X-Git-Url: https://harishankar.org/repos/?p=butaba-adventures.git;a=blobdiff_plain;f=maingame.py;h=4529e9a575f6603875ba0749aa6d03989155be44;hp=9ba5ea279030242ffbc388b2dc80f7a0468c0fdb;hb=667ea7c15261100aae75b61de8664863b58f01e4;hpb=58f80c37fa3c97f3cfb2a0cdd3096c529f65e204 diff --git a/maingame.py b/maingame.py index 9ba5ea2..4529e9a 100644 --- a/maingame.py +++ b/maingame.py @@ -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") @@ -64,8 +67,17 @@ 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)) # initialize portraits self.img_butaba_portrait = pygame.image.load (os.path.join ("portraits", "butaba.png")).convert () @@ -79,14 +91,15 @@ 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 +112,14 @@ 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") ] ) chest1.objects = [ gold50, gold25, key2, gold10 ] @@ -114,7 +130,7 @@ 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 ]) @@ -135,6 +151,7 @@ class MainGame: 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 +202,8 @@ 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 +233,8 @@ 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 @@ -277,7 +294,14 @@ 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 self.interact_npc_bulisa (npc) # interact with NPC Bulisa @@ -290,12 +314,12 @@ class MainGame: # 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) + resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.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 npc.currentdialog = 2 - resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.img_butaba_portrait, 0, 90) + 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.mission_bulisa_water_from_well is True @@ -305,6 +329,9 @@ class MainGame: if invobj.liquid == "water": gamestate.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: @@ -313,7 +340,7 @@ class MainGame: npc.currentdialog = 3 # get the response ID - resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.img_butaba_portrait, 0, 90) + 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": @@ -365,7 +392,7 @@ 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 +405,7 @@ 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 +480,8 @@ 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 +512,8 @@ 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 +540,14 @@ 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 +576,7 @@ 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 +617,113 @@ 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))