import utility
import gameobjects
import constants
+import npcs
+import gamestate
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_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_bulisa = pygame.image.load (os.path.join ("sprite", "bulisa.png")).convert ()
+ self.img_bulisa.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 ()
+
# set level data
self.setup_levels ()
# set current level and position of our character
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)
+ bucket = gameobjects.Bucket (6, 3, self.img_bucket)
- chest1.objects = [ gold50, gold25, potion2, potion3, key2, gold10 ]
+ 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_bulisa, self.img_bulisa_portrait,
+ [ os.path.join ("dialogues", "bulisa1.dlg"),
+ os.path.join ("dialogues", "bulisa2.dlg"),
+ os.path.join ("dialogues", "bulisa3.dlg"),
+ os.path.join ("dialogues", "bulisa4.dlg") ] )
+
+ 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 = [ key1, potion, chest2 ], npcs = [ npc_bulisa ])
- self.level1e = level.Level (cPickle.load (file ("levels/level1e.dat")),
- objects = [ key1, potion, chest2 ])
+ self.level1ee = level.Level (cPickle.load (file (os.path.join ("levels", "level1ee.dat"))),
+ objects = [ well1, well2, well3, well4 ])
+
+ self.level1n = level.Level (cPickle.load (file (os.path.join ("levels", "level1n.dat"))),
+ objects = [ bucket ])
# set up the interaction between levels
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
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
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 isinstance (npc, npcs.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
+ # not yet started mission drawing water from well and not refused it
+ if (gamestate.mission_bulisa_water_from_well is False
+ and gamestate.mission_bulisa_water_from_well_refused is False):
+ # set the current dialogue
+ npc.currentdialog = 0
+ # get the response ID
+ resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.img_butaba_portrait, 0, 90)
+ if (gamestate.mission_bulisa_water_from_well_refused is True and
+ gamestate.mission_bulisa_water_from_well is False):
+ # set the current dialog
+ npc.currentdialog = 2
+ resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.img_butaba_portrait, 0, 90)
+ # mission accepted but not completed - check if completed and set value
+ # accordingly
+ elif (gamestate.mission_bulisa_water_from_well is True
+ and gamestate.mission_bulisa_water_from_well_complete is False):
+ for invobj in self.butaba.objects:
+ if isinstance (invobj, gameobjects.Bucket) is True:
+ if invobj.liquid == "water":
+ gamestate.mission_bulisa_water_from_well_complete = True
+ self.butaba.objects.remove (invobj)
+ break
+ # water mission is not completed yet
+ if gamestate.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.img_butaba_portrait, 0, 90)
+
+ # if response ID is 12, then drawing water from well mission is refused
+ if resp_id == "12" or resp_id == "18":
+ gamestate.mission_bulisa_water_from_well_refused = True
+ # if response ID is 13: that is accepted the drawing water from well mission begins
+ if resp_id == "13" or resp_id == "17":
+ gamestate.mission_bulisa_water_from_well = 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):
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
self.status_message = "You picked up %d gold." % obj.value
# remove the gold coins after adding it to Butaba's gold
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
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))