Added dialogues for the mayor
[butaba-adventures.git] / maingame.py
index 9ba5ea2..9efc5cd 100644 (file)
@@ -16,7 +16,10 @@ 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")
 
@@ -64,12 +67,34 @@ class MainGame:
                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))
+               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 ()
@@ -79,14 +104,15 @@ class MainGame:
                # 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)
@@ -99,11 +125,25 @@ class MainGame:
                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") ] )
+               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"),
+                                                                         os.path.join ("dialogues", "bulisa7.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),
+                                                                       [ os.path.join ("dialogues", "mayor1.dlg"),
+                                                                         os.path.join ("dialogues", "mayor2.dlg"),
+                                                                         os.path.join ("dialogues", "mayor3.dlg") ])
 
                chest1.objects = [ gold50, gold25, key2, gold10 ]
 
@@ -114,7 +154,7 @@ class MainGame:
                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 ])
+                               objects = [ potion, chest2 ], npcs = [ npc_bulisa ])
 
                self.level1ee = level.Level (cPickle.load (file (os.path.join ("levels", "level1ee.dat"))),
                                objects = [ well1, well2, well3, well4 ])
@@ -122,7 +162,20 @@ class MainGame:
                self.level1n = level.Level (cPickle.load (file (os.path.join ("levels", "level1n.dat"))),
                                objects = [ bucket ])
 
-               # set up the interaction between levels
+               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
@@ -131,10 +184,31 @@ class MainGame:
                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
@@ -185,8 +259,8 @@ class MainGame:
                # 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
@@ -216,8 +290,8 @@ class MainGame:
                # 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
@@ -277,50 +351,104 @@ class MainGame:
        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)
+               elif isinstance (npc, npcs.Mayor):
+                       # interact with the Mayor
+                       self.interact_npc_mayor (npc)
+
+       # interact with the mayor
+       def interact_npc_mayor (self, npc):
+               resp_id = None
+
+               if gamestate.flag["mission_charity_money"] is True:
+                       npc.currentdialog = 2
+                       resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+               elif gamestate.flag["mission_charity_informed_mayor"] is True:
+                       npc.currentdialog = 1
+                       resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+               else:
+                       npc.currentdialog = 0
+                       resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+
+
+               # deal with the respnses
+               if resp_id == "missioncharityaccepted":
+                       gamestate.flag["mission_charity_money"] = True
+               # response ID is none
+               elif resp_id is None:
+                       self.status_message = "You cannot initiate a conversation with %s" % npc.charname
 
        # 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
+
+               # check for global game states (starting from later flags to earlier ones
+
+               # whether butaba is doing the mayor charity mission
+               if gamestate.flag["mission_charity_money"] is True:
+                       npc.currentdialog = 6
+                       resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+               # whether the drawing water from well mission completed
+               elif 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.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):
+                       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.mission_bulisa_water_from_well_complete = True
+                                               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.mission_bulisa_water_from_well_complete is False:
+                       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.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
+                       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 mayor has been told about Butaba
+               elif resp_id == "mayortoldaboutbutaba":
+                       gamestate.flag["mission_charity_informed_mayor"] = True
                # if response ID is none
                elif resp_id is None:
                        self.status_message = "You cannot initiate a conversation with %s" % npc.charname
@@ -365,7 +493,7 @@ class MainGame:
                # 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
@@ -378,7 +506,7 @@ class MainGame:
        def use_object (self, container, obj):
                # if the object is a health potion
                if isinstance (obj, gameobjects.HealthPotion) is True:
-                       if self.butaba.health < butaba.Butaba.MAXHEALTH:
+                       if self.butaba.health < constants.MAXHEALTH:
                                obj.use (self.butaba)
                                container.objects.remove (obj)
                                self.status_message = "You gained health"
@@ -453,8 +581,8 @@ class MainGame:
                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
@@ -485,8 +613,8 @@ class MainGame:
                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
@@ -513,14 +641,14 @@ class MainGame:
                                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
@@ -549,7 +677,7 @@ class MainGame:
                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
@@ -590,5 +718,113 @@ class MainGame:
        # 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))
+                       # 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))