# initialize the game
def __init__ (self):
+ random.seed ()
pygame.init ()
+
+ self.clock = pygame.time.Clock ()
self.screen = pygame.display.set_mode ((720, 512))
pygame.display.set_caption ("The Adventures of Butaba")
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))
+ self.img_bulisafront = pygame.image.load (os.path.join ("sprite", "bulisa-front.png")).convert ()
+ self.img_bulisafront.set_colorkey (pygame.Color (0, 255, 0))
+
+ self.img_bulisaback = pygame.image.load (os.path.join ("sprite", "bulisa-back.png")).convert ()
+ self.img_bulisaback.set_colorkey (pygame.Color (0, 255, 0))
+
+ self.img_bulisaleft = pygame.image.load (os.path.join ("sprite", "bulisa-left.png")).convert ()
+ self.img_bulisaleft.set_colorkey (pygame.Color (0, 255, 0))
+
+ self.img_bulisaright = pygame.image.load (os.path.join ("sprite", "bulisa-right.png")).convert ()
+ self.img_bulisaright.set_colorkey (pygame.Color (0, 255, 0))
# initialize portraits
self.img_butaba_portrait = pygame.image.load (os.path.join ("portraits", "butaba.png")).convert ()
# set the status message
self.status_message = "Game started"
- self.butaba = butaba.Butaba (5,0, butaba.Butaba.RIGHT)
+ self.butaba = butaba.Butaba (5,0, self.img_butabaleft,
+ self.img_butabaright, self.img_butabafront,
+ self.img_butababack, self.img_butaba_portrait, constants.RIGHT)
# set up the levels and their interactions
def setup_levels (self):
# set up the objects first
chest1 = gameobjects.Chest (2, 6, "chest", self.img_chest, constants.KEY_CHEST1, True)
chest2 = gameobjects.Chest (6, 6, "chest", self.img_chest, constants.KEY_CHEST2, True)
- key1 = gameobjects.Key (5, 3, "a chest key", self.img_key2, constants.KEY_CHEST1)
key2 = gameobjects.Key (5, 3, "a chest key", self.img_key, constants.KEY_CHEST2)
potion = gameobjects.HealthPotion (5, 2, self.img_redpotion)
gold50 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 50)
well3 = gameobjects.Well (4, 8)
well4 = gameobjects.Well (5, 8)
- npc_bulisa = npcs.Bulisa (4, 3, self.img_bulisa, self.img_bulisa_portrait,
- [ os.path.join ("dialogues", "bulisa1.dlg"),
- os.path.join ("dialogues", "bulisa2.dlg"),
- os.path.join ("dialogues", "bulisa3.dlg"),
- os.path.join ("dialogues", "bulisa4.dlg") ] )
+ npc_bulisa = npcs.Bulisa (4, 3, self.img_bulisaleft, self.img_bulisaright,
+ self.img_bulisafront, self.img_bulisaback,
+ self.img_bulisa_portrait, constants.FRONT,
+ (2, 2, 2, 2),
+ [ os.path.join ("dialogues", "bulisa1.dlg"),
+ os.path.join ("dialogues", "bulisa2.dlg"),
+ os.path.join ("dialogues", "bulisa3.dlg"),
+ os.path.join ("dialogues", "bulisa4.dlg") ] )
chest1.objects = [ gold50, gold25, key2, gold10 ]
self.level1w = level.Level (cPickle.load (file (os.path.join ("levels", "level1w.dat"))))
self.level1e = level.Level (cPickle.load (file (os.path.join ("levels", "level1e.dat"))),
- objects = [ key1, potion, chest2 ], npcs = [ npc_bulisa ])
+ objects = [ potion, chest2 ], npcs = [ npc_bulisa ])
self.level1ee = level.Level (cPickle.load (file (os.path.join ("levels", "level1ee.dat"))),
objects = [ well1, well2, well3, well4 ])
def main_loop (self):
# main game loop
while 1:
+ self.clock.tick (25)
# clear screen
self.screen.fill (pygame.Color (0,0,0))
# draw the level
# 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.position <> constants.BACK:
+ self.butaba.position = constants.BACK
return
# if butaba is trying to move off the top of the screen
# 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.position <> constants.FRONT:
+ self.butaba.position = constants.FRONT
return
# if butaba is trying to move off the bottom of the screen
def interact_npc (self, npc):
# interact with NPC and get the response ID
# if the NPC is Bulisa
+
+ # if the NPC is dead cannot talk with the NPC
+ if npc.is_dead is True:
+ self.status_message = "%s is dead! RIP..." % npc.charname
+ return
+
if isinstance (npc, npcs.Bulisa):
+ # interact
self.interact_npc_bulisa (npc)
# interact with NPC Bulisa
# set the current dialogue
npc.currentdialog = 0
# get the response ID
- resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.img_butaba_portrait, 0, 90)
+ resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
if (gamestate.mission_bulisa_water_from_well_refused is True and
gamestate.mission_bulisa_water_from_well is False):
# set the current dialog
npc.currentdialog = 2
- resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.img_butaba_portrait, 0, 90)
+ resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
# mission accepted but not completed - check if completed and set value
# accordingly
elif (gamestate.mission_bulisa_water_from_well is True
if invobj.liquid == "water":
gamestate.mission_bulisa_water_from_well_complete = True
self.butaba.objects.remove (invobj)
+ key1 = gameobjects.Key (5, 3, "a chest key", self.img_key2, constants.KEY_CHEST1)
+ self.butaba.objects.append (key1)
+
break
# water mission is not completed yet
if gamestate.mission_bulisa_water_from_well_complete is False:
npc.currentdialog = 3
# get the response ID
- resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.img_butaba_portrait, 0, 90)
+ resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
# if response ID is 12, then drawing water from well mission is refused
if resp_id == "12" or resp_id == "18":
# only if object can be picked up, pick it up or use it
if obj.can_pickup is True:
# check if the inventory is full
- if len (self.butaba.objects) >= butaba.Butaba.MAXITEMS:
+ if len (self.butaba.objects) >= constants.MAXITEMS:
self.status_message = "Cannot pick up item. Inventory full"
else:
# add item to inventory
def use_object (self, container, obj):
# if the object is a health potion
if isinstance (obj, gameobjects.HealthPotion) is True:
- if self.butaba.health < butaba.Butaba.MAXHEALTH:
+ if self.butaba.health < constants.MAXHEALTH:
obj.use (self.butaba)
container.objects.remove (obj)
self.status_message = "You gained health"
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.position <> constants.LEFT:
+ self.butaba.position = constants.LEFT
return
# if butaba is trying to move off the left edge
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.position <> constants.RIGHT:
+ self.butaba.position = constants.RIGHT
return
# if butaba is trying to move off the right edge
self.butaba.col += 1
def draw_butaba (self):
- if self.butaba.position == butaba.Butaba.FRONT:
- 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.img_butababack, (self.butaba.col*48, self.butaba.row*48))
- elif self.butaba.position == butaba.Butaba.LEFT:
- 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.img_butabaright, (self.butaba.col*48, self.butaba.row*48))
+ if self.butaba.position == constants.FRONT:
+ self.screen.blit (self.butaba.imagefront, (self.butaba.col*48, self.butaba.row*48))
+ elif self.butaba.position == constants.BACK:
+ self.screen.blit (self.butaba.imageback, (self.butaba.col*48, self.butaba.row*48))
+ elif self.butaba.position == constants.LEFT:
+ self.screen.blit (self.butaba.imageleft, (self.butaba.col*48, self.butaba.row*48))
+ elif self.butaba.position == constants.RIGHT:
+ self.screen.blit (self.butaba.imageright, (self.butaba.col*48, self.butaba.row*48))
# Draw the status infodisplay
r = 1
c = 1
utility.put_text (self.screen, 490, 170, 16, (255,255 , 0), "Inventory")
- for i in range (butaba.Butaba.MAXITEMS):
+ for i in range (constants.MAXITEMS):
self.screen.blit (self.img_inventory, (440+c*54, 150+r*54))
if c % 4 == 0:
r += 1
# 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))
+ # if npc is not dead then move the NPC randomly depending on their
+ # movement area
+ if npc.is_dead is False:
+ # move this turn?
+ if random.randint (1, 500) < npc.movement_speed:
+ # whether to change direction?
+ if random.randint (1, 100) < 25:
+ npc.position = random.randint (0, 3)
+ else:
+ # if left movement
+ if npc.position == constants.LEFT:
+ # cannot move beyond level and cannot move beyond the
+ # left limit area
+ if npc.col > 0 and npc.col > npc.initcol - npc.leftlimit:
+ # check if there is any background obstacle
+ if self.check_background_obstacle (level, npc.row, npc.col - 1) is False:
+ # check if there are any objects
+ objblock = False
+ npcblock = False
+ for lobj in level.objects:
+ if lobj.row == npc.row and lobj.col == npc.col - 1:
+ objblock = True
+ break
+ # check if there any any npcs blocking
+ for lnpc in level.npcs:
+ if lnpc.row == npc.row and lnpc.col == npc.col - 1:
+ npcblock = True
+ break
+ if objblock is False and npcblock is False:
+ # if butaba is not blocking
+ if self.butaba.row <> npc.row or self.butaba.col <> npc.col - 1:
+ npc.col -= 1
+ elif npc.position == constants.RIGHT:
+ # cannot move beyond level and cannot move beyond the
+ # right limit area
+ if npc.col < 9 and npc.col < npc.initcol + npc.rightlimit:
+ # check if there is any background obstacle
+ if self.check_background_obstacle (level, npc.row, npc.col + 1) is False:
+ # check if there are any objects
+ objblock = False
+ npcblock = False
+ for lobj in level.objects:
+ if lobj.row == npc.row and lobj.col == npc.col + 1:
+ objblock = True
+ break
+ # check if there any any npcs blocking
+ for lnpc in level.npcs:
+ if lnpc.row == npc.row and lnpc.col == npc.col + 1:
+ npcblock = True
+ break
+ if objblock is False and npcblock is False:
+ # if butaba is not blocking
+ if self.butaba.row <> npc.row or self.butaba.col <> npc.col + 1:
+ npc.col += 1
+ elif npc.position == constants.FRONT:
+ # cannot move beyond level and cannot move beyond the
+ # lower bottom limit area
+ if npc.row < 9 and npc.row < npc.initrow + npc.bottomlimit:
+ # check if there is any background obstacle
+ if self.check_background_obstacle (level, npc.row + 1, npc.col) is False:
+ # check if there are any objects
+ objblock = False
+ npcblock = False
+ for lobj in level.objects:
+ if lobj.row == npc.row + 1 and lobj.col == npc.col:
+ objblock = True
+ break
+ # check if there any any npcs blocking
+ for lnpc in level.npcs:
+ if lnpc.row == npc.row + 1 and lnpc.col == npc.col:
+ npcblock = True
+ break
+ if objblock is False and npcblock is False:
+ # if butaba is not blocking
+ if self.butaba.row <> npc.row + 1 or self.butaba.col <> npc.col:
+ npc.row += 1
+ elif npc.position == constants.BACK:
+ # cannot move beyond level and cannot move beyond the
+ # top upper limit area
+ if npc.row > 0 and npc.row > npc.initrow - npc.toplimit:
+ # check if there is any background obstacle
+ if self.check_background_obstacle (level, npc.row - 1, npc.col) is False:
+ # check if there are any objects
+ objblock = False
+ npcblock = False
+ for lobj in level.objects:
+ if lobj.row == npc.row - 1 and lobj.col == npc.col:
+ objblock = True
+ break
+ # check if there any any npcs blocking
+ for lnpc in level.npcs:
+ if lnpc.row == npc.row - 1 and lnpc.col == npc.col:
+ npcblock = True
+ break
+ # if no object is blocking
+ if objblock is False and npcblock is False:
+ # if butaba is not blocking
+ if self.butaba.row <> npc.row - 1 or self.butaba.col <> npc.col:
+ npc.row -= 1
+
+ if npc.position == constants.FRONT:
+ img = npc.imagefront
+ elif npc.position == constants.BACK:
+ img = npc.imageback
+ elif npc.position == constants.LEFT:
+ img = npc.imageleft
+ else:
+ img = npc.imageright
+
+ self.screen.blit (img, (npc.col*48, npc.row*48))
class NPC:
# initalize the NPC
- def __init__ (self, charname, row, col, image=None, portrait=None, dialogues=[],
- currentdialog=0, is_dead=False):
+ def __init__ (self, charname, row, col, imageleft, imageright, imagefront,
+ imageback, portrait, position, movement_area=(0,0,0,0), movement_speed = 10,
+ dialogues=[], 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
+ # initial row and col - to track the movement area
+ self.initrow = row
+ self.initcol = col
+ # images to represent on level
+ self.imageleft = imageleft
+ self.imageright = imageright
+ self.imagefront = imagefront
+ self.imageback = imageback
+
# portrait on dialogues
self.portrait = portrait
+
+ # movement area limits (left, right top, and bottom) in which the NPC can
+ # move around in the level randomly.
+ self.leftlimit, self.rightlimit, self.toplimit, self.bottomlimit = movement_area
+
+ # chance of movement (speed) - that is chance of movement in a turn out of 500 -lower
+ # the value lower the speed
+ self.movement_speed = movement_speed
+
+ # position of the character
+ self.position = position
+
# dialogue set for NPC
# each dialogue in the set is a path to an XML file containing the dialogue
self.dialogues = dialogues
# Bulisa is Butaba's friend
class Bulisa (NPC):
- def __init__ (self, row, col, image, portrait, dialogues=[], currentdialog=0):
- NPC.__init__ (self, "Bulisa", row, col, image, portrait, dialogues, currentdialog)
+ def __init__ (self, row, col, imageleft, imageright, imagefront,
+ imageback, portrait, position, movement_area=(0,0,0,0),
+ dialogues=[], currentdialog=0):
+ NPC.__init__ (self, "Bulisa", row, col, imageleft, imageright, imagefront,
+ imageback, portrait, position, movement_area, 20, dialogues, currentdialog)