import sys
import random
import os.path
+import cPickle
import level
import butaba
import utility
import gameobjects
+import constants
+import npcs
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 ()
+
+ 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
# 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)
+ gold25 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 25)
+ gold10 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 10)
+ 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.level1 = level.Level (cPickle.load (file ("levels/level1.dat")),
+ objects = [ chest1 ] )
+
+ self.level1w = level.Level (cPickle.load (file ("levels/level1w.dat")))
- self.level1 = level.Level (level.LEVEL_1)
- self.level1e = level.Level (level.LEVEL_1E,
- objects = [ gameobjects.Key (4, 3, "a chest key", self.img_key2, level.KEY_CHEST1),
- 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),
- gameobjects.GoldCoins (5, 2, self.img_goldcoins, 50)
- ]
- )
+ self.level1e = level.Level (cPickle.load (file ("levels/level1e.dat")),
+ objects = [ key1, potion, chest2 ], npcs = [ npc_bulisa ])
+
+ # 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):
# main game loop
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
# drink a health potion if it is in the player's inventory
def inventory_drink_health_potion (self):
- # if health is maxed out then ignore
- if self.butaba.health == butaba.Butaba.MAXHEALTH:
- self.status_message = "You already have maximum health."
- else:
- # look for a health potion
- for item in self.butaba.inventory:
- if isinstance (item, gameobjects.HealthPotion) is True:
- self.use_object (item)
- break
+ # look for a health potion
+ for item in self.butaba.objects:
+ if isinstance (item, gameobjects.HealthPotion) is True:
+ self.use_object (self.butaba, item)
+ break
def move_butaba_up (self):
# clear any status messages
# if there is a level above set current level to that one
if self.currentlevel.leveltop is not None:
lastrow = len (self.currentlevel.leveltop.background) - 1
- # if there is any object in that place interact with it
- # if any object is a blocking object then avoid movement
- if self.interact_objects (self.currentlevel.leveltop, lastrow, self.butaba.col) is False:
+ # interact with objects
+ if self.level_interact (self.currentlevel.leveltop, lastrow, self.butaba.col) is False:
return
# make sure there is no obstacle
else:
# if there is any object in that place interact with it
# if any object is a blocking object then avoid movement
- if self.interact_objects (self.currentlevel, self.butaba.row-1, self.butaba.col) is False:
+ if self.level_interact (self.currentlevel, self.butaba.row-1, self.butaba.col) is False:
return
if self.check_background_obstacle (self.currentlevel, self.butaba.row-1, self.butaba.col) is False:
if self.currentlevel.levelbottom is not None:
# interact with objects if any
# if any object is a blocking object then avoid movement
- if self.interact_objects (self.currentlevel.levelbottom, 0, self.butaba.col) is False:
+ if self.level_interact (self.currentlevel.levelbottom, 0, self.butaba.col) is False:
return
# make sure there is no obstacle at that position
if self.check_background_obstacle (self.currentlevel.levelbottom, 0, self.butaba.col) is False:
else:
# interact with objects if any
# if any object is a blocking object then avoid movement
- if self.interact_objects (self.currentlevel, self.butaba.row+1, self.butaba.col) is False:
+ if self.level_interact (self.currentlevel, self.butaba.row+1, self.butaba.col) is False:
return
if self.check_background_obstacle (self.currentlevel, self.butaba.row+1, self.butaba.col) is False:
self.butaba.row += 1
else:
return False
- # get and interact with objects if present in a particular row/col
- def interact_objects (self, level, row, col):
+ # get and interact with objects and characters if present in a particular row/col
+ def level_interact (self, level, row, col):
objs = []
# get list of objects at current location
for obj in level.objects:
if obj.row == row and obj.col == col:
objs.append (obj)
+ 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):
# overall flag for blocking/non-blocking objects
notblock = True
+
# now perform interaction
for obj in objs:
# run the object interact function
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", obj.use_str, "Ignore"], self.img_menu)
+ # if the answer is "pick up"
+ if ans == 1:
+ self.pickup_object (container, obj)
+ elif ans == 2:
+ # use the object according to its type
+ 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, [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, 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.transfer_object (container, obj, self.butaba)
+
+ 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)
- self.status_message = "You gained health"
+ if self.butaba.health < butaba.Butaba.MAXHEALTH:
+ obj.use (self.butaba)
+ container.objects.remove (obj)
+ self.status_message = "You gained health"
+ else:
+ self.status_message = "You already have maximum health!"
# if the object is a chest
elif isinstance (obj, gameobjects.Chest) is True:
# if chest is locked, try to open it
# 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:
# 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
+ item = utility.get_container_object (self.screen, obj, self.img_chestbg, 30)
+ if item is not None:
+ self.interact_objects (obj, [ item, ])
+
# 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.objects.remove (obj)
def move_butaba_left (self):
# clear any status messages
lastcol = len (self.currentlevel.levelleft.background[0]) - 1
# interact with objects if any
# if any object is a blocking object then avoid movement
- if self.interact_objects (self.currentlevel.levelleft, self.butaba.row, lastcol) is False:
+ if self.level_interact (self.currentlevel.levelleft, self.butaba.row, lastcol) is False:
return
# make sure there is no obstacle at that position of movement
if self.check_background_obstacle (self.currentlevel.levelleft, self.butaba.row, lastcol) is False:
else:
# interact with objects if any
# if any object is a blocking object then avoid movement
- if self.interact_objects (self.currentlevel, self.butaba.row, self.butaba.col-1) is False:
+ if self.level_interact (self.currentlevel, self.butaba.row, self.butaba.col-1) is False:
return
if self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col-1) is False:
self.butaba.col -= 1
if self.currentlevel.levelright is not None:
# interact with objects if any
# if any object is a blocking object then avoid movement
- if self.interact_objects (self.currentlevel.levelright, self.butaba.row, 0) is False:
+ if self.level_interact (self.currentlevel.levelright, self.butaba.row, 0) is False:
return
# make sure there is no obstacle at that position of movement
else:
# interact with objects if any
# if any object is a blocking object then avoid moving
- if self.interact_objects (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False:
+ if self.level_interact (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False:
return
if self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False:
self.butaba.col += 1
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):
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
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))