X-Git-Url: https://harishankar.org/repos/?p=butaba-adventures.git;a=blobdiff_plain;f=maingame.py;fp=maingame.py;h=931e993081c03f49262dda8c2f9cc5c62ca8774d;hp=afeeb7cc8bcfee5f2b360ca0bbef3326e7f2efee;hb=423e47fbbd98064a79a5c4016c4a91c4eb78f800;hpb=801df507f5d5ba807b2f6dba334ab2028ce4c3a5 diff --git a/maingame.py b/maingame.py index afeeb7c..931e993 100644 --- a/maingame.py +++ b/maingame.py @@ -79,9 +79,22 @@ class MainGame: 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 () @@ -120,7 +133,13 @@ class MainGame: 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", "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 ] @@ -139,7 +158,20 @@ 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 @@ -148,6 +180,26 @@ 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 @@ -302,37 +354,38 @@ class MainGame: return if isinstance (npc, npcs.Bulisa): - # interact + # 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 - # not yet started mission drawing water from well and not refused it - if (gamestate.flag["mission_bulisa_water_from_well"] is False - and gamestate.flag["mission_bulisa_water_from_well_refused"] is False): - # set the current dialogue - npc.currentdialog = 0 - # get the response ID + + # 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) - if (gamestate.flag["mission_bulisa_water_from_well_refused"] is True and - gamestate.flag["mission_bulisa_water_from_well"] is False): - # set the current dialog + 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) - # mission accepted but not completed - check if completed and set value - # accordingly - elif (gamestate.flag["mission_bulisa_water_from_well"] is True - and gamestate.flag["mission_bulisa_water_from_well_complete"] is False): + # 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: @@ -341,17 +394,25 @@ class MainGame: npc.currentdialog = 3 # get the response ID resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90) - # water from well mission is completed - elif (gamestate.flag["mission_bulisa_water_from_well_complete"]) is True: - npc.currentdialog = 4 + # 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) - # if response ID is 12, then drawing water from well mission is refused - if resp_id == "12" or resp_id == "18": + # 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 - # if response ID is 13: that is accepted the drawing water from well mission begins - if resp_id == "13" or resp_id == "17": + # 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