import pygame
import sys
import os.path
+import xml.etree.cElementTree as ET
+import textwrap
+
+# function to run through an interactive dialogue and return the response ID
+def dialogue_play (screen, bgscreen, npc, responder_portrait=None,
+ marginleft=0, margintop=0, marginright=0, marginbottom=0):
+
+ # first check if NPC has a dialogue at all
+ if len (npc.dialogues) == 0 or npc.currentdialog >= len (npc.dialogues):
+ return None
+
+ # get the conversation as a dictionary
+ convtree = xml_to_dict (npc.dialogues[npc.currentdialog])
+
+ scrwidth = screen.get_width ()
+ scrheight = screen.get_height ()
+ bgwidth = bgscreen.get_width ()
+ bgheight = bgscreen.get_height ()
+ leftedge = scrwidth/2 - bgwidth/2
+ topedge = scrheight/2 - bgheight/2
+
+ # now initiate the conversation
+ dlg_id = "1"
+ reply_mode = False
+ current_resp = convtree[dlg_id][1][0][1]
+
+ while 1:
+ screen.blit (bgscreen, (leftedge, topedge))
+
+ # a dialgoue ID of 0 always exits the conversation
+ # return the unique response ID
+ if dlg_id == "0":
+ return current_resp
+
+ # not reply mode
+ if reply_mode is False:
+ if npc.portrait is not None:
+ screen.blit (npc.portrait, (leftedge, topedge))
+
+ # get the lines to display wrapped using textwrap module
+ lines = []
+ textnpc = textwrap.wrap (convtree[dlg_id][0], 40)
+ for text in textnpc:
+ lines.append ((10, 0, 0, 0, text))
+
+ put_lines (screen, lines,
+ pygame.Rect(leftedge+marginleft, topedge+margintop,
+ bgwidth-marginleft-marginright, bgheight-margintop-marginbottom))
+ pygame.display.update ()
+
+ for event in pygame.event.get ():
+ if event.type == pygame.QUIT:
+ sys.exit (0)
+ elif event.type == pygame.KEYDOWN:
+ # now continue the dialog
+ if event.key == pygame.K_RETURN or event.key == pygame.K_SPACE:
+ reply_mode = True
+ current_resp = convtree[dlg_id][1][0][1]
+ sel = 0
+ # reply mode
+ else:
+ if responder_portrait is not None:
+ screen.blit (responder_portrait, (leftedge, topedge))
+
+ lines = []
+ for resptext, respid, nextdlgid in convtree[dlg_id][1]:
+ if respid == current_resp:
+ lines.append ((10, 255, 0, 0, resptext))
+ else:
+ lines.append ((10, 0, 0, 0, resptext))
+
+ put_lines (screen, lines,
+ pygame.Rect (leftedge+marginleft, topedge+margintop,
+ bgwidth-marginleft-marginright, bgheight-margintop-marginbottom))
+
+ pygame.display.update ()
+ for event in pygame.event.get ():
+ if event.type == pygame.QUIT:
+ sys.exit (0)
+ elif event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_UP or event.key == pygame.K_LEFT:
+ sel -= 1
+ if sel < 0:
+ sel = 0
+ current_resp = convtree[dlg_id][1][sel][1]
+ elif event.key == pygame.K_DOWN or event.key == pygame.K_RIGHT:
+ sel += 1
+ if sel >= len (convtree[dlg_id][1]):
+ sel = len(convtree[dlg_id][1]) - 1
+ current_resp = convtree[dlg_id][1][sel][1]
+
+ elif event.key == pygame.K_RETURN or event.key == pygame.K_SPACE:
+ dlg_id = convtree[dlg_id][1][sel][2]
+ reply_mode = False
+
+# function to parse a conversation XML into a python dictionary
+def xml_to_dict (file):
+ # parse the dialogue XML file
+ dlgtree = ET.parse (file)
+ # get the root element
+ conversation = dlgtree.getroot ()
+
+ # build the conversation tree as a dictionary
+ convtree = dict ()
+ for dlg in conversation.findall ("dialogue"):
+ id = dlg.get ("id")
+ speech = dlg.find ("speech").text
+ responses = []
+ for resp in dlg.findall ("response"):
+ responses.append ((resp.text, resp.get ("id"), resp.get ("nextdialogue")))
+
+ convtree[id] = (speech, responses)
+
+
+ return convtree
+
# function to draw text on surface
def put_text (surface, x, y, size, (r,g,b), text):
textsurf = pygame.font.Font (harisfont, size).render (text, True, pygame.Color (r,g,b))
surface.blit (textsurf, (x, y))
-# function to draw several lines of text, centered horizontally and vertically on surface
-def put_lines (surface, text_lines):
+# function to draw several lines of text, centered horizontally and vertically on screen
+# or drawn centered on a rectangle
+def put_lines (surface, text_lines, rect=None):
textsurfs = []
height = 0
harisfont = os.path.join ("font", "harisgamefont.ttf")
height = height + s.get_height()*1.5
textsurfs.append (s)
- scrwidth = surface.get_width ()
- scrheight = surface.get_height ()
i = 0
- for s in textsurfs:
- surface.blit (s, (scrwidth/2 - s.get_width()/2, scrheight/2 - height/2+ i* (s.get_height()*1.5)))
- i += 1
+ # if no rectangle specified, center in screen
+ if rect is None:
+ scrwidth = surface.get_width ()
+ scrheight = surface.get_height ()
+
+ for s in textsurfs:
+ surface.blit (s, (scrwidth/2 - s.get_width()/2, scrheight/2 - height/2+ i* (s.get_height()*1.5)))
+ i += 1
+ # center on specified rectangular region
+ else:
+ midx = (rect.left + rect.right)/2
+ midy = (rect.top + rect.bottom)/2
+ num = len (textsurfs) / 2
+ for s in textsurfs:
+ surface.blit (s, (midx - s.get_width()/2, midy - (num-i) * s.get_height() * 3/2))
+ i += 1
# function to ask a question and return answer
def ask_question (surface, question, answers, bgscreen):
i = 1
for answer in answers:
if sel_answer == i:
- r, g, b = 0, 0, 216
+ r, g, b = 255, 0, 0
else:
r, g, b = 0, 0, 0
textarray.append ( [10, r, g, b, answer] )
surface.blit (bgscreen, (surface.get_width()/2 - bgscreen.get_width()/2,
surface.get_height()/2 - bgscreen.get_height()/2))
- put_lines (surface, textarray)
+ put_lines (surface, textarray, pygame.Rect (surface.get_width()/2 - bgscreen.get_width()/2,
+ surface.get_height()/2 - bgscreen.get_height()/2,
+ bgscreen.get_width(), bgscreen.get_height()))
pygame.display.update ()
elif event.key == pygame.K_RETURN:
return sel_answer
+# function displaying the contents of a container. Object must contain
+# items list
+# edgewidth - container edges to avoid drawing items in
+def get_container_object (surface, obj, bgimage, edgewidth=0):
+
+ # get the number of items
+ numitems = len (obj.objects)
+ # number of rows
+ num_rows = (bgimage.get_height () - edgewidth*2) / 48
+ # number of cols
+ num_cols = (bgimage.get_width () - edgewidth*2) / 48
+
+ objposx = surface.get_width()/2 - bgimage.get_width()/2
+ objposy = surface.get_height()/2 - bgimage.get_height()/2
+
+ selitem = 0
+ selrow = 0
+ selcol = 0
+
+ while 1:
+ # display the background for the container
+ surface.blit (bgimage, (objposx, objposy))
+
+ # display each item in the container
+ i = 0
+ j = 0
+
+ # display all the items in container
+ for item in obj.objects:
+ surface.blit (item.image, (objposx + edgewidth+ j*48, objposy + edgewidth + i*48))
+ j += 1
+ if j >= num_cols:
+ j = 0
+ i += 1
+ # only draw selector if there is at least one item
+ if numitems > 0:
+ pygame.draw.rect (surface, pygame.Color (255,255,255),
+ pygame.Rect(objposx + edgewidth + selcol*48, objposy + edgewidth + selrow*48, 48, 48), 1)
+
+ pygame.display.update ()
+
+ # get events
+ for event in pygame.event.get ():
+ if event.type == pygame.QUIT:
+ sys.exit (0)
+ elif event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_ESCAPE:
+ return None
+ elif event.key == pygame.K_RETURN:
+ if numitems > 0 and selitem >= 0 and selitem < numitems:
+ return obj.objects[selitem]
+ else:
+ return None
+ elif event.key == pygame.K_UP or event.key == pygame.K_LEFT:
+ # go to the prev item
+ selitem -= 1
+ if selitem < 0:
+ selitem = numitems - 1
+ selrow = selitem / num_cols
+ selcol = selitem % num_cols
+
+ elif event.key == pygame.K_DOWN or event.key == pygame.K_RIGHT:
+ # go to the next item
+ selitem += 1
+ if selitem > numitems - 1:
+ selitem = 0
+ selrow = selitem / num_cols
+ selcol = selitem % num_cols