else:
self.player_mon_sprite = pygame.image.load(os.path.join('assets/sprites/back/{id}.png'.format(id = self.player_mon.id)))
self.player_mon_sprite = pygame.transform.scale(self.player_mon_sprite, (mon_size, mon_size))
if self.enemy_mon.substitute:
self.enemy_mon_sprite = pygame.image.load(os.path.join('assets/sprites/front/substitute.png'))
self.enemy_mon_sprite = pygame.transform.scale(self.enemy_mon_sprite, (mon_size, mon_size))
else:
self.enemy_mon_sprite = pygame.image.load(os.path.join('assets/sprites/front/{id}.png'.format(id = self.enemy_mon.id)))
self.enemy_mon_sprite = pygame.transform.scale(self.enemy_mon_sprite, (mon_size, mon_size))
self.screen.fill(white)
self.textbox.draw(self.enemy_mon.msg)
for mv_btn in self.move_selector.get_buttons():
if mv_btn.get_clicked():
self.update_textbox(self.player_mon.msg)
time.sleep(1.25)
self.move_selector.draw()
self.team_selector.draw()
# ENEMY GUI
# Enemy arrow
self.screen.blit(self.enemy_mon_name, (20, 10))
self.screen.blit(self.lv_text, (185, 10))
self.screen.blit(self.lv_enemy_text, (220, 10))
pygame.draw.rect(self.screen, black, pygame.Rect(20, 30, 10, 60))
pygame.draw.rect(self.screen, black, pygame.Rect(270, 80, 5, 10))
pygame.draw.rect(self.screen, black, pygame.Rect(275, 84, 5, 6))
pygame.draw.rect(self.screen, black, pygame.Rect(280, 88, 5, 2))
pygame.draw.rect(self.screen, black, pygame.Rect(20, 90, 270, 2))
# enemy bar
pygame.draw.rect(self.screen, black, pygame.Rect(45, 35, 40, 15))
pygame.draw.rect(self.screen, black, pygame.Rect(45, 50, 215, 2))
pygame.draw.rect(self.screen, black, pygame.Rect(250, 35, 10, 15))
self.screen.blit(self.hp_text, (47,36))
self.screen.blit(self.hp_enemy_text, (45, 55))
if self.enemy_mon.status != None:
self.screen.blit(self.status_enemy_text, (155, 55))
if self.enemy_mon.temp_status != None:
self.screen.blit(self.temp_status_enemy_text, (205, 55))
# enemy health bar
perc_en = (self.hp_enemy[0]/self.hp_enemy[1])
health_en_color = green
if perc_en < 0.4 and perc_en > 0.2:
health_en_color = yellow
elif perc_en < 0.2:
health_en_color = red
pygame.draw.rect(self.screen, health_en_color, pygame.Rect(85, 40, perc_en*165, 5))
# enemy mons
for i in (range(len(self.enemy.team))):
color = red
if self.enemy.team[i].on_field:
color = blue
elif self.enemy.team[i].fainted:
color = gray
elif not self.enemy.team[i].on_field and self.enemy.team[i].status != None:
color = yellow
pygame.draw.circle(self.screen, color, (50+(i*20), 80), 5)
# enemy types
if len(self.enemy_mon.typing) == 2:
self.screen.blit(self.enemy_mon_type1_img, (220, 72))
self.screen.blit(self.enemy_mon_type2_img, (240, 72))
else:
self.screen.blit(self.enemy_mon_type1_img, (240, 72))
# enemy sprite
self.screen.blit(self.enemy_mon_sprite, (320,20))
# PLAYER GUI
self.screen.blit(self.player_mon_name, (255,245))
self.screen.blit(self.lv_text, (405, 245))
self.screen.blit(self.lv_player_text, (440, 245))
#Player bar
pygame.draw.rect(self.screen, black, pygame.Rect(255, 265, 40, 15))
pygame.draw.rect(self.screen, black, pygame.Rect(460, 265, 10, 15))
pygame.draw.rect(self.screen, black, pygame.Rect(470, 265, 10, 60))
pygame.draw.rect(self.screen, black, pygame.Rect(255, 280, 225, 2))
self.screen.blit(self.hp_text, (257,266))
self.screen.blit(self.hp_player_text, (255, 285))
if self.player_mon.status != None:
self.screen.blit(self.status_player_text, (363, 285))
if self.player_mon.temp_status != None:
self.screen.blit(self.temp_status_player_text, (413, 285))
# player health bar
perc_pl = (self.hp_player[0]/self.hp_player[1])
health_pl_color = green
if perc_pl < 0.4 and perc_pl > 0.2:
health_pl_color = yellow
elif perc_pl < 0.2:
health_pl_color = red
pygame.draw.rect(self.screen, health_pl_color, pygame.Rect(295, 270, perc_pl*165, 5))
# Player arrow
pygame.draw.rect(self.screen, black, pygame.Rect(230, 325, 250, 2))
pygame.draw.rect(self.screen, black, pygame.Rect(235, 323, 5, 2))
pygame.draw.rect(self.screen, black, pygame.Rect(240, 319, 5, 6))
pygame.draw.rect(self.screen, black, pygame.Rect(245, 315, 5, 10))
# enemy types
self.screen.blit(self.player_mon_type1_img, (260, 308))
if len(self.player_mon.typing) == 2:
try:
self.screen.blit(self.player_mon_type2_img, (280, 308))
except:
pass
# player mons
for i in (range(len(self.player.team))):
color = red
if self.player.team[i].on_field:
color = blue
elif self.player.team[i].fainted:
color = gray
elif not self.player.team[i].on_field and self.player.team[i].status != None:
color = yellow
pygame.draw.circle(self.screen, color, (350+(i*20), 315), 5)
self.screen.blit(self.player_mon_sprite, (30, 220))
if self.sound == True:
if self.player.game_over_lose():
pygame.mixer.Channel(6).stop()
elif self.enemy.game_over_lose():
if self.vic_ost == False:
self.vic_ost = True
pygame.mixer.Channel(6).stop()
pygame.mixer.Channel(7).play(self.victory_ost)
pygame.display.update()