Much simplified the tile picker in level editor
[butaba-adventures.git] / maingame.py
index b894164..75702b8 100644 (file)
@@ -2,6 +2,7 @@ import pygame
 import sys
 import random
 import os.path
+import cPickle
 
 import level
 import butaba
@@ -37,6 +38,8 @@ class MainGame:
                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))
 
@@ -63,17 +66,23 @@ class MainGame:
        # set up the levels and their interactions
        def setup_levels (self):
 
-               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.HealthPotion (4, 2, self.img_redpotion),
-                                                                                               gameobjects.Chest (2, 5, "chest", self.img_chest, level.KEY_CHEST1, True)
+               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
                while 1:
@@ -96,6 +105,7 @@ class MainGame:
                        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 ()
@@ -105,6 +115,24 @@ class MainGame:
                                                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
@@ -223,7 +251,10 @@ class MainGame:
                # if the object is a health potion
                if isinstance (obj, gameobjects.HealthPotion) is True:
                        obj.use (self.butaba)
-                       self.currentlevel.objects.remove (obj)
+                       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:
@@ -248,6 +279,15 @@ class MainGame:
                        # 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
@@ -327,29 +367,29 @@ class MainGame:
        # Draw the status infodisplay
        def draw_status (self):
                self.screen.blit (self.img_redpotion, (485, 10))
-               utility.put_text (self.screen, 550, 25, 24, (255, 0, 0), "%d" % self.butaba.health)
+               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, 20, 24, (255,255,255), "%d" % self.butaba.strength)
+               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, 24, (0, 0, 255), "%d" % self.butaba.magic)
+               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, 24, (0, 255, 0), "%d" % self.butaba.experience)
+               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, 24, (255, 255, 0), "%d" % self.butaba.gold)
+               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, 18, (255,255, 0), "%s" % self.status_message)
+                       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, 22, (255,255 , 0), "Inventory")
+               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: