X-Git-Url: https://harishankar.org/repos/?p=butaba-adventures.git;a=blobdiff_plain;f=maingame.py;h=75702b8645152f683e2fef58f741b747bb92363d;hp=c68e2151cb4a86c1cca2844d1a723e8d65483a56;hb=e233a6fc3203883436813db4a7a76242d77b6483;hpb=4b6e952b476861c8979dc395781964099285a4c6 diff --git a/maingame.py b/maingame.py index c68e215..75702b8 100644 --- a/maingame.py +++ b/maingame.py @@ -2,6 +2,7 @@ import pygame import sys import random import os.path +import cPickle import level import butaba @@ -35,9 +36,12 @@ class MainGame: 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.img_butabafront = pygame.image.load (os.path.join ("sprite", "butaba-front.png")).convert () @@ -57,20 +61,28 @@ 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, butaba.Butaba.RIGHT, 75) # set up the levels and their interactions def setup_levels (self): - self.level1 = level.Level (level.LEVEL_1, - objects = [gameobjects.HealthPotion (4, 3, self.img_redpotion) ]) - self.level1e = level.Level (level.LEVEL_1E, - objects = [ gameobjects.Key (4, 3, "a chest key", self.img_key, level.KEY_CHEST1), - gameobjects.Key (4, 3, "a room key", self.img_key, level.KEY_ROOM1)] + 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: @@ -93,6 +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 () @@ -102,6 +115,24 @@ 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 @@ -193,10 +224,10 @@ class MainGame: # picking up an object def pickup_object (self, obj): - # only if object can be picked up, pick it up + # 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, ["Carry", "Ignore"], self.img_menu) - # if the answer is "take" + 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: @@ -207,7 +238,56 @@ class MainGame: 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 @@ -287,29 +367,29 @@ class MainGame: # Draw the status infodisplay def draw_status (self): self.screen.blit (self.img_redpotion, (485, 10)) - utility.put_text (self.screen, 550, 25, 24, (255, 0, 0), "%d" % self.butaba.health) + 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, 20, 24, (255,255,255), "%d" % self.butaba.strength) + 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, 24, (0, 0, 255), "%d" % self.butaba.magic) + 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, 24, (0, 255, 0), "%d" % self.butaba.experience) + 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, 24, (255, 255, 0), "%d" % self.butaba.gold) + 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, 18, (255,255, 0), "%s" % self.status_message) + 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, 22, (255,255 , 0), "Inventory") + 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: