diff --git a/data/messages.json b/data/messages.json index 2dcf311..8d7e0be 100644 --- a/data/messages.json +++ b/data/messages.json @@ -6,5 +6,12 @@ "remove_fail": "Cannot remove {quantity} {item}(s), insufficient quantity.", "use_success": "You used {item}.", "use_fail": "You dont' have {item} in your inventory." + }, + + "shop_inventory": { + "buy_success": "Succesfully bought {quantity} {item}.", + "buy_fail": "Failed to buy {quantity} {item}", + "sell_success": "Succesfully sold {quantity} {item}(s) to the shopkeeper.", + "sell_fail": "Failed to sell {quantity} {item} to the shopkeeper." } } \ No newline at end of file diff --git a/data/new_maps/100x100_map.tmx b/data/new_maps/100x100_map.tmx index 78454f4..b19ccaa 100644 --- a/data/new_maps/100x100_map.tmx +++ b/data/new_maps/100x100_map.tmx @@ -1,5 +1,5 @@ - + @@ -948,6 +948,113 @@ + + 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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, diff --git a/src/inventory.py b/src/inventory.py index 5cd5d31..ac00c94 100644 --- a/src/inventory.py +++ b/src/inventory.py @@ -58,6 +58,22 @@ def use_item(self, item_name: str) -> str: if self.remove_item(item_name, 1) == get_message("inventory", "remove_success", item=item_name, quantity=1): return get_message("inventory", "use_success", item=item_name) return get_message("inventory", "use_fail", item=item_name) + + def buy_item(self, item_name, quantity): + if item_name in self.items: + self.items[item_name] += quantity + return get_message("shop_inventory", "buy_success", item=item_name, quantity=quantity) + else: + self.items[item_name] = quantity + return get_message("shop_inventory", "buy_success", item=item_name, quantity=quantity) + + def sell_item(self, item_name, quantity): + if item_name in self.items and self.items[item_name] >= quantity: + self.items[item_name] -= quantity + if self.items[item_name] == 0: + del self.items[item_name] + return get_message("shop_inventory", "sell_success", item=item_name, quantity=quantity) + return get_message("shop_inventory", "sell_fail", item=item_name, quantity=quantity) def get_items(self) -> dict[str, int]: """Return a copy of the items dictionary.""" diff --git a/src/shop.py b/src/shop.py new file mode 100644 index 0000000..724e32e --- /dev/null +++ b/src/shop.py @@ -0,0 +1,193 @@ +from typing import Dict, Tuple + +import pygame + +from src.inventory import Inventory +from src.settings import WORLD_LAYERS +from src.states.base_state import BaseState + + +class ShowShop(pygame.sprite.Sprite): + def __init__(self, pos, surface, groups, z=WORLD_LAYERS["main"]): + super().__init__(groups) + + self.image = pygame.Surface((32, 32)) + self.image.fill("white") + self.rect = self.image.get_frect(topleft=pos) + self.z = z + + +class WindowShop(BaseState): + def __init__(self, game_state_manager, player, show_shop, inventory: Inventory): + super().__init__(game_state_manager) + self.font = pygame.font.Font(None, 36) + self.screen = pygame.Surface((800, 600)) + + self.button_width = 100 + self.button_height = 50 + self.scroll_offset = 0 + + self.button_actions: Dict[str, Tuple[pygame.Rect, pygame.Rect]] = {} + self.inventory = inventory + self.show_shop = show_shop + self.player = player + self.big_screen = pygame.Surface((1280, 720)) + + self.max_visible_items = 5 + self.in_shop = True + self.collide = False + + self.message = "" + self.message_end_time = 0 + + self.sprite_sheet = pygame.image.load("images/tilesets/Treasure+.png").convert_alpha() + self.icons = { + "Gold Coin": self.extract_icon(0, 0), + "Silver Coin": self.extract_icon(16, 0), + "Coin Stack (1)": self.extract_icon(32, 0), + "Coin Stack (2)": self.extract_icon(48, 0), + "Circular Gem": self.extract_icon(64, 0), + "Single Gold Bar": self.extract_icon(0, 16), + "Gold Bar Stack": self.extract_icon(16, 16), + "Treasure Block": self.extract_icon(32, 16), + "Golden Crown": self.extract_icon(0, 32), + "Ornate Cup": self.extract_icon(16, 32), + "Golden Figurine": self.extract_icon(32, 32), + "Simple Sword": self.extract_icon(0, 48), + "Ornate Sword": self.extract_icon(16, 48), + "Double-Bladed Axe": self.extract_icon(32, 48), + "Spear": self.extract_icon(48, 48), + "Circular Shield": self.extract_icon(64, 48), + "Golden Trophy": self.extract_icon(0, 64), + "Candelabra": self.extract_icon(16, 64), + "Potion (Red)": self.extract_icon(0, 80), + "Potion (Blue)": self.extract_icon(16, 80), + "Potion (Green)": self.extract_icon(32, 80), + "Square Jar": self.extract_icon(48, 80), + "Cake": self.extract_icon(0, 96), + "Donut": self.extract_icon(16, 96), + "Bread": self.extract_icon(32, 96), + "Rug Tile": self.extract_icon(0, 112), + "Geometric Pattern": self.extract_icon(16, 112), + "Glowing Orb (Blue)": self.extract_icon(0, 128), + "Glowing Orb (Red)": self.extract_icon(16, 128), + "Glowing Orb (Green)": self.extract_icon(32, 128), + "Golden Ring": self.extract_icon(48, 128), + "Amulet": self.extract_icon(64, 128), + "Scroll": self.extract_icon(0, 144), + "Key": self.extract_icon(16, 144), + "Tool": self.extract_icon(32, 144), + "Dragon (Red)": self.extract_icon(0, 160), + "Dragon (Green)": self.extract_icon(16, 160), + "Dragon (Black)": self.extract_icon(32, 160), + "Dragon (White)": self.extract_icon(48, 160), + "Gem Cluster": self.extract_icon(0, 176), + "Glowing Crystal": self.extract_icon(16, 176), + } + + def update(self, events): + self.collide = self.player.rect.colliderect(self.show_shop.rect) + + for event in events: + match event.type: + case pygame.KEYDOWN: + if event.key == pygame.K_q and self.in_shop: + self.in_shop = False + self.game_state_manager.exit_state() + + case pygame.MOUSEBUTTONDOWN: + if event.button == 1: + self.handle_mouse_clicks(event.pos) + case pygame.MOUSEWHEEL: + self.scroll_offset = max(0, self.scroll_offset - event.y) + max_offset = max(0, len(self.inventory.get_items()) - self.max_visible_items) + self.scroll_offset = min(self.scroll_offset, max_offset) + + def render(self, screen: pygame.Surface): + if self.collide: + welcome_message = self.font.render("Press 'E' to enter the shop!", True, (0, 0, 0)) + self.big_screen.blit(welcome_message, (50, self.screen.get_height() - 60)) + + if self.in_shop: + self.screen.fill((0, 0, 0)) + + self.button_actions = {} + + items = list(self.inventory.get_items().items()) + visible_items = items[self.scroll_offset : self.scroll_offset + self.max_visible_items] + y_offset = 50 + + for item, quantity in visible_items: + if item in self.icons: + self.screen.blit(self.icons[item], (50, y_offset)) + + quantity_text = self.font.render(f"x{quantity}", True, (255, 255, 255)) + self.screen.blit(quantity_text, (100, y_offset + 5)) + + text = self.font.render(item, True, (255, 255, 255)) + self.screen.blit(text, (150, y_offset)) + + use_button, discard_button = self.draw_buttons(400, y_offset, item) + + self.button_actions[item] = (use_button, discard_button) + y_offset += 60 + + hint_text = self.font.render("Press Q to quit the shop!", True, (200, 200, 200)) + self.screen.blit(hint_text, (50, self.screen.get_height() - 60)) + + if self.message and pygame.time.get_ticks() < self.message_end_time: + # Render the message text + message_text = self.font.render(self.message, True, (255, 255, 0)) # Yellow + + # Measure the message text size + text_width, text_height = message_text.get_size() + + # Message background + message_bg_x = 40 + message_bg_y = self.screen.get_height() - 120 + message_bg_width = text_width + 20 # Add padding + message_bg_height = text_height + 10 # Add padding + + # Draw background rectangle for the message + pygame.draw.rect( + self.screen, + (0, 0, 0), # Black background + (message_bg_x, message_bg_y, message_bg_width, message_bg_height), + ) + + # Draw the message text on top of the background + self.screen.blit( + message_text, + (message_bg_x + 10, message_bg_y + 5), # Position text with padding + ) + + # blit tmp self.screen to the actual display (screen form the argument) + screen.blit(self.screen, dest=(0, 0)) + pygame.display.flip() # Update the display + + def handle_mouse_clicks(self, mouse_pos): + for item, (use_button, discard_button) in self.button_actions.items(): + if use_button.collidepoint(mouse_pos): + self.message = self.inventory.buy_item(item, 1) # `self.message` stores strings + self.message_end_time = pygame.time.get_ticks() + 3000 # 3 seconds + elif discard_button.collidepoint(mouse_pos): + self.message = self.inventory.sell_item(item, 1) + self.message_end_time = pygame.time.get_ticks() + 4000 # 4 seconds + + def extract_icon(self, x, y, size=16): + return self.sprite_sheet.subsurface((x, y, size, size)) + + def draw_buttons(self, x: int, y: int, item: str) -> Tuple[pygame.Rect, pygame.Rect]: + use_button = pygame.Rect(x, y, self.button_width, self.button_height) + discard_button = pygame.Rect(x + self.button_width + 10, y, self.button_width, self.button_height) + + pygame.draw.rect(self.screen, (0, 255, 0), use_button) # Green + pygame.draw.rect(self.screen, (150, 75, 0), discard_button) # Brown + + use_text = self.font.render("Buy", True, (0, 0, 0)) # Black + discard_text = self.font.render("Sell", True, (0, 0, 0)) + + self.screen.blit(use_text, (x + 10, y + 10)) + self.screen.blit(discard_text, (x + self.button_width + 20, y + 10)) + + return use_button, discard_button diff --git a/src/states/game_running.py b/src/states/game_running.py index 2faeff2..b4993c6 100644 --- a/src/states/game_running.py +++ b/src/states/game_running.py @@ -8,6 +8,7 @@ import pygame # type: ignore from pytmx.util_pygame import load_pygame # type: ignore +import src.shop import src.sprites from src.inventory import Inventory from src.settings import TILE_SIZE, WORLD_LAYERS @@ -41,6 +42,10 @@ def __init__(self, game_state_manager) -> None: # The start positions will be one of the 4 islands in the corners of the board self.setup(player_start_pos="top_left_island") + self.font = pygame.font.Font(None, 36) + self.shop_window = pygame.Surface((800, 600)) + self.in_shop = False + def setup(self, player_start_pos): """ setup the map and player from the tiled file @@ -75,11 +80,12 @@ def setup(self, player_start_pos): # Shallow water for x, y, surface in self.tmx_map["map"].get_layer_by_name("Shallow Sea").tiles(): - src.sprites.Sprite( - (x * TILE_SIZE, y * TILE_SIZE), - surface, - self.all_sprites, - WORLD_LAYERS["bg"], + src.sprites.Sprite((x * TILE_SIZE, y * TILE_SIZE), surface, self.all_sprites, WORLD_LAYERS["bg"]) + + # buildings + for x, y, surface in self.tmx_map["map"].get_layer_by_name("Shop").tiles(): + self.shop = src.shop.ShowShop( + (x * TILE_SIZE, y * TILE_SIZE), surface, self.all_sprites, WORLD_LAYERS["main"] ) # Islands @@ -127,6 +133,7 @@ def update(self, events) -> None: """ update each sprites and handle events """ + collide = self.player.rect.colliderect(self.shop.rect) dt = self.clock.tick() / 1000 self.all_sprites.update(dt) @@ -135,10 +142,32 @@ def update(self, events) -> None: if event.type == pygame.KEYDOWN: if event.key == pygame.K_i: # Toggle inventory with "I" key self.game_state_manager.enter_state(Paused(self.game_state_manager, self.player_inventory)) + if collide and event.key == pygame.K_e: + self.game_state_manager.enter_state( + src.shop.WindowShop(self.game_state_manager, self.player, self.shop, self.player_inventory) + ) def render(self, screen) -> None: """draw sprites to the canvas""" screen.fill("#000000") self.all_sprites.draw(self.player.rect.center) + # self.welcome_message = self.font.render("Press 'E' to interact!", True, (100, 100, 100)) + # point = self.shop.rect + # collide = self.player.rect.colliderect(point) + # if collide: + # screen.blit(self.welcome_message, (155, 155)) + + # keys = pygame.key.get_pressed() + # if collide and keys[pygame.K_e]: + # self.in_shop = True + + # if self.in_shop: + # self.shop_window.fill((0, 0, 0)) + # screen.blit(self.shop_window, (260, 40)) + + # if keys[pygame.K_q]: + # self.in_shop = False + # print("Exiting shop") + pygame.display.update()