import sys
import random
import os.path
+import cPickle
import level
import butaba
+import utility
+import gameobjects
class MainGame:
# initialize the game
def __init__ (self):
pygame.init ()
- self.screen = pygame.display.set_mode ((640, 480))
+ self.screen = pygame.display.set_mode ((720, 512))
pygame.display.set_caption ("The Adventures of Butaba")
# initalize background graphics
- self.tileset = pygame.image.load (os.path.join ("background", "tileset.png")).convert ()
+ self.img_tileset = pygame.image.load (os.path.join ("background", "tileset.png")).convert ()
+
+ self.img_menu = pygame.image.load (os.path.join ("background", "menu_screen.png")).convert ()
+
+ self.img_inventory = pygame.image.load (os.path.join ("background", "inventory.png")).convert ()
+
# initialize object graphics
- self.redpotion = pygame.image.load (os.path.join ("objects", "red-potion.png")).convert ()
- self.redpotion.set_colorkey (pygame.Color (0, 255, 0))
- self.goldcoins = pygame.image.load (os.path.join ("objects", "gold-coins.png")).convert ()
- self.goldcoins.set_colorkey (pygame.Color (0, 255, 0))
- self.wand = pygame.image.load (os.path.join ("objects", "wand.png")).convert ()
- self.wand.set_colorkey (pygame.Color (0, 255, 0))
- self.bulb = pygame.image.load (os.path.join ("objects", "bulb.png")).convert ()
- self.bulb.set_colorkey (pygame.Color (0, 255, 0))
- self.lightning = pygame.image.load (os.path.join ("objects", "lightning.png")).convert ()
- self.lightning.set_colorkey (pygame.Color (0, 255, 0))
+ self.img_redpotion = pygame.image.load (os.path.join ("objects", "red-potion.png")).convert ()
+ self.img_redpotion.set_colorkey (pygame.Color (0, 255, 0))
+ self.img_goldcoins = pygame.image.load (os.path.join ("objects", "gold-coins.png")).convert ()
+ self.img_goldcoins.set_colorkey (pygame.Color (0, 255, 0))
+ self.img_wand = pygame.image.load (os.path.join ("objects", "wand.png")).convert ()
+ self.img_wand.set_colorkey (pygame.Color (0, 255, 0))
+ self.img_bulb = pygame.image.load (os.path.join ("objects", "bulb.png")).convert ()
+ 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_key2 = pygame.image.load (os.path.join ("objects", "key2.png")).convert ()
+ self.img_key2.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.butabafront = pygame.image.load (os.path.join ("sprite", "butaba-front.png")).convert ()
- self.butabafront.set_colorkey (pygame.Color (0, 255, 0))
- self.butababack = pygame.image.load (os.path.join ("sprite", "butaba-back.png")).convert ()
- self.butababack.set_colorkey (pygame.Color (0, 255, 0))
- self.butabaleft = pygame.image.load (os.path.join ("sprite", "butaba-left.png")).convert ()
- self.butabaleft.set_colorkey (pygame.Color (0, 255, 0))
- self.butabaright = pygame.image.load (os.path.join ("sprite", "butaba-right.png")).convert ()
- self.butabaright.set_colorkey (pygame.Color (0, 255, 0))
+ self.img_butabafront = pygame.image.load (os.path.join ("sprite", "butaba-front.png")).convert ()
+ self.img_butabafront.set_colorkey (pygame.Color (0, 255, 0))
+ self.img_butababack = pygame.image.load (os.path.join ("sprite", "butaba-back.png")).convert ()
+ self.img_butababack.set_colorkey (pygame.Color (0, 255, 0))
+ self.img_butabaleft = pygame.image.load (os.path.join ("sprite", "butaba-left.png")).convert ()
+ self.img_butabaleft.set_colorkey (pygame.Color (0, 255, 0))
+ self.img_butabaright = pygame.image.load (os.path.join ("sprite", "butaba-right.png")).convert ()
+ self.img_butabaright.set_colorkey (pygame.Color (0, 255, 0))
# set level data
self.setup_levels ()
# set current level and position of our character
self.currentlevel = self.level1
- self.butaba = butaba.Butaba (5,0, butaba.Butaba.RIGHT)
+ # set the status message
+ self.status_message = "Game started"
+
+ 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)
- # function to draw text
- def put_text (self, x, y, size, (r,g,b), text):
- harisfont = os.path.join ("font", "HarisComic-2.ttf")
- surf = pygame.font.Font (harisfont, size).render (text, True, pygame.Color (r,g,b))
- self.screen.blit (surf, (x, y))
+ 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)
+ ]
+ )
+ 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
# clear screen
self.screen.fill (pygame.Color (0,0,0))
# draw the level
- self.draw_level (self.currentlevel)
+ self.draw_level_background (self.currentlevel)
+ # draw level objects
+ self.draw_level_objects (self.currentlevel)
# draw our character
self.draw_butaba ()
+ # display the character's inventory
+ self.draw_inventory ()
# draw the status info
- self.draw_information ()
+ self.draw_status ()
# update the display
pygame.display.update ()
for event in pygame.event.get ():
if event.type == pygame.QUIT:
sys.exit (0)
+ # if keyboard event
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
self.move_butaba_up ()
self.move_butaba_left ()
elif event.key == pygame.K_RIGHT:
self.move_butaba_right ()
+ # drinking health potion in inventory
+ elif event.key == ord ("h") or event.key == ord ("H"):
+ self.inventory_drink_health_potion ()
+ # quit the game
+ elif event.key == ord ("q") or event.key == ord ("Q"):
+ sys.exit (0)
+
+ # 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
def move_butaba_up (self):
+ # clear any status messages
+ self.status_message = None
# first if butaba is not facing up, make him face up
if self.butaba.position <> butaba.Butaba.BACK:
self.butaba.position = butaba.Butaba.BACK
if self.butaba.row <= 0:
# if there is a level above set current level to that one
if self.currentlevel.leveltop is not None:
- # make sure there is no obstacle
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:
+ return
+
+ # make sure there is no obstacle
if self.check_background_obstacle (self.currentlevel.leveltop, lastrow, self.butaba.col) is False:
self.currentlevel = self.currentlevel.leveltop
self.butaba.row = lastrow
# normal upward movement
- elif self.check_background_obstacle (self.currentlevel, self.butaba.row-1, self.butaba.col) is False:
- self.butaba.row -= 1
+ 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:
+ return
+
+ if self.check_background_obstacle (self.currentlevel, self.butaba.row-1, self.butaba.col) is False:
+ self.butaba.row -= 1
def move_butaba_down (self):
+ # clear any status messages
+ self.status_message = None
# first if butaba is not facing forward, make him face forward/down
if self.butaba.position <> butaba.Butaba.FRONT:
self.butaba.position = butaba.Butaba.FRONT
if self.butaba.row >= len (self.currentlevel.background)-1:
# if there is a level below set current level to that one
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:
+ return
# make sure there is no obstacle at that position
if self.check_background_obstacle (self.currentlevel.levelbottom, 0, self.butaba.col) is False:
self.currentlevel = self.currentlevel.levelbottom
self.butaba.row = 0
# normal downward movement
- elif self.check_background_obstacle (self.currentlevel, self.butaba.row+1, 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:
+ return
+ if self.check_background_obstacle (self.currentlevel, self.butaba.row+1, self.butaba.col) is False:
self.butaba.row += 1
# check if a background tile is an obstacle
else:
return False
+ # get and interact with objects if present in a particular row/col
+ def interact_objects (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)
+
+ # 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)
+
+ return notblock
+
+ # picking up an object
+ def pickup_object (self, 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)
+
+ # 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)
+ 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 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
+ # 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)
+
def move_butaba_left (self):
+ # clear any status messages
+ self.status_message = None
+
# first if Butaba is not facing left, make him face left
if self.butaba.position <> butaba.Butaba.LEFT:
self.butaba.position = butaba.Butaba.LEFT
if self.butaba.col <= 0:
# if there is a level to the right set current level to that one
if self.currentlevel.levelleft is not None:
- # make sure there is no obstacle at that position of movement
# get the last column of the previous level
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:
+ 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:
self.currentlevel = self.currentlevel.levelleft
self.butaba.col = lastcol
# normal left movement
- elif self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col-1) is False:
- self.butaba.col -= 1
+ 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:
+ return
+ if self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col-1) is False:
+ self.butaba.col -= 1
def move_butaba_right (self):
+ # clear any status messages
+ self.status_message = None
+
# First if Butaba is not facing right make him face right
if self.butaba.position <> butaba.Butaba.RIGHT:
self.butaba.position = butaba.Butaba.RIGHT
if self.butaba.col >= len (self.currentlevel.background[0])-1:
# if there is a level to the right swap current level with that one
if self.currentlevel.levelright is not None:
- # make sure there is no obstacle at that position of movement
+ # 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:
+ return
+
+ # make sure there is no obstacle at that position of movement
# get the last column of the previous level
if self.check_background_obstacle (self.currentlevel.levelright, self.butaba.row, 0) is False:
self.currentlevel = self.currentlevel.levelright
self.butaba.col = 0
# normal right movement
- elif self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False:
- self.butaba.col += 1
+ 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:
+ return
+ if self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False:
+ self.butaba.col += 1
def draw_butaba (self):
if self.butaba.position == butaba.Butaba.FRONT:
- self.screen.blit (self.butabafront, (self.butaba.col*48, self.butaba.row*48))
+ self.screen.blit (self.img_butabafront, (self.butaba.col*48, self.butaba.row*48))
elif self.butaba.position == butaba.Butaba.BACK:
- self.screen.blit (self.butababack, (self.butaba.col*48, self.butaba.row*48))
+ self.screen.blit (self.img_butababack, (self.butaba.col*48, self.butaba.row*48))
elif self.butaba.position == butaba.Butaba.LEFT:
- self.screen.blit (self.butabaleft, (self.butaba.col*48, self.butaba.row*48))
+ self.screen.blit (self.img_butabaleft, (self.butaba.col*48, self.butaba.row*48))
elif self.butaba.position == butaba.Butaba.RIGHT:
- self.screen.blit (self.butabaright, (self.butaba.col*48, self.butaba.row*48))
-
- # Draw the sidebar infodisplay
- def draw_information (self):
- self.screen.blit (self.redpotion, (485, 10))
- self.put_text (550, 25, 28, (255, 0, 0), "%d" % self.butaba.health)
- self.screen.blit (self.goldcoins, (485, 50))
- self.put_text (550, 75, 28, (255, 255, 0), "%d" % self.butaba.gold)
- self.screen.blit (self.wand, (485, 120))
- self.put_text (550, 130, 28, (0, 0, 255), "%d" % self.butaba.magic)
- self.screen.blit (self.bulb, (485, 180))
- self.put_text (550, 190, 28, (0, 255, 0), "%d" % self.butaba.experience)
- self.screen.blit (self.lightning, (485, 240))
- self.put_text (550, 250, 28, (255,255,255), "%d" % self.butaba.strength)
-
- # Draw the level background tiles
- def draw_level (self, level):
+ self.screen.blit (self.img_butabaright, (self.butaba.col*48, self.butaba.row*48))
+
+
+ # Draw the status infodisplay
+ def draw_status (self):
+ self.screen.blit (self.img_redpotion, (485, 10))
+ utility.put_text (self.screen, 550, 25, 20, (255, 0, 0), "%d" % self.butaba.health)
+
+ self.screen.blit (self.img_lightning, (620, 10))
+ utility.put_text (self.screen, 660, 25, 20, (255,255,255), "%d" % self.butaba.strength)
+
+ self.screen.blit (self.img_wand, (485, 65))
+ utility.put_text (self.screen, 550, 75, 20, (0, 0, 255), "%d" % self.butaba.magic)
+
+ self.screen.blit (self.img_bulb, (620, 65))
+ utility.put_text (self.screen, 660, 75, 20, (0, 255, 0), "%d" % self.butaba.experience)
+
+ self.screen.blit (self.img_goldcoins, (485, 110))
+ 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)
+
+ # display the inventory of the player
+ def draw_inventory (self):
+ # draw the inventory slots
+ r = 1
+ c = 1
+ utility.put_text (self.screen, 490, 170, 16, (255,255 , 0), "Inventory")
+ for i in range (butaba.Butaba.MAXITEMS):
+ self.screen.blit (self.img_inventory, (440+c*54, 150+r*54))
+ if c % 4 == 0:
+ r += 1
+ c = 1
+ else:
+ c += 1
+
+ r = 1
+ c = 1
+ for obj in self.butaba.inventory:
+ self.screen.blit (obj.image, (440+c*54+2, 150+r*54+2))
+ if c % 4 == 0:
+ r += 1
+ c = 1
+ else:
+ c += 1
+
+ # Draw the level background tiles on surface
+ def draw_level_background (self, level):
i = 0
for row in level.background:
j = 0
for tilerow, tilecol, is_solid in row:
tilex = tilecol * 48
tiley = tilerow * 48
- self.screen.blit (self.tileset, (j*48, i*48), pygame.Rect (tilex, tiley, 48, 48))
+ self.screen.blit (self.img_tileset, (j*48, i*48), pygame.Rect (tilex, tiley, 48, 48))
j += 1
i += 1
+ # Draw the level objects
+ def draw_level_objects (self, level):
+ for obj in level.objects:
+ if obj.image is not None:
+ self.screen.blit (obj.image, (obj.col*48, obj.row*48))