Started work on container objects like Chests etc.
[butaba-adventures.git] / maingame.py
index 75702b8..05e8916 100644 (file)
@@ -8,6 +8,7 @@ import level
 import butaba
 import utility
 import gameobjects
+import constants
 
 class MainGame:
 
@@ -24,6 +25,8 @@ class MainGame:
 
                self.img_inventory = pygame.image.load (os.path.join ("background", "inventory.png")).convert ()
 
+               self.img_chestbg = pygame.image.load (os.path.join ("background", "chestcontent.png")).convert ()
+
 
                # initialize object graphics
                self.img_redpotion = pygame.image.load (os.path.join ("objects", "red-potion.png")).convert ()
@@ -61,26 +64,34 @@ class MainGame:
                # set the status message
                self.status_message = "Game started"
 
-               self.butaba = butaba.Butaba (5,0, butaba.Butaba.RIGHT, 75)
+               self.butaba = butaba.Butaba (5,0, butaba.Butaba.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)
+               gold75 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 75)
+
+               chest1.objects = [ gold50, gold75 ]
+
+               # create the levels
+               self.level1 = level.Level (cPickle.load (file ("levels/level1.dat")),
+                               objects = [ chest1 ] )
 
-               self.level1 = level.Level (cPickle.load (file ("levels/level1.dat")))
                self.level1w = level.Level (cPickle.load (file ("levels/level1w.dat")))
+
                self.level1e = level.Level (cPickle.load (file ("levels/level1e.dat")),
-                                                                       objects = [ gameobjects.Key (5, 3, "a chest key", self.img_key2, level.KEY_CHEST1),
-                                                                                               gameobjects.Key (5, 3, "a room key", self.img_key, level.KEY_ROOM1),
-                                                                                               gameobjects.HealthPotion (5, 2, self.img_redpotion),
-                                                                                               gameobjects.Chest (2, 5, "chest", self.img_chest, level.KEY_CHEST1, True),
-                                                                                               gameobjects.GoldCoins (6, 2, self.img_goldcoins, 50)
-                                                                                       ]
-                                                                                       )
+                               objects = [ key1, key2, potion, chest2 ])
+
+               # set up the interaction between levels
                self.level1.levelright = self.level1e
                self.level1.levelleft = self.level1w
-
                self.level1e.levelleft = self.level1
-
                self.level1w.levelright = self.level1
 
        def main_loop (self):
@@ -131,7 +142,7 @@ class MainGame:
                        # look for a health potion
                        for item in self.butaba.inventory:
                                if isinstance (item, gameobjects.HealthPotion) is True:
-                                       self.use_object (item)
+                                       self.use_object (self.butaba, item)
                                        break
 
        def move_butaba_up (self):
@@ -218,43 +229,42 @@ class MainGame:
                        if obj.interact () is False:
                                notblock = False
                        # if object can be picked up ask
-                       self.pickup_object (obj)
+                       if obj.can_pickup is True:
+                               ans = utility.ask_question (self.screen, "Found %s." % obj.text, ["Pick up", "Use", "Ignore"], self.img_menu)
+                               # if the answer is "pick up"
+                               if ans == 1:
+                                       self.pickup_object (self.currentlevel, obj)
+                               elif ans == 2:
+                                       # use the object according to its type
+                                       self.use_object (self.currentlevel, obj)
+                       # if it cannot be picked up, try to use it anyway
+                       else:
+                               self.use_object (self.currentlevel, obj)
 
                return notblock
 
        # picking up an object
-       def pickup_object (self, obj):
+       def pickup_object (self, container, obj):
                # 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, ["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.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
-                       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)
+                       # check if the inventory is full
+                       if len (self.butaba.objects) >= butaba.Butaba.MAXITEMS:
+                               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.status_message = "You picked up %s" % obj.text
 
        # this method uses the object first by calling the object use () method
        # and then performing specific actions as necessary
-       def use_object (self, obj):
+       def use_object (self, container, obj):
                # if the object is a health potion
                if isinstance (obj, gameobjects.HealthPotion) is True:
                        obj.use (self.butaba)
-                       if obj in self.currentlevel.objects:
-                               self.currentlevel.objects.remove (obj)
-                       elif obj in self.butaba.inventory:
-                               self.butaba.inventory.remove (obj)
+                       container.objects.remove (obj)
                        self.status_message = "You gained health"
                # if the object is a chest
                elif isinstance (obj, gameobjects.Chest) is True:
@@ -263,7 +273,7 @@ class MainGame:
                                # 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:
+                               for invobj in self.butaba.objects:
                                        fittedkey = obj.use (invobj)
                                        # if a key fits
                                        if fittedkey is not None:
@@ -274,20 +284,23 @@ class MainGame:
                                # chest successfully unlocked
                                else:
                                        self.status_message = "You unlocked the %s" % obj.text
-                                       # remove the key from inventory
-                                       self.butaba.inventory.remove (fittedkey)
+                                       # remove the key from Butaba
+                                       self.butaba.objects.remove (fittedkey)
+                                       # add an experience point for unlocking chest subject
+                                       # to a limit of KNOWLEDGEMAX_CHEST_UNLOCK
+                                       if self.butaba.experience < constants.KNOWLEDGEMAX_CHEST_UNLOCK:
+                                               self.butaba.experience += 1
+                                               self.status_message += " and gained experience!"
                        # display the contents of the chest
                        else:
-                               pass
+                               utility.display_container_contents (self.screen, obj, self.img_chestbg, 30)
+
                # if the object is gold coins
                elif isinstance (obj, gameobjects.GoldCoins) is True:
                        obj.use (self.butaba)
                        self.status_message = "You picked up %d gold." % obj.value
                        # remove the gold coins after adding it to Butaba's gold
-                       if obj in self.currentlevel.objects:
-                               self.currentlevel.objects.remove (obj)
-                       elif obj in self.butaba.inventory:
-                               self.butaba.inventory.remove (obj)
+                       container.remove (obj)
 
        def move_butaba_left (self):
                # clear any status messages
@@ -382,7 +395,7 @@ class MainGame:
                utility.put_text (self.screen, 550, 130, 20, (255, 255, 0), "%d" % self.butaba.gold)
 
                if self.status_message is not None:
-                       utility.put_text (self.screen, 10, 485, 16, (255,255, 0), "%s" % self.status_message)
+                       utility.put_text (self.screen, 10, 485, 10, (255,255, 0), "%s" % self.status_message)
 
        # display the inventory of the player
        def draw_inventory (self):
@@ -400,7 +413,7 @@ class MainGame:
 
                r = 1
                c = 1
-               for obj in self.butaba.inventory:
+               for obj in self.butaba.objects:
                        self.screen.blit (obj.image, (440+c*54+2, 150+r*54+2))
                        if c % 4 == 0:
                                r += 1