# 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) ],
[ (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) ],
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
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
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
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
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
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
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
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):
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