Added the inventory system (basic)
authorHarishankar <v.harishankar@gmail.com>
Fri, 30 Sep 2011 05:23:01 +0000 (10:53 +0530)
committerHarishankar <v.harishankar@gmail.com>
Fri, 30 Sep 2011 05:23:01 +0000 (10:53 +0530)
Now implemented adding items to the character's inventory.
Not yet done object interactions yet

background/inventory.png [new file with mode: 0644]
background/menu_screen.png [new file with mode: 0644]
butaba.py
gameobjects.py [new file with mode: 0644]
level.py
maingame.py
object.py [deleted file]
utility.py

diff --git a/background/inventory.png b/background/inventory.png
new file mode 100644 (file)
index 0000000..685912d
Binary files /dev/null and b/background/inventory.png differ
diff --git a/background/menu_screen.png b/background/menu_screen.png
new file mode 100644 (file)
index 0000000..028b4c2
Binary files /dev/null and b/background/menu_screen.png differ
index c59ee11..99c8a0a 100644 (file)
--- a/butaba.py
+++ b/butaba.py
@@ -7,6 +7,7 @@ class Butaba:
        FRONT = 2
        BACK = 3
        MAXITEMS = 8
+       MAXHEALTH = 100
 
        # initialize our character
        def __init__ (self, startrow, startcol, position=LEFT, health=100, magic=10, experience=10, strength=10, gold=0, inventory = []):
diff --git a/gameobjects.py b/gameobjects.py
new file mode 100644 (file)
index 0000000..6cb93f0
--- /dev/null
@@ -0,0 +1,60 @@
+# object classes - classes for game interactive objects
+import pygame
+import os.path
+
+import utility
+
+# base class for all objects
+class GameObject:
+       # initialization routine
+       def __init__ (self, row, col, text, image = None, can_pickup = True):
+               self.row = row
+               self.col = col
+               self.image = image
+               self.text = text
+               self.can_pickup = can_pickup
+
+       # override this for interaction, i.e. when character walks into the item
+       def interact (self):
+               # always return True if the object is interacted with
+               # return False to make the object block the player from
+               # moving over it
+               return True
+
+       # use the object on another object
+       def use (self, otherobject):
+               pass
+
+
+class HealthPotion (GameObject):
+       # initialize
+       def __init__ (self, row, col, image):
+               text = "health potion"
+               GameObject.__init__ (self, row, col, text, image, True)
+
+       # no interaction with this object
+       def interact (self):
+               return True
+
+       # using the potion
+       def use (self, butaba):
+               pass
+
+class Key (GameObject):
+       def __init__ (self, row, col, text, image, key_id):
+               self.key_id = key_id
+               GameObject.__init__ (self, row, col, text, image, True)
+
+       # no interaction with this object
+       def interact (self):
+               # key is not a solid object so return True
+               return True
+
+       # using the key
+       def use (self, lockitem):
+               if type (lockitem) == Chest or type (lockitem) == Door:
+                       if self.key_id == lockitem.key_id:
+                               if lockitem.unlocked is False:
+                                       lockitem.unlocked = True
+                               else:
+                                       lockitem.unlocked = True
index a449365..04bc6cd 100644 (file)
--- a/level.py
+++ b/level.py
@@ -12,8 +12,9 @@ import object
 
 # constants for in-game use
 KEY_CHEST1 = 1000
+KEY_ROOM1 = 1001
 
-# start level
+# start level background data
 LEVEL_1 =  [
  [ (0, 0, 0), (1, 0, 0), (0, 5, 1), (0, 6, 1), (1, 0, 0), (0, 0, 0), (1, 0, 0), (1, 0, 0), (2, 0, 1), (1, 0, 0) ],
  [ (0, 0, 0), (0, 0, 0), (1, 5, 1), (1, 6, 1), (0, 0, 0), (3, 8, 1), (0, 7, 1), (0, 7, 1), (0, 7, 1), (0, 7, 1) ],
@@ -27,7 +28,7 @@ LEVEL_1 =  [
  [ (1, 0, 0), (0, 0, 0), (1, 5, 1), (1, 6, 1), (1, 0, 0), (0, 0, 0), (0, 0, 0), (1, 0, 0), (2, 0, 1), (1, 0, 0) ]
 ]
 
-# level to the east of start level
+# level to the east of start level background data
 LEVEL_1E = [
  [ (0, 0, 0), (0, 0, 0), (0, 0, 0), (0, 0, 0), (0, 0, 0), (1, 0, 0), (0, 0, 0), (0, 0, 0), (0, 0, 0), (0, 0, 0) ],
  [ (0, 7, 1), (0, 7, 1), (0, 7, 1), (0, 7, 1), (0, 7, 1), (0, 7, 1), (3, 9, 1), (0, 0, 0), (0, 0, 0), (2, 0, 0) ],
index af06593..c68e215 100644 (file)
@@ -6,57 +6,68 @@ import os.path
 import level
 import butaba
 import utility
-import object
+import gameobjects
 
 class MainGame:
 
        # initialize the game
        def __init__ (self):
                pygame.init ()
-               self.screen  = pygame.display.set_mode ((640, 480))
+               self.screen  = pygame.display.set_mode ((720, 512))
                pygame.display.set_caption ("The Adventures of Butaba")
 
                # initalize background graphics
-               self.tileset = pygame.image.load (os.path.join ("background", "tileset.png")).convert ()
+               self.img_tileset = pygame.image.load (os.path.join ("background", "tileset.png")).convert ()
+
+               self.img_menu = pygame.image.load (os.path.join ("background", "menu_screen.png")).convert ()
+
+               self.img_inventory = pygame.image.load (os.path.join ("background", "inventory.png")).convert ()
+
 
                # initialize object graphics
-               self.redpotion = pygame.image.load (os.path.join ("objects", "red-potion.png")).convert ()
-               self.redpotion.set_colorkey (pygame.Color (0, 255, 0))
-               self.goldcoins = pygame.image.load (os.path.join ("objects", "gold-coins.png")).convert ()
-               self.goldcoins.set_colorkey (pygame.Color (0, 255, 0))
-               self.wand = pygame.image.load (os.path.join ("objects", "wand.png")).convert ()
-               self.wand.set_colorkey (pygame.Color (0, 255, 0))
-               self.bulb = pygame.image.load (os.path.join ("objects", "bulb.png")).convert ()
-               self.bulb.set_colorkey (pygame.Color (0, 255, 0))
-               self.lightning = pygame.image.load (os.path.join ("objects", "lightning.png")).convert ()
-               self.lightning.set_colorkey (pygame.Color (0, 255, 0))
-
-               self.key = pygame.image.load (os.path.join ("objects", "key.png")).convert ()
-               self.key.set_colorkey (pygame.Color (0, 255, 0))
+               self.img_redpotion = pygame.image.load (os.path.join ("objects", "red-potion.png")).convert ()
+               self.img_redpotion.set_colorkey (pygame.Color (0, 255, 0))
+               self.img_goldcoins = pygame.image.load (os.path.join ("objects", "gold-coins.png")).convert ()
+               self.img_goldcoins.set_colorkey (pygame.Color (0, 255, 0))
+               self.img_wand = pygame.image.load (os.path.join ("objects", "wand.png")).convert ()
+               self.img_wand.set_colorkey (pygame.Color (0, 255, 0))
+               self.img_bulb = pygame.image.load (os.path.join ("objects", "bulb.png")).convert ()
+               self.img_bulb.set_colorkey (pygame.Color (0, 255, 0))
+               self.img_lightning = pygame.image.load (os.path.join ("objects", "lightning.png")).convert ()
+               self.img_lightning.set_colorkey (pygame.Color (0, 255, 0))
+
+               self.img_key = pygame.image.load (os.path.join ("objects", "key.png")).convert ()
+               self.img_key.set_colorkey (pygame.Color (0, 255, 0))
 
                # initialize player graphics
-               self.butabafront = pygame.image.load (os.path.join ("sprite", "butaba-front.png")).convert ()
-               self.butabafront.set_colorkey (pygame.Color (0, 255, 0))
-               self.butababack = pygame.image.load (os.path.join ("sprite", "butaba-back.png")).convert ()
-               self.butababack.set_colorkey (pygame.Color (0, 255, 0))
-               self.butabaleft = pygame.image.load (os.path.join ("sprite", "butaba-left.png")).convert ()
-               self.butabaleft.set_colorkey (pygame.Color (0, 255, 0))
-               self.butabaright = pygame.image.load (os.path.join ("sprite", "butaba-right.png")).convert ()
-               self.butabaright.set_colorkey (pygame.Color (0, 255, 0))
+               self.img_butabafront = pygame.image.load (os.path.join ("sprite", "butaba-front.png")).convert ()
+               self.img_butabafront.set_colorkey (pygame.Color (0, 255, 0))
+               self.img_butababack = pygame.image.load (os.path.join ("sprite", "butaba-back.png")).convert ()
+               self.img_butababack.set_colorkey (pygame.Color (0, 255, 0))
+               self.img_butabaleft = pygame.image.load (os.path.join ("sprite", "butaba-left.png")).convert ()
+               self.img_butabaleft.set_colorkey (pygame.Color (0, 255, 0))
+               self.img_butabaright = pygame.image.load (os.path.join ("sprite", "butaba-right.png")).convert ()
+               self.img_butabaright.set_colorkey (pygame.Color (0, 255, 0))
 
                # set level data
                self.setup_levels ()
                # set current level and position of our character
                self.currentlevel = self.level1
 
+               # set the status message
+               self.status_message = "Game started"
+
                self.butaba = butaba.Butaba (5,0, butaba.Butaba.RIGHT)
 
        # set up the levels and their interactions
        def setup_levels (self):
 
-               self.level1 = level.Level (level.LEVEL_1)
+               self.level1 = level.Level (level.LEVEL_1,
+                                                                       objects = [gameobjects.HealthPotion (4, 3, self.img_redpotion) ])
                self.level1e = level.Level (level.LEVEL_1E,
-                                                                       objects = [ object.Key (4, 3, self.key, level.KEY_CHEST1) ])
+                                                                       objects = [ gameobjects.Key (4, 3, "a chest key", self.img_key, level.KEY_CHEST1),
+                                                                                               gameobjects.Key (4, 3, "a room key", self.img_key, level.KEY_ROOM1)]
+                                                                                       )
                self.level1.levelright = self.level1e
                self.level1e.levelleft = self.level1
 
@@ -71,6 +82,8 @@ class MainGame:
                        self.draw_level_objects (self.currentlevel)
                        # draw our character
                        self.draw_butaba ()
+                       # display the character's inventory
+                       self.draw_inventory ()
                        # draw the status info
                        self.draw_status ()
                        # update the display
@@ -91,6 +104,8 @@ class MainGame:
                                                self.move_butaba_right ()
 
        def move_butaba_up (self):
+               # clear any status messages
+               self.status_message = None
                # first if butaba is not facing up, make him face up
                if self.butaba.position <> butaba.Butaba.BACK:
                        self.butaba.position = butaba.Butaba.BACK
@@ -100,16 +115,29 @@ class MainGame:
                if self.butaba.row <= 0:
                        # if there is a level above set current level to that one
                        if self.currentlevel.leveltop is not None:
-                               # make sure there is no obstacle
                                lastrow = len (self.currentlevel.leveltop.background) - 1
+                               # if there is any object in that place interact with it
+                               # if any object is a blocking object then avoid movement
+                               if self.interact_objects (self.currentlevel.leveltop, lastrow, self.butaba.col) is False:
+                                       return
+
+                               # make sure there is no obstacle
                                if self.check_background_obstacle (self.currentlevel.leveltop, lastrow, self.butaba.col) is False:
                                        self.currentlevel = self.currentlevel.leveltop
                                        self.butaba.row = lastrow
                # normal upward movement
-               elif self.check_background_obstacle (self.currentlevel, self.butaba.row-1, self.butaba.col) is False:
-                       self.butaba.row -= 1
+               else:
+                       # if there is any object in that place interact with it
+                       # if any object is a blocking object then avoid movement
+                       if self.interact_objects (self.currentlevel, self.butaba.row-1, self.butaba.col) is False:
+                               return
+
+                       if self.check_background_obstacle (self.currentlevel, self.butaba.row-1, self.butaba.col) is False:
+                               self.butaba.row -= 1
 
        def move_butaba_down (self):
+               # clear any status messages
+               self.status_message = None
                # first if butaba is not facing forward, make him face forward/down
                if self.butaba.position <> butaba.Butaba.FRONT:
                        self.butaba.position = butaba.Butaba.FRONT
@@ -119,12 +147,21 @@ class MainGame:
                if self.butaba.row >= len (self.currentlevel.background)-1:
                        # if there is a level below set current level to that one
                        if self.currentlevel.levelbottom is not None:
+                               # interact with objects if any
+                               # if any object is a blocking object then avoid movement
+                               if self.interact_objects (self.currentlevel.levelbottom, 0, self.butaba.col) is False:
+                                       return
                                # make sure there is no obstacle at that position
                                if self.check_background_obstacle (self.currentlevel.levelbottom, 0, self.butaba.col) is False:
                                        self.currentlevel = self.currentlevel.levelbottom
                                        self.butaba.row = 0
                # normal downward movement
-               elif self.check_background_obstacle (self.currentlevel, self.butaba.row+1, self.butaba.col) is False:
+               else:
+                       # interact with objects if any
+                       # if any object is a blocking object then avoid movement
+                       if self.interact_objects (self.currentlevel, self.butaba.row+1, self.butaba.col) is False:
+                               return
+                       if self.check_background_obstacle (self.currentlevel, self.butaba.row+1, self.butaba.col) is False:
                                self.butaba.row += 1
 
        # check if a background tile is an obstacle
@@ -134,7 +171,48 @@ class MainGame:
                else:
                        return False
 
+       # get and interact with objects if present in a particular row/col
+       def interact_objects (self, level, row, col):
+               objs = []
+               # get list of objects at current location
+               for obj in level.objects:
+                       if obj.row == row and obj.col == col:
+                               objs.append (obj)
+
+               # overall flag for blocking/non-blocking objects
+               notblock = True
+               # now perform interaction
+               for obj in objs:
+                       # run the object interact function
+                       if obj.interact () is False:
+                               notblock = False
+                       # if object can be picked up ask
+                       self.pickup_object (obj)
+
+               return notblock
+
+       # picking up an object
+       def pickup_object (self, obj):
+               # only if object can be picked up, pick it up
+               if obj.can_pickup is True:
+                       ans = utility.ask_question (self.screen, "Found %s." % obj.text, ["Carry", "Ignore"], self.img_menu)
+                       # if the answer is "take"
+                       if ans == 1:
+                               # check if the inventory is full
+                               if len (self.butaba.inventory) >= butaba.Butaba.MAXITEMS:
+                                       self.status_message = "Failed. Inventory full"
+                               else:
+                                       # add item to inventory
+                                       self.butaba.inventory.append (obj)
+                                       self.currentlevel.objects.remove (obj)
+
+                                       self.status_message = "You picked up %s" % obj.text
+
+
        def move_butaba_left (self):
+               # clear any status messages
+               self.status_message = None
+
                # first if Butaba is not facing left, make him face left
                if self.butaba.position <> butaba.Butaba.LEFT:
                        self.butaba.position = butaba.Butaba.LEFT
@@ -144,17 +222,29 @@ class MainGame:
                if self.butaba.col <= 0:
                        # if there is a level to the right set current level to that one
                        if self.currentlevel.levelleft is not None:
-                               # make sure there is no obstacle at that position of movement
                                # get the last column of the previous level
                                lastcol = len (self.currentlevel.levelleft.background[0]) - 1
+                               # interact with objects if any
+                               # if any object is a blocking object then avoid movement
+                               if self.interact_objects (self.currentlevel.levelleft, self.butaba.row, lastcol) is False:
+                                       return
+                               # make sure there is no obstacle at that position of movement
                                if self.check_background_obstacle (self.currentlevel.levelleft, self.butaba.row, lastcol) is False:
                                        self.currentlevel = self.currentlevel.levelleft
                                        self.butaba.col = lastcol
                # normal left movement
-               elif self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col-1) is False:
-                       self.butaba.col -= 1
+               else:
+                       # interact with objects if any
+                       # if any object is a blocking object then avoid movement
+                       if self.interact_objects (self.currentlevel, self.butaba.row, self.butaba.col-1) is False:
+                               return
+                       if self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col-1) is False:
+                               self.butaba.col -= 1
 
        def move_butaba_right (self):
+               # clear any status messages
+               self.status_message = None
+
                # First if Butaba is not facing right make him face right
                if self.butaba.position <> butaba.Butaba.RIGHT:
                        self.butaba.position = butaba.Butaba.RIGHT
@@ -164,39 +254,79 @@ class MainGame:
                if self.butaba.col >= len (self.currentlevel.background[0])-1:
                        # if there is a level to the right swap current level with that one
                        if self.currentlevel.levelright is not None:
-                       # make sure there is no obstacle at that position of movement
+                               # interact with objects if any
+                               # if any object is a blocking object then avoid movement
+                               if self.interact_objects (self.currentlevel.levelright, self.butaba.row, 0) is False:
+                                       return
+
+                               # make sure there is no obstacle at that position of movement
                                # get the last column of the previous level
                                if self.check_background_obstacle (self.currentlevel.levelright, self.butaba.row, 0) is False:
                                        self.currentlevel = self.currentlevel.levelright
                                        self.butaba.col = 0
                # normal right movement
-               elif self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False:
-                       self.butaba.col += 1
+               else:
+                       # interact with objects if any
+                       # if any object is a blocking object then avoid moving
+                       if self.interact_objects (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False:
+                               return
+                       if self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False:
+                               self.butaba.col += 1
 
        def draw_butaba (self):
                if self.butaba.position == butaba.Butaba.FRONT:
-                       self.screen.blit (self.butabafront, (self.butaba.col*48, self.butaba.row*48))
+                       self.screen.blit (self.img_butabafront, (self.butaba.col*48, self.butaba.row*48))
                elif self.butaba.position == butaba.Butaba.BACK:
-                       self.screen.blit (self.butababack, (self.butaba.col*48, self.butaba.row*48))
+                       self.screen.blit (self.img_butababack, (self.butaba.col*48, self.butaba.row*48))
                elif self.butaba.position == butaba.Butaba.LEFT:
-                       self.screen.blit (self.butabaleft, (self.butaba.col*48, self.butaba.row*48))
+                       self.screen.blit (self.img_butabaleft, (self.butaba.col*48, self.butaba.row*48))
                elif self.butaba.position == butaba.Butaba.RIGHT:
-                       self.screen.blit (self.butabaright, (self.butaba.col*48, self.butaba.row*48))
+                       self.screen.blit (self.img_butabaright, (self.butaba.col*48, self.butaba.row*48))
 
 
        # Draw the status infodisplay
        def draw_status (self):
-               self.screen.blit (self.redpotion, (485, 10))
-               utility.put_text (self.screen, 550, 25, 28, (255, 0, 0), "%d" % self.butaba.health)
-               self.screen.blit (self.goldcoins, (485, 50))
-               utility.put_text (self.screen, 550, 75, 28, (255, 255, 0), "%d" % self.butaba.gold)
-               self.screen.blit (self.wand, (485, 120))
-               utility.put_text (self.screen, 550, 130, 28, (0, 0, 255), "%d" % self.butaba.magic)
-               self.screen.blit (self.bulb, (485, 180))
-               utility.put_text (self.screen, 550, 190, 28, (0, 255, 0), "%d" % self.butaba.experience)
-               self.screen.blit (self.lightning, (485, 240))
-               utility.put_text (self.screen, 550, 250, 28, (255,255,255), "%d" % self.butaba.strength)
+               self.screen.blit (self.img_redpotion, (485, 10))
+               utility.put_text (self.screen, 550, 25, 24, (255, 0, 0), "%d" % self.butaba.health)
+
+               self.screen.blit (self.img_lightning, (620, 10))
+               utility.put_text (self.screen, 660, 20, 24, (255,255,255), "%d" % self.butaba.strength)
+
+               self.screen.blit (self.img_wand, (485, 65))
+               utility.put_text (self.screen, 550, 75, 24, (0, 0, 255), "%d" % self.butaba.magic)
+
+               self.screen.blit (self.img_bulb, (620, 65))
+               utility.put_text (self.screen, 660, 75, 24, (0, 255, 0), "%d" % self.butaba.experience)
+
+               self.screen.blit (self.img_goldcoins, (485, 110))
+               utility.put_text (self.screen, 550, 130, 24, (255, 255, 0), "%d" % self.butaba.gold)
+
+               if self.status_message is not None:
+                       utility.put_text (self.screen, 10, 485, 18, (255,255, 0), "%s" % self.status_message)
+
+       # display the inventory of the player
+       def draw_inventory (self):
+               # draw the inventory slots
+               r = 1
+               c = 1
+               utility.put_text (self.screen, 490, 170, 22, (255,255 , 0), "Inventory")
+               for i in range (butaba.Butaba.MAXITEMS):
+                       self.screen.blit (self.img_inventory, (440+c*54, 150+r*54))
+                       if c % 4 == 0:
+                               r += 1
+                               c = 1
+                       else:
+                               c += 1
 
+               r = 1
+               c = 1
+               for obj in self.butaba.inventory:
+                       self.screen.blit (obj.image, (440+c*54+2, 150+r*54+2))
+                       if c % 4 == 0:
+                               r += 1
+                               c = 1
+                       else:
+                               c += 1
 
        # Draw the level background tiles on surface
        def draw_level_background (self, level):
@@ -206,7 +336,7 @@ class MainGame:
                        for tilerow, tilecol, is_solid in row:
                                tilex = tilecol * 48
                                tiley = tilerow * 48
-                               self.screen.blit (self.tileset, (j*48, i*48), pygame.Rect (tilex, tiley, 48, 48))
+                               self.screen.blit (self.img_tileset, (j*48, i*48), pygame.Rect (tilex, tiley, 48, 48))
 
                                j += 1
                        i += 1
diff --git a/object.py b/object.py
deleted file mode 100644 (file)
index f6638f1..0000000
--- a/object.py
+++ /dev/null
@@ -1,41 +0,0 @@
-# object classes - classes for game interactive objects
-import pygame
-import os.path
-
-import utility
-
-# base class for all objects
-class GameObject:
-       # initialization routine
-       def __init__ (self, row, col, image = None):
-               self.row = row
-               self.col = col
-               self.image = image
-
-       # override this for interaction
-       def interact (self):
-               pass
-
-       # use the object on another object
-       def use (self, otherobject):
-               pass
-
-
-class Key (GameObject):
-       def __init__ (self, row, col, image, key_id):
-               self.key_id = key_id
-               GameObject.__init__ (self, row, col, image)
-
-       # ask whether to pick up the key
-       def interact (self, surface):
-               ans = utility.ask_question (surface, "You found a key.", ["Pick it up", "Leave it"])
-               return ans
-
-       # using the key
-       def use (self, lockitem):
-               if type (lockitem) == Chest or type (lockitem) == Door:
-                       if self.key_id == lockitem.key_id:
-                               if lockitem.unlocked is False:
-                                       lockitem.unlocked = True
-                               else:
-                                       lockitem.unlocked = True
index 5d8c45d..9c68c05 100644 (file)
@@ -1,5 +1,6 @@
 # utility functions for the game
 import pygame
+import sys
 import os.path
 
 # function to draw text on surface
@@ -8,22 +9,61 @@ def put_text (surface,  x, y, size, (r,g,b), text):
        textsurf = pygame.font.Font (harisfont, size).render (text, True, pygame.Color (r,g,b))
        surface.blit (textsurf, (x, y))
 
+# function to draw several lines of text, centered horizontally and vertically on surface
+def put_lines (surface, text_lines):
+       textsurfs = []
+       height = 0
+       harisfont = os.path.join ("font", "HarisComic-2.ttf")
 
+       for size, r, g, b, text in text_lines:
+               s = pygame.font.Font (harisfont, size).render (text, True, pygame.Color (r,g,b))
+               # add 10 for spacing
+               height = height + s.get_height() + 10
+               textsurfs.append (s)
 
-# function to ask a question and return answer
-def ask_question (surface, question, answers):
-       pygame.draw.rect (surface, pygame.Color (255, 255, 128), pygame.Rect (40, 40, 480-40, 480-40))
+       scrwidth = surface.get_width ()
+       scrheight = surface.get_height ()
+       i = 0
+       for s in textsurfs:
+               surface.blit (s, (scrwidth/2 - s.get_width()/2, scrheight/2 - height/2+ i*s.get_height()+10))
+               i += 1
 
-       put_text (surface, 60, 60, 22, (0, 0, 192), question)
+# function to ask a question and return answer
+def ask_question (surface, question, answers, bgscreen):
 
-       i = 1
-       for answer in answers:
-               put_text (surface, 60, i*20+60, 22, (0, 0, 128), "%d" % i)
-               put_text (surface, 80, i*20+60, 22, (0, 0, 0), answer)
+       sel_answer = 1
 
        while 1:
+               textarray = [ [ 22, 128, 0, 0, question ] ]
+
+               i = 1
+               for answer in answers:
+                       if sel_answer == i:
+                               r, g, b = 0, 0, 216
+                       else:
+                               r, g, b = 0, 0, 0
+                       textarray.append ( [20, r, g, b, answer] )
+
+                       i += 1
+
+               surface.blit (bgscreen, (surface.get_width()/2 - bgscreen.get_width()/2,
+                                                                       surface.get_height()/2 - bgscreen.get_height()/2))
+               put_lines (surface, textarray)
+
+               pygame.display.update ()
+
                for event in pygame.event.get ():
                        if event.type == pygame.QUIT:
                                sys.exit (0)
                        elif event.type == pygame.KEYDOWN:
-                               print event.key
+                               if event.key == pygame.K_UP:
+                                       sel_answer -= 1
+                                       if sel_answer < 1:
+                                               sel_answer = 1
+                               elif event.key == pygame.K_DOWN:
+                                       sel_answer += 1
+                                       if sel_answer > len(answers):
+                                               sel_answer = len(answers)
+                               elif event.key == pygame.K_RETURN:
+                                       return sel_answer
+