import utility
import gameobjects
import constants
+import npcs
class MainGame:
self.img_chestbg = pygame.image.load (os.path.join ("background", "chestcontent.png")).convert ()
+ self.img_dialogue = pygame.image.load (os.path.join ("background", "dialog_screen.png")).convert ()
+ self.img_dialogue.set_colorkey (pygame.Color (0, 255, 0))
+
# initialize object graphics
self.img_redpotion = pygame.image.load (os.path.join ("objects", "red-potion.png")).convert ()
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))
+
+ # initialize NPC portraits
+ self.img_bulisa_portrait = pygame.image.load (os.path.join ("portraits", "bulisa.png")).convert ()
+
# 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, self.img_bulisa_portrait,
+ [ os.path.join ("dialogues", "bulisa1.dlg") ])
+
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):
+ # interact with NPC and get the response ID
+ resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba, 0, 90)
+
+ # if none
+ if resp_id is None:
+ self.status_message = "You cannot initiate a conversation with %s" % npc.charname
# 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))