X-Git-Url: https://harishankar.org/repos/?p=butaba-adventures.git;a=blobdiff_plain;f=maingame.py;h=75702b8645152f683e2fef58f741b747bb92363d;hp=af06593f01b52876ccadf3cc84f2014d7f6d8a54;hb=e233a6fc3203883436813db4a7a76242d77b6483;hpb=7dbb8e9b6766b7c0c17433bea3c88a321036b837 diff --git a/maingame.py b/maingame.py index af06593..75702b8 100644 --- a/maingame.py +++ b/maingame.py @@ -2,64 +2,87 @@ import pygame import sys import random import os.path +import cPickle import level import butaba import utility -import object +import gameobjects class MainGame: # initialize the game def __init__ (self): pygame.init () - self.screen = pygame.display.set_mode ((640, 480)) + 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 () + # 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.key = pygame.image.load (os.path.join ("objects", "key.png")).convert () - self.key.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)) # 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)) # 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, butaba.Butaba.RIGHT, 75) # set up the levels and their interactions def setup_levels (self): - self.level1 = level.Level (level.LEVEL_1) - self.level1e = level.Level (level.LEVEL_1E, - objects = [ object.Key (4, 3, self.key, level.KEY_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) + ] + ) self.level1.levelright = self.level1e + self.level1.levelleft = self.level1w + self.level1e.levelleft = self.level1 + self.level1w.levelright = self.level1 + def main_loop (self): # main game loop while 1: @@ -71,6 +94,8 @@ class MainGame: self.draw_level_objects (self.currentlevel) # draw our character self.draw_butaba () + # display the character's inventory + self.draw_inventory () # draw the status info self.draw_status () # update the display @@ -80,6 +105,7 @@ 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 () @@ -89,8 +115,28 @@ 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): + # if health is maxed out then ignore + if self.butaba.health == butaba.Butaba.MAXHEALTH: + self.status_message = "You already have maximum health." + else: + # look for a health potion + for item in self.butaba.inventory: + if isinstance (item, gameobjects.HealthPotion) is True: + self.use_object (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 @@ -100,16 +146,29 @@ class MainGame: 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 + # if there is any object in that place interact with it + # if any object is a blocking object then avoid movement + if self.interact_objects (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.interact_objects (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 @@ -119,12 +178,21 @@ class MainGame: 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.interact_objects (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.interact_objects (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 @@ -134,7 +202,97 @@ class MainGame: else: return False + # get and interact with objects if present in a particular row/col + def interact_objects (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) + + # 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 + self.pickup_object (obj) + + return notblock + + # picking up an object + def pickup_object (self, 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) + + # this method uses the object first by calling the object use () method + # and then performing specific actions as necessary + def use_object (self, 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) + self.status_message = "You gained 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.inventory: + 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 inventory + self.butaba.inventory.remove (fittedkey) + # display the contents of the chest + else: + pass + # 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) + 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 @@ -144,17 +302,29 @@ class MainGame: 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.interact_objects (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.interact_objects (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 @@ -164,39 +334,79 @@ class MainGame: 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.interact_objects (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.interact_objects (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)) + 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.butababack, (self.butaba.col*48, self.butaba.row*48)) + 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.butabaleft, (self.butaba.col*48, self.butaba.row*48)) + 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.butabaright, (self.butaba.col*48, self.butaba.row*48)) + self.screen.blit (self.img_butabaright, (self.butaba.col*48, self.butaba.row*48)) # Draw the status infodisplay def draw_status (self): - self.screen.blit (self.redpotion, (485, 10)) - utility.put_text (self.screen, 550, 25, 28, (255, 0, 0), "%d" % self.butaba.health) - self.screen.blit (self.goldcoins, (485, 50)) - utility.put_text (self.screen, 550, 75, 28, (255, 255, 0), "%d" % self.butaba.gold) - self.screen.blit (self.wand, (485, 120)) - utility.put_text (self.screen, 550, 130, 28, (0, 0, 255), "%d" % self.butaba.magic) - self.screen.blit (self.bulb, (485, 180)) - utility.put_text (self.screen, 550, 190, 28, (0, 255, 0), "%d" % self.butaba.experience) - self.screen.blit (self.lightning, (485, 240)) - utility.put_text (self.screen, 550, 250, 28, (255,255,255), "%d" % self.butaba.strength) + 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, 16, (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 (butaba.Butaba.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.inventory: + 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): @@ -206,7 +416,7 @@ class MainGame: 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