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screen_battle.py
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from tkinter import *
from enemycreator import *
from itemcreator import *
from copy import *
from time import *
class Battlescreen(Frame):
def __init__(self, master, next, causedeath, level, player, x, y, floor, shopitems):
super().__init__(master)
self.resume = next
self.die = causedeath
self.level = level
self.player = player
self.player_x = x
self.player_y = y
self.floor = floor
self.shopitems = shopitems
self.pmh = self.player.maxhealth
self.grid()
self.create_widgets()
def create_widgets(self):
Canvas(self, bg="#cc7130", width=420, height=300).grid(row=0, column=0, rowspan=10, columnspan=5)
enemylist = load_enemy_file("enemies.txt")
self.enemy = deepcopy(get_random_enemy(enemylist, self.level))
itemfile = load_item_file("items.txt")
self.enemy.get_random_weapon()
self.emh = self.enemy.maxhp
self.playername = Label(self, text="Bup", font="fixedsys", bg="#cc7130")
self.playername.grid(row=1, column=0, sticky=S)
self.enemyname = Label(self, text=self.enemy.name, font="fixedsys", bg="#cc7130")
self.enemyname.grid(row=5, column=0, sticky=S)
self.playerweaponname = Label(self, text=self.player.equipped.name, font="fixedsys", bg="#cc7130")
self.playerweaponname.grid(row=2, column=0)
self.enemyweaponname = Label(self, text=self.enemy.weapon.name, font="fixedsys", bg="#cc7130")
self.enemyweaponname.grid(row=6, column=0)
self.playerhp = Label(self, text=str(self.player.hp) + "/" + str(self.pmh), font="fixedsys", bg="#cc7130")
self.playerhp.grid(row=3, column=0, sticky=N)
self.enemyhp = Label(self, text=str(self.enemy.maxhp) + "/" + str(self.emh), font="fixedsys", bg="#cc7130")
self.enemyhp.grid(row=7, column=0, sticky=N)
self.sb1 = Scrollbar(self)
self.sb1.grid(row=1, column=1, rowspan=3, sticky=NS)
self.items = Listbox(self, width=28, height=6, yscrollcommand=self.sb1.set, font="fixedsys")
self.items.grid(row=1, column=2, columnspan=2, rowspan=3)
for x in range(0, len(self.player.inventory)):
self.items.insert(END, self.player.inventory[x].name)
if self.player.inventory[x].type == "potion":
self.items.itemconfig(x, {"fg": "#590000"})
elif self.player.inventory[x].type == "weapon":
self.items.itemconfig(x, {"fg": "#030042"})
self.sb1["command"] = self.items.yview
self.combatlog = Text(self, width=28, height=6, font="fixedsys", wrap=WORD)
self.combatlog.grid(row=5, column=2, columnspan=2, rowspan=3)
self.useb = Button(self, text=" USE ", font="fixedsys", command=self.use)
self.useb.grid(row=4, column=2)
self.equipb = Button(self, text="EQUIP", font="fixedsys", command=self.equip)
self.equipb.grid(row=4, column=3)
Label(self, text="", font="fixedsys", width=18, bg="#cc7130").grid(row=0, column=0)
Label(self, text="", font="fixedsys", width=18, bg="#cc7130").grid(row=0, column=1, columnspan=2)
Label(self, text="", font="fixedsys", width=18, bg="#cc7130").grid(row=8, column=0)
Label(self, text="", font="fixedsys", width=18, bg="#cc7130").grid(row=8, column=1, columnspan=2)
def enemyattack(self):
enemydamage = randint(self.enemy.weapon.output[0], self.enemy.weapon.output[1]) + self.enemy.strength
self.player.hp -= enemydamage
if self.player.hp <= 0:
self.player.hp = 0
self.useb.destroy()
self.equipb.destroy()
if self.enemy.maxhp == 0:
self.go_backb.destroy()
self.combatlog.insert(INSERT, "-The " + self.enemy.name + " attacks with their " + self.enemy.weapon.name + " and slays Bup!")
self.dieb = Button(self, text="GAME OVER", font="fixedsys", command=self.player_die)
self.dieb.grid(row=4, column=2, columnspan=2)
else:
if self.enemy.weapon.name == "Unarmed Attack":
self.combatlog.insert(INSERT, "-The " + self.enemy.name + " attacks and deals " + str(enemydamage) + " damage!")
else:
self.combatlog.insert(INSERT, "-The " + self.enemy.name + " attacks with their " + self.enemy.weapon.name + " and deals " + str(enemydamage) + " damage!")
self.playerhp["text"] = str(self.player.hp) + "/" + str(self.pmh)
def use(self):
try:
index = int(self.items.curselection()[0])
if self.player.inventory[index].type == "potion":
self.player.hp += self.player.inventory[index].output
if self.player.hp >= self.pmh:
regain = self.player.inventory[index].output - (self.player.hp - self.pmh)
self.player.hp = self.pmh
else:
regain = self.player.inventory[index].output
self.combatlog.delete(0.0, END)
self.combatlog.insert(INSERT, "-Bup used the " + self.player.inventory[index].name + " and regained " + str(regain) + " health!\n")
del (self.player.inventory[index])
self.items.destroy()
self.items = Listbox(self, width=28, height=6, yscrollcommand=self.sb1.set, font="fixedsys")
self.items.grid(row=1, column=2, columnspan=2, rowspan=3)
for x in range(0, len(self.player.inventory)):
self.items.insert(END, self.player.inventory[x].name)
if self.player.inventory[x].type == "potion":
self.items.itemconfig(x, {"fg": "#590000"})
elif self.player.inventory[x].type == "weapon":
self.items.itemconfig(x, {"fg": "#030042"})
self.sb1["command"] = self.items.yview
self.playerhp["text"] = str(self.player.hp) + "/" + str(self.pmh)
self.enemyattack()
elif self.player.inventory[index].type == "weapon":
playerdamage = randint(self.player.equipped.output[0], self.player.equipped.output[1])
self.enemy.maxhp -= playerdamage
if self.enemy.maxhp <= 0:
self.enemy.maxhp = 0
self.useb.destroy()
self.equipb.destroy()
if self.enemy.weapon.id != "attack":
self.player.inventory.append(self.enemy.weapon)
self.enemy.get_random_drops(self.player)
self.go_backb = Button(self, text="Go Back", font="fixedsys", command=self.go_back)
self.go_backb.grid(row=4, column=2, columnspan=2)
self.enemyhp["text"] = str(self.enemy.maxhp)+"/"+self.emh
self.combatlog.delete(0.0, END)
self.combatlog.insert(INSERT, "-Bup attacked with the " + self.player.equipped.name + " and slayed the " + self.enemy.name + "!\n")
else:
self.enemyhp["text"] = str(self.enemy.maxhp)+"/"+self.emh
self.combatlog.delete(0.0, END)
self.combatlog.insert(INSERT, "-Bup attacked with the " + self.player.equipped.name + " and dealt " + str(playerdamage) + " damage!\n")
self.enemyattack()
except:
playerdamage = randint(self.player.equipped.output[0], self.player.equipped.output[1])
self.enemy.maxhp -= playerdamage
if self.enemy.maxhp <= 0:
self.enemy.maxhp = 0
self.useb.destroy()
self.equipb.destroy()
if self.enemy.weapon.id != "attack":
self.player.inventory.append(self.enemy.weapon)
self.enemy.get_random_drops(self.player)
self.go_backb = Button(self, text="Go Back", font="fixedsys", command=self.go_back)
self.go_backb.grid(row=4, column=2, columnspan=2)
self.enemyhp["text"] = str(self.enemy.maxhp) + "/" + str(self.emh)
self.combatlog.delete(0.0, END)
self.combatlog.insert(INSERT, "-Bup attacked with the " + self.player.equipped.name + " and slayed the " + self.enemy.name + "!\n")
else:
self.enemyhp["text"] = str(self.enemy.maxhp) + "/" + str(self.emh)
self.combatlog.delete(0.0, END)
self.combatlog.insert(INSERT, "-Bup attacked with the " + self.player.equipped.name + " and dealt " + str(playerdamage) + " damage!\n")
self.enemyattack()
def equip(self):
try:
index = int(self.items.curselection()[0])
if self.player.inventory[index].type == "weapon":
self.player.equipped = self.player.inventory[index]
self.playerweaponname["text"] = self.player.equipped.name
except:
return None
def go_back(self):
self.resume(self.level, self.player, self.player_x, self.player_y, self.floor, self.shopitems, self.enemy)
def player_die(self):
self.die()