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path: root/game/gui/battle.rpy
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########################################################################################
#     This file is part of Spheres.
#     Copyright (C) 2019  Jesusalva

#     This library is free software; you can redistribute it and/or
#     modify it under the terms of the GNU Lesser General Public
#     License as published by the Free Software Foundation; either
#     version 2.1 of the License, or (at your option) any later version.

#     This library is distributed in the hope that it will be useful,
#     but WITHOUT ANY WARRANTY; without even the implied warranty of
#     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
#     Lesser General Public License for more details.

#     You should have received a copy of the GNU Lesser General Public
#     License along with this library; if not, write to the Free Software
#     Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
########################################################################################
# Combat Interface
init python:
    ####################### Client rendering
    def c_dragid(dg):
        if dg == "party1":
            return 0
        elif dg == "party2":
            return 1
        elif dg == "party3":
            return 2
        elif dg == "party4":
            return 3
        elif dg == "party5":
            return 4
        else:
            return 0# We can't return -1...

    def combat_action(drags, drop):
        global use_sphere
        if not drop:
            return

        # Define your char slot, and reset the sphere usage for it
        idn=c_dragid(drags[0].drag_name)
        use_sphere[idn]=AP_NONE

        # Check if you asked for a skill
        if (drop.drag_name == "Skill"):
            renpy.notify("You can't use a skill!")
            drags[0].snap(0, 30, delay=0.1)
            #use_sphere[idn]=AP_SKILL
            return

        # Check if you asked for a sphere
        if (drop.drag_name == "Sphere"):
            if (Battle["spheres"][idn]):
                # Mark to use the sphere - if it exists!
                drags[0].snap(0, 60, delay=0.1)
                use_sphere[idn]=AP_SPHERE
                return
            else:
                renpy.notify("You can't use a sphere!")
                drags[0].snap(0, 30, delay=0.1)
                return
        return

# FIXME: Allow to drag spheres instead of whole chars.
# More checks needed on client, but less on server
# And spheres are 1D, so much easier on RAM/CPU as well
init 2 python:
    def blayout():
        renpy.call_in_new_context("bl_context")
        return
    def blayout2():
        o1=renpy.call_screen("battle_layout", "Select unit to swap")
        o2=renpy.call_screen("battle_layout", "Select unit to swap with")
        if (o1 == o2):
            return
        tmp=copy.copy(Battle["party"][o2])
        Battle["party"][o2]=copy.copy(Battle["party"][o1])
        Battle["party"][o1]=tmp
        renpy.notify("Done!")
        return

label bl_context:
    $ blayout2()
    return

#############################################################################
screen battle():
    # Background
    add "bg battle"

    # Load variables
    python:
        try:
            fx1="unit_"+str(Battle["party"][0]["unit_id"])
            show_img(fx1, False) # Validate
        except:
            fx1=""
        try:
            fx2="unit_"+str(Battle["party"][1]["unit_id"])
            show_img(fx2, False) # Validate
        except:
            fx2=""
        try:
            fx3="unit_"+str(Battle["party"][2]["unit_id"])
            show_img(fx3, False) # Validate
        except:
            fx3=""
        try:
            fx4="unit_"+str(Battle["party"][3]["unit_id"])
            show_img(fx4, False) # Validate
        except:
            fx4=""
        try:
            fx5="unit_"+str(Battle["party"][4]["unit_id"])
            show_img(fx5, False) # Validate
        except:
            fx5=""
        try:
            en1=Battle["enemy"][0]
            show_img("mob_"+str(en1["unit_id"]), False) # Validate
        except:
            en1={"hp": 0}
        try:
            en2=Battle["enemy"][1]
            show_img("mob_"+str(en2["unit_id"]), False) # Validate
        except:
            en2={"hp": 0}
        try:
            en3=Battle["enemy"][2]
            show_img("mob_"+str(en3["unit_id"]), False) # Validate
        except:
            en3={"hp": 0}

    ####################################################
    # Render HUD
    frame:
        xalign 0.0
        yalign 0.0
        xfill True
        ymaximum 60
        yfill True
        background Frame("gui/frame.png", 0, 0)
    fixed:
        ymaximum 60
        hbox:
            xalign 0.0
            yalign 0.0
            # Preferences button
            null width 20
            imagebutton auto "gfx/gui/cog_%s.png" action ShowMenu('preferences')
            textbutton _("Party") action Function(blayout)
            null width 20
            text "%d " % (Battle["turn"])
            text _(" Turn")
        hbox:
            xalign 0.5
            yalign 0.0
            text _("Wave %d/%d" % (Battle["wave"], Battle["max_wave"]))
        hbox:
            xalign 1.0
            yalign 0.0
            textbutton _("I'm ready") action Return()

    ####################################################
    # Render enemies

    # Enemy 1
    if (en1["hp"] > 0):
        add At("mob_"+str(en1["unit_id"]), enemy1)
        vbox:
            xalign 0.5
            yanchor 0.5
            ypos 0.24
            xmaximum 180
            ymaximum 20
            text en1["name"]
            bar value en1["hp"] range en1["max_hp"]

    # Enemy 2
    if (en2["hp"] > 0):
        add At("mob_"+str(en2["unit_id"]), enemy2)
        vbox:
            xalign 1.0
            yanchor 0.5
            ypos 0.24
            xmaximum 180
            ymaximum 20
            text en2["name"]
            bar value en2["hp"] range en2["max_hp"]

    # Enemy 3
    if (en3["hp"] > 0):
        add At("mob_"+str(en3["unit_id"]), enemy3)
        vbox:
            xalign 0.0
            yanchor 0.5
            ypos 0.24
            xmaximum 180
            ymaximum 20
            text en3["name"]
            bar value en3["hp"] range en3["max_hp"]

    ####################################################
    # Render allies
    # TODO: Gray out and unmovable if dead
    # One drag group per party member defined in Battle
    draggroup:
        xpos 0.25
        xanchor 1.0
        yalign 1.0
        xmaximum 256
        ymaximum 480
        # Display the background
        drag:
            child At("gfx/action.png", party1)
            draggable False
            droppable False
        # Display the card (if there's one)
        if (fx1):
            drag:
                drag_name "party1"
                child At(fx1, c_party1)
                droppable False
                if (Battle["party"][0]["hp"] > 0):
                    dragged combat_action
                else:
                    draggable False
                ypos 30
            # The action areas
            drag:
                drag_name "Skill"
                child At("gfx/actionarea.png", party1)
                draggable False
                ypos 0.0
            drag:
                drag_name "Sphere"
                child At("gfx/actionarea.png", party1)
                draggable False
                yalign 1.0
        # Display the sphere
        drag:
            child ("gfx/sphere/"+str(Battle["spheres"][0])+".png")
            draggable False
            droppable False
            yalign 1.0
            xalign 0.5
    if (fx1 and Battle["party"][0]["hp"] <= 0):
        add At("gfx/off.png", party1)

    # One drag group per party member defined in Battle
    draggroup:
        xpos 0.50
        xanchor 1.0
        yalign 1.0
        xmaximum 256
        ymaximum 480
        drag:
            child At("gfx/action.png", party2)
            draggable False
            droppable False
        if (fx2):
            drag:
                drag_name "party2"
                child At(fx2, c_party2)
                droppable False
                if (Battle["party"][1]["hp"] > 0):
                    dragged combat_action
                else:
                    draggable False
                ypos 30
            drag:
                drag_name "Skill"
                child At("gfx/actionarea.png", party2)
                draggable False
                ypos 0.0
            drag:
                drag_name "Sphere"
                child At("gfx/actionarea.png", party2)
                draggable False
                yalign 1.0
        drag:
            child ("gfx/sphere/"+str(Battle["spheres"][1])+".png")
            draggable False
            droppable False
            yalign 1.0
            xalign 0.5

    if (fx2 and Battle["party"][1]["hp"] <= 0):
        add At("gfx/off.png", party2)
    # One drag group per party member defined in Battle
    draggroup:
        xpos 0.75
        xanchor 1.0
        yalign 1.0
        xmaximum 256
        ymaximum 480
        drag:
            child At("gfx/action.png", party3)
            draggable False
            droppable False
        if (fx3):
            drag:
                drag_name "party3"
                child At(fx3, c_party3)
                droppable False
                if (Battle["party"][2]["hp"] > 0):
                    dragged combat_action
                else:
                    draggable False
                ypos 30
            drag:
                drag_name "Skill"
                child At("gfx/actionarea.png", party3)
                draggable False
                ypos 0.0
            drag:
                drag_name "Sphere"
                child At("gfx/actionarea.png", party3)
                draggable False
                yalign 1.0
        drag:
            child ("gfx/sphere/"+str(Battle["spheres"][2])+".png")
            draggable False
            droppable False
            yalign 1.0
            xalign 0.5

    if (fx3 and Battle["party"][2]["hp"] <= 0):
        add At("gfx/off.png", party3)
    # One drag group per party member defined in Battle
    draggroup:
        xpos 1.0
        xanchor 1.0
        yalign 1.0
        xmaximum 256
        ymaximum 480
        drag:
            child At("gfx/action.png", party4)
            draggable False
            droppable False
        if (fx4):
            drag:
                drag_name "party4"
                child At(fx4, c_party4)
                droppable False
                if (Battle["party"][3]["hp"] > 0):
                    dragged combat_action
                else:
                    draggable False
                ypos 30
            drag:
                drag_name "Skill"
                child At("gfx/actionarea.png", party4)
                draggable False
                ypos 0.0
            drag:
                drag_name "Sphere"
                child At("gfx/actionarea.png", party4)
                draggable False
                yalign 1.0
        drag:
            child ("gfx/sphere/"+str(Battle["spheres"][3])+".png")
            draggable False
            droppable False
            yalign 1.0
            xalign 0.5

    if (fx4 and Battle["party"][3]["hp"] <= 0):
        add At("gfx/off.png", party4)


    ####################################################
    # Render HPBARs
    if (fx1):
        frame:
            xpos 0.125
            xanchor 0.5
            yalign 1.0
            ymaximum 10
            xmaximum 120
            bar value Battle["party"][0]["hp"] range Battle["party"][0]["max_hp"] xmaximum 120

    if (fx2):
        frame:
            xpos 0.375
            xanchor 0.5
            yalign 1.0
            ymaximum 10
            xmaximum 120
            bar value Battle["party"][1]["hp"] range Battle["party"][1]["max_hp"] xmaximum 120

    if (fx3):
        frame:
            xpos 0.625
            xanchor 0.5
            yalign 1.0
            ymaximum 10
            xmaximum 120
            bar value Battle["party"][2]["hp"] range Battle["party"][2]["max_hp"] xmaximum 120

    if (fx4):
        frame:
            xpos 0.875
            xanchor 0.5
            yalign 1.0
            ymaximum 10
            xmaximum 120
            bar value Battle["party"][3]["hp"] range Battle["party"][3]["max_hp"] xmaximum 120

screen battle_layout(lb="Select unit"):
    vbox:
        xalign 0.5
        yalign 0.3
        label _("{size=32}{color=#f00}%s{/color}{/size}" % lb)
        null height 20
        hbox:
            for i, item in enumerate(Battle["party"]):
                imagebutton:
                    if item["unit_id"] > 0:
                        idle At(Composite(
                                (340, 340),
                                (0, 0), "gfx/square/bg.png",
                                (0, 0), "gfx/square/units/%d.png" % item["unit_id"],
                                (0, 0), "gfx/square/%d.png" % allunits[item["unit_id"]]["rare"],
                            ), czoom_70)
                    else:
                        idle At("gfx/square/bg.png", czoom_70)
                    action Return(i)
        null height 80
        # The close button returns -1 and comes last (TODO)
        imagebutton:
                idle At("gfx/square/back_idle.png", czoom_75)
                hover At("gfx/square/back_hover.png", czoom_75)
                action Return(-1)