# 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), (1, 0, 0), (0, 5, 1), (0, 6, 1), (1, 0, 0), (0, 0, 0), (1, 0, 0), (1, 0, 0), (0, 0, 0), (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) ],
[ (0, 0, 0), (0, 0, 0), (0, 0, 0), (2, 0, 1), (1, 0, 0), (0, 8, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0) ],
- [ (0, 0, 0), (1, 0, 0), (0, 0, 0), (2, 0, 1), (0, 0, 0), (1, 9, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0) ],
+ [ (2, 0, 1), (2, 0, 1), (2, 0, 1), (2, 0, 1), (0, 0, 0), (1, 9, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0) ],
[ (4, 5, 0), (4, 5, 0), (4, 5, 0), (4, 5, 0), (4, 5, 0), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0) ],
[ (5, 5, 0), (5, 5, 0), (5, 5, 0), (5, 5, 0), (5, 5, 0), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0) ],
- [ (0, 0, 0), (0, 0, 0), (0, 0, 0), (2, 0, 1), (1, 0, 0), (0, 9, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0) ],
+ [ (2, 0, 1), (2, 0, 1), (2, 0, 1), (2, 0, 1), (1, 0, 0), (0, 9, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0) ],
[ (0, 0, 0), (0, 0, 0), (0, 0, 0), (2, 0, 1), (1, 0, 0), (1,11, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0) ],
[ (0, 0, 0), (0, 0, 0), (0, 5, 1), (0, 6, 1), (0, 0, 0), (0,10, 1), (0, 7, 1), (0, 7, 1), (1,10, 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) ]
+ [ (1, 0, 0), (0, 0, 0), (1, 5, 1), (1, 6, 1), (1, 0, 0), (0, 0, 0), (0, 0, 0), (1, 0, 0), (0, 0, 0), (1, 0, 0) ]
]
# 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) ],
+ [ (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, 1) ],
[ (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (0, 8, 1), (0, 0, 0), (0, 0, 0), (0, 0, 0) ],
- [ (3,10, 0), (0, 9, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (0, 8, 1), (0, 0, 0), (3, 6, 0), (3, 5, 0) ],
- [ (3,10, 0), (0, 8, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (0, 8, 1), (0, 0, 0), (3, 5, 0), (3, 6, 0) ],
- [ (3,10, 0), (0, 8, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (0, 8, 1), (0, 0, 0), (3, 6, 0), (3, 5, 0) ],
- [ (3,10, 0), (0, 8, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (0, 8, 1), (0, 0, 0), (3, 5, 0), (3, 6, 0) ],
- [ (3,10, 0), (0, 8, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (0, 8, 1), (0, 0, 0), (0, 0, 0), (0, 0, 0) ],
- [ (0, 7, 1), (3 ,7, 1), (0, 7, 1), (0, 7, 1), (0, 7, 1), (1,10, 1), (0,11, 1), (0, 0, 0), (0, 0, 0), (2, 0, 0) ],
+ [ (0, 9, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (0, 8, 1), (0, 0, 0), (3, 6, 0), (3, 5, 0) ],
+ [ (0, 8, 1), (3,10, 0), (6, 2, 1), (6, 3, 1), (3,10, 0), (3,10, 0), (0, 8, 1), (0, 0, 0), (3, 5, 0), (3, 6, 0) ],
+ [ (0, 8, 1), (3,10, 0), (7, 2, 0), (7, 3, 0), (3,10, 0), (3,10, 0), (0, 8, 1), (0, 0, 0), (3, 6, 0), (3, 5, 0) ],
+ [ (0, 8, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (0, 8, 1), (0, 0, 0), (3, 5, 0), (3, 6, 0) ],
+ [ (0, 8, 1), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (3,10, 0), (0, 8, 1), (0, 0, 0), (0, 0, 0), (0, 0, 0) ],
+ [ (3, 7, 1), (0 ,7, 1), (0, 7, 1), (0, 7, 1), (0, 7, 1), (1,10, 1), (0,11, 1), (0, 0, 0), (0, 0, 0), (2, 0, 1) ],
[ (0, 0, 0), (0, 0, 0), (1, 0, 0), (3, 4, 0), (0, 0, 0), (0, 0, 0), (1, 0, 0), (0, 0, 0), (0, 0, 0), (0, 0, 0) ]
]
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))
+ self.img_chest = pygame.image.load (os.path.join ("objects", "chest.png")).convert ()
+ self.img_chest.set_colorkey (pygame.Color (0, 255, 0))
# initialize player graphics
self.img_butabafront = pygame.image.load (os.path.join ("sprite", "butaba-front.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, butaba.Butaba.RIGHT, 75)
# set up the levels and their interactions
def setup_levels (self):
- self.level1 = level.Level (level.LEVEL_1,
- objects = [gameobjects.HealthPotion (4, 3, self.img_redpotion) ])
+ self.level1 = level.Level (level.LEVEL_1)
self.level1e = level.Level (level.LEVEL_1E,
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)]
+ gameobjects.Key (4, 3, "a room key", self.img_key, level.KEY_ROOM1),
+ gameobjects.HealthPotion (4, 2, self.img_redpotion),
+ gameobjects.Chest (2, 5, "chest", self.img_chest, level.KEY_CHEST1, True)
+ ]
)
self.level1.levelright = self.level1e
self.level1e.levelleft = self.level1
# picking up an object
def pickup_object (self, obj):
- # only if object can be picked up, pick it up
+ # only if object can be picked up, pick it up or use it
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"
+ ans = utility.ask_question (self.screen, "Found %s." % obj.text, ["Pick up", "Use", "Ignore"], self.img_menu)
+ # if the answer is "carry"
if ans == 1:
# check if the inventory is full
if len (self.butaba.inventory) >= butaba.Butaba.MAXITEMS:
self.currentlevel.objects.remove (obj)
self.status_message = "You picked up %s" % obj.text
-
+ elif ans == 2:
+ # use the object according to its type
+ self.use_object (obj)
+ # if it cannot be picked up, try to use it anyway
+ else:
+ self.use_object (obj)
+
+ # this method uses the object first by calling the object use () method
+ # and then performing specific actions as necessary
+ def use_object (self, obj):
+ # if the object is a health potion
+ if isinstance (obj, gameobjects.HealthPotion) is True:
+ obj.use (self.butaba)
+ self.currentlevel.objects.remove (obj)
+ self.status_message = "You gained health"
+ # if the object is a chest
+ elif isinstance (obj, gameobjects.Chest) is True:
+ # if chest is locked, try to open it
+ if obj.locked is True:
+ # try opening the chest with every item 9the use () function
+ # of the chest determines if item is a key anyway
+ fittedkey = None
+ for invobj in self.butaba.inventory:
+ fittedkey = obj.use (invobj)
+ # if a key fits
+ if fittedkey is not None:
+ break
+ # if no key found
+ if fittedkey is None:
+ self.status_message = "No key found to open %s" % obj.text
+ # chest successfully unlocked
+ else:
+ self.status_message = "You unlocked the %s" % obj.text
+ # remove the key from inventory
+ self.butaba.inventory.remove (fittedkey)
+ # display the contents of the chest
+ else:
+ pass
def move_butaba_left (self):
# clear any status messages