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gameMap.py
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from cell import Cell
from buff import Buff
from settings import *
import pygame
from playerCard import PlayerCard
from enemy import EnemyCard
from graphic_manager import motion_draw
from skill import SpecialSkill
import random
from eventCard import EventCard
class CostBar(pygame.sprite.Sprite):
def __init__(self, group, cost: int):
super().__init__(group)
self.cost: int = cost
self.image = pygame.Surface((40, (SCREEN_HEIGHT - 100) * min(self.cost, 10) / 10))
self.image.fill((100, 100, 100))
self.rect = self.image.get_rect(centerx=830, bottom=SCREEN_HEIGHT - 15)
self.selected_card = None
def plus(self, value: int):
self.cost += value
self.image = pygame.Surface((40, (SCREEN_HEIGHT - 100) * min(self.cost, 10) / 10))
self.rect = self.image.get_rect(centerx=830, bottom=SCREEN_HEIGHT - 15)
self.image.fill((100, 100, 100))
def minus(self, value: int):
self.cost -= value
self.image = pygame.Surface((40, (SCREEN_HEIGHT - 100) * min(self.cost, 10) / 10))
self.rect = self.image.get_rect(centerx=830, bottom=SCREEN_HEIGHT - 15)
self.image.fill((100, 100, 100))
def set(self, value: int):
self.cost = value
self.image = pygame.Surface((40, (SCREEN_HEIGHT - 100) * min(self.cost, 10) / 10))
self.rect = self.image.get_rect(centerx=830, bottom=SCREEN_HEIGHT - 15)
self.image.fill((100, 100, 100))
class SkillExplaination(pygame.sprite.Sprite):
def __init__(self, skill, skill_index, group, pos_center):
super().__init__(group)
self.pos_center = pos_center
self.image = pygame.Surface(SKILL_SIZE)
self.image.fill("#000000")
self.rect = self.image.get_rect(center=pos_center)
self.mask = pygame.mask.from_surface(self.image)
self.name = skill.name
self.explaination = skill.explaination
self.img_path = skill.skill_image_path
self.skill_index = skill_index
self.cost = skill.cost
self.energy = None
try:
self.energy = skill.max_energy
except:
pass
def draw(self, screen):
font = pygame.font.Font("./D2Coding.ttf", 24)
text = font.render(self.name, True, "#FFFFFF")
text_rect = text.get_rect(center=(self.pos_center[0], self.pos_center[1] + 40 + 10))
screen.blit(text, text_rect)
image = pygame.image.load(self.img_path)
image = pygame.transform.scale(image, (70, 70))
pos = (self.pos_center[0] - 35, self.pos_center[1] - 35 - 35 + 10)
screen.blit(image, pos)
center_pos = (self.pos_center[0] + 35, self.pos_center[1] - 35 - 35 + 10)
pygame.draw.circle(screen, "#000000", center_pos, 12, 12)
draw_text(str(self.cost), center=center_pos, color="#FFFFFF", size=16)
if self.energy is not None:
center_pos = (self.pos_center[0] + 35, self.pos_center[1] - 35 - 35 + 20 + 10)
pygame.draw.circle(screen, "#000000", center_pos, 12, 12)
draw_text(str(self.energy), center=center_pos, color="#FFFFFF", size=16)
class SkillMoreExplaination:
def __init__(self, skill):
self.image_path = skill.skill_image_path
self.name = skill.name
self.explaination = skill.explaination
self.cost = skill.cost
self.energy = None
try:
self.energy = skill.max_energy
except:
pass
def draw(self, screen):
background = pygame.Surface(((SKILL_WIDTH + 20) * 4 - 20, SKILL_HEIGHT))
background.fill("#000000")
bg_rect = background.get_rect(
center=(SCREEN_WIDTH / 2 + 30 - SKILL_WIDTH / 2 + (SKILL_WIDTH + 20) * 2, SCREEN_HEIGHT - 100))
screen.blit(background, bg_rect)
font = pygame.font.Font("./D2Coding.ttf", 26)
text = font.render(self.name, True, "#FFFFFF")
text_rect = text.get_rect(center=(SCREEN_WIDTH / 2 + 40, SCREEN_HEIGHT - 50))
screen.blit(text, text_rect)
image = pygame.image.load(self.image_path)
image = pygame.transform.scale(image, (80, 80))
pos = (SCREEN_WIDTH / 2 + 40 - 40, SCREEN_HEIGHT - 60 - 35 - 60)
screen.blit(image, pos)
center_pos = (SCREEN_WIDTH / 2 + 40 + 40, SCREEN_HEIGHT - 60 - 35 - 60)
pygame.draw.circle(screen, "#000000", center_pos, 12, 12)
draw_text(str(self.cost), center=center_pos, color="#FFFFFF", size=16)
if self.energy is not None:
center_pos = (SCREEN_WIDTH / 2 + 40 + 40, SCREEN_HEIGHT - 60 - 35 - 60 + 20)
pygame.draw.circle(screen, "#000000", center_pos, 12, 12)
draw_text(str(self.energy), center=center_pos, color="#FFFFFF", size=16)
i = 0
for t in self.explaination:
font = pygame.font.Font("./D2Coding.ttf", 14)
text = font.render(t, True, "#FFFFFF")
text_rect = text.get_rect(centery=SCREEN_HEIGHT - 150 + i * 19, left=SCREEN_WIDTH / 2 + 140)
screen.blit(text, text_rect)
i += 1
class SkillSelectBar:
def __init__(self, skills):
self.group = pygame.sprite.Group()
self.skills = skills
self.skill_sprites = []
for i in range(len(skills)):
self.skill_sprites.append(SkillExplaination(
skills[i], i, self.group,
(i * (SKILL_WIDTH + 20) + SCREEN_WIDTH / 2 + 40, SCREEN_HEIGHT * 5 / 7))
)
self.explainationbar = None
def draw(self, screen):
for sprite in self.skill_sprites:
sprite.draw(screen)
if self.explainationbar is not None:
self.explainationbar.draw(screen)
class SelectEventCard:
def __init__(self, eventcards_list, game_board):
self.game_board = game_board
self.group = pygame.sprite.Group()
self.on_gameboard = []
self.not_on_gameboard = eventcards_list[:]
random.shuffle(self.not_on_gameboard)
for i in range(5):
self.on_gameboard.append(
self.not_on_gameboard.pop()(
(250 + SCREEN_WIDTH / 2 + (CARD_WIDTH + 20) * (i - 2) + 30,
30 - CELL_HEIGHT / 2 - 35 + CELL_HEIGHT + 10),
self.game_board, self.group
)
)
self.choose = None
self.execute_pos_first = None
def draw(self, screen):
if self.choose is not None:
x, y = self.on_gameboard[self.choose].pos_center
pygame.draw.rect(screen, "#777777",
[x - (CELL_WIDTH - 10) / 2, y - CELL_HEIGHT / 2,
CELL_WIDTH - 10, CELL_HEIGHT])
if self.execute_pos_first is not None:
x, y = self.game_board.gameBoard[self.execute_pos_first[0]][self.execute_pos_first[1]].pos_center
pygame.draw.rect(screen, "#F03E3E",
[x - (CELL_WIDTH - 10) / 2, y - CELL_HEIGHT / 2,
CELL_WIDTH - 10, CELL_HEIGHT])
self.group.draw(screen)
for eventcard in self.on_gameboard:
center_pos = (eventcard.pos_center[0] + CARD_WIDTH / 2 - 6, eventcard.pos_center[1] - CARD_HEIGHT / 2 + 6)
pygame.draw.circle(screen, "#000000", center_pos, 18, 18)
draw_text(str(eventcard.cost), center=center_pos, color="#FFFFFF", size=24)
if self.choose is not None:
background = pygame.Surface(((SKILL_WIDTH + 20) * 4 - 20, SKILL_HEIGHT))
background.fill("#000000")
bg_rect = background.get_rect(
center=(SCREEN_WIDTH / 2 + 30 - SKILL_WIDTH / 2 + (SKILL_WIDTH + 20) * 2, SCREEN_HEIGHT - 100 - 650))
screen.blit(background, bg_rect)
font = pygame.font.Font("./D2Coding.ttf", 20)
text = font.render(self.on_gameboard[self.choose].name, True, "#FFFFFF")
text_rect = text.get_rect(center=(SCREEN_WIDTH / 2 + 40, SCREEN_HEIGHT - 50 - 650))
screen.blit(text, text_rect)
image = pygame.image.load(self.on_gameboard[self.choose].img_path)
image = pygame.transform.scale(image, (60, 90))
pos = (SCREEN_WIDTH / 2 + 40 - 30, SCREEN_HEIGHT - 60 - 30 - 60 - 650)
screen.blit(image, pos)
center_pos = (SCREEN_WIDTH / 2 + 40 + 40, SCREEN_HEIGHT - 60 - 35 - 60 - 650)
pygame.draw.circle(screen, "#000000", center_pos, 12, 12)
draw_text(str(self.on_gameboard[self.choose].cost), center=center_pos, color="#FFFFFF", size=16)
i = 0
for t in self.on_gameboard[self.choose].explaination:
font = pygame.font.Font("./D2Coding.ttf", 14)
text = font.render(t, True, "#FFFFFF")
text_rect = text.get_rect(centery=SCREEN_HEIGHT - 150 + i * 19 - 650, left=SCREEN_WIDTH / 2 + 140)
screen.blit(text, text_rect)
i += 1
def use(self, params, flag=True):
if not flag:
self.game_board.cost.plus(1)
if self.on_gameboard[self.choose].cost > self.game_board.cost.cost and flag:
self.game_board.low_cost()
self.choose = None
self.execute_pos_first = None
return
if flag:
if self.choose is not None:
if self.on_gameboard[self.choose].execute_type == EVENT_TYPE_0:
self.on_gameboard[self.choose].execute_zero()
if self.on_gameboard[self.choose].execute_type == EVENT_TYPE_1:
self.on_gameboard[self.choose].execute_one(*params)
if self.on_gameboard[self.choose].execute_type == EVENT_TYPE_2:
self.on_gameboard[self.choose].execute_two(*params)
temp = self.on_gameboard.pop(self.choose)
self.not_on_gameboard = [temp.class_name] + self.not_on_gameboard
temp.kill()
self.choose = None
self.execute_pos_first = None
self.game_board.selected_skill_range = []
for i in range(len(self.on_gameboard)):
self.on_gameboard[i].update_location((250 + SCREEN_WIDTH / 2 + (CARD_WIDTH + 20) * (i - 2) + 30,
30 - CELL_HEIGHT / 2 - 35 + CELL_HEIGHT + 10))
def selectedCard(self):
if self.choose is None:
return
return self.on_gameboard[self.choose]
def draw_card(self, num):
for i in range(num):
if len(self.on_gameboard) >= 7:
return
self.on_gameboard.append(
self.not_on_gameboard.pop()(
(250 + SCREEN_WIDTH / 2 + (CARD_WIDTH + 20) * (len(self.on_gameboard) - 2) + 30,
30 - CELL_HEIGHT / 2 - 35 + CELL_HEIGHT + 10),
self.game_board, self.group
)
)
class GameMap:
def __init__(self, screen, event_cards):
if event_cards is not None:
self.event_card_manager = SelectEventCard(event_cards, self)
else:
self.event_card_manager = None
self.turn = 0
self.turn_count = 0
self.selected_skill_range = []
self.screen = screen
self.group = pygame.sprite.Group()
self.gameBoard: list[list[Cell]] = [[Cell(
(30 - CELL_WIDTH / 2 + (CARD_WIDTH + 30) * i, 30 - CELL_HEIGHT / 2 - 35 + (CELL_HEIGHT + 10) * j),
not (i == 0 or i == 6 or j == 0 or j == 6), self, self.group, (j, i))
for i in range(7)] for j in range(7)]
self.observers_turnover: list[Buff] = []
self.observers_move: list[Buff] = []
self.observers_turnstart: list[Buff] = []
self.cost = CostBar(self.group, 10)
self.selected_card = None
self.skill_select = SkillSelectBar([])
self.selected_skill = None
self.enemys, self.players = [], []
self.executing_ai = None
def addItem(self, item, pos):
self.gameBoard[pos[0]][pos[1]].item = item
def register_turnover(self, observer):
self.observers_turnover.append(observer)
observer.observing(self.observers_turnover)
def register_turnstart(self, observer):
self.observers_turnstart.append(observer)
observer.observing(self.observers_turnstart)
def register_move(self, observer):
self.observers_move.append(observer)
observer.observing(self.observers_move)
def turnover(self):
self.executing_ai = None
for observer in self.observers_turnover[::-1]:
observer.turnover_event(self)
random.shuffle(self.enemys)
def turnstart(self):
self.turn_count += 1
self.cost.set(10)
if self.event_card_manager is not None:
self.event_card_manager.draw_card(2)
for observer in self.observers_turnstart[::-1]:
observer.turnstart_event(self)
def move_card(self, pos1, pos2):
self.gameBoard[pos1[0]][pos1[1]], self.gameBoard[pos2[0]][pos2[1]] = (
self.gameBoard[pos2[0]][pos2[1]],
self.gameBoard[pos1[0]][pos1[1]]
)
self.gameBoard[pos1[0]][pos1[1]].pos_center, self.gameBoard[pos2[0]][pos2[1]].pos_center = (
self.gameBoard[pos2[0]][pos2[1]].pos_center,
self.gameBoard[pos1[0]][pos1[1]].pos_center
)
self.gameBoard[pos1[0]][pos1[1]].pos_gameboard, self.gameBoard[pos2[0]][pos2[1]].pos_gameboard = (
self.gameBoard[pos2[0]][pos2[1]].pos_gameboard,
self.gameBoard[pos1[0]][pos1[1]].pos_gameboard
)
self.gameBoard[pos1[0]][pos1[1]].update_location()
self.gameBoard[pos2[0]][pos2[1]].update_location()
for observer in self.observers_move[::-1]:
observer.move_event(self.gameBoard[pos2[0]][pos2[1]], pos2, self)
try:
self.gameBoard[pos2[0]][pos2[1]].move(pos2)
except:
return
def AI_execute(self, i):
self.executing_ai = self.enemys[i]
self.enemys[i].ai.execute(self.enemys[i].pos_gameboard)
def heal(self, pos, heal_amount):
self.gameBoard[pos[0]][pos[1]].heal(heal_amount)
def add_character(self, character_info, pos):
temp = PlayerCard(
character_info,
self.gameBoard[pos[0]][pos[1]].pos_center,
self, self.group, pos
)
a = self.gameBoard[pos[0]][pos[1]]
self.gameBoard[pos[0]][pos[1]] = temp
self.players.append(temp)
a.kill()
def add_enemy(self, enemy_info, pos):
temp = EnemyCard(
enemy_info,
self.gameBoard[pos[0]][pos[1]].pos_center,
self, self.group, pos
)
a = self.gameBoard[pos[0]][pos[1]]
self.gameBoard[pos[0]][pos[1]] = temp
self.enemys.append(temp)
a.kill()
def add_summons(self, pos, summons):
temp = self.gameBoard[pos[0]][pos[1]]
self.gameBoard[pos[0]][pos[1]] = summons
temp.kill()
def draw(self):
if self.executing_ai is not None:
j, i = self.executing_ai.pos_gameboard
pygame.draw.rect(self.screen, "#777777",
[30 - CELL_WIDTH / 2 + (CARD_WIDTH + 30) * i - (CELL_WIDTH - 10) / 2,
30 - CELL_HEIGHT / 2 - 35 + (CELL_HEIGHT + 10) * j - CELL_HEIGHT / 2, CELL_WIDTH - 10,
CELL_HEIGHT])
if self.selected_card is not None:
j, i = self.selected_card
pygame.draw.rect(self.screen, "#FF6B6B",
[30 - CELL_WIDTH / 2 + (CARD_WIDTH + 30) * i - (CELL_WIDTH - 10) / 2,
30 - CELL_HEIGHT / 2 - 35 + (CELL_HEIGHT + 10) * j - CELL_HEIGHT / 2, CELL_WIDTH - 10,
CELL_HEIGHT])
if self.event_card_manager is not None:
if self.selected_skill is not None or self.event_card_manager.choose is not None:
for j, i in self.selected_skill_range:
pygame.draw.rect(self.screen, "#777777",
[30 - CELL_WIDTH / 2 + (CARD_WIDTH + 30) * i - (CELL_WIDTH - 10) / 2,
30 - CELL_HEIGHT / 2 - 35 + (CELL_HEIGHT + 10) * j - CELL_HEIGHT / 2,
CELL_WIDTH - 10,
CELL_HEIGHT])
self.event_card_manager.draw(self.screen)
self.skill_select.group.draw(self.screen)
self.skill_select.draw(self.screen)
self.group.draw(self.screen)
for cells in self.gameBoard:
for cell in cells:
cell.draw_hp_energy(self.screen)
draw_text(f"현재 턴 : {self.turn_count + 1}", center=(100, SCREEN_HEIGHT - 15), color="#FFFFFF", size=20)
draw_text(f"남은 행동 : {4 - self.turn}", center=(300, SCREEN_HEIGHT - 15), color="#FFFFFF", size=20)
if self.selected_card is not None:
for i in range(len((self.gameBoard[self.selected_card[0]][self.selected_card[1]]).buff)):
self.gameBoard[self.selected_card[0]][self.selected_card[1]].buff[i].draw(
(SCREEN_WIDTH / 2 + (BUFF_WIDTH + 20) * i, SCREEN_HEIGHT / 2 - 30),
self.screen)
def execute_skill(self, caster_pos, skill_num, execute_pos):
caster = self.gameBoard[caster_pos[0]][caster_pos[1]]
try:
selected_skill = caster.skills[skill_num]
except:
return False
targets = list(map(lambda a: self.gameBoard[a[0]][a[1]],
selected_skill.atk_range(caster_pos, execute_pos)))
self.selected_skill.execute(caster, targets, caster_pos,
selected_skill.atk_range(caster_pos, execute_pos),
execute_pos)
def low_cost(self):
img = pygame.transform.scale(pygame.image.load("low_cost.png"), (SCREEN_WIDTH, SCREEN_HEIGHT / 5))
def temp(scr, alpah):
img.set_alpha(alpah)
scr.blit(img, (0, SCREEN_HEIGHT / 5 * 2))
for i in range(5):
motion_draw.add_motion(temp, i, (255,))
for i in range(10):
motion_draw.add_motion(temp, i + 5, (255 - i * 23,))
def click(self, pos):
if motion_draw.motion_playing():
return
if self.event_card_manager is None:
if self.selected_card is None:
for i in range(1, 6):
for j in range(1, 6):
if (pos[0] - CARD_WIDTH / 2 < self.gameBoard[i][j].pos_center[0] < pos[0] + CARD_WIDTH / 2
and pos[1] - CARD_HEIGHT / 2 < self.gameBoard[i][j].pos_center[1] < pos[
1] + CARD_HEIGHT / 2):
self.gameBoard[i][j].click()
self.selected_card = (i, j)
if self.gameBoard[i][j].team == FLAG_PLAYER_TEAM:
self.skill_select = SkillSelectBar(
self.gameBoard[i][j].skills + [self.gameBoard[i][j].specialSkill]
)
else:
self.skill_select = SkillSelectBar([])
if self.gameBoard[i][j].team == FLAG_EMPTY:
self.selected_card = None
return
else:
for i in range(1, 6):
for j in range(1, 6):
if (pos[0] - CARD_WIDTH / 2 < self.gameBoard[i][j].pos_center[0] < pos[0] + CARD_WIDTH / 2
and pos[1] - CARD_HEIGHT / 2 < self.gameBoard[i][j].pos_center[1] < pos[
1] + CARD_HEIGHT / 2):
if self.selected_card in [(i + 1, j), (i - 1, j), (i, j + 1),
(i, j - 1)] and self.selected_skill is None and \
self.gameBoard[self.selected_card[0]][
self.selected_card[1]].team == FLAG_PLAYER_TEAM:
self.move_card(self.selected_card, (i, j))
self.skill_select = SkillSelectBar([])
self.selected_card = None
self.turn += 1
return
if self.selected_skill is not None and (i, j) in self.selected_skill_range:
if self.cost.cost < self.selected_skill.cost:
self.low_cost()
self.selected_card = None
self.selected_skill = None
self.selected_skill_range = []
self.skill_select = SkillSelectBar([])
return
caster = self.gameBoard[self.selected_card[0]][self.selected_card[1]]
targets = list(map(lambda a: self.gameBoard[a[0]][a[1]],
self.selected_skill.atk_range(self.selected_card, (i, j))))
self.cost.minus(self.selected_skill.cost)
self.selected_skill.execute(caster, targets, self.selected_card,
self.selected_skill.atk_range(self.selected_card, (i, j)),
(i, j))
self.turn += 1
self.selected_card = None
self.selected_skill = None
self.selected_skill_range = []
self.skill_select = SkillSelectBar([])
return
self.skill_select = SkillSelectBar([])
self.selected_card = None
self.selected_skill = None
return
for i in range(len(self.skill_select.skills)):
p = self.skill_select.skill_sprites[i].pos_center
if p[0] - SKILL_WIDTH / 2 < pos[0] < p[0] + SKILL_WIDTH / 2 and p[1] - SKILL_HEIGHT / 2 < pos[1] < \
p[
1] + SKILL_HEIGHT / 2:
self.skill_select.explainationbar = SkillMoreExplaination(self.skill_select.skills[i])
self.selected_skill = self.skill_select.skills[i]
self.selected_skill_range = self.selected_skill.execute_range(self.selected_card)
return
if self.selected_skill is None:
self.skill_select = SkillSelectBar([])
self.selected_card = None
return
self.selected_skill = None
self.selected_skill_range = []
self.skill_select.explainationbar = None
return
if self.event_card_manager.choose is None:
if self.selected_card is None and self.selected_skill is None:
for i in range(len(self.event_card_manager.on_gameboard)):
x, y = self.event_card_manager.on_gameboard[i].pos_center
if x - CARD_WIDTH / 2 < pos[0] < x + CARD_WIDTH / 2 and y - CARD_HEIGHT / 2 < pos[
1] < y + CARD_HEIGHT / 2:
self.event_card_manager.choose = i
self.selected_card = None
if self.event_card_manager.on_gameboard[i].execute_type == EVENT_TYPE_0:
self.selected_skill_range = []
if self.event_card_manager.on_gameboard[i].execute_type == EVENT_TYPE_1:
self.selected_skill_range = self.event_card_manager.on_gameboard[i].execute_range_one()
if self.event_card_manager.on_gameboard[i].execute_type == EVENT_TYPE_2:
self.selected_skill_range, _ = self.event_card_manager.on_gameboard[i].execute_range_two()
self.skill_select = SkillSelectBar([])
return
if self.selected_card is None:
for i in range(1, 6):
for j in range(1, 6):
if (pos[0] - CARD_WIDTH / 2 < self.gameBoard[i][j].pos_center[0] < pos[0] + CARD_WIDTH / 2
and pos[1] - CARD_HEIGHT / 2 < self.gameBoard[i][j].pos_center[1] < pos[
1] + CARD_HEIGHT / 2):
self.gameBoard[i][j].click()
self.selected_card = (i, j)
if self.gameBoard[i][j].team == FLAG_PLAYER_TEAM:
self.skill_select = SkillSelectBar(
self.gameBoard[i][j].skills + [self.gameBoard[i][j].specialSkill]
)
else:
self.skill_select = SkillSelectBar([])
if self.gameBoard[i][j].team == FLAG_EMPTY:
self.selected_card = None
return
else:
for i in range(1, 6):
for j in range(1, 6):
if (pos[0] - CARD_WIDTH / 2 < self.gameBoard[i][j].pos_center[0] < pos[0] + CARD_WIDTH / 2
and pos[1] - CARD_HEIGHT / 2 < self.gameBoard[i][j].pos_center[1] < pos[
1] + CARD_HEIGHT / 2):
if self.selected_card in [(i + 1, j), (i - 1, j), (i, j + 1),
(i, j - 1)] and self.selected_skill is None and \
self.gameBoard[self.selected_card[0]][
self.selected_card[1]].team == FLAG_PLAYER_TEAM:
self.move_card(self.selected_card, (i, j))
self.skill_select = SkillSelectBar([])
self.selected_card = None
self.turn += 1
return
if self.selected_skill is not None and (i, j) in self.selected_skill_range:
if self.cost.cost < self.selected_skill.cost:
self.low_cost()
self.selected_card = None
self.selected_skill = None
self.selected_skill_range = []
self.skill_select = SkillSelectBar([])
return
caster = self.gameBoard[self.selected_card[0]][self.selected_card[1]]
targets = list(map(lambda a: self.gameBoard[a[0]][a[1]],
self.selected_skill.atk_range(self.selected_card, (i, j))))
self.cost.minus(self.selected_skill.cost)
self.selected_skill.execute(caster, targets, self.selected_card,
self.selected_skill.atk_range(self.selected_card, (i, j)),
(i, j))
self.turn += 1
self.selected_card = None
self.selected_skill = None
self.selected_skill_range = []
self.skill_select = SkillSelectBar([])
return
self.skill_select = SkillSelectBar([])
self.selected_card = None
self.selected_skill = None
return
for i in range(len(self.skill_select.skills)):
p = self.skill_select.skill_sprites[i].pos_center
if p[0] - SKILL_WIDTH / 2 < pos[0] < p[0] + SKILL_WIDTH / 2 and p[1] - SKILL_HEIGHT / 2 < pos[1] < \
p[
1] + SKILL_HEIGHT / 2:
self.skill_select.explainationbar = SkillMoreExplaination(self.skill_select.skills[i])
self.selected_skill = self.skill_select.skills[i]
self.selected_skill_range = self.selected_skill.execute_range(self.selected_card)
return
if self.selected_skill is None:
self.skill_select = SkillSelectBar([])
self.selected_card = None
return
self.selected_skill = None
self.selected_skill_range = []
self.skill_select.explainationbar = None
return
else:
if 805 < pos[0] < 855 and 85 < pos[1] < 1065:
self.event_card_manager.use((), False)
return
elif self.event_card_manager.selectedCard().execute_type == EVENT_TYPE_0:
x, y = self.event_card_manager.selectedCard().pos_center
if x - CARD_WIDTH / 2 < pos[0] < x + CARD_WIDTH / 2 and y - CARD_HEIGHT / 2 < pos[
1] < y + CARD_HEIGHT / 2:
self.event_card_manager.use(())
return
else:
for i in range(1, 6):
for j in range(1, 6):
if (pos[0] - CARD_WIDTH / 2 < self.gameBoard[i][j].pos_center[0] < pos[0] + CARD_WIDTH / 2
and pos[1] - CARD_HEIGHT / 2 < self.gameBoard[i][j].pos_center[1] < pos[
1] + CARD_HEIGHT / 2) and (i, j) in self.selected_skill_range:
if self.event_card_manager.selectedCard().execute_type == EVENT_TYPE_1:
self.event_card_manager.use(((i, j), self.gameBoard[i][j]))
return
elif self.event_card_manager.selectedCard().execute_type == EVENT_TYPE_2:
if self.event_card_manager.execute_pos_first is None:
self.event_card_manager.execute_pos_first = (i, j)
return
else:
x, y = self.event_card_manager.execute_pos_first
self.event_card_manager.use(((x, y), (i, j),
self.gameBoard[x][y], self.gameBoard[i][j]))
return
self.event_card_manager.choose = None
self.event_card_manager.execute_pos_first = None