Akció animációk
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@@ -39,12 +39,13 @@ class StatusChange:
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# where = reference to the target, who = reference to the inflictor
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class Action:
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def __init__(self, name, who, where, damage, status):
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def __init__(self, name, who, where, damage, status, animation):
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self.name = name
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self.who = who
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self.where = where
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self.damage = damage
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self.status = status
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self.animation = animation
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def __str__(self):
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return (
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@@ -1,32 +1,44 @@
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import random
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from battle import Combatant, Action, Damage, StatusChange
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def anim_default(action, text, timer, dt):
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if timer == 0:
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text.reset(action.name)
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text.type_all()
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if timer >= 1:
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text.reset("")
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action.execute()
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return True
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return False
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def move_attack(user, target):
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return Action("Attack", user, target, Damage(user.attack, 0, 0, 0), StatusChange(0, 0, 0))
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return Action("Attack", user, target, Damage(user.attack, 0, 0, 0), StatusChange(0, 0, 0), anim_default)
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def move_fire(user, target):
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return Action("Fira", user, target, Damage(0, 45, 0, 0), StatusChange(0, 0, 0))
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return Action("Fira", user, target, Damage(0, 45, 0, 0), StatusChange(0, 0, 0), anim_default)
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def move_ice(user, target):
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return Action("Blizzara", user, target, Damage(0, 0, 45, 0), StatusChange(0, 0, 0))
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return Action("Blizzara", user, target, Damage(0, 0, 45, 0), StatusChange(0, 0, 0), anim_default)
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def move_cure(user, target):
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return Action("Cure", user, target, Damage(0, 0, 0, 42), StatusChange(0, 0, 0))
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return Action("Cure", user, target, Damage(0, 0, 0, 42), StatusChange(0, 0, 0), anim_default)
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def move_defend(user, target):
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return Action("Defend", user, target, Damage(0, 0, 0, 0), StatusChange(0, 0, 1))
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return Action("Defend", user, target, Damage(0, 0, 0, 0), StatusChange(0, 0, 1), anim_default)
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def move_break(user, target):
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return Action("Break", user, target, Damage(0, 0, 0, 0), StatusChange(0, 1, 0))
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return Action("Break", user, target, Damage(0, 0, 0, 0), StatusChange(0, 1, 0), anim_default)
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def move_death(user, target):
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return Action("Death", user, target, Damage(0, 0, 0, 0), StatusChange(1, 0, 0))
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return Action("Death", user, target, Damage(0, 0, 0, 0), StatusChange(1, 0, 0), anim_default)
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def move_phoenix(user, target):
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return Action("Phoenix Down", user, target, Damage(0, 0, 0, 30), StatusChange(2, 0, 0))
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return Action("Phoenix Down", user, target, Damage(0, 0, 0, 30), StatusChange(2, 0, 0), anim_default)
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def move_softenup(user, target):
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return Action("Esuna", user, target, Damage(0, 0, 0, 0), StatusChange(2, 0, 0))
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return Action("Esuna", user, target, Damage(0, 0, 0, 0), StatusChange(2, 0, 0), anim_default)
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def enemy_turn_test(e,ep, ap,d):
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living = [p for p in ap if not p.ko]
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@@ -13,16 +13,19 @@ enemies = []
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party_members = []
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enemy_turn = None
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battle_music = None
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enemy_ai_data = {}
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party_menus = []
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spells = []
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inventory = []
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action_queue = []
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enemy_ai_data = {}
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cur_action = None
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action_timer = 0
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party_text = TextRenderer(3, 206, 210)
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ene_text = TextRenderer(123, 206, 210)
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menu_text = TextRenderer(3, 76, 210)
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action_text = TextRenderer(110, 215, 210)
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menu_open = 0
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menu_queue = []
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@@ -54,14 +57,14 @@ def menu_action(data):
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case "unselectable":
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return
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case "phys_att":
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action_queue.append(Action("Physical Attack", user, eparty[0], Damage(166, 0, 0, 0), StatusChange(0, 0, 0)))
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action_queue.append(Action("Physical Attack", user, eparty[0], Damage(166, 0, 0, 0), StatusChange(0, 0, 0), battle_data.anim_default))
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close_menu()
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case _:
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print(f"Unknown action: {action}")
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close_menu()
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def update(game, dt):
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global menu_open
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global menu_open, cur_action, action_timer
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for e in enemies:
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if e.ko or e.stone:
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@@ -82,10 +85,18 @@ def update(game, dt):
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menu_queue.append(p)
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p.atb = math.inf
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if len(action_queue) != 0:
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if len(action_queue) != 0 and cur_action == None:
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action = action_queue.pop(0)
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print(f"Executing: {action}")
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action.execute()
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cur_action = action
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action_timer = 0
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if cur_action != None:
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if cur_action.animation(cur_action, action_text, action_timer, dt):
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cur_action = None
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else:
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action_timer += dt
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# Szövegek Frissítése
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partytext = ""
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@@ -128,4 +139,5 @@ def draw(game):
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party_text.render()
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ene_text.render()
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menu_text.render()
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action_text.render()
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