X-Git-Url: https://harishankar.org/repos/?p=butaba-adventures.git;a=blobdiff_plain;f=maingame.py;h=4529e9a575f6603875ba0749aa6d03989155be44;hp=b70d48cb9a6a3ca84ef0797f66fa01534db525bf;hb=667ea7c15261100aae75b61de8664863b58f01e4;hpb=42a1f54d2fc5153bff97a8fc77086c4b7606c25e diff --git a/maingame.py b/maingame.py index b70d48c..4529e9a 100644 --- a/maingame.py +++ b/maingame.py @@ -2,71 +2,170 @@ import pygame import sys import random import os.path +import cPickle import level import butaba +import utility +import gameobjects +import constants +import npcs +import gamestate class MainGame: # initialize the game def __init__ (self): + random.seed () pygame.init () - self.screen = pygame.display.set_mode ((640, 480)) + + self.clock = pygame.time.Clock () + self.screen = pygame.display.set_mode ((720, 512)) pygame.display.set_caption ("The Adventures of Butaba") # initalize background graphics - self.tileset = pygame.image.load (os.path.join ("background", "tileset.png")).convert () + self.img_tileset = pygame.image.load (os.path.join ("background", "tileset.png")).convert () + + self.img_menu = pygame.image.load (os.path.join ("background", "menu_screen.png")).convert () + + 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 () + + self.img_dialogue = pygame.image.load (os.path.join ("background", "dialog_screen.png")).convert () + self.img_dialogue.set_colorkey (pygame.Color (0, 255, 0)) + # initialize object graphics - self.redpotion = pygame.image.load (os.path.join ("objects", "red-potion.png")).convert () - self.redpotion.set_colorkey (pygame.Color (0, 255, 0)) - self.goldcoins = pygame.image.load (os.path.join ("objects", "gold-coins.png")).convert () - self.goldcoins.set_colorkey (pygame.Color (0, 255, 0)) - self.wand = pygame.image.load (os.path.join ("objects", "wand.png")).convert () - self.wand.set_colorkey (pygame.Color (0, 255, 0)) - self.bulb = pygame.image.load (os.path.join ("objects", "bulb.png")).convert () - self.bulb.set_colorkey (pygame.Color (0, 255, 0)) - self.lightning = pygame.image.load (os.path.join ("objects", "lightning.png")).convert () - self.lightning.set_colorkey (pygame.Color (0, 255, 0)) + self.img_redpotion = pygame.image.load (os.path.join ("objects", "red-potion.png")).convert () + self.img_redpotion.set_colorkey (pygame.Color (0, 255, 0)) + self.img_goldcoins = pygame.image.load (os.path.join ("objects", "gold-coins.png")).convert () + self.img_goldcoins.set_colorkey (pygame.Color (0, 255, 0)) + self.img_wand = pygame.image.load (os.path.join ("objects", "wand.png")).convert () + self.img_wand.set_colorkey (pygame.Color (0, 255, 0)) + self.img_bulb = pygame.image.load (os.path.join ("objects", "bulb.png")).convert () + self.img_bulb.set_colorkey (pygame.Color (0, 255, 0)) + self.img_lightning = pygame.image.load (os.path.join ("objects", "lightning.png")).convert () + self.img_lightning.set_colorkey (pygame.Color (0, 255, 0)) + self.img_key = pygame.image.load (os.path.join ("objects", "key.png")).convert () + self.img_key.set_colorkey (pygame.Color (0, 255, 0)) + self.img_key2 = pygame.image.load (os.path.join ("objects", "key2.png")).convert () + 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.butabafront = pygame.image.load (os.path.join ("sprite", "butaba-front.png")).convert () - self.butabafront.set_colorkey (pygame.Color (0, 255, 0)) - self.butababack = pygame.image.load (os.path.join ("sprite", "butaba-back.png")).convert () - self.butababack.set_colorkey (pygame.Color (0, 255, 0)) - self.butabaleft = pygame.image.load (os.path.join ("sprite", "butaba-left.png")).convert () - self.butabaleft.set_colorkey (pygame.Color (0, 255, 0)) - self.butabaright = pygame.image.load (os.path.join ("sprite", "butaba-right.png")).convert () - self.butabaright.set_colorkey (pygame.Color (0, 255, 0)) + self.img_butabafront = pygame.image.load (os.path.join ("sprite", "butaba-front.png")).convert () + self.img_butabafront.set_colorkey (pygame.Color (0, 255, 0)) + self.img_butababack = pygame.image.load (os.path.join ("sprite", "butaba-back.png")).convert () + self.img_butababack.set_colorkey (pygame.Color (0, 255, 0)) + self.img_butabaleft = pygame.image.load (os.path.join ("sprite", "butaba-left.png")).convert () + self.img_butabaleft.set_colorkey (pygame.Color (0, 255, 0)) + self.img_butabaright = pygame.image.load (os.path.join ("sprite", "butaba-right.png")).convert () + self.img_butabaright.set_colorkey (pygame.Color (0, 255, 0)) + + # initialize NPC graphics + 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 () + self.img_bulisa_portrait = pygame.image.load (os.path.join ("portraits", "bulisa.png")).convert () # set level data self.setup_levels () # set current level and position of our character self.currentlevel = self.level1 - self.butaba = butaba.Butaba (5,0, butaba.Butaba.RIGHT) + # set the status message + self.status_message = "Game started" + + 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): - self.level1 = level.Level (level.LEVEL_1) + # 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) + 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) + gold25 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 25) + gold10 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 10) + 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_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 ] + + # create the levels + self.level1 = level.Level (cPickle.load (file (os.path.join ("levels", "level1.dat"))), + objects = [ chest1 ] ) + + 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 = [ potion, chest2 ], npcs = [ npc_bulisa ]) - # function to draw text - def put_text (self, x, y, size, (r,g,b), text): - harisfont = os.path.join ("font", "HarisComic-2.ttf") - surf = pygame.font.Font (harisfont, size).render (text, True, pygame.Color (r,g,b)) - self.screen.blit (surf, (x, y)) + 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 while 1: + self.clock.tick (25) # clear screen self.screen.fill (pygame.Color (0,0,0)) # draw the level - self.draw_level (self.currentlevel) + self.draw_level_background (self.currentlevel) + # draw level objects + self.draw_level_objects (self.currentlevel) + # draw the NPCs in the level + self.draw_level_npcs (self.currentlevel) # draw our character self.draw_butaba () + # display the character's inventory + self.draw_inventory () # draw the status info - self.draw_information () + self.draw_status () # update the display pygame.display.update () @@ -74,6 +173,7 @@ class MainGame: for event in pygame.event.get (): if event.type == pygame.QUIT: sys.exit (0) + # if keyboard event if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: self.move_butaba_up () @@ -83,42 +183,79 @@ class MainGame: self.move_butaba_left () elif event.key == pygame.K_RIGHT: self.move_butaba_right () + # drinking health potion in inventory + elif event.key == ord ("h") or event.key == ord ("H"): + self.inventory_drink_health_potion () + # quit the game + elif event.key == ord ("q") or event.key == ord ("Q"): + sys.exit (0) + + # drink a health potion if it is in the player's inventory + def inventory_drink_health_potion (self): + # look for a health potion + for item in self.butaba.objects: + if isinstance (item, gameobjects.HealthPotion) is True: + self.use_object (self.butaba, item) + break def move_butaba_up (self): + # 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 if self.butaba.row <= 0: # if there is a level above set current level to that one if self.currentlevel.leveltop is not None: - # make sure there is no obstacle lastrow = len (self.currentlevel.leveltop.background) - 1 + # interact with objects + if self.level_interact (self.currentlevel.leveltop, lastrow, self.butaba.col) is False: + return + + # make sure there is no obstacle if self.check_background_obstacle (self.currentlevel.leveltop, lastrow, self.butaba.col) is False: self.currentlevel = self.currentlevel.leveltop self.butaba.row = lastrow # normal upward movement - elif self.check_background_obstacle (self.currentlevel, self.butaba.row-1, self.butaba.col) is False: - self.butaba.row -= 1 + else: + # if there is any object in that place interact with it + # if any object is a blocking object then avoid movement + if self.level_interact (self.currentlevel, self.butaba.row-1, self.butaba.col) is False: + return + + if self.check_background_obstacle (self.currentlevel, self.butaba.row-1, self.butaba.col) is False: + self.butaba.row -= 1 def move_butaba_down (self): + # 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 if self.butaba.row >= len (self.currentlevel.background)-1: # if there is a level below set current level to that one if self.currentlevel.levelbottom is not None: + # interact with objects if any + # if any object is a blocking object then avoid movement + if self.level_interact (self.currentlevel.levelbottom, 0, self.butaba.col) is False: + return # make sure there is no obstacle at that position if self.check_background_obstacle (self.currentlevel.levelbottom, 0, self.butaba.col) is False: self.currentlevel = self.currentlevel.levelbottom self.butaba.row = 0 # normal downward movement - elif self.check_background_obstacle (self.currentlevel, self.butaba.row+1, self.butaba.col) is False: + else: + # interact with objects if any + # if any object is a blocking object then avoid movement + if self.level_interact (self.currentlevel, self.butaba.row+1, self.butaba.col) is False: + return + if self.check_background_obstacle (self.currentlevel, self.butaba.row+1, self.butaba.col) is False: self.butaba.row += 1 # check if a background tile is an obstacle @@ -128,78 +265,465 @@ class MainGame: else: return False + # get and interact with objects and characters if present in a particular row/col + def level_interact (self, level, row, col): + objs = [] + # get list of objects at current location + for obj in level.objects: + if obj.row == row and obj.col == col: + objs.append (obj) + + notblock = self.interact_objects (level, objs) + + # get npc at current location + current_npc = None + for npc in level.npcs: + if npc.row == row and npc.col == col: + current_npc = npc + break + + # npcs always block the tile. So return false if there is an NPC + # at the location + if current_npc is not None: + self.interact_npc (current_npc) + return False + + return notblock + + # interaction with npcs + 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 + 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.mission_bulisa_water_from_well is False + and gamestate.mission_bulisa_water_from_well_refused is False): + # set the current dialogue + npc.currentdialog = 0 + # get the response ID + 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.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 + and gamestate.mission_bulisa_water_from_well_complete is False): + 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) + 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: + npc.currentdialog = 1 + else: + npc.currentdialog = 3 + + # 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": + gamestate.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": + gamestate.mission_bulisa_water_from_well = True + # if response ID is none + elif resp_id is None: + self.status_message = "You cannot initiate a conversation with %s" % npc.charname + + # interaction with objects + def interact_objects (self, container, objs): + # overall flag for blocking/non-blocking objects + notblock = True + + # now perform interaction + for obj in objs: + # run the object interact function + if obj.interact () is False: + notblock = False + # if object can be picked up ask + if obj.can_pickup is True: + ans = utility.ask_question (self.screen, "Found %s." % obj.text, ["Pick up", obj.use_str, "Ignore"], self.img_menu) + # if the answer is "pick up" + if ans == 1: + self.pickup_object (container, obj) + elif ans == 2: + # use the object according to its type + self.use_object (container, obj) + # if it cannot be picked up, try to use it anyway + else: + ans = utility.ask_question (self.screen, "Found %s." % obj.text, [obj.use_str, "Ignore"], self.img_menu) + if ans == 1: + self.use_object (container, obj) + + return notblock + + # transfer an object from one container to another + # container must have an objects list + def transfer_object (self, source, obj, dest): + # remove object from source + source.objects.remove (obj) + # add object to destination + dest.objects.append (obj) + + # picking up an object + 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: + # check if the inventory is full + if len (self.butaba.objects) >= constants.MAXITEMS: + self.status_message = "Cannot pick up item. Inventory full" + else: + # add item to inventory + self.transfer_object (container, obj, self.butaba) + + 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, container, obj): + # if the object is a health potion + if isinstance (obj, gameobjects.HealthPotion) is True: + if self.butaba.health < constants.MAXHEALTH: + obj.use (self.butaba) + container.objects.remove (obj) + self.status_message = "You gained health" + else: + self.status_message = "You already have maximum health!" + # if the object is a chest + elif isinstance (obj, gameobjects.Chest) is True: + # if chest is locked, try to open it + if obj.locked is True: + # 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.objects: + fittedkey = obj.use (invobj) + # if a key fits + if fittedkey is not None: + break + # if no key found + if fittedkey is None: + self.status_message = "No key found to open %s" % obj.text + # chest successfully unlocked + else: + self.status_message = "You unlocked the %s" % obj.text + # 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: + item = utility.get_container_object (self.screen, obj, self.img_chestbg, 30) + if item is not None: + self.interact_objects (obj, [ item, ]) + + # 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 + 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 + 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 if self.butaba.col <= 0: # if there is a level to the right set current level to that one if self.currentlevel.levelleft is not None: - # make sure there is no obstacle at that position of movement # get the last column of the previous level lastcol = len (self.currentlevel.levelleft.background[0]) - 1 + # interact with objects if any + # if any object is a blocking object then avoid movement + if self.level_interact (self.currentlevel.levelleft, self.butaba.row, lastcol) is False: + return + # make sure there is no obstacle at that position of movement if self.check_background_obstacle (self.currentlevel.levelleft, self.butaba.row, lastcol) is False: self.currentlevel = self.currentlevel.levelleft self.butaba.col = lastcol # normal left movement - elif self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col-1) is False: - self.butaba.col -= 1 + else: + # interact with objects if any + # if any object is a blocking object then avoid movement + if self.level_interact (self.currentlevel, self.butaba.row, self.butaba.col-1) is False: + return + if self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col-1) is False: + self.butaba.col -= 1 def move_butaba_right (self): + # clear any status messages + 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 if self.butaba.col >= len (self.currentlevel.background[0])-1: # if there is a level to the right swap current level with that one if self.currentlevel.levelright is not None: - # make sure there is no obstacle at that position of movement + # interact with objects if any + # if any object is a blocking object then avoid movement + if self.level_interact (self.currentlevel.levelright, self.butaba.row, 0) is False: + return + + # make sure there is no obstacle at that position of movement # get the last column of the previous level if self.check_background_obstacle (self.currentlevel.levelright, self.butaba.row, 0) is False: self.currentlevel = self.currentlevel.levelright self.butaba.col = 0 # normal right movement - elif self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False: - self.butaba.col += 1 + else: + # interact with objects if any + # if any object is a blocking object then avoid moving + if self.level_interact (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False: + return + if self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False: + self.butaba.col += 1 def draw_butaba (self): - if self.butaba.position == butaba.Butaba.FRONT: - self.screen.blit (self.butabafront, (self.butaba.col*48, self.butaba.row*48)) - elif self.butaba.position == butaba.Butaba.BACK: - self.screen.blit (self.butababack, (self.butaba.col*48, self.butaba.row*48)) - elif self.butaba.position == butaba.Butaba.LEFT: - self.screen.blit (self.butabaleft, (self.butaba.col*48, self.butaba.row*48)) - elif self.butaba.position == butaba.Butaba.RIGHT: - self.screen.blit (self.butabaright, (self.butaba.col*48, self.butaba.row*48)) - - # Draw the sidebar infodisplay - def draw_information (self): - self.screen.blit (self.redpotion, (485, 10)) - self.put_text (550, 25, 28, (255, 0, 0), "%d" % self.butaba.health) - self.screen.blit (self.goldcoins, (485, 50)) - self.put_text (550, 75, 28, (255, 255, 0), "%d" % self.butaba.gold) - self.screen.blit (self.wand, (485, 120)) - self.put_text (550, 130, 28, (0, 0, 255), "%d" % self.butaba.magic) - self.screen.blit (self.bulb, (485, 180)) - self.put_text (550, 190, 28, (0, 255, 0), "%d" % self.butaba.experience) - self.screen.blit (self.lightning, (485, 240)) - self.put_text (550, 250, 28, (255,255,255), "%d" % self.butaba.strength) - - # Draw the level background tiles - def draw_level (self, level): + 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 + def draw_status (self): + self.screen.blit (self.img_redpotion, (485, 10)) + utility.put_text (self.screen, 550, 25, 20, (255, 0, 0), "%d" % self.butaba.health) + + self.screen.blit (self.img_lightning, (620, 10)) + utility.put_text (self.screen, 660, 25, 20, (255,255,255), "%d" % self.butaba.strength) + + self.screen.blit (self.img_wand, (485, 65)) + utility.put_text (self.screen, 550, 75, 20, (0, 0, 255), "%d" % self.butaba.magic) + + self.screen.blit (self.img_bulb, (620, 65)) + utility.put_text (self.screen, 660, 75, 20, (0, 255, 0), "%d" % self.butaba.experience) + + self.screen.blit (self.img_goldcoins, (485, 110)) + 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, 10, (255,255, 0), "%s" % self.status_message) + + # display the inventory of the player + def draw_inventory (self): + # draw the inventory slots + r = 1 + c = 1 + utility.put_text (self.screen, 490, 170, 16, (255,255 , 0), "Inventory") + for i in range (constants.MAXITEMS): + self.screen.blit (self.img_inventory, (440+c*54, 150+r*54)) + if c % 4 == 0: + r += 1 + c = 1 + else: + c += 1 + + r = 1 + c = 1 + 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 + c = 1 + else: + c += 1 + + # Draw the level background tiles on surface + def draw_level_background (self, level): i = 0 for row in level.background: j = 0 for tilerow, tilecol, is_solid in row: tilex = tilecol * 48 tiley = tilerow * 48 - self.screen.blit (self.tileset, (j*48, i*48), pygame.Rect (tilex, tiley, 48, 48)) + self.screen.blit (self.img_tileset, (j*48, i*48), pygame.Rect (tilex, tiley, 48, 48)) j += 1 i += 1 + # Draw the level objects + def draw_level_objects (self, level): + for obj in level.objects: + if obj.image is not None: + self.screen.blit (obj.image, (obj.col*48, obj.row*48)) + + + # Draw the NPCs in the level + def draw_level_npcs (self, level): + for npc in level.npcs: + # 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))