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ui.py
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ui.py
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import pygame
from settings import *
class UI:
def __init__(self):
# configurações gerais
self.display_surface = pygame.display.get_surface()
self.font = pygame.font.Font(UI_FONT, UI_FONT_SIZE)
# configuração da barra
self.health_bar_rect = pygame.Rect(10, 10, HEALTH_BAR_WIDTH, BAR_HEIGHT)
self.energy_bar_rect = pygame.Rect(10, 34, ENERGY_BAR_WIDTH, BAR_HEIGHT)
# converte o dicionario de armas
self.weapon_graphics = []
for weapon in weapon_data.values():
path = weapon['graphic']
weapon = pygame.image.load(path).convert_alpha()
self.weapon_graphics.append(weapon)
# converte o dicionário de magias
self.magic_graphics = []
for magic in magic_data.values():
magic = pygame.image.load(magic['graphic']).convert_alpha()
self.magic_graphics.append(magic)
def show_bar(self, current, max_amount, bg_rect, color):
# desenhar o fundo
pygame.draw.rect(self.display_surface, UI_BG_COLOR, bg_rect)
# convertendo estatísticas para pixel
ratio = current / max_amount # imagine que a vida atual é de 100 e a máxima é de 200, então o ratio é 0.5
current_width = bg_rect.width * ratio # 200 * 0.5 = 100, isto é, 100 pixels que equivalem a 50% da vida
current_rect = bg_rect.copy()
current_rect.width = current_width # na mesma posição e com propoção
# desenhar a barra
pygame.draw.rect(self.display_surface, color, current_rect)
pygame.draw.rect(self.display_surface, UI_BORDER_COLOR, bg_rect, 2, 3)
def show_exp(self, exp):
text_surf = self.font.render(f'EXP: {int(exp)}', False, TEXT_COLOR)
x = self.display_surface.get_size()[0] - 20
y = self.display_surface.get_size()[1] - 20
text_rect = text_surf.get_rect(bottomright = (x, y))
pygame.draw.rect(self.display_surface, UI_BG_COLOR, text_rect.inflate(20, 20))
self.display_surface.blit(text_surf, text_rect)
pygame.draw.rect(self.display_surface, UI_BORDER_COLOR, text_rect.inflate(20, 20), 3)
def selection_box(self, left, top, has_switched):
bg_rect = pygame.Rect(left, top, ITEM_BOX_SIZE, ITEM_BOX_SIZE)
pygame.draw.rect(self.display_surface, UI_BG_COLOR, bg_rect)
if has_switched:
pygame.draw.rect(self.display_surface, UI_BORDER_COLOR_ACTIVE, bg_rect, 3)
else:
pygame.draw.rect(self.display_surface, UI_BORDER_COLOR, bg_rect, 3)
return bg_rect
def weapon_overlay(self, weapon_index, has_switched):
bg_rect = self.selection_box(10, 630, has_switched) # para a arma
weapon_surf = self.weapon_graphics[weapon_index]
weapon_rect = weapon_surf.get_rect(center = bg_rect.center)
self.display_surface.blit(weapon_surf, weapon_rect)
def magic_overlay(self, magic_index, has_switched):
bg_rect = self.selection_box(80, 635, has_switched) # para a arma
magic_surf = self.magic_graphics[magic_index]
magic_rect = magic_surf.get_rect(center = bg_rect.center)
self.display_surface.blit(magic_surf, magic_rect)
def display(self, player):
self.show_bar(player.health, player.stats['health'], self.health_bar_rect, HEALTH_COLOR)
self.show_bar(player.energy, player.stats['energy'], self.energy_bar_rect, ENERGY_COLOR)
self.show_exp(player.exp)
self.weapon_overlay(player.weapon_index, not player.can_switch_weapon)
self.magic_overlay(player.magic_index, not player.can_switch_magic)