move unit in fight

This commit is contained in:
Arnas Udovicius 2014-02-04 09:57:58 +02:00
parent 84a330fdca
commit c205244bfc

122
gui.py
View file

@ -882,47 +882,71 @@ def prepare_fight(screen, gs):
land['army']['ptr'] -= gs.game['fight_ptr'] land['army']['ptr'] -= gs.game['fight_ptr']
for i in range(gs.game['fight_pst']): for i in range(gs.game['fight_pst']):
gs.fight['units'].append({ gs.fight['units'].append({
'id': len(gs.fight['units']),
'country': country.short_name, 'country': country.short_name,
'color': country.color, 'color': country.color,
'type': 'pst', 'type': 'P',
'health': 10 'health': 10,
'pos': None,
'field': None,
'fortify': False
}) })
for i in range(gs.game['fight_ark']): for i in range(gs.game['fight_ark']):
gs.fight['units'].append({ gs.fight['units'].append({
'id': len(gs.fight['units']),
'country': country.short_name, 'country': country.short_name,
'color': country.color, 'color': country.color,
'type': 'ark', 'type': 'A',
'health': 50 'health': 50,
'pos': None,
'field': None,
'fortify': False
}) })
for i in range(gs.game['fight_ptr']): for i in range(gs.game['fight_ptr']):
gs.fight['units'].append({ gs.fight['units'].append({
'id': len(gs.fight['units']),
'country': country.short_name, 'country': country.short_name,
'color': country.color, 'color': country.color,
'type': 'ptr', 'type': 'C',
'health': 100 'health': 100,
'pos': None,
'field': None,
'fortify': False
}) })
country_b, land_b = gs.get_country_land_from_capital(gs.game['fight_to'][0], gs.game['fight_to'][1]) country_b, land_b = gs.get_country_land_from_capital(gs.game['fight_to'][0], gs.game['fight_to'][1])
for i in range(land_b['army']['pst']): for i in range(land_b['army']['pst']):
gs.fight['units'].append({ gs.fight['units'].append({
'id': len(gs.fight['units']),
'country': country_b, 'country': country_b,
'color': land_b['color'], 'color': land_b['color'],
'type': 'pst', 'type': 'P',
'health': 10 'health': 10,
'pos': None,
'field': None,
'fortify': False
}) })
for i in range(land_b['army']['ark']): for i in range(land_b['army']['ark']):
gs.fight['units'].append({ gs.fight['units'].append({
'id': len(gs.fight['units']),
'country': country_b, 'country': country_b,
'color': land_b['color'], 'color': land_b['color'],
'type': 'ark', 'type': 'A',
'health': 50 'health': 50,
'pos': None,
'field': None,
'fortify': False
}) })
for i in range(land_b['army']['ptr']): for i in range(land_b['army']['ptr']):
gs.fight['units'].append({ gs.fight['units'].append({
'id': len(gs.fight['units']),
'country': country_b, 'country': country_b,
'color': land_b['color'], 'color': land_b['color'],
'type': 'ptr', 'type': 'C',
'health': 100 'health': 100,
'pos': None,
'field': None,
'fortify': False
}) })
a = 0 a = 0
@ -1012,19 +1036,18 @@ def fight(screen, gs):
index = gs.fight['fields'][i][j] index = gs.fight['fields'][i][j]
if isinstance(index, int): if isinstance(index, int):
unit = gs.fight['units'][index] unit = gs.fight['units'][index]
symbol = 'P' unit['pos'] = (52 + i * 20, 502 + j * 20)
if unit['type'] == 'ark': unit['field'] = (i, j)
symbol = 'A'
elif unit['type'] == 'ptr':
symbol = 'C'
pygame.draw.rect(screen, unit['color'], (52 + i * 20, 502 + j * 20, 17, 17), 0) pygame.draw.rect(screen, unit['color'], (52 + i * 20, 502 + j * 20, 17, 17), 0)
a = fonts18.render(symbol, True, (0, 0, 0)) a = fonts18.render(unit['type'], True, (0, 0, 0))
screen.blit(a, (55 + i * 20, 505 + j * 20)) screen.blit(a, (55 + i * 20, 505 + j * 20))
if unit['fortify']:
pygame.draw.rect(screen, (255, 255, 255), (52 + i * 20, 502 + j * 20, 16, 16), 2)
if gs.fight['action'] == 'selected': if gs.fight['action'] == 'selected':
selected_unit = gs.fight['units'][gs.fight['selected_unit']] selected_unit = gs.fight['units'][gs.fight['selected_unit']]
if selected_unit['type'] in ['pst', 'ptr']: if selected_unit['type'] in ['P', 'C']:
actions = ['X', 'F', 'G', 'S'] actions = ['X', 'F', 'G', 'S']
longness = 80 longness = 80
else: else:
@ -1042,9 +1065,9 @@ def fight(screen, gs):
if gs.fight['action'] == 'selected_go': if gs.fight['action'] == 'selected_go':
selected_unit = gs.fight['units'][gs.fight['selected_unit']] selected_unit = gs.fight['units'][gs.fight['selected_unit']]
if selected_unit['type'] in ['pst']: if selected_unit['type'] in ['P']:
longness = 100 longness = 100
elif selected_unit['type'] in ['ptr']: elif selected_unit['type'] in ['C']:
longness = 50 longness = 50
else: else:
longness = 200 longness = 200
@ -1052,6 +1075,48 @@ def fight(screen, gs):
x, y = gs.fight['selected_pos'] x, y = gs.fight['selected_pos']
pygame.draw.circle(screen, (255, 0, 0), (x - 20, y + 20), longness, 5) pygame.draw.circle(screen, (255, 0, 0), (x - 20, y + 20), longness, 5)
if gs.fight['action'] == 'moving':
if len(gs.fight['user_log']) == 0:
gs.fight['action'] = 'looking'
else:
action = gs.fight['user_log'][0]
unit = gs.fight['units'][action['unit']]
if action['action'] == 'F':
unit['fortify'] = True
del gs.fight['user_log'][0]
elif action['action'] == 'S':
del gs.fight['user_log'][0]
elif action['action'] == 'G':
if unit['pos'] == action['target']:
i = (unit['pos'][0] - 52) / 20
j = (unit['pos'][1] - 502) / 20
unit['field'] = (i, j)
gs.fight['fields'][i][j] = unit['id']
del gs.fight['user_log'][0]
else:
gs.fight['fields'][unit['field'][0]][unit['field'][1]] = None
pygame.draw.rect(screen, (0, 0, 0), (unit['pos'][0] - 1, unit['pos'][1] - 1, 19, 19), 5)
pygame.draw.rect(screen, unit['color'], (unit['pos'][0], unit['pos'][1], 17, 17), 0)
a = fonts18.render(unit['type'], True, (0, 0, 0))
screen.blit(a, (unit['pos'][0] + 3, unit['pos'][1] + 3))
x = unit['pos'][0]
y = unit['pos'][1]
if x < action['target'][0]:
x += 1
elif x > action['target'][0]:
x -= 1
if y < action['target'][1]:
y += 1
elif y > action['target'][1]:
y -= 1
unit['pos'] = (x, y)
# Inputs # Inputs
events = pygame.event.get() events = pygame.event.get()
@ -1060,11 +1125,8 @@ def fight(screen, gs):
x_m, y_m = event.pos x_m, y_m = event.pos
if (x_m > 1140 and x_m < 1355): if (x_m > 1140 and x_m < 1355):
if (y_m > 30 and y_m < 80): # and gs.game['stage'] == 0): if (y_m > 30 and y_m < 80):
gs.set_stage('fight') gs.fight['action'] = 'moving'
land['army']['pst'] -= gs.game['fight_pst']
land['army']['ark'] -= gs.game['fight_ark']
land['army']['ptr'] -= gs.game['fight_ptr']
pygame.mouse.set_cursor(*pygame.cursors.arrow) pygame.mouse.set_cursor(*pygame.cursors.arrow)
if (y_m > 90 and y_m < 130): if (y_m > 90 and y_m < 130):
@ -1097,9 +1159,9 @@ def fight(screen, gs):
if gs.fight['action'] == 'selected_go': if gs.fight['action'] == 'selected_go':
selected_unit = gs.fight['units'][gs.fight['selected_unit']] selected_unit = gs.fight['units'][gs.fight['selected_unit']]
if selected_unit['type'] in ['pst']: if selected_unit['type'] in ['P']:
longness = 120 longness = 120
elif selected_unit['type'] in ['ptr']: elif selected_unit['type'] in ['C']:
longness = 40 longness = 40
else: else:
longness = 220 longness = 220
@ -1127,7 +1189,7 @@ def fight(screen, gs):
if gs.fight['action'] == 'selected': if gs.fight['action'] == 'selected':
selected_unit = gs.fight['units'][gs.fight['selected_unit']] selected_unit = gs.fight['units'][gs.fight['selected_unit']]
if selected_unit['type'] in ['pst', 'ptr']: if selected_unit['type'] in ['P', 'C']:
actions = ['X', 'F', 'G', 'S'] actions = ['X', 'F', 'G', 'S']
else: else:
actions = ['X', 'F', 'G'] actions = ['X', 'F', 'G']