X-Git-Url: https://harishankar.org/repos/?p=butaba-adventures.git;a=blobdiff_plain;f=maingame.py;fp=maingame.py;h=05e8916ad103d9397a8ede0b1216b9a4f10064d9;hp=75702b8645152f683e2fef58f741b747bb92363d;hb=6552a4a3522d0b48177a9c2ebedda92b824874f7;hpb=3e350cff23064e74da2ead6c65e46ccdf3e7fa2f diff --git a/maingame.py b/maingame.py index 75702b8..05e8916 100644 --- a/maingame.py +++ b/maingame.py @@ -8,6 +8,7 @@ import level import butaba import utility import gameobjects +import constants class MainGame: @@ -24,6 +25,8 @@ class MainGame: self.img_inventory = pygame.image.load (os.path.join ("background", "inventory.png")).convert () + self.img_chestbg = pygame.image.load (os.path.join ("background", "chestcontent.png")).convert () + # initialize object graphics self.img_redpotion = pygame.image.load (os.path.join ("objects", "red-potion.png")).convert () @@ -61,26 +64,34 @@ class MainGame: # set the status message self.status_message = "Game started" - self.butaba = butaba.Butaba (5,0, butaba.Butaba.RIGHT, 75) + self.butaba = butaba.Butaba (5,0, butaba.Butaba.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 ] + + # create the levels + self.level1 = level.Level (cPickle.load (file ("levels/level1.dat")), + objects = [ chest1 ] ) - 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) - ] - ) + objects = [ key1, key2, potion, chest2 ]) + + # set up the interaction between levels self.level1.levelright = self.level1e self.level1.levelleft = self.level1w - self.level1e.levelleft = self.level1 - self.level1w.levelright = self.level1 def main_loop (self): @@ -131,7 +142,7 @@ class MainGame: # look for a health potion for item in self.butaba.inventory: if isinstance (item, gameobjects.HealthPotion) is True: - self.use_object (item) + self.use_object (self.butaba, item) break def move_butaba_up (self): @@ -218,43 +229,42 @@ class MainGame: if obj.interact () is False: notblock = False # if object can be picked up ask - self.pickup_object (obj) + if obj.can_pickup is True: + ans = utility.ask_question (self.screen, "Found %s." % obj.text, ["Pick up", "Use", "Ignore"], self.img_menu) + # if the answer is "pick up" + if ans == 1: + self.pickup_object (self.currentlevel, obj) + elif ans == 2: + # use the object according to its type + self.use_object (self.currentlevel, obj) + # if it cannot be picked up, try to use it anyway + else: + self.use_object (self.currentlevel, obj) return notblock # picking up an object - def pickup_object (self, obj): + 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: - ans = utility.ask_question (self.screen, "Found %s." % obj.text, ["Pick up", "Use", "Ignore"], self.img_menu) - # if the answer is "carry" - if ans == 1: - # check if the inventory is full - if len (self.butaba.inventory) >= butaba.Butaba.MAXITEMS: - self.status_message = "Failed. Inventory full" - else: - # add item to inventory - self.butaba.inventory.append (obj) - self.currentlevel.objects.remove (obj) - - self.status_message = "You picked up %s" % obj.text - elif ans == 2: - # use the object according to its type - self.use_object (obj) - # if it cannot be picked up, try to use it anyway - else: - self.use_object (obj) + # check if the inventory is full + if len (self.butaba.objects) >= butaba.Butaba.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.status_message = "You picked up %s" % obj.text # this method uses the object first by calling the object use () method # and then performing specific actions as necessary - def use_object (self, obj): + def use_object (self, container, obj): # if the object is a health potion if isinstance (obj, gameobjects.HealthPotion) is True: obj.use (self.butaba) - if obj in self.currentlevel.objects: - self.currentlevel.objects.remove (obj) - elif obj in self.butaba.inventory: - self.butaba.inventory.remove (obj) + container.objects.remove (obj) self.status_message = "You gained health" # if the object is a chest elif isinstance (obj, gameobjects.Chest) is True: @@ -263,7 +273,7 @@ class MainGame: # try opening the chest with every item 9the use () function # of the chest determines if item is a key anyway fittedkey = None - for invobj in self.butaba.inventory: + for invobj in self.butaba.objects: fittedkey = obj.use (invobj) # if a key fits if fittedkey is not None: @@ -274,20 +284,23 @@ class MainGame: # chest successfully unlocked else: self.status_message = "You unlocked the %s" % obj.text - # remove the key from inventory - self.butaba.inventory.remove (fittedkey) + # remove the key from Butaba + self.butaba.objects.remove (fittedkey) + # add an experience point for unlocking chest subject + # to a limit of KNOWLEDGEMAX_CHEST_UNLOCK + if self.butaba.experience < constants.KNOWLEDGEMAX_CHEST_UNLOCK: + self.butaba.experience += 1 + self.status_message += " and gained experience!" # display the contents of the chest else: - pass + utility.display_container_contents (self.screen, obj, self.img_chestbg, 30) + # 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) + container.remove (obj) def move_butaba_left (self): # clear any status messages @@ -382,7 +395,7 @@ class MainGame: 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, 16, (255,255, 0), "%s" % self.status_message) + utility.put_text (self.screen, 10, 485, 10, (255,255, 0), "%s" % self.status_message) # display the inventory of the player def draw_inventory (self): @@ -400,7 +413,7 @@ class MainGame: r = 1 c = 1 - for obj in self.butaba.inventory: + for obj in self.butaba.objects: self.screen.blit (obj.image, (440+c*54+2, 150+r*54+2)) if c % 4 == 0: r += 1