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projectrpg.py
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1619 lines (1340 loc) · 67.8 KB
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import tkinter as tk
from tkinter import messagebox
import random
import os
import csv
from fusion_recipes_lists import fusion_recipes
from enemy_types_lists import enemy_types
from quests_list import quests
CURRENT_VERSION = "0.2.1"
VERSION_NAME = "Pre-Alpha - Quests update"
SAVE_FILE = "save.csv"
player_name = ""
def safe_int(value, default=0):
try:
return int(value)
except (ValueError, TypeError):
return default
def safe_float(value, default=0.0):
try:
return float(value)
except (ValueError, TypeError):
return default
money = 0
purchased_items = []
selected_items = []
fusion_results = []
enemy_status_effects = {}
player_status_effects = {}
last_combat_result = {"lost": False}
player_xp = {
"global": 0,
"force": 0,
"magic": 0
}
player_stats = {
"max_hp": 100,
"max_mana": 100,
"max_fatigue": 100,
"force_bonus": 1.0,
"magic_bonus": 1.0
}
def initialize_save():
global money, purchased_items, fusion_results, player_xp, player_stats, player_name
if not os.path.exists(SAVE_FILE):
# Demander le nom du joueur
import tkinter.simpledialog
player_name = tkinter.simpledialog.askstring("Nouveau joueur", "Entrez votre nom :")
if not player_name:
player_name = "Joueur"
# Message d'accueil
if player_name == "devzeon":
messagebox.showinfo("Bienvenue maître dev", f"Bonjour Maître Devzeon, nous ne vous avions pas reconnu. Nous avons rempli vos stats. Passez un bon débogage")
money = 1000000
player_xp["global"] = 10000
player_xp["force"] = 10000
player_xp["magic"] = 10000
player_stats["max_hp"] = 250
player_stats["max_mana"] = 250
player_stats["max_fatigue"] = 250
player_stats["force_bonus"] = 1.0
player_stats["magic_bonus"] = 1.0
else:
messagebox.showinfo("Bienvenue", f"Bienvenue, {player_name} ! Préparez-vous pour l'aventure.")
money = 1000
player_xp["global"] = 0
player_xp["force"] = 0
player_xp["magic"] = 0
player_stats["max_hp"] = 100
player_stats["max_mana"] = 100
player_stats["max_fatigue"] = 100
player_stats["force_bonus"] = 1.0
player_stats["magic_bonus"] = 1.0
# Créer un fichier de sauvegarde vide avec les valeurs par défaut
with open(SAVE_FILE, mode="w", newline='', encoding="utf-8") as file:
writer = csv.writer(file)
writer.writerow(["name", "money", "purchased_items", "fusion_results", "xp_global", "completed_quests", "xp_force", "xp_magic",
"max_hp", "max_mana", "max_fatigue", "force_bonus", "magic_bonus"])
completed_ids = [str(q["id"]) for q in quests if q["completed"]]
writer.writerow([
player_name, money, ";".join(purchased_items), ";".join(fusion_results), ";".join(completed_ids),
player_xp["global"], player_xp["force"], player_xp["magic"],
player_stats["max_hp"], player_stats["max_mana"], player_stats["max_fatigue"],
player_stats["force_bonus"], player_stats["magic_bonus"]
])
else:
# Charger les données du fichier
with open(SAVE_FILE, mode="r", encoding="utf-8") as file:
reader = csv.DictReader(file)
data = next(reader)
player_name = data.get("name", "Joueur")
money = safe_int(data.get("money"), 0)
purchased_items[:] = data["purchased_items"].split(";") if data.get("purchased_items") else []
fusion_results[:] = data["fusion_results"].split(";") if data.get("fusion_results") else []
# 🔹 Safe conversions
player_xp["global"] = safe_int(data.get("xp_global"), 0)
player_xp["force"] = safe_int(data.get("xp_force"), 0)
player_xp["magic"] = safe_int(data.get("xp_magic"), 0)
player_stats["max_hp"] = safe_int(data.get("max_hp"), 100)
player_stats["max_mana"] = safe_int(data.get("max_mana"), 100)
player_stats["max_fatigue"] = safe_int(data.get("max_fatigue"), 100)
player_stats["force_bonus"] = safe_float(data.get("force_bonus"), 1.0)
player_stats["magic_bonus"] = safe_float(data.get("magic_bonus"), 1.0)
# 🔹 Load completed quests if present
if "completed_quests" in data:
completed_ids = data.get("completed_quests", "").split(";")
for q in quests:
if str(q["id"]) in completed_ids:
q["completed"] = True
if 'player_name_label' in globals():
player_name_label.config(text=f"{player_name}")
def save_game():
with open(SAVE_FILE, mode="w", newline='', encoding="utf-8") as file:
writer = csv.writer(file)
writer.writerow([
"name", "money", "purchased_items", "fusion_results",
"xp_global", "xp_force", "xp_magic",
"max_hp", "max_mana", "max_fatigue",
"force_bonus", "magic_bonus",
])
writer.writerow([
player_name,
money,
";".join(purchased_items),
";".join(fusion_results),
player_xp["global"],
player_xp["force"],
player_xp["magic"],
player_stats["max_hp"],
player_stats["max_mana"],
player_stats["max_fatigue"],
player_stats["force_bonus"],
player_stats["magic_bonus"]
])
# Global variables
purchased_items = []
selected_items = []
fusion_results = []
enemy_status_effects = {}
player_status_effects = {}
itemshop_items = ["Potion de soin", "Potion de poison", "Potion de mana", "Potion de repos", "Bombe l\u00e9g\u00e8re", "Bombe lourde", "Bombe fumig\u00e8ne", "Filet"]
# Function to update the main window with purchased items and fusion results
def update_main_window():
main_money_label.config(text=f"Argent : {money} deullars")
# Reset the game state
def reset_game():
global money, purchased_items, selected_items, fusion_results
money = 1000
purchased_items.clear()
selected_items.clear()
fusion_results.clear()
update_main_window()
player_xp = {
"global": 0,
"force": 0,
"magic": 0
}
player_stats = {
"max_hp": 100,
"max_mana": 100,
"max_fatigue": 100,
"force_bonus": 1.0,
"magic_bonus": 1.0
}
def inn_rest():
global money, last_combat_result
INN_COST = 25 # or whatever you already use
if money >= INN_COST:
money -= INN_COST
# ✅ Full restore
player_stats["current_hp"] = player_stats["max_hp"]
player_stats["current_mana"] = player_stats["max_mana"]
player_stats["current_fatigue"] = 0
# ✅ Clear penalty from last defeat
last_combat_result["lost"] = False
messagebox.showinfo("Repos", "Vous vous reposez à l'auberge.\n💤 Vous êtes totalement rétabli !")
update_main_window()
else:
messagebox.showwarning("Pas assez d'argent", "Vous n'avez pas assez d'argent pour vous reposer.")
def open_inventaire_window():
inventaire_window = tk.Toplevel(window)
inventaire_window.title("Inventaire")
inventaire_window.geometry("900x800")
inventaire_window.transient(window)
inventaire_window.grab_set()
inventaire_window.focus_set()
inventaire_window.configure(bg="#fff9ec")
tk.Label(inventaire_window, text="📖 Fusions Réalisées", font=("Verdana", 14, "bold"), bg="#fff9ec").pack(pady=10)
scroll_canvas = tk.Canvas(inventaire_window, bg="#fff9ec", highlightthickness=0)
scroll_frame = tk.Frame(scroll_canvas, bg="#fff9ec")
scrollbar = tk.Scrollbar(inventaire_window, orient="vertical", command=scroll_canvas.yview)
scroll_canvas.configure(yscrollcommand=scrollbar.set)
scrollbar.pack(side="right", fill="y")
scroll_canvas.pack(side="left", fill="both", expand=True)
scroll_canvas.create_window((0, 0), window=scroll_frame, anchor="nw")
scroll_frame.bind("<Configure>", lambda e: scroll_canvas.configure(scrollregion=scroll_canvas.bbox("all")))
if fusion_results:
for fusion in fusion_results:
# Recherche des infos pour cette fusion
fusion_info = None
for key, val in fusion_recipes.items():
if isinstance(val, dict) and val.get("result") == fusion:
fusion_info = val
break
# Affichage du nom de la fusion
tk.Label(
scroll_frame,
text=f"• {fusion}",
font=("Verdana", 12, "bold"),
bg="#fff9ec",
anchor="w"
).pack(fill="x", padx=20, pady=(8, 0))
# Si c'est une compétence (pas un consommable ni un objet enchanté)
if fusion_info and not fusion_info.get("consumable", False) and not fusion_info.get("enchanted", False):
desc = fusion_info.get("description", "Pas de description")
mana_cost = fusion_info.get("mana_cost", 0)
fatigue_cost = fusion_info.get("fatigue_cost", 0)
damage_type = fusion_info.get("damage_type", "inconnu")
element = fusion_info.get("element", "aucun")
# Effets spéciaux
effect_text = ""
effect = fusion_info.get("effect")
if effect:
etype = effect.get("type", "")
if etype:
effect_text = f"Effet : {etype}"
if etype == "poison":
effect_text += f" ({effect.get('damage_per_turn', 0)}/tour pendant {effect.get('duration', 0)} tours)"
elif etype == "stun":
effect_text += f" (étourdit {effect.get('duration', 0)} tours)"
elif etype == "dodge":
effect_text += f" (esquive {effect.get('duration', 0)} attaques)"
elif etype == "damage_reduction":
effect_text += f" (réduit les dégâts de moitié pour {effect.get('duration', 0)} tours)"
# Description
tk.Label(
scroll_frame,
text=f" {desc}",
font=("Verdana", 10),
bg="#fff9ec",
anchor="w",
wraplength=450,
justify="left"
).pack(fill="x", padx=40)
# Coût
tk.Label(
scroll_frame,
text=f" Coût : {mana_cost} mana, {fatigue_cost} fatigue",
font=("Verdana", 9, "italic"),
bg="#fff9ec",
anchor="w"
).pack(fill="x", padx=40)
# Type de dégâts et élément
# Afficher les dégâts
damage = fusion_info.get("damage", 0)
tk.Label(
scroll_frame,
text=f" Dégâts : {damage}",
font=("Verdana", 9),
bg="#fff9ec",
anchor="w"
).pack(fill="x", padx=40)
# Effets spéciaux s'il y en a
if effect_text:
tk.Label(
scroll_frame,
text=f" {effect_text}",
font=("Verdana", 9),
bg="#fff9ec",
anchor="w"
).pack(fill="x", padx=40)
else:
tk.Label(
scroll_frame,
text="Aucune fusion réalisée",
font=("Verdana", 12),
bg="#fff9ec"
).pack(pady=20)
class ShopWindow:
def __init__(self, title, button_texts):
self.window = tk.Toplevel(window)
self.window.title(title)
self.window.geometry("600x500")
# Display money
self.window.configure(bg="#f9f5ec")
self.money_label = tk.Label(self.window, text=f"💰 Argent : {money} deullars", font=("Verdana", 12), bg="#f9f5ec")
self.money_label.pack(pady=10)
tk.Label(self.window, text=f"🏪 Bienvenue chez le {title}", font=("Verdana", 14, "bold"), bg="#f9f5ec").pack(pady=10)
frame = tk.Frame(self.window, bg="#f9f5ec")
frame.pack(pady=5)
for text in button_texts:
item_name, cost = text.split(" : ")
cost = int(cost)
btn = tk.Button(
frame,
text=f"{item_name} - {cost} 💰",
font=("Verdana", 10),
width=40,
bg="#f0e6d6",
command=lambda t=item_name, c=cost: self.handle_purchase(t, c)
)
btn.pack(pady=4)
def handle_purchase(self, item_name, cost):
global money
# Check if the item has already been purchased and is not from the itemshop
if item_name in purchased_items and item_name not in itemshop_items:
messagebox.showwarning("Achat refusé", f"Vous avez déjà acheté {item_name}.")
return
if money >= cost:
money -= cost
purchased_items.append(item_name)
update_main_window()
self.money_label.config(text=f"Argent: {money} deullars")
else:
messagebox.showerror("Erreur", "Pas assez d'argent !")
def toggle_item_display(item_name, display_label):
if item_name in selected_items:
selected_items.remove(item_name)
else:
selected_items.append(item_name)
display_label.config(text=", ".join(selected_items) if selected_items else "Aucun \u00e9l\u00e9ment s\u00e9lectionn\u00e9")
def handle_fusion(display_label, result_label, items_frame):
global fusion_results
selected_set = frozenset(selected_items)
if selected_set not in fusion_recipes:
result_label.config(
text="Échec de la fusion : combinaison inconnue.",
fg="red"
)
return
recipe = fusion_recipes[selected_set]
# If the recipe is a dictionary with a "result", it's a skill fusion
if isinstance(recipe, dict) and "result" in recipe:
result = recipe["result"]
if result not in fusion_results:
fusion_results.append(result)
# Remove used items if they are from the item shop
for item in selected_items:
if item in itemshop_items and item in purchased_items:
purchased_items.remove(item)
# Update UI
# Get all available items including enchanted fusion results
all_items = purchased_items.copy()
# Add enchanted weapons
for fusion in fusion_results:
for key, val in fusion_recipes.items():
if isinstance(val, dict) and val.get("result") == fusion and val.get("enchanted", False):
if fusion not in all_items:
all_items.append(fusion)
for widget in items_frame.winfo_children():
widget.destroy()
# Rebuild the categorized layout
categories = {
"🗡️ Armes & équipement": [],
"🔮 Magies & techniques": [],
"✨ Objets enchantés": [],
"🧪 Consommables": []
}
for item in purchased_items:
if item in itemshop_items:
categories["🧪 Consommables"].append(item)
elif "Magie" in item or item in ["Coup simple", "Coup puissant", "Parade"]:
categories["🔮 Magies & techniques"].append(item)
else:
categories["🗡️ Armes & équipement"].append(item)
for fusion in fusion_results:
for key, val in fusion_recipes.items():
if isinstance(val, dict) and val.get("result") == fusion:
if val.get("enchanted", False):
categories["✨ Objets enchantés"].append(fusion)
elif val.get("consumable", False):
categories["🧪 Consommables"].append(fusion)
for category, items in categories.items():
if items:
tk.Label(items_frame, text=category, font=("Verdana", 11, "bold")).pack(pady=(10, 0), anchor="w")
category_frame = tk.Frame(items_frame)
category_frame.pack(pady=5, fill="x", padx=10)
for i, item in enumerate(items):
btn = tk.Button(
category_frame,
text=item,
font=("Verdana", 10),
width=20,
command=lambda i=item: toggle_item_display(i, display_label)
)
btn.grid(row=i // 3, column=i % 3, padx=5, pady=5, sticky="w")
update_main_window()
result_label.config(
text=f"Fusion réussie ! Vous avez créé : {result}",
fg="green"
)
# If it's a string, it's a simple item result
elif isinstance(recipe, str):
result = recipe
fusion_results.append(result)
for item in selected_items:
if item in itemshop_items and item in purchased_items:
purchased_items.remove(item)
update_main_window()
result_label.config(
text=f"Fusion réussie ! Vous avez créé : {result}",
fg="green"
)
else:
result_label.config(
text="Échec de la fusion : format de recette inattendu.",
fg="red"
)
# Effacer de la sélection les éléments
selected_items.clear()
display_label.config(text="Aucun élément sélectionné")
def add_to_fusion(item_name, display_label):
selected_items.append(item_name)
display_label.config(text=", ".join(selected_items))
# Fonction pour effacer la sélection
def clear_selection(display_label):
selected_items.clear()
display_label.config(text="Aucun élément sélectionné")
# Fenêtre de création de compétences
def open_skills_creation_window():
skills_window = tk.Toplevel()
skills_window.title("Création des compétences")
skills_window.geometry("900x600")
skills_window.transient(window)
skills_window.grab_set()
skills_window.focus_set()
skills_window.configure(bg="#eef7ff")
tk.Label(skills_window, text="🔮 Création des compétences", font=("Verdana", 14, "bold"), bg="#eef7ff").pack(pady=20)
display_label = tk.Label(skills_window, text="Aucun élément sélectionné", font=("Verdana", 12), wraplength=500)
display_label.pack(pady=10)
clear_button = tk.Button(
skills_window,
text="Effacer la sélection",
font=("Verdana", 10),
command=lambda: clear_selection(display_label)
)
clear_button.pack(pady=5)
# Scrollable area wrapper
scroll_area = tk.Frame(skills_window)
scroll_area.pack(fill="both", expand=True)
# Canvas for scrolling
canvas = tk.Canvas(scroll_area)
scrollbar = tk.Scrollbar(scroll_area, orient="vertical", command=canvas.yview)
scrollable_frame = tk.Frame(canvas)
scrollable_frame.bind(
"<Configure>",
lambda e: canvas.configure(
scrollregion=canvas.bbox("all")
)
)
canvas.create_window((0, 0), window=scrollable_frame, anchor="nw")
canvas.configure(yscrollcommand=scrollbar.set)
canvas.pack(side="left", fill="both", expand=True)
scrollbar.pack(side="right", fill="y")
# Categorize items
categories = {
"🗡️ Armes & équipement": [],
"🔮 Magies & techniques": [],
"✨ Objets enchantés": [],
"🧪 Consommables": []
}
for item in purchased_items:
if item in itemshop_items:
categories["🧪 Consommables"].append(item)
elif "Magie" in item or item in ["Coup simple", "Coup puissant", "Parade"]:
categories["🔮 Magies & techniques"].append(item)
else:
categories["🗡️ Armes & équipement"].append(item)
for fusion in fusion_results:
for key, val in fusion_recipes.items():
if isinstance(val, dict) and val.get("result") == fusion:
if val.get("enchanted", False):
categories["✨ Objets enchantés"].append(fusion)
elif val.get("consumable", False):
categories["🧪 Consommables"].append(fusion)
# Display categorized items in grid layout
for category, items in categories.items():
if items:
tk.Label(scrollable_frame, text=category, font=("Verdana", 11, "bold")).pack(pady=(10, 0), anchor="w")
category_frame = tk.Frame(scrollable_frame)
category_frame.pack(pady=5, fill="x", padx=10)
for i, item in enumerate(items):
btn = tk.Button(
category_frame,
text=item,
font=("Verdana", 10),
width=20,
command=lambda i=item: add_to_fusion(i, display_label)
)
btn.grid(row=i // 3, column=i % 3, padx=5, pady=5, sticky="w")
# Bottom panel for result and fusion button
bottom_frame = tk.Frame(skills_window)
bottom_frame.pack(pady=10)
result_label = tk.Label(bottom_frame, text="", font=("Verdana", 12), wraplength=600)
result_label.pack(pady=5)
fusion_button = tk.Button(
bottom_frame,
text="Fusion",
font=("Verdana", 16, "bold"),
command=lambda: handle_fusion(display_label, result_label, scrollable_frame)
)
fusion_button.pack(pady=5)
def open_rpg_ui_map_window():
map_window = tk.Toplevel(window)
map_window.title("Carte du monde")
map_window.geometry("900x700")
map_window.configure(bg="#fffaf0")
map_window.transient(window)
map_window.grab_set()
map_window.focus_set()
tk.Label(map_window, text="🗺️ Carte du monde", font=("Verdana", 14, "bold"), bg="#fffaf0").pack(pady=10)
canvas = tk.Canvas(map_window, width=800, height=500, bg="#e0d8c3", highlightthickness=0)
canvas.pack(pady=10)
canvas.create_rectangle(0, 0, 800, 500, fill="#c2e0ff")
canvas.create_oval(100, 100, 300, 300, fill="#9be58c")
locations = [
{"name": "Village d'Audébu'", "x": 200, "y": 200},
{"name": "Forêt mystique", "x": 400, "y": 150},
{"name": "Votre campement", "x": 450, "y": 200},
{"name": "Donjon ancien", "x": 600, "y": 300},
]
def go_to_location(location):
messagebox.showinfo("Voyage", f"Vous voyagez vers {location['name']} !")
for loc in locations:
btn = tk.Button(canvas, text=loc["name"], bg="white", command=lambda l=loc: go_to_location(l))
canvas.create_window(loc["x"], loc["y"], window=btn)
tk.Button(map_window, text="Fermer la carte", font=("Verdana", 12), command=map_window.destroy).pack(pady=10)
def open_rpg_quests_window():
quests_window = tk.Toplevel(window)
quests_window.title("📜 Quêtes")
quests_window.geometry("800x600")
quests_window.configure(bg="#fffaf0")
quests_window.transient(window)
quests_window.grab_set()
quests_window.focus_set()
tk.Label(quests_window, text="📜 Journal de quêtes", font=("Verdana", 14, "bold"), bg="#fffaf0").pack(pady=10)
categories = {}
for quest in quests:
if not quest["completed"]: # only show unfinished quests
cat = quest.get("category", "Divers")
if cat not in categories:
categories[cat] = []
categories[cat].append(quest)
# Display quests per category
for cat, qlist in categories.items():
tk.Label(quests_window, text=cat, font=("Verdana", 12, "bold"), bg="#fffaf0").pack(pady=(15, 5), anchor="w", padx=20)
for quest in qlist:
tk.Button(
quests_window,
text=quest["title"],
font=("Verdana", 11),
width=50,
anchor="w",
command=lambda q=quest: open_quests_dialogue(q)
).pack(pady=2, padx=40, anchor="w")
def complete_quest_choice(quest, choice, window):
global money
if "reward" in choice:
reward = choice["reward"]
money += reward.get("money", 0)
player_xp["global"] += reward.get("xp", 0)
if "penalty" in choice:
penalty = choice["penalty"]
money -= penalty.get("money", 0)
player_xp["global"] -= penalty.get("xp", 0)
quest["completed"] = True
if "result_dialogues" in choice:
msg = "\n".join(choice["result_dialogues"])
else:
rewards_text = ""
if "reward" in choice:
rewards_text += f"+{choice['reward'].get('money',0)}💰, +{choice['reward'].get('xp',0)} XP\n"
if "penalty" in choice:
rewards_text += f"-{choice['penalty'].get('money',0)}💰, -{choice['penalty'].get('xp',0)} XP\n"
msg = f"Vous avez choisi : {choice['text']}\n\n{rewards_text.strip()}"
messagebox.showinfo("📜 Résultat de la quête", msg)
update_main_window()
window.destroy()
save_game()
for w in window.master.winfo_children():
if isinstance(w, tk.Toplevel) and w.title() == "📜 Quêtes":
w.destroy()
open_rpg_quests_window()
break
def open_quests_dialogue(quest):
dialogue_win = tk.Toplevel(window)
dialogue_win.title(quest["title"])
dialogue_win.geometry("600x400")
dialogue_win.configure(bg="#fffaf0")
dialogue_win.transient(window)
dialogue_win.grab_set()
dialogue_win.focus_set()
dialogue_label = tk.Label(dialogue_win, text="", font=("Verdana", 12), wraplength=550, bg="#fffaf0", justify="left")
dialogue_label.pack(pady=20)
next_button = tk.Button(dialogue_win, text="➡️ Suivant", font=("Verdana", 11))
next_button.pack(pady=10)
state = {"index": 0}
def show_next():
if state["index"] < len(quest["dialogues"]):
dialogue_label.config(text=quest["dialogues"][state["index"]])
state["index"] += 1
else:
# End of dialogues → show choices
next_button.destroy()
show_choices()
def show_choices():
tk.Label(dialogue_win, text="Que voulez-vous faire ?", font=("Verdana", 12, "bold"), bg="#fffaf0").pack(pady=10)
has_option = False
for choice in quest["choices"]:
can_do = False
if "skill" in choice["requirement"] and choice["requirement"]["skill"] in fusion_results:
can_do = True
if "item" in choice["requirement"] and choice["requirement"]["item"] in purchased_items:
can_do = True
if "none" in choice["requirement"]:
can_do = True
if can_do:
has_option = True
tk.Button(
dialogue_win,
text=choice["text"],
font=("Verdana", 11),
wraplength=500,
command=lambda c=choice, q=quest, w=dialogue_win: complete_quest_choice(q, c, w)
).pack(pady=5, fill="x", padx=20)
if not has_option:
tk.Label(dialogue_win, text="❌ Vous n'avez pas encore les compétences ou objets requis.", font=("Verdana", 10, "italic"), bg="#fffaf0").pack(pady=10)
next_button.config(command=show_next)
show_next() # show first dialogue
def open_rpg_ui_window():
global last_combat_result
rpg_window = tk.Toplevel(window)
rpg_window.title("RPG Combat")
rpg_window.geometry("1200x900")
rpg_window.transient(window)
rpg_window.grab_set()
rpg_window.focus_set()
main_frame = tk.Frame(rpg_window)
main_frame.pack(fill=tk.BOTH, expand=True)
left_frame = tk.Frame(main_frame)
left_frame.pack(side=tk.LEFT, fill=tk.BOTH, expand=True, padx=10)
right_container = tk.Frame(main_frame)
right_container.pack(side=tk.RIGHT, fill=tk.Y, padx=10)
right_canvas = tk.Canvas(right_container)
right_scrollbar = tk.Scrollbar(right_container, orient="vertical", command=right_canvas.yview)
right_frame = tk.Frame(right_canvas) # <- keep using right_frame everywhere else
right_frame.bind(
"<Configure>",
lambda e: right_canvas.configure(scrollregion=right_canvas.bbox("all"))
)
right_canvas.create_window((0, 0), window=right_frame, anchor="nw")
right_canvas.configure(yscrollcommand=right_scrollbar.set)
right_canvas.pack(side=tk.LEFT, fill="y", expand=True)
right_scrollbar.pack(side=tk.RIGHT, fill="y")
tk.Label(left_frame, text="⚔️ Combat RPG", font=("Verdana", 16, "bold")).pack(pady=10)
combat_frame = tk.Frame(left_frame)
combat_frame.pack(pady=10)
bars_frame = tk.Frame(left_frame)
bars_frame.pack(pady=10)
status_frame = tk.Frame(left_frame)
status_frame.pack(pady=5)
player_status_text = None
enemy_status_text = None
# Close handler: mark combat as lost so next fight starts penalized
def on_combat_close():
if messagebox.askyesno("Quitter le combat",
"⚠️ Êtes-vous sûr de vouloir fuir ?\n"
"Vous perdrez automatiquement ce combat."):
last_combat_result["lost"] = True
messagebox.showinfo("Défaite", "Vous avez fui le combat et perdu la bataille...")
rpg_window.destroy()
rpg_window.protocol("WM_DELETE_WINDOW", on_combat_close)
# Determine starting values (apply penalty if last combat was lost / escaped)
if last_combat_result.get("lost", False):
start_hp = max(1, int(player_stats["max_hp"] * 0.25))
start_mana = max(0, int(player_stats["max_mana"] * 0.25))
start_fatigue = int(player_stats["max_fatigue"] * 0.8)
last_combat_result["lost"] = False
else:
start_hp = player_stats["max_hp"]
start_mana = player_stats["max_mana"]
start_fatigue = 0
def update_status_display():
if not rpg_window.winfo_exists():
return
def format_status(status_dict):
if not status_dict:
return "Aucun"
lines = []
for effect, data in status_dict.items():
dur = data.get("duration", "?")
if effect == "poison":
lines.append(f"☠️ Poison ({data['damage_per_turn']}/tour, {dur} tours)")
elif effect == "burn":
lines.append(f"🔥 Brûlure ({data['damage_per_turn']}/tour, {dur} tours)")
elif effect == "stun":
lines.append(f"💫 Étourdi ({dur} tours)")
elif effect == "dodge":
lines.append(f"💨 Esquive ({dur} tours)")
elif effect == "damage_reduction":
lines.append(f"🛡️ Réduction de dégâts ({dur} tours)")
elif effect == "parade_stance":
lines.append(f"🪞 Parade parfaite ({dur} tours)")
elif effect == "accuracy_down":
lines.append(f"🎯 Précision réduite ({dur} tours)")
else:
lines.append(f"❓ {effect} ({dur} tours)")
return "\n".join(lines)
if player_status_text.winfo_exists():
player_status_text.config(text=format_status(player_status_effects))
if enemy_status_text.winfo_exists():
enemy_status_text.config(text=format_status(enemy_status_effects))
status_frame = tk.Frame(left_frame)
status_frame.pack(pady=5)
tk.Label(status_frame, text="🧍 Statuts joueur : ", font=("Verdana", 10, "bold"), anchor="w", justify="left").pack(fill="x", padx=10)
player_status_text = tk.Label(status_frame, text="", font=("Verdana", 9), anchor="w", justify="left")
player_status_text.pack(fill="x", padx=20)
tk.Label(status_frame, text="👹 Statuts ennemi : ", font=("Verdana", 10, "bold"), anchor="w", justify="left").pack(fill="x", padx=10)
enemy_status_text = tk.Label(status_frame, text="", font=("Verdana", 9), anchor="w", justify="left")
enemy_status_text.pack(fill="x", padx=20)
def show_floating_text(parent, text, color="red", duration=800):
floating = tk.Label(parent, text=text, fg=color, font=("Verdana", 14, "bold"))
floating.place(x=100, y=100)
dy = -2
steps = duration // 50
def animate(step=0):
if step < steps:
floating.place_configure(y=100 + dy * step)
floating.after(50, animate, step + 1)
else:
floating.destroy()
animate()
def update_skills_display():
for widget in right_frame.winfo_children():
widget.destroy()
tk.Label(right_frame, text="Compétences disponibles", font=("Verdana", 12, "bold")).pack(pady=5)
for fusion in fusion_results:
for key, val in fusion_recipes.items():
if isinstance(val, dict) and val.get("result") == fusion:
if val.get("enchanted", False):
continue
if val.get("consumable", False):
break
frame = tk.Frame(right_frame, bd=1, relief=tk.SOLID)
frame.pack(pady=3, fill=tk.X)
tk.Label(frame, text=fusion, font=("Verdana", 10, "bold")).pack(anchor="w")
tk.Label(frame, text=f"Dégâts: {val.get('damage', 0)}", font=("Verdana", 9)).pack(anchor="w")
tk.Label(frame, text=f"Coût: {val.get('mana_cost', 0)} mana, {val.get('fatigue_cost', 0)} fatigue", font=("Verdana", 9)).pack(anchor="w")
tk.Button(frame, text="Utiliser", font=("Verdana", 9), command=lambda v=val: use_skill(v)).pack(pady=2)
tk.Label(right_frame, text="Objets disponibles", font=("Verdana", 12, "bold")).pack(pady=5)
update_item_display()
def apply_status_effect(name, target, duration, damage_per_turn, element):
target[name] = {
"duration": duration,
"damage_per_turn": damage_per_turn,
"element": element
}
def process_status_effects():
to_remove = []
for effect, data in enemy_status_effects.items():
if "damage_per_turn" in data:
enemy_hp["value"] -= data["damage_per_turn"]
log_message(f"🔥 {current_enemy['name']} subit {data['damage_per_turn']} dégâts de {effect}.")
show_floating_text(rpg_window, data['damage_per_turn'], "orange")
data["duration"] -= 1
if data["duration"] <= 0:
to_remove.append(effect)
for effect in to_remove:
del enemy_status_effects[effect]
def start_next_fight():
# check victory condition
if fight_counter["count"] >= 5:
messagebox.showinfo("Victoire !", "🎉 Vous avez vaincu 5 monstres et réussi à vous échapper du donjon !")
rpg_window.destroy()
return
# increment the counter once and grant XP for subsequent fights
fight_counter["count"] += 1
if fight_counter["count"] > 1:
xp_gain = 50
player_xp["global"] += xp_gain
log_message(f"🏆 Vous gagnez {xp_gain} points d'expérience globale !")
enemy_type = random.choices(enemy_types, weights=[e['weight'] for e in enemy_types])[0]
current_enemy.update(enemy_type)
enemy_hp["value"] = enemy_type.get("hp", 100)
enemy_status_effects.clear()
update_bars()
update_status_display()
log_message(f"⚔️ Combat {fight_counter['count']} commencé contre {current_enemy['name']} !")
update_skills_display()
def create_bar(label_text, color, max_value=100):
container = tk.Frame(bars_frame)
container.pack(pady=5)
label = tk.Label(container, text=label_text, font=("Verdana", 10))
label.pack(side=tk.LEFT, padx=5)
width = max(200, int(max_value * 2))
canvas = tk.Canvas(container, width=width, height=20, bg="grey")
canvas.pack(side=tk.LEFT)
bar = canvas.create_rectangle(0, 0, width, 20, fill=color)
value_label = tk.Label(container, text=f"{max_value}/{max_value}", font=("Verdana", 10))
value_label.pack(side=tk.LEFT, padx=5)
return canvas, bar, value_label, width
# initialize player/enemy values from computed starts (do NOT overwrite later)
fight_counter = {"count": 0}
player_hp = {"value": start_hp}
player_mana = {"value": start_mana}
player_fatigue = {"value": start_fatigue}
enemy_hp = {"value": 0}
current_enemy = {"name": "", "resistances": {}, "damage_range": (5, 15), "hp": 100}
# create bars AFTER start values to get widths using max stats
player_hp_canvas, player_hp_bar, player_hp_label, player_hp_width = create_bar("Santé joueur", "green", player_stats["max_hp"])
enemy_hp_canvas, enemy_hp_bar, enemy_hp_label, enemy_hp_width = create_bar("Santé ennemi", "red", 100)
mana_canvas, mana_bar, mana_label, mana_width = create_bar("Mana joueur", "blue", player_stats["max_mana"])
fatigue_canvas, fatigue_bar, fatigue_label, fatigue_width = create_bar("Fatigue joueur", "orange", player_stats["max_fatigue"])
log_text = tk.Text(left_frame, height=15, width=60, state=tk.DISABLED)
log_text.pack(pady=10)
def check_player_defeat(fight_window):
if player_hp["value"] <= 0:
player_hp["value"] = 0