/
inventory.py
228 lines (195 loc) · 6.92 KB
/
inventory.py
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import pygame as pg
from settings import *
import random
import time
class Inventory:
def __init__(self, player, totalSlots, cols, rows):
self.totalSlots = totalSlots
self.rows = rows
self.cols = cols
self.inventory_slots = []
self.armor_slots = []
self.weapon_slots = []
self.display_inventory = False
self.player = player
self.appendSlots()
self.setSlotTypes()
self.movingitem = None
self.movingitemslot = None
def appendSlots(self):
while len(self.inventory_slots) != self.totalSlots:
for x in range(WIDTH//2 - ((INVTILESIZE+2) * self.cols)//2, WIDTH//2 + ((INVTILESIZE+2) * self.cols) //2, INVTILESIZE+2):
for y in range(UIHEIGTH, UIHEIGTH+INVTILESIZE * self.rows, INVTILESIZE+2):
self.inventory_slots.append(InventorySlot(x, y))
while len(self.armor_slots) != 4:
for y in range(UIHEIGTH-100, UIHEIGTH-100+(INVTILESIZE+1) * 4, INVTILESIZE+2):
self.armor_slots.append(EquipableSlot(self.inventory_slots[0].x - 100, y))
while len(self.weapon_slots) != 1:
self.weapon_slots.append(EquipableSlot(self.armor_slots[3].x - 50, self.armor_slots[3].y))
def setSlotTypes(self):
self.armor_slots[0].slottype = 'head'
self.armor_slots[1].slottype = 'chest'
self.armor_slots[2].slottype = 'legs'
self.armor_slots[3].slottype = 'feet'
self.weapon_slots[0].slottype = 'weapon'
def draw(self, screen):
if self.display_inventory:
for slot in self.armor_slots + self.inventory_slots + self.weapon_slots:
slot.draw(screen)
for slot in self.armor_slots + self.inventory_slots + self.weapon_slots:
slot.drawItems(screen)
def toggleInventory(self):
self.display_inventory = not self.display_inventory
def addItemInv(self, item, slot=None):
if slot == None:
for slots in self.inventory_slots:
if slots.item == None:
slots.item = item
break
if slot != None:
if slot.item != None:
self.movingitemslot.item = slot.item
slot.item = item
else:
slot.item = item
def removeItemInv(self, item):
for slot in self.inventory_slots:
if slot.item == item:
slot.item = None
break
def moveItem(self, screen):
mousepos = pg.mouse.get_pos()
for slot in self.inventory_slots + self.armor_slots + self.weapon_slots:
if slot.draw(screen).collidepoint(mousepos) and slot.item != None:
slot.item.is_moving = True
self.movingitem = slot.item
self.movingitemslot = slot
break
def placeItem(self, screen):
mousepos = pg.mouse.get_pos()
for slot in self.inventory_slots + self.armor_slots + self.weapon_slots:
if slot.draw(screen).collidepoint(mousepos) and self.movingitem != None:
if isinstance(self.movingitemslot, EquipableSlot) and isinstance(slot, InventorySlot) and not isinstance(slot, EquipableSlot) and slot.item == None:
self.unequipItem(self.movingitem)
break
if isinstance(slot, InventorySlot) and not isinstance(slot, EquipableSlot) and not isinstance(self.movingitemslot, EquipableSlot):
self.removeItemInv(self.movingitem)
self.addItemInv(self.movingitem, slot)
break
if isinstance(self.movingitemslot, EquipableSlot) and isinstance(slot.item, Equipable):
if self.movingitem.slot == slot.item.slot:
self.unequipItem(self.movingitem)
self.equipItem(slot.item)
break
if isinstance(slot, EquipableSlot) and isinstance(self.movingitem, Equipable):
if slot.slottype == self.movingitem.slot:
self.equipItem(self.movingitem)
break
if self.movingitem != None:
self.movingitem.is_moving = False
self.movingitem = None
self.movingitemslot = None
def checkSlot(self, screen, mousepos):
for slot in self.inventory_slots + self.armor_slots + self.weapon_slots:
if isinstance(slot, InventorySlot):
if slot.draw(screen).collidepoint(mousepos):
if isinstance(slot.item, Equipable):
self.equipItem(slot.item)
if isinstance(slot.item, Consumable):
self.useItem(slot.item)
if isinstance(slot, EquipableSlot):
if slot.draw(screen).collidepoint(mousepos):
if slot.item != None:
self.unequipItem(slot.item)
def getEquipSlot(self, item):
for slot in self.armor_slots + self.weapon_slots:
if slot.slottype == item.slot:
return slot
def useItem(self, item):
if isinstance(item, Consumable):
item.use(self, self.player)
def equipItem(self, item):
if isinstance(item, Equipable):
item.equip(self, self.player)
def unequipItem(self, item):
if isinstance(item, Equipable):
item.unequip(self)
class InventorySlot:
def __init__(self, x, y):
self.x = x
self.y = y
self.item = None
def draw(self, screen):
return pg.draw.rect(screen, WHITE, (self.x, self.y, INVTILESIZE, INVTILESIZE))
def drawItems(self, screen):
if self.item != None and not self.item.is_moving:
self.image = pg.image.load(self.item.img).convert_alpha()
screen.blit(self.image, (self.x-7, self.y-7))
if self.item != None and self.item.is_moving:
mousepos1 = pg.mouse.get_pos()
self.image = pg.image.load(self.item.img).convert_alpha()
screen.blit(self.image, (mousepos1[0]-20,mousepos1[1]-20))
class EquipableSlot(InventorySlot):
def __init__(self, x, y, slottype=None):
InventorySlot.__init__(self, x, y)
self.slottype = slottype
class InventoryItem:
def __init__(self, img, value):
self.img = img
self.value = value
self.is_moving = False
class Consumable(InventoryItem):
def __init__(self, img, value, hp_gain=0, prot_gain=0):
InventoryItem.__init__(self, img, value)
self.hp_gain = hp_gain
self.prot_gain = prot_gain
def use(self, inv, target):
inv.removeItemInv(self)
target.addHp(self.hp_gain)
target.addProt(self.prot_gain)
class Equipable(InventoryItem):
def __init__(self, img, value):
InventoryItem.__init__(self, img, value)
self.is_equipped = False
self.equipped_to = None
def equip(self, target):
self.is_equipped = True
self.equipped_to = target
def unequip(self):
self.is_equipped = False
self.equipped_to = None
class Armor(Equipable):
def __init__(self, img, value, prot, slot):
Equipable.__init__(self, img, value)
self.prot = prot
self.slot = slot
def equip(self, inv, target):
if inv.getEquipSlot(self).item != None:
inv.getEquipSlot(self).item.unequip(inv)
Equipable.equip(self, target)
target.equip_armor(self)
inv.removeItemInv(self)
inv.getEquipSlot(self).item = self
def unequip(self, inv):
self.equipped_to.unequip_armor(self.slot)
Equipable.unequip(self)
inv.addItemInv(self)
inv.getEquipSlot(self).item = None
class Weapon(Equipable):
def __init__(self, img, value, atk, slot, wpn_type):
Equipable.__init__(self, img, value)
self.atk = atk
self.slot = slot
self.wpn_type = wpn_type
def equip(self, inv, target):
if inv.getEquipSlot(self).item != None:
inv.getEquipSlot(self).item.unequip(inv)
Equipable.equip(self, target)
target.equip_weapon(self)
inv.removeItemInv(self)
inv.getEquipSlot(self).item = self
def unequip(self, inv):
self.equipped_to.unequip_weapon()
Equipable.unequip(self)
inv.addItemInv(self)
inv.getEquipSlot(self).item = None