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character.py
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1806 lines (1353 loc) · 60.6 KB
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import pygame
import pyganim
import functions
import screens
import fonts
import random
import classes
from screens import *
from constants import *
import items
import ideas
import img
import math
import event
import menu
import sys
import sounds
import ends
test_arg = False
if len(sys.argv)>1:
if sys.argv[1] == 'test':
print ('Test mode')
test_arg = True
time = 0.2
slashAnim = pyganim.PygAnimation([('animation/slash/Effect_Slash11.png', 0.1),
('animation/slash/Effect_Slash21.png', 0.1),
('animation/slash/Effect_Slash31.png', 0.1),
('animation/slash/Effect_Slash41.png', 0.1)], loop=False)
slashAnim2 = pyganim.PygAnimation([('animation/slash/Effect_Slash11.png', 0.1),
('animation/slash/Effect_Slash21.png', 0.1),
('animation/slash/Effect_Slash31.png', 0.1),
('animation/slash/Effect_Slash41.png', 0.1)], loop=False)
dustAnim = pyganim.PygAnimation([('testimages/smoke_puff_0001.png', 0.1),
('testimages/smoke_puff_0002.png', 0.1),
('testimages/smoke_puff_0003.png', 0.1),
('testimages/smoke_puff_0004.png', 0.1),
('testimages/smoke_puff_0005.png', 0.1),
('testimages/smoke_puff_0006.png', 0.1),
('testimages/smoke_puff_0007.png', 0.1),
('testimages/smoke_puff_0008.png', 0.1),
('testimages/smoke_puff_0009.png', 0.1),
('testimages/smoke_puff_0010.png', 0.1)], loop=False)
heroAnim = pyganim.PygAnimation([
('images/anim/d1.png', time),
('images/anim/stand.png', time),
('images/anim/d2.png', time),
('images/anim/stand.png', time)
])
heroAnim_l = pyganim.PygAnimation([
#('images/anim/l1.png', time),
('images/anim/l2.png', time),
('images/anim/l3.png', time),
('images/anim/l4.png', time),
('images/anim/l1.png', time)
])
heroAnim_r = pyganim.PygAnimation([
#('images/anim/r13.png', time),
('images/anim/r2.png', time),
('images/anim/r13.png', time),
('images/anim/r4.png', time),
('images/anim/r13.png', time)
])
heroAnim_u = pyganim.PygAnimation([
#('images/anim/u13.png', time),
('images/anim/u2.png', time),
('images/anim/u13.png', time),
('images/anim/u4.png', time),
('images/anim/u13.png', time)
])
standd = pygame.image.load('images/anim/stand.png')
standr = pygame.image.load('images/anim/r13.png')
standl = pygame.image.load('images/anim/l1.png')
standu = pygame.image.load('images/anim/u13.png')
dirlist = [standd, standl, standr, standu]
heroAnim.play ()
heroAnim_l.play()
heroAnim_r.play()
heroAnim_u.play()
animlist = [heroAnim, heroAnim_l, heroAnim_r, heroAnim_u]
#heroAnim.blit (adventure_screen, (self.rect.x, self.rect.y))
#self.camera.apply(self.hero)
#heroAnim.blit (adventure_screen, (self.camera.apply(self.hero)))
class Hero(pygame.sprite.Sprite):
def __init__(self, x, y, battle, control, compose_text, at, ac, hp, dem ,son, location_list, locations_dict, test_arg):
pygame.sprite.Sprite.__init__(self)
#BASE
#self.image=pygame.image.load('images/hero2.png')
#self.image = heroAnim
#self.image.set_colorkey ((255,255,255))
#self.image = heroAnim.getImagesFromSpriteSheet()
self.test_arg = test_arg
self.standlist = [standd, standl, standr, standu]
#pygame.image.load ('images/anim/stand.png')
self.control = control
self.battle = battle
self.name = 'Рихтер'
self.dustAnim = dustAnim
self.slashAnim = slashAnim
self.inception = True
self.bloodAnim = img.bloodAnim
self.slashAnim_self = slashAnim2
self.inception = True
self.bloodAnim_self = img.bloodAnim2
self.to_war = False
self.image = pygame.Surface ((45,45))
self.image.fill ((100,200,230))
self.image.set_colorkey ((100,200,230))
self.rect = pygame.Rect (x,y, 45,45)
self.rect.x = x*45
self.rect.y = y*45
self.view = compose_text
self.son = son
self.icon = image.load ('images/icon.png')
#map
self.location_list = location_list
self.locations_dict = locations_dict
self.location = locations_dict['platz']
self.level_mark = 0
#move
self.velo = 44
self.direction = 0
self.back_move = 1
self.anima = animlist[self.direction]
#CHARACTERSTICS
self.exp_old = 0
self.level = 1
self.sp = 2
self.sp_max = 2
self.sp_old2 = self.sp
self.at = at
self.ac = 6
self.hp = hp
self.gold = 160
self.mx = 20
self.my = 40
self.exp = 0
self.hp_max = 7
self.hp_old = hp
self.x2_mod = 0
self.x1_mod = 0
self.next_level = 100
self.x_mod = 0
self.x3_mod = 0
self.is_death = False
self.exp_mod = 0
self.sp_mod = 0
self.sp_old = self.sp
self.armor = 0
self.master_of_sword = 0
self.resistance = {'fire':1, 'light':1, 'ice':1, 'necro':1, 'phis':1}
self.fire = False
self.light = False
self.b3at = False
self.b4ac = False
self.narc = False
self.frag_journal = []
self.evil = 0
#TIME
self.day = 0
self.round = 0
#QEST
self.quest = {'gold_cup':0}
self.donat = False
#DIALOG
self.start_conv = True
self.conv_stop = True
#BATTLE
self.collision = False
self.collide_control = False
self.back = False # В бою обратно идти в меню
self.assault = False
self.flee = False
self.special = False
self.turn_main = False
self.attack_roll = False
self.wait_for_next_turn = False
self.dice_fun = False
self.dice_value = 0
self.monster_turn = False
self.press_to_kill = False
self.go_left = False # В бою движение меча
self.not_flee = False
#TECH
self.marker = classes.Marker (self.mx,self.my)
self.line = image.load ('images/line.png')
self.status = "alive"
self.move = True
self.start_rendering = False # переключатель для отображения изменения HP
self.start_rendering_exp = False
self.start_rendering_sp = False
self.start_rendering_lev = False
self.dict = {'trap' : False}
#BAR LIFE MANA
self.at_ic = pygame.image.load ('images/at.png')
self.ac_ic = pygame.image.load ('images/ac.png')
self.hp_bar = classes.Bar (12,15, red)
self.sp_bar = classes.Bar (12,15, blue)
#INVENTORY
self.inventory_flag = False
self.sell_flag = False
self.buy_flag = False
self.weapon = items.short_sword
self.weapon.status = 'экипировано'
self.no_item = items.no_item
self.inv = [self.weapon, items.bouquet, items.hp_potion, items.chain_mail]
self.inv_index_pos = 0
self.first = items.first
self.damage = self.weapon.dem
self.inv_question = False
self.inv_quit = False
self.hp_potions = 0
self.inv_page = 0
self.number_of_things_on_the_page = 9
self.armor_equip = items.chain_mail
self.armor_equip.status = 'экипировано'
self.armor = self.armor_equip.armor
self.prevent = self.armor_equip.prevent
#JOURNAL
self.journal_flag = False
self.no_ideas = ideas.no_ideas
self.journal = [ideas.revelation, self.no_ideas, self.no_ideas, self.no_ideas,self.no_ideas,self.no_ideas,self.no_ideas,self.no_ideas,self.no_ideas]
self.journal_index_pos = 0
self.journal_question = False
self.journal_quit = False
if self.test_arg == True:
self.gold +=1000
self.sp +=2
#ChAr options
self.char_flag = False
self.char_point = 1
self.d = 'Е - повысить параметр'
self.char_quit = False
self.char_value ={'1lvl':1,'2exp':0,'3at':6,'4ac':4,'5hp':7,'6sp':2,'7points':1}
self.sorted_char_value_keys = sorted(self.char_value.keys())
self.char = [
#0
('Уровень', self.char_value['1lvl'], 'Каждый уровень вы получаете одно очко для распределения.', '','lvl'),
#1
('Опыт',self.char_value['2exp'], 'Когда его достаточно много вы повышаете уровень', '','exp'),
#2
('Атака',self.char_value['3at'], 'Влияет на то, как успешно вы нападаете и вышибаете двери.', self.d,'at'),
#3
('Защита',self.char_value['4ac'], 'Ваши навыки обороны.', self.d),
#4
('Жизни',self.char_value['5hp'], 'Сколько ударов вы можете держать. Восстанавливаются после отдыха.', self.d),
#5
('Вера',self.char_value['6sp'], 'Имея веры с горчичное зерно можно заставить гору сойти с места. Не восстанавливается с отдыхом. Помни: если ты будешь искушать Бога, требуя чудес, то грош цена твоей вере.', self.d),
#6
('Очки на распределение', self.char_value['7points'], 'За одно очко можно повысить один параметр.', '')
]
#self.char = {level: 1, exp: 0, at:, self.ac, self.hp_max, self.sp, self.char_point}
#
def drink_potion (self):
if self.control.k_q == True and self.is_death != True:
self.control.k_q = False
for i in self.inv:
if i.name == 'Лечебное зелье':
#if self.char_value
sounds.bells.play()
self.hp += random.choice(range(1,i.value))
if self.hp > self.char_value['5hp']:
self.hp = self.char_value['5hp']
self.inv.remove(i)
img.healAnim.play()
break
def char_options (self):
self.char = [
('Уровень', self.char_value['1lvl'], 'Каждый уровень вы получаете одно очко для распределения', '','lvl'),
('Опыт',self.char_value['2exp'], 'Когда его достаточно много вы повышаете уровень', '','exp'),
('Атака',self.char_value['3at'], 'Влияет на то, как успешно вы нападаете и вышибаете двери', self.d,'at'),
('Защита',self.char_value['4ac'], 'Ваши навыки обороны', self.d),
('Жизни',self.char_value['5hp'], 'Сколько ударов вы можете держать', self.d),
('Вера',self.char_value['6sp'], 'Имея веры с горчичное зерно можно заставить гору сойти с места. Не восстанавливается с отдыхом. Помни: если ты будешь искушать Бога, требуя чудес, то грош цена твоей вере.', self.d),
('Очки на распределение', self.char_value['7points'], 'За одно очко можно повысить один параметр', '')
]
if self.control.k_c == True and self.char_flag ==False:
self.move = False
self.char_flag = True
self.control.k_c = False
if self.char_flag == True:
if self.control.k_c == True:
self.control.k_c = False
self.char_flag = False
self.move = True
adventure_screen.blit (char_screen, (200,10))
char_screen.fill (swamp)
#self.char = [self.level, self.exp, self.at, self.ac, self.hp_max, self.sp]
char_screen.blit(fonts.font2.render ('Характеристики', True, (250,250,250)),(90,10))
char_screen.blit(fonts.font2.render ('Выйти', True, (250,250,250)),(90,350))
a = 0
for i in range(len(self.char)):
char_screen.blit(fonts.font2.render (str(self.char[i][0])+': '+ str(self.char[i][1]), True, (250,250,250)),(40,50+(a*30)))
a +=1
self.char_index ()
if self.char_quit == False:
if self.char[6][1] > 0:
try:
self.son.change_text_tree (self.view.render_text (self.char[self.inv_index_pos][0]+ '. ' + self.char[self.inv_index_pos][2], self.char[self.inv_index_pos][3]))
except:
pass
if self.inv_index_pos > 1 and self.inv_index_pos <6 and self.control.k_e == True:
self.char_value[self.sorted_char_value_keys[self.inv_index_pos]] +=1
self.char_value['7points'] -=1
self.control.k_e = False
if self.inv_index_pos == 5:
self.sp += 1
else:
try:
self.son.change_text_tree (self.view.render_text (self.char[self.inv_index_pos][0]+ '. ' + self.char[self.inv_index_pos][2], ''))
except:
pass
if self.char_quit == True:
self.son.clear_text ()
information_screen.blit(fonts.font2.render ('Выйти? Нажмите E', True, (250,250,250)),(10,10))
if self.control.k_e == True:
self.control.k_e = False
self.move = True
self.char_flag = False
self.inv_index_pos = 0
self.char_quit = False
def update_char(self):
#self.sp_max = self.char_value['6sp']
self.char_value['6sp'] = self.sp
#if self.sp_old2 > self.sp:
# self.char_value['6sp'] = self.sp
# self.sp_old2 = self.sp
#elif self.sp_old2 < self.sp:
self.hp_max = self.char_value['5hp']
self.at = self.char_value['3at']
self.ac = self.char_value['4ac'] + self.armor_equip.dex_mod
self.level = self.char_value['1lvl']
self.exp = self.char_value ['2exp']
if self.move == True:
if self.quest['gold_cup'] >= 1000 and self.donat == False:
self.char_value['6sp'] +=1
self.donat = True
self.son.clear_text ()
self.son.change_text (2, 'Вы отдаёте последние деньги')
self.son.change_text (3, 'и чувствуете, что ваша вера становится крепче.')
self.level_up ()
def level_up (self):
if self.char_value['2exp'] != self.exp_old:
self.start_rendering_exp = True
self.exp_mod = self.exp - self.exp_old
self.exp_old = self.exp
if self.char_value['2exp'] >= self.next_level:
self.char_value['1lvl'] += 1
self.start_rendering_lev = True
self.char_value['7points'] +=1
sounds.halelul.play()
try:
self.next_level = self.to_next_level(self.char_value['1lvl'])
except:
self.next_level = self.char_value['1lvl']*3000
def to_next_level(self, current_level):
level_table = {1:100,2:200,3:400,4:700,5:1000,6:2000,7:3000,8:5000,9:7500,10:10000}
return level_table[current_level]
def char_index (self):
if self.char_quit == False:
char_screen.blit(self.at_ic, (13,53+(self.inv_index_pos*30)))
if self.control.down == True and self.inv_index_pos <6:
self.control.down = False
self.inv_index_pos += 1
if self.control.up == True and self.inv_index_pos >0:
self.control.up = False
self.inv_index_pos -= 1
if self.control.down == True and self.inv_index_pos == 6:
self.control.down = False
self.char_quit = True
if self.char_quit == True:
char_screen.blit(self.at_ic, (70, 353))
if self.control.up == True:
self.control.up = False
self.char_quit = False
def inventory_manage (self):
if self.control.k_i == True and self.inventory_flag == False:
self.move = False
self.inventory_flag = True
self.control.k_i = False
if self.control.k_i == True and self.inventory_flag == True:
self.control.k_i = False
self.move = True
self.inventory_flag = False
self.son.clear_text ()
if self.inventory_flag == True:
adventure_screen.blit (inventory_screen, (200,10))
inventory_screen.fill (sea_color)
a = 0
inventory_screen.blit(fonts.font2.render ('Инвентарь', True, (250,250,250)),(90,10))
inventory_screen.blit(fonts.font2.render ('Выйти', True, (250,250,250)),(90,350))
for i in range(self.inv_page*self.number_of_things_on_the_page,(self.inv_page+1)*self.number_of_things_on_the_page):
try:
inventory_screen.blit(fonts.font2.render (str(self.inv[i].name)+' ( '+ self.inv[i].status + ' )', True, ( 250,250,250)),(40,50+(a*30)))
a +=1
if a > self.number_of_things_on_the_page or a > len(self.inv)-((self.inv_page)*self. number_of_things_on_the_page):
break
except:
pass
if self.inv_question == False:
self.inv_index()
if self.inv_quit == False:
#if a < len(self.inv) or a < 8:
try:
self.son.change_text_tree (self.view.render_text (self.inv[self.inv_index_pos+self.inv_page*self.number_of_things_on_the_page].name+ '. ' + self.inv[self.inv_index_pos+self.inv_page*self.number_of_things_on_the_page].description, self.inv[self.inv_index_pos+self.inv_page*self.number_of_things_on_the_page].use_description))
except:
self.inv_quit = True
if len(self.inv)>7:
inventory_screen.blit(fonts.font2.render (str(len(self.inv)), True, (250,250,250)),(280,10))
inventory_screen.blit(fonts.font2.render (str(self.inv_page+1), True, (250,250,250)),(235,10))
if self.inv_page<len(self.inv)//self.number_of_things_on_the_page:
inventory_screen.blit(img.arrow_right,(250,10))
if self.inv_page >0:
inventory_screen.blit(img.arrow_left,(200,10))
if self.inv_quit == True:
self.son.clear_text ()
information_screen.blit(fonts.font2.render ('Выйти? Нажмите E', True, (250,250,250)),(10,10))
if self.control.k_e == True:
self.control.k_e = False
self.move = True
self.inventory_flag = False
self.inv_index_pos = 0
self.inv_quit = False
if self.inv_quit == False:
if self.inv_question == False:
if self.control.k_1 == True:
self.control.k_1 = False
if self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species == 'оружие':
sounds.hit.play()
if self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].status == 'в рюкзаке':
for i in self.inv:
if i.species == 'оружие' and i.status == 'экипировано':
i.status = "в рюкзаке"
self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].status = 'экипировано'
if self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species == 'оружие':
self.weapon = self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)]
self.at += self.weapon.at_mod
self.damage = self.weapon.dem
elif self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].status == 'экипировано':
self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].status = 'в рюкзаке'
if self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species == 'оружие':
self.weapon = self.first
#self.at += self.weapon.at_mod
self.damage = self.weapon.dem
elif self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species == 'доспех':
sounds.hit.play()
if self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].status == 'в рюкзаке':
for i in self.inv:
if i.species == 'доспех' and i.status == 'экипировано':
i.status = "в рюкзаке"
self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].status = 'экипировано'
if self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species == 'доспех':
self.armor_equip = self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)]
self.armor = self.armor_equip.armor
self.prevent = self.armor_equip.prevent
elif self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].status == 'экипировано':
self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].status = 'в рюкзаке'
if self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species == 'доспех':
self.armor_equip = items.no_armor
#self.at += self.weapon.at_mod
self.armor = self.armor_equip.armor
self.prevent = self.armor_equip.prevent
# контроль выпивания бутылок
if self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].__class__.__name__ == 'Potion':
self.hp += random.choice(range(1,self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].value))
if self.hp > self.char_value['5hp']:
self.hp = self.char_value['5hp']
self.inv.pop(self.inv_index_pos)
elif self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].name == 'Странная бутылка':
self.inv.pop(self.inv_index_pos)
self.inventory_flag = False
self.control.k_e = False
self.move = True
self.inventory_flag = False
self.inv_index_pos = 0
self.inv_quit = False
self.char_value['5hp'] -=1
self.char_value['3at'] +=3
self.son.clear_text ()
self.son.change_text (2, 'Вы выпиваете отвратительное тягучее пойло.')
self.son.change_text (3, 'Вы чувствуете странную метаморфозу в своём теле.')
img.healAnim.play()
sounds.trink.play()
elif self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].__class__.__name__ == 'Potion_Resist':
self.resistance[self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species] = self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].value
self.son.clear_text ()
self.son.change_text (2, 'Вы выпиваете %s.'%self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].name)
self.son.change_text (3, '+ %s сопротивления ' % str(self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].value))
setattr (self, self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species, True)
setattr (self, self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species+'_dur', self.round)
self.inventory_flag = False
self.control.k_e = False
self.move = True
self.inventory_flag = False
self.inv_index_pos = 0
self.inv_quit = False
self.inv.pop(self.inv_index_pos)
sounds.trink.play()
img.healAnim.play()
elif self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].__class__.__name__ == 'Potion_Buff':
self.char_value[self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species.strip('b')] += self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].value
self.son.clear_text ()
self.son.change_text (2, 'Вы выпиваете %s.'%self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].name)
setattr (self, self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species, True)
setattr (self, self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species+'_dur', self.round)
self.inv.pop(self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page))
self.inventory_flag = False
self.control.k_e = False
self.move = True
self.inventory_flag = False
self.inv_index_pos = 0
self.inv_quit = False
img.healAnim.play()
sounds.trink.play()
elif self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].name == 'Меланж':
self.char_value['4ac'] += 1
self.son.clear_text ()
self.son.change_text (2, 'Вы жадно и обильно занюхнули дозу меланжа.')
self.son.change_text (3, 'Хорошенько вас пробрало.')
self.son.change_text (5, 'Ваша реакция стала лучше: + 1 защиты.')
setattr (self, self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species, True)
setattr (self, self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species+'_dur', self.round)
self.inv.pop(self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page))
self.inventory_flag = False
self.control.k_e = False
self.move = True
self.inventory_flag = False
self.inv_index_pos = 0
self.inv_quit = False
img.healAnim.play()
self.take_damage (1, 'phis')
elif self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].name == 'Старая книга':
self.inventory_flag = False
self.control.k_e = False
self.move = True
self.inventory_flag = False
self.inv_index_pos = 0
self.inv_quit = False
self.collide_control = True
self.move = False
self.etwas = event.old_book
#self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)] = items.no_item
if self.control.k_2 == True:
self.inv_question = True
self.control.k_2 = False
self.son.clear_text ()
self.son.change_text (1, 'Вы уверены, что хотите выбросить ' +self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].name+ ' на фиг!' )
self.son.change_text (3, '1 - Да, 2 - Нет')
if self.inv_question == True:
if self.control.k_1 == True:
self.control.k_1 = False
if self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].status == 'экипировано':
sounds.hit.play()
if self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species == 'оружие':
self.weapon = self.first
#self.at += self.weapon.at_mod
self.damage = self.weapon.dem
elif self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species == 'доспех':
self.armor_equip = items.no_armor
#self.at += self.weapon.at_mod
self.armor = self.armor_equip.armor
self.prevent = self.armor_equip.prevent
self.inv.pop (self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page))
# self.inv.insert (self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page), items.no_item)
self.inv_question = False
if self.control.k_2 == True:
self.control.k_2 = False
self.inv_question = False
def sell_manage (self):
if self.sell_flag == True:
adventure_screen.blit (inventory_screen, (200,10))
inventory_screen.fill (sea_color)
a = 0
inventory_screen.blit(fonts.font2.render ('Ваши вещи (продажа)', True, (250,250,250)),(40,10))
inventory_screen.blit(fonts.font2.render ('Выйти', True, (250,250,250)),(90,350))
for i in range(self.inv_page*self.number_of_things_on_the_page,(self.inv_page+1)*self.number_of_things_on_the_page):
try:
inventory_screen.blit(fonts.font2.render (str(self.inv[i].name)+' ( '+ self.inv[i].status + ' )', True, ( 250,250,250)),(40,50+(a*30)))
a +=1
if a > self.number_of_things_on_the_page or a > len(self.inv)-((self.inv_page)*self. number_of_things_on_the_page):
break
except:
pass
if self.inv_question == False:
self.inv_index()
if self.inv_quit == False:
#if a < len(self.inv) or a < 8:
try:
self.son.change_text_tree (self.view.render_text (self.inv[self.inv_index_pos+self.inv_page*self.number_of_things_on_the_page].name+ '. ' + self.inv[self.inv_index_pos+self.inv_page*self.number_of_things_on_the_page].description, 'Стоимость: '+str(self.inv[self.inv_index_pos+self.inv_page*self.number_of_things_on_the_page].cost)+'. Нажмите E для продажи.'))
except:
self.inv_quit = True
if len(self.inv)>7:
inventory_screen.blit(fonts.font2.render (str(len(self.inv)), True, (250,250,250)),(280,10))
inventory_screen.blit(fonts.font2.render (str(self.inv_page+1), True, (250,250,250)),(235,10))
if self.inv_page<len(self.inv)//self.number_of_things_on_the_page:
inventory_screen.blit(img.arrow_right,(250,10))
if self.inv_page >0:
inventory_screen.blit(img.arrow_left,(200,10))
if self.inv_quit == True:
self.son.clear_text ()
information_screen.blit(fonts.font2.render ('Выйти? Нажмите E', True, (250,250,250)),(10,10))
if self.control.k_e == True:
self.control.k_e = False
self.move = True
self.sell_flag = False
self.inv_index_pos = 0
self.inv_quit = False
if self.inv_quit == False:
if self.inv_question == False:
if self.control.k_e == True:
self.control.k_e = False
if self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].status == 'экипировано':
if self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].species == 'оружие':
self.weapon = self.first
#self.at += self.weapon.at_mod
self.damage = self.weapon.dem
self.gold += self.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].cost
self.inv.pop(self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page))
def buy_manage (self, trader):
if self.buy_flag == True:
adventure_screen.blit (inventory_screen, (200,10))
inventory_screen.fill (sea_color)
a = 0
inventory_screen.blit(fonts.font2.render (trader.mname, True, (250,250,250)),(40,10))
inventory_screen.blit(fonts.font2.render ('Выйти', True, (250,250,250)),(90,350))
for i in range(self.inv_page*self.number_of_things_on_the_page,(self.inv_page+1)*self.number_of_things_on_the_page):
try:
inventory_screen.blit(fonts.font2.render (str(trader.inv[i].name)+' ( Цена: '+ str(trader.inv[i].cost) + ' )', True, ( 250,250,250)),(40,50+(a*30)))
a +=1
if a > self.number_of_things_on_the_page or a > len(trader.inv)-((self.inv_page)*self. number_of_things_on_the_page):
break
except:
pass
if self.inv_question == False:
self.buy_inv_index(trader)
if self.inv_quit == False:
#if a < len(self.inv) or a < 8:
try:
self.son.change_text_tree (self.view.render_text (trader.inv[self.inv_index_pos+self.inv_page*self.number_of_things_on_the_page].name+ '. ' + trader.inv[self.inv_index_pos+self.inv_page*self.number_of_things_on_the_page].description, 'Стоимость: '+str(trader.inv[self.inv_index_pos+self.inv_page*self.number_of_things_on_the_page].cost)+'. Нажмите E для покупки.'))
except:
self.inv_quit = True
if len(trader.inv)>7:
inventory_screen.blit(fonts.font2.render (str(len(trader.inv)), True, (250,250,250)),(280,10))
inventory_screen.blit(fonts.font2.render (str(self.inv_page+1), True, (250,250,250)),(235,10))
if self.inv_page<len(trader.inv)//self.number_of_things_on_the_page:
inventory_screen.blit(img.arrow_right,(250,10))
if self.inv_page >0:
inventory_screen.blit(img.arrow_left,(200,10))
if self.inv_quit == True:
self.son.clear_text ()
information_screen.blit(fonts.font2.render ('Выйти? Нажмите E', True, (250,250,250)),(10,10))
if self.control.k_e == True:
self.control.k_e = False
self.move = True
self.buy_flag = False
self.inv_index_pos = 0
self.inv_quit = False
if self.inv_quit == False:
if self.inv_question == False:
if self.control.k_e == True:
self.control.k_e = False
if self.gold >= trader.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].cost:
self.gold -= trader.inv[self.inv_index_pos+(self.inv_page*self.number_of_things_on_the_page)].cost
self.inv.append(trader.inv.pop(self.inv_index_pos))
def buy_inv_index (self, trader):
if self.control.right == True and (len(trader.inv)-(self.inv_page+1)*self.number_of_things_on_the_page)>0:
self.control.right = False
self.inv_page+= 1
if self.control.left == True and self.inv_page>0:
self.control.left = False
self.inv_page -= 1
if self.inv_quit == False:
inventory_screen.blit(self.at_ic, (13,53+(self.inv_index_pos*30)))
if self.control.down == True and self.inv_index_pos <8:
self.control.down = False
self.inv_index_pos += 1
if self.control.up == True and self.inv_index_pos >0:
self.control.up = False
self.inv_index_pos -= 1
if self.control.down == True and self.inv_index_pos == 8:
self.control.down = False
self.inv_quit = True
elif self.inv_quit == True:
inventory_screen.blit(self.at_ic, (70, 353))
if self.control.up == True:
if len(self.inv)//self.number_of_things_on_the_page == self.inv_page:
self.inv_index_pos = len(trader.inv)%self.number_of_things_on_the_page-1
else:
self.inv_index_pos = 8
self.control.up = False
self.inv_quit = False
def inv_index (self):
if self.control.right == True and (len(self.inv)-(self.inv_page+1)*self.number_of_things_on_the_page)>0:
self.control.right = False
self.inv_page+= 1
if self.control.left == True and self.inv_page>0:
self.control.left = False
self.inv_page -= 1
if self.inv_quit == False:
inventory_screen.blit(self.at_ic, (13,53+(self.inv_index_pos*30)))
if self.control.down == True and self.inv_index_pos <8:
self.control.down = False
self.inv_index_pos += 1
if self.control.up == True and self.inv_index_pos >0:
self.control.up = False
self.inv_index_pos -= 1
if self.control.down == True and self.inv_index_pos == 8:
self.control.down = False
self.inv_quit = True
elif self.inv_quit == True:
inventory_screen.blit(self.at_ic, (70, 353))
if self.control.up == True:
if len(self.inv)//self.number_of_things_on_the_page == self.inv_page:
self.inv_index_pos = len(self.inv)%self.number_of_things_on_the_page-1
else:
self.inv_index_pos = 8
self.control.up = False
self.inv_quit = False
def journal_manage (self):
if self.control.k_j == True and self.journal_flag == False:
self.move = False
self.journal_flag = True
self.control.k_j = False
if self.control.k_j == True and self.journal_flag == True:
self.control.k_j = False
self.move = True
self.journal_flag = False
self.son.clear_text ()
if self.journal_flag == True:
adventure_screen.blit (journal_screen, (200,10))
journal_screen.fill (swamp)
a = 0
journal_screen.blit(fonts.font2.render ('Философский Дневник', True, (250,250,250)),(70,10))
journal_screen.blit(fonts.font2.render ('Выйти', True, (250,250,250)),(152,350))
for i in self.journal:
journal_screen.blit(fonts.font2.render (str(i.name), True, (250,250,250)),(40,50+(a*30)))
a +=1
if self.journal_question == False:
self.journal_index()
if self.journal_quit == False:
self.son.change_text_tree (self.view.render_text (self.journal[self.journal_index_pos].name+ '. ' + self.journal[self.journal_index_pos].description, self.journal[self.journal_index_pos].use_description))
if self.journal_quit == True:
self.son.clear_text ()
information_screen.blit(fonts.font2.render ('Выйти? Нажмите E', True, (250,250,250)),(10,10))
if self.control.k_e == True:
self.control.k_e = False
self.move = True
self.journal_flag = False
self.journal_index_pos = 0
self.journal_quit = False
def journal_index (self):
if self.journal_quit == False:
journal_screen.blit(self.at_ic, (13,53+(self.journal_index_pos*30)))
if self.control.down == True and self.journal_index_pos <8:
self.control.down = False
self.journal_index_pos += 1
if self.control.up == True and self.journal_index_pos >0: