X-Git-Url: https://harishankar.org/repos/?p=butaba-adventures.git;a=blobdiff_plain;f=maingame.py;h=9ba5ea279030242ffbc388b2dc80f7a0468c0fdb;hp=02527db2d80bd5f2ffe3822f89a0b31f95e5580c;hb=58f80c37fa3c97f3cfb2a0cdd3096c529f65e204;hpb=0b36c3ccd4cb9cdf58fa5285366f023a8c931c61 diff --git a/maingame.py b/maingame.py index 02527db..9ba5ea2 100644 --- a/maingame.py +++ b/maingame.py @@ -9,6 +9,8 @@ import butaba import utility import gameobjects import constants +import npcs +import gamestate class MainGame: @@ -27,6 +29,9 @@ class MainGame: 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.img_redpotion = pygame.image.load (os.path.join ("objects", "red-potion.png")).convert () @@ -45,6 +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 () @@ -56,6 +63,14 @@ class MainGame: 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_bulisa = pygame.image.load (os.path.join ("sprite", "bulisa.png")).convert () + self.img_bulisa.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 @@ -77,25 +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) - chest1.objects = [ gold50, gold25, potion2, potion3, key2, gold10 ] + 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", "bulisa4.dlg") ] ) + + 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 (os.path.join ("levels", "level1e.dat"))), + objects = [ key1, potion, chest2 ], npcs = [ npc_bulisa ]) - self.level1e = level.Level (cPickle.load (file ("levels/level1e.dat")), - objects = [ key1, potion, chest2 ]) + 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 @@ -106,6 +141,8 @@ class MainGame: 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 @@ -221,8 +258,72 @@ class MainGame: 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 isinstance (npc, npcs.Bulisa): + 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.img_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) + # 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) + 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) + + # 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): @@ -236,7 +337,7 @@ class MainGame: 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", "Use", "Ignore"], self.img_menu) + 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) @@ -245,12 +346,20 @@ class MainGame: 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, ["Use", "Ignore"], self.img_menu) + 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 @@ -260,9 +369,7 @@ class MainGame: self.status_message = "Cannot pick up item. Inventory full" else: # add item to inventory - self.butaba.objects.append (obj) - # remove from container - container.objects.remove (obj) + self.transfer_object (container, obj, self.butaba) self.status_message = "You picked up %s" % obj.text @@ -314,6 +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 @@ -452,3 +585,10 @@ class MainGame: 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.image is not None: + self.screen.blit (npc.image, (npc.col*48, npc.row*48))