import utility
import gameobjects
import constants
+import npcs
+import gamestate
class MainGame:
# initialize the game
def __init__ (self):
+ random.seed ()
pygame.init ()
+
+ self.clock = pygame.time.Clock ()
self.screen = pygame.display.set_mode ((720, 512))
pygame.display.set_caption ("The Adventures of Butaba")
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_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))
+ self.img_bucket = pygame.image.load (os.path.join ("objects", "bucket.png")).convert ()
+ self.img_bucket.set_colorkey (pygame.Color (0, 255, 0))
# initialize player graphics
self.img_butabafront = pygame.image.load (os.path.join ("sprite", "butaba-front.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_bulisafront = pygame.image.load (os.path.join ("sprite", "bulisa-front.png")).convert ()
+ self.img_bulisafront.set_colorkey (pygame.Color (0, 255, 0))
+
+ self.img_bulisaback = pygame.image.load (os.path.join ("sprite", "bulisa-back.png")).convert ()
+ self.img_bulisaback.set_colorkey (pygame.Color (0, 255, 0))
+
+ self.img_bulisaleft = pygame.image.load (os.path.join ("sprite", "bulisa-left.png")).convert ()
+ self.img_bulisaleft.set_colorkey (pygame.Color (0, 255, 0))
+
+ self.img_bulisaright = pygame.image.load (os.path.join ("sprite", "bulisa-right.png")).convert ()
+ self.img_bulisaright.set_colorkey (pygame.Color (0, 255, 0))
+
+ self.img_mayorfront = pygame.image.load (os.path.join ("sprite", "mayor-front.png")).convert ()
+ self.img_mayorfront.set_colorkey (pygame.Color (0, 255, 0))
+
+ self.img_mayorback = pygame.image.load (os.path.join ("sprite", "mayor-back.png")).convert ()
+ self.img_mayorback.set_colorkey (pygame.Color (0, 255, 0))
+
+ self.img_mayorleft = pygame.image.load (os.path.join ("sprite", "mayor-left.png")).convert ()
+ self.img_mayorleft.set_colorkey (pygame.Color (0, 255, 0))
+
+ self.img_mayorright = pygame.image.load (os.path.join ("sprite", "mayor-right.png")).convert ()
+ self.img_mayorright.set_colorkey (pygame.Color (0, 255, 0))
+
+ # initialize portraits
+ self.img_butaba_portrait = pygame.image.load (os.path.join ("portraits", "butaba.png")).convert ()
+ self.img_bulisa_portrait = pygame.image.load (os.path.join ("portraits", "bulisa.png")).convert ()
+ self.img_mayor_portrait = pygame.image.load (os.path.join ("portraits", "mayor.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)
+ self.butaba = butaba.Butaba (5,0, self.img_butabaleft,
+ self.img_butabaright, self.img_butabafront,
+ self.img_butababack, self.img_butaba_portrait, constants.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)
- gold75 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 75)
-
- chest1.objects = [ gold50, gold75 ]
+ gold25 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 25)
+ gold10 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 10)
+ bucket = gameobjects.Bucket (6, 3, self.img_bucket)
+
+ well1 = gameobjects.Well (4, 7)
+ well2 = gameobjects.Well (5, 7)
+ well3 = gameobjects.Well (4, 8)
+ well4 = gameobjects.Well (5, 8)
+
+ npc_bulisa = npcs.Bulisa (4, 3, self.img_bulisaleft, self.img_bulisaright,
+ self.img_bulisafront, self.img_bulisaback,
+ self.img_bulisa_portrait, constants.FRONT,
+ (2, 2, 2, 2),
+ [ os.path.join ("dialogues", "bulisa1.dlg"),
+ os.path.join ("dialogues", "bulisa2.dlg"),
+ os.path.join ("dialogues", "bulisa3.dlg"),
+ os.path.join ("dialogues", "bulisa4.dlg"),
+ os.path.join ("dialogues", "bulisa5.dlg"),
+ os.path.join ("dialogues", "bulisa6.dlg") ] )
+
+ npc_mayor = npcs.Mayor (5, 4, self.img_mayorleft, self.img_mayorright,
+ self.img_mayorfront, self.img_mayorback,
+ self.img_mayor_portrait, constants.FRONT,
+ (2, 2, 2, 2))
+
+ chest1.objects = [ gold50, gold25, key2, gold10 ]
# create the levels
- self.level1 = level.Level (cPickle.load (file ("levels/level1.dat")),
+ self.level1 = level.Level (cPickle.load (file (os.path.join ("levels", "level1.dat"))),
objects = [ chest1 ] )
- self.level1w = level.Level (cPickle.load (file ("levels/level1w.dat")))
+ self.level1w = level.Level (cPickle.load (file (os.path.join ("levels", "level1w.dat"))))
+
+ self.level1e = level.Level (cPickle.load (file (os.path.join ("levels", "level1e.dat"))),
+ objects = [ potion, chest2 ], npcs = [ npc_bulisa ])
- self.level1e = level.Level (cPickle.load (file ("levels/level1e.dat")),
- objects = [ key1, key2, potion, chest2 ])
+ self.level1ee = level.Level (cPickle.load (file (os.path.join ("levels", "level1ee.dat"))),
+ objects = [ well1, well2, well3, well4 ])
- # set up the interaction between levels
+ self.level1n = level.Level (cPickle.load (file (os.path.join ("levels", "level1n.dat"))),
+ objects = [ bucket ])
+
+ self.level1nw = level.Level (cPickle.load (file (os.path.join ("levels", "level1nw.dat"))))
+
+ self.level1ne = level.Level (cPickle.load (file (os.path.join ("levels", "level1ne.dat"))))
+
+ self.level1nee = level.Level (cPickle.load (file (os.path.join ("levels", "level1nee.dat"))))
+
+ self.level1sw = level.Level (cPickle.load (file (os.path.join ("levels", "level1sw.dat"))))
+
+ self.level1sww = level.Level (cPickle.load (file (os.path.join ("levels", "level1sww.dat"))))
+
+ self.level1ww = level.Level (cPickle.load (file (os.path.join ("levels", "level1ww.dat"))),
+ npcs = [ npc_mayor ])
+
+ # set up the interaction between levels (level exits)
self.level1.levelright = self.level1e
self.level1.levelleft = self.level1w
self.level1e.levelleft = self.level1
+ self.level1e.levelright = self.level1ee
+ self.level1ee.levelleft = self.level1e
self.level1w.levelright = self.level1
+ self.level1.leveltop = self.level1n
+ self.level1n.levelbottom = self.level1
+ self.level1n.levelleft = self.level1nw
+ self.level1w.leveltop = self.level1nw
+ self.level1nw.levelright = self.level1n
+ self.level1nw.levelbottom = self.level1w
+ self.level1n.levelright = self.level1ne
+ self.level1e.leveltop = self.level1ne
+ self.level1ne.levelleft = self.level1n
+ self.level1ne.levelbottom = self.level1e
+ self.level1ne.levelright = self.level1nee
+ self.level1ee.leveltop = self.level1nee
+ self.level1nee.levelleft = self.level1ne
+ self.level1nee.levelbottom = self.level1ee
+ self.level1sw.leveltop = self.level1w
+ self.level1w.levelbottom = self.level1sw
+ self.level1sww.levelright = self.level1sw
+ self.level1sw.levelleft = self.level1sww
+ self.level1ww.levelright = self.level1w
+ self.level1ww.levelbottom = self.level1sww
+ self.level1sww.leveltop = self.level1ww
+ self.level1w.levelleft = self.level1ww
def main_loop (self):
# main game loop
while 1:
+ self.clock.tick (25)
# clear screen
self.screen.fill (pygame.Color (0,0,0))
# draw the level
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 (self.butaba, 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
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.position <> constants.BACK:
+ self.butaba.position = constants.BACK
return
# if butaba is trying to move off the top of the screen
# 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:
# 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.position <> constants.FRONT:
+ self.butaba.position = constants.FRONT
return
# if butaba is trying to move off the bottom of the screen
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
+ # if the NPC is Bulisa
+
+ # if the NPC is dead cannot talk with the NPC
+ if npc.is_dead is True:
+ self.status_message = "%s is dead! RIP..." % npc.charname
+ return
+
+ if isinstance (npc, npcs.Bulisa):
+ # interact with Bulisa
+ self.interact_npc_bulisa (npc)
+
+ # interact with NPC Bulisa
+ def interact_npc_bulisa (self, npc):
+ # set initial response ID to none
+ resp_id = None
+
+ # check for global game states (starting from later flags to earlier ones
+
+ # whether the drawing water from well mission completed
+ if gamestate.flag["mission_charity_informed"] is True:
+ npc.currentdialog = 5
+ resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+ elif gamestate.flag['mission_bulisa_water_from_well_complete'] is True:
+ npc.currentdialog = 4
+ resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+ # whether the drawing water from well mission refused
+ elif gamestate.flag['mission_bulisa_water_from_well_refused'] is True:
+ npc.currentdialog = 2
+ resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+ # whether the drawing water from well mission is accepted
+ elif gamestate.flag ['mission_bulisa_water_from_well'] is True:
+ # check if butaba has a bucket full of water
+ for invobj in self.butaba.objects:
+ if isinstance (invobj, gameobjects.Bucket) is True:
+ # if yes, then mission is completed accordingly
+ if invobj.liquid == "water":
+ gamestate.flag["mission_bulisa_water_from_well_complete"] = True
+ self.butaba.objects.remove (invobj)
+ key1 = gameobjects.Key (5, 3, "a chest key", self.img_key2, constants.KEY_CHEST1)
+ self.butaba.objects.append (key1)
+ break
+ # water mission is not completed yet
+ if gamestate.flag["mission_bulisa_water_from_well_complete"] is False:
+ npc.currentdialog = 1
+ else:
+ npc.currentdialog = 3
+ # get the response ID
+ resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+ # Butaba hasn't been told about the initial mission yet, so tell him now
+ else:
+ npc.currentdialog = 0
+ # get the response ID
+ resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+
+ # NPC RESPONSES:
+ # Check each response
+
+ # Drawing water from well mission is refused
+ if resp_id == "refusedwatermission":
+ gamestate.flag["mission_bulisa_water_from_well_refused"] = True
+ # Drawing water from well mission begins
+ elif resp_id == "acceptedwatermission":
+ gamestate.flag["mission_bulisa_water_from_well"] = True
+ gamestate.flag["mission_bulisa_water_from_well_refused"] = False
+ # Butaba is informed about the mayor's charity
+ elif resp_id == "informedcharitymission":
+ gamestate.flag["mission_charity_informed"] = True
+ # if response ID is none
+ elif 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
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 (self.currentlevel, obj)
+ self.pickup_object (container, obj)
elif ans == 2:
# use the object according to its type
- self.use_object (self.currentlevel, obj)
+ self.use_object (container, obj)
# if it cannot be picked up, try to use it anyway
else:
- self.use_object (self.currentlevel, obj)
+ 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
if obj.can_pickup is True:
# check if the inventory is full
- if len (self.butaba.objects) >= butaba.Butaba.MAXITEMS:
+ if len (self.butaba.objects) >= constants.MAXITEMS:
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
def use_object (self, container, obj):
# if the object is a health potion
if isinstance (obj, gameobjects.HealthPotion) is True:
- obj.use (self.butaba)
- container.objects.remove (obj)
- self.status_message = "You gained health"
+ if self.butaba.health < constants.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
self.status_message += " and gained experience!"
# display the contents of the chest
else:
- utility.display_container_contents (self.screen, obj, self.img_chestbg, 30)
+ 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
- container.remove (obj)
+ container.objects.remove (obj)
+ # using a bucket means emptying it
+ elif isinstance (obj, gameobjects.Bucket) is True:
+ if obj.liquid is not None:
+ self.status_message = "You emptied the bucket of %s" % obj.liquid
+ obj.use (self.butaba)
+ else:
+ self.status_message = "Bucket is already empty."
+ # using a well
+ elif isinstance (obj, gameobjects.Well) is True:
+ # if the well is not dry, i.e. it has some liquid
+ if obj.liquid is not None:
+ # search butaba inventory for an empty bucket
+ for invobj in self.butaba.objects:
+ # bucket found, now check if it is empty
+ if isinstance (invobj, gameobjects.Bucket) is True:
+ # if empty fill it
+ if invobj.liquid is None:
+ obj.use (invobj)
+ self.status_message = "You successfully filled the %s with %s" % (invobj.text, obj.liquid)
+ if self.butaba.strength < constants.STRENGTHMAX_DRAW_WELL_WATER:
+ self.butaba.strength += 2
+ self.status_message += " and gained strength!"
+ return
+ self.status_message = "You have no empty bucket to draw %s with!" % obj.liquid
+ else:
+ self.status_message = "%s appears to be dry!" % obj.text
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.position <> constants.LEFT:
+ self.butaba.position = constants.LEFT
return
# if butaba is trying to move off the left edge
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
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.position <> constants.RIGHT:
+ self.butaba.position = constants.RIGHT
return
# if butaba is trying to move off the right edge
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
def draw_butaba (self):
- if self.butaba.position == butaba.Butaba.FRONT:
- 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.img_butababack, (self.butaba.col*48, self.butaba.row*48))
- elif self.butaba.position == butaba.Butaba.LEFT:
- 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.img_butabaright, (self.butaba.col*48, self.butaba.row*48))
+ if self.butaba.position == constants.FRONT:
+ self.screen.blit (self.butaba.imagefront, (self.butaba.col*48, self.butaba.row*48))
+ elif self.butaba.position == constants.BACK:
+ self.screen.blit (self.butaba.imageback, (self.butaba.col*48, self.butaba.row*48))
+ elif self.butaba.position == constants.LEFT:
+ self.screen.blit (self.butaba.imageleft, (self.butaba.col*48, self.butaba.row*48))
+ elif self.butaba.position == constants.RIGHT:
+ self.screen.blit (self.butaba.imageright, (self.butaba.col*48, self.butaba.row*48))
# Draw the status infodisplay
r = 1
c = 1
utility.put_text (self.screen, 490, 170, 16, (255,255 , 0), "Inventory")
- for i in range (butaba.Butaba.MAXITEMS):
+ for i in range (constants.MAXITEMS):
self.screen.blit (self.img_inventory, (440+c*54, 150+r*54))
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 is not dead then move the NPC randomly depending on their
+ # movement area
+ if npc.is_dead is False:
+ # move this turn?
+ if random.randint (1, 500) < npc.movement_speed:
+ # whether to change direction?
+ if random.randint (1, 100) < 25:
+ npc.position = random.randint (0, 3)
+ else:
+ # if left movement
+ if npc.position == constants.LEFT:
+ # cannot move beyond level and cannot move beyond the
+ # left limit area
+ if npc.col > 0 and npc.col > npc.initcol - npc.leftlimit:
+ # check if there is any background obstacle
+ if self.check_background_obstacle (level, npc.row, npc.col - 1) is False:
+ # check if there are any objects
+ objblock = False
+ npcblock = False
+ for lobj in level.objects:
+ if lobj.row == npc.row and lobj.col == npc.col - 1:
+ objblock = True
+ break
+ # check if there any any npcs blocking
+ for lnpc in level.npcs:
+ if lnpc.row == npc.row and lnpc.col == npc.col - 1:
+ npcblock = True
+ break
+ if objblock is False and npcblock is False:
+ # if butaba is not blocking
+ if self.butaba.row <> npc.row or self.butaba.col <> npc.col - 1:
+ npc.col -= 1
+ elif npc.position == constants.RIGHT:
+ # cannot move beyond level and cannot move beyond the
+ # right limit area
+ if npc.col < 9 and npc.col < npc.initcol + npc.rightlimit:
+ # check if there is any background obstacle
+ if self.check_background_obstacle (level, npc.row, npc.col + 1) is False:
+ # check if there are any objects
+ objblock = False
+ npcblock = False
+ for lobj in level.objects:
+ if lobj.row == npc.row and lobj.col == npc.col + 1:
+ objblock = True
+ break
+ # check if there any any npcs blocking
+ for lnpc in level.npcs:
+ if lnpc.row == npc.row and lnpc.col == npc.col + 1:
+ npcblock = True
+ break
+ if objblock is False and npcblock is False:
+ # if butaba is not blocking
+ if self.butaba.row <> npc.row or self.butaba.col <> npc.col + 1:
+ npc.col += 1
+ elif npc.position == constants.FRONT:
+ # cannot move beyond level and cannot move beyond the
+ # lower bottom limit area
+ if npc.row < 9 and npc.row < npc.initrow + npc.bottomlimit:
+ # check if there is any background obstacle
+ if self.check_background_obstacle (level, npc.row + 1, npc.col) is False:
+ # check if there are any objects
+ objblock = False
+ npcblock = False
+ for lobj in level.objects:
+ if lobj.row == npc.row + 1 and lobj.col == npc.col:
+ objblock = True
+ break
+ # check if there any any npcs blocking
+ for lnpc in level.npcs:
+ if lnpc.row == npc.row + 1 and lnpc.col == npc.col:
+ npcblock = True
+ break
+ if objblock is False and npcblock is False:
+ # if butaba is not blocking
+ if self.butaba.row <> npc.row + 1 or self.butaba.col <> npc.col:
+ npc.row += 1
+ elif npc.position == constants.BACK:
+ # cannot move beyond level and cannot move beyond the
+ # top upper limit area
+ if npc.row > 0 and npc.row > npc.initrow - npc.toplimit:
+ # check if there is any background obstacle
+ if self.check_background_obstacle (level, npc.row - 1, npc.col) is False:
+ # check if there are any objects
+ objblock = False
+ npcblock = False
+ for lobj in level.objects:
+ if lobj.row == npc.row - 1 and lobj.col == npc.col:
+ objblock = True
+ break
+ # check if there any any npcs blocking
+ for lnpc in level.npcs:
+ if lnpc.row == npc.row - 1 and lnpc.col == npc.col:
+ npcblock = True
+ break
+ # if no object is blocking
+ if objblock is False and npcblock is False:
+ # if butaba is not blocking
+ if self.butaba.row <> npc.row - 1 or self.butaba.col <> npc.col:
+ npc.row -= 1
+
+ if npc.position == constants.FRONT:
+ img = npc.imagefront
+ elif npc.position == constants.BACK:
+ img = npc.imageback
+ elif npc.position == constants.LEFT:
+ img = npc.imageleft
+ else:
+ img = npc.imageright
+
+ self.screen.blit (img, (npc.col*48, npc.row*48))