Added object interaction - healthpotion, lock and key
[butaba-adventures.git] / maingame.py
index c68e215..b894164 100644 (file)
@@ -35,9 +35,10 @@ class MainGame:
                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 ()
@@ -57,16 +58,18 @@ class MainGame:
                # 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
@@ -193,10 +196,10 @@ class MainGame:
 
        # 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:
@@ -207,7 +210,44 @@ class MainGame:
                                        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