X-Git-Url: https://harishankar.org/repos/?p=butaba-adventures.git;a=blobdiff_plain;f=maingame.py;fp=maingame.py;h=9ba5ea279030242ffbc388b2dc80f7a0468c0fdb;hp=66f28b89d6a270ce4a4453dc3386e20cd674d352;hb=58f80c37fa3c97f3cfb2a0cdd3096c529f65e204;hpb=63f74206e69c1147ed006ccadb359fc6e21fefbb diff --git a/maingame.py b/maingame.py index 66f28b8..9ba5ea2 100644 --- a/maingame.py +++ b/maingame.py @@ -50,6 +50,8 @@ class MainGame: 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 () @@ -90,30 +92,45 @@ class MainGame: 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) + + 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", "bulisa3.dlg"), + os.path.join ("dialogues", "bulisa4.dlg") ] ) - chest1.objects = [ gold50, gold25, potion2, potion3, key2, gold10 ] + 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 ("levels/level1e.dat")), + self.level1e = level.Level (cPickle.load (file (os.path.join ("levels", "level1e.dat"))), objects = [ key1, potion, chest2 ], npcs = [ npc_bulisa ]) + 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 @@ -267,7 +284,6 @@ class MainGame: def interact_npc_bulisa (self, npc): # set initial response ID to none resp_id = None - print (gamestate.mission_bulisa_water_from_well, gamestate.mission_bulisa_water_from_well_complete) # 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): @@ -280,14 +296,25 @@ class MainGame: # 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 + # 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): - npc.currentdialog = 1 + 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) - print resp_id # 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 @@ -394,6 +421,32 @@ class MainGame: 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