--- /dev/null
+<?xml version="1.0" encoding="UTF-8"?>
+<conversation>
+ <dialogue id="1">
+ <speech>Hello, Butaba. Welcome back. How are you?</speech>
+ <response id="1" nextdialogue="2">I am fine</response>
+ <response id="2" nextdialogue="3">I am looking for a job</response>
+ <response id="3" nextdialogue="0">Bye!</response>
+ </dialogue>
+ <dialogue id="2">
+ <speech>Glad to know you're fine my friend. So what's up?</speech>
+ <response id="4" nextdialogue="3">I am looking for a job</response>
+ <response id="5" nextdialogue="0">Bye!</response>
+ </dialogue>
+ <dialogue id="3">
+ <speech>I haven't a job for you now, but I could use your help.</speech>
+ <response id="6" nextdialogue="4">What help?</response>
+ <response id="7" nextdialogue="5">Not interested.</response>
+ <response id="8" nextdialogue="0">Bye!</response>
+ </dialogue>
+ <dialogue id="4">
+ <speech>If you could draw some water from my well, I would be very grateful.</speech>
+ <response id="9" nextdialogue="6">I will do so!</response>
+ <response id="10" nextdialogue="5">Oh, I am afraid not. So sorry</response>
+ <response id="11" nextdialogue="0">Bye!</response>
+ </dialogue>
+ <dialogue id="5">
+ <speech>Oh, no problem. That's all right, then.</speech>
+ <response id="12" nextdialogue="0">Bye!</response>
+ </dialogue>
+ <dialogue id="6">
+ <speech>Thanks so much! There is an empty bucket somewhere in the garden.
+ Take that, go to the well behind the house, draw water and bring it back to me.</speech>
+ <response id="13" nextdialogue="0">Right. I'll go at once.</response>
+ </dialogue>
+</conversation>
\ No newline at end of file
# 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):
+ def __init__ (self, row, col, text, image = None, can_pickup = True, use_str = "Use"):
self.row = row
self.col = col
self.image = image
self.text = text
self.can_pickup = can_pickup
+ self.use_str = use_str
# override this for interaction, i.e. when character walks into the item
def interact (self):
def __init__ (self, row, col, image, value):
text = "gold coins"
self.value = value
- GameObject.__init__ (self, row, col, text, image, False)
+ GameObject.__init__ (self, row, col, text, image, False, "Take")
# no interaction with this object
def interact (self):
# initialize
def __init__ (self, row, col, image):
text = "health potion"
- GameObject.__init__ (self, row, col, text, image, True)
+ GameObject.__init__ (self, row, col, text, image, True, "Drink")
# no interaction with this object
def interact (self):
self.key_id = key_id
self.locked = locked
self.objects = objects
- GameObject.__init__ (self, row, col, text, image, False)
+ GameObject.__init__ (self, row, col, text, image, False, "Open")
# no interaction with this object. Also solid so return False
def interact (self):
# Class to represent levels
class Level:
- def __init__ (self, bgdata, levelleft=None, levelright=None, leveltop = None, levelbottom = None, objects=[]):
+ def __init__ (self, bgdata, levelleft=None, levelright=None,
+ leveltop = None, levelbottom = None, objects=[], npcs=[]):
self.background = bgdata
# portals for level above, below, left or right of the character
self.levelleft = levelleft
# objects in the level as a list
self.objects = objects
+
+ # npcs in the level as a list
+ self.npcs = npcs
import utility
import gameobjects
import constants
+import npcs
class MainGame:
self.img_butabaright = pygame.image.load (os.path.join ("sprite", "butaba-right.png")).convert ()
self.img_butabaright.set_colorkey (pygame.Color (0, 255, 0))
+ # initialize NPC graphics
+ self.img_bulisa = pygame.image.load (os.path.join ("sprite", "bulisa.png")).convert ()
+ self.img_bulisa.set_colorkey (pygame.Color (0, 255, 0))
+
# set level data
self.setup_levels ()
# set current level and position of our character
potion2 = gameobjects.HealthPotion (5, 2, self.img_redpotion)
potion3 = gameobjects.HealthPotion (5, 2, self.img_redpotion)
+ npc_bulisa = npcs.Bulisa (4, 3, self.img_bulisa, None)
+
chest1.objects = [ gold50, gold25, potion2, potion3, key2, gold10 ]
# create the levels
self.level1w = level.Level (cPickle.load (file ("levels/level1w.dat")))
self.level1e = level.Level (cPickle.load (file ("levels/level1e.dat")),
- objects = [ key1, potion, chest2 ])
+ objects = [ key1, potion, chest2 ], npcs = [ npc_bulisa ])
# set up the interaction between levels
self.level1.levelright = self.level1e
self.draw_level_background (self.currentlevel)
# draw level objects
self.draw_level_objects (self.currentlevel)
+ # draw the NPCs in the level
+ self.draw_level_npcs (self.currentlevel)
# draw our character
self.draw_butaba ()
# display the character's inventory
notblock = self.interact_objects (level, objs)
+ # get npc at current location
+ current_npc = None
+ for npc in level.npcs:
+ if npc.row == row and npc.col == col:
+ current_npc = npc
+ break
+
+ # npcs always block the tile. So return false if there is an NPC
+ # at the location
+ if current_npc is not None:
+ self.interact_npc (current_npc)
+ return False
+
return notblock
+ # interaction with npcs
+ def interact_npc (self, npc):
+ pass
# interaction with objects
def interact_objects (self, container, objs):
notblock = False
# if object can be picked up ask
if obj.can_pickup is True:
- ans = utility.ask_question (self.screen, "Found %s." % obj.text, ["Pick up", "Use", "Ignore"], self.img_menu)
+ ans = utility.ask_question (self.screen, "Found %s." % obj.text, ["Pick up", obj.use_str, "Ignore"], self.img_menu)
# if the answer is "pick up"
if ans == 1:
self.pickup_object (container, obj)
self.use_object (container, obj)
# if it cannot be picked up, try to use it anyway
else:
- ans = utility.ask_question (self.screen, "Found %s." % obj.text, ["Use", "Ignore"], self.img_menu)
+ ans = utility.ask_question (self.screen, "Found %s." % obj.text, [obj.use_str, "Ignore"], self.img_menu)
if ans == 1:
self.use_object (container, obj)
return notblock
+ # transfer an object from one container to another
+ # container must have an objects list
+ def transfer_object (self, source, obj, dest):
+ # remove object from source
+ source.objects.remove (obj)
+ # add object to destination
+ dest.objects.append (obj)
+
# picking up an object
def pickup_object (self, container, obj):
# only if object can be picked up, pick it up or use it
self.status_message = "Cannot pick up item. Inventory full"
else:
# add item to inventory
- self.butaba.objects.append (obj)
- # remove from container
- container.objects.remove (obj)
+ self.transfer_object (container, obj, self.butaba)
self.status_message = "You picked up %s" % obj.text
for obj in level.objects:
if obj.image is not None:
self.screen.blit (obj.image, (obj.col*48, obj.row*48))
+
+
+ # Draw the NPCs in the level
+ def draw_level_npcs (self, level):
+ for npc in level.npcs:
+ if npc.image is not None:
+ self.screen.blit (npc.image, (npc.col*48, npc.row*48))
--- /dev/null
+# class for Non-Player characters in the game
+
+import os.path
+
+# NPC base class
+
+class NPC:
+ # initalize the NPC
+ def __init__ (self, charname, row, col, image=None, portrait=None, dialogue_set=set(),
+ currentdialog=0, is_dead=False):
+ # name of the character
+ self.charname = charname
+ # row and column to appear (in level)
+ self.row = row
+ self.col = col
+ # image to represent on level
+ self.image = image
+ # portrait on dialogues
+ self.portrait = portrait
+ # dialogue set for NPC
+ # each dialogue in the set is a path to an XML file containing the dialogue
+ self.dialogue_set = dialogue_set
+ # index of the current dialogue which will be initiated with the main
+ # character
+ self.currentdialog = currentdialog
+ # whether the character is dead or alive. If dead no interaction of any
+ # kind can take place.
+ self.is_dead = is_dead
+
+# Bulisa is Butaba's friend
+class Bulisa (NPC):
+ def __init__ (self, row, col, image, portrait, dialogue_set=set(), currentdialog=0):
+ NPC.__init__ (self, "Bulisa", row, col, image, portrait, dialogue_set, currentdialog)
+
i = 1
for answer in answers:
if sel_answer == i:
- r, g, b = 0, 0, 216
+ r, g, b = 255, 0, 0
else:
r, g, b = 0, 0, 0
textarray.append ( [10, r, g, b, answer] )