all repos — Legends-RPG @ 00a3f968654ae3c3bde4de50fa7c18bbe4190801

A fantasy mini-RPG built with Python and Pygame.

data/components/textbox.py (view raw)

  1__author__ = 'justinarmstrong'
  2import copy
  3import pygame as pg
  4from .. import setup
  5from .. import constants as c
  6
  7
  8
  9class NextArrow(pg.sprite.Sprite):
 10    """Flashing arrow indicating more dialogue"""
 11    def __init__(self):
 12        super(NextArrow, self).__init__()
 13        self.image = setup.GFX['fancyarrow']
 14        self.rect = self.image.get_rect(right=780,
 15                                        bottom=135)
 16
 17
 18class DialogueBox(object):
 19    """Text box used for dialogue"""
 20    def __init__(self, dialogue, index=0, image_key='dialoguebox', item=None):
 21        self.item = item
 22        self.bground = setup.GFX[image_key]
 23        self.rect = self.bground.get_rect(centerx=400)
 24        self.arrow_timer = 0.0
 25        self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
 26        self.dialogue_list = dialogue
 27        self.index = index
 28        self.image = self.make_dialogue_box_image()
 29        self.arrow = NextArrow()
 30        self.check_to_draw_arrow()
 31        self.done = False
 32        self.allow_input = False
 33        self.name = image_key
 34
 35
 36    def make_dialogue_box_image(self):
 37        """Make the image of the dialogue box"""
 38        image = pg.Surface(self.rect.size)
 39        image.set_colorkey(c.BLACK)
 40        image.blit(self.bground, (0, 0))
 41
 42        dialogue_image = self.font.render(self.dialogue_list[self.index],
 43                                          True,
 44                                          c.NEAR_BLACK)
 45        dialogue_rect = dialogue_image.get_rect(left=50, top=50)
 46        image.blit(dialogue_image, dialogue_rect)
 47
 48        return image
 49
 50
 51
 52    def update(self, keys, current_time):
 53        """Updates scrolling text"""
 54        self.current_time = current_time
 55        self.draw_box(current_time)
 56        self.terminate_check(keys)
 57
 58
 59    def draw_box(self, current_time, x=400):
 60        """Reveal dialogue on textbox"""
 61        self.image = self.make_dialogue_box_image()
 62        self.check_to_draw_arrow()
 63
 64
 65    def terminate_check(self, keys):
 66        """Remove textbox from sprite group after 2 seconds"""
 67        if keys[pg.K_SPACE] and self.allow_input:
 68            self.done = True
 69
 70        if not keys[pg.K_SPACE]:
 71            self.allow_input = True
 72
 73
 74    def check_to_draw_arrow(self):
 75        """Blink arrow if more text needs to be read"""
 76        if self.index < len(self.dialogue_list) - 1:
 77            self.image.blit(self.arrow.image, self.arrow.rect)
 78        else:
 79            pass
 80
 81
 82class ItemBox(DialogueBox):
 83    """Text box for information like obtaining new items"""
 84    def __init__(self, dialogue, item=None):
 85        super(ItemBox, self).__init__(None, 0, 'infobox', item)
 86
 87
 88    def make_dialogue_box_image(self):
 89        """Make the image of the dialogue box"""
 90        image = pg.Surface(self.rect.size)
 91        image.set_colorkey(c.BLACK)
 92        image.blit(self.bground, (0, 0))
 93
 94        if self.item:
 95            type = list(self.item.keys())[0]
 96            total = str(self.item[type])
 97            dialogue = 'You received ' + total + ' ' + type + '.'
 98            self.dialogue_list = [dialogue]
 99            self.item = None
100
101        dialogue_image = self.font.render(self.dialogue_list[self.index],
102                                          False,
103                                          c.NEAR_BLACK)
104        dialogue_rect = dialogue_image.get_rect(left=50, top=50)
105        image.blit(dialogue_image, dialogue_rect)
106
107        return image
108
109
110
111class TextHandler(object):
112    """Handles interaction between sprites to create dialogue boxes"""
113
114    def __init__(self, level):
115        self.player = level.player
116        self.sprites = level.sprites
117        self.talking_sprite = None
118        self.textbox = None
119        self.allow_input = False
120        self.level = level
121        self.last_textbox_timer = 0.0
122        self.game_data = level.game_data
123
124
125    def update(self, keys, current_time):
126        """Checks for the creation of Dialogue boxes"""
127        if keys[pg.K_SPACE] and not self.textbox and self.allow_input:
128            for sprite in self.sprites:
129                if (current_time - self.last_textbox_timer) > 300:
130                    if self.player.state == 'resting':
131                        self.allow_input = False
132                        self.check_for_dialogue(sprite)
133
134        if self.textbox:
135            self.textbox.update(keys, current_time)
136
137            if self.textbox.done:
138
139                if self.textbox.index < (len(self.textbox.dialogue_list) - 1):
140                    index = self.textbox.index + 1
141                    dialogue = self.textbox.dialogue_list
142                    if self.textbox.name == 'dialoguebox':
143                        self.textbox = DialogueBox(dialogue, index)
144                    elif self.textbox.name == 'infobox':
145                        self.textbox = ItemBox(dialogue, index)
146                elif self.talking_sprite.item:
147                    item = self.check_for_item()
148                    self.textbox = ItemBox(None, item)
149                else:
150                    self.level.state = 'normal'
151                    self.textbox = None
152                    self.last_textbox_timer = current_time
153                    self.reset_sprite_direction()
154
155        if not keys[pg.K_SPACE]:
156            self.allow_input = True
157
158
159    def check_for_dialogue(self, sprite):
160        """Checks if a sprite is in the correct location to give dialogue"""
161        player = self.player
162        tile_x, tile_y = player.location
163
164        if player.direction == 'up':
165            if sprite.location == [tile_x, tile_y - 1]:
166                self.textbox = DialogueBox(sprite.dialogue)
167                sprite.direction = 'down'
168                self.talking_sprite = sprite
169        elif player.direction == 'down':
170            if sprite.location == [tile_x, tile_y + 1]:
171                self.textbox = DialogueBox(sprite.dialogue)
172                sprite.direction = 'up'
173                self.talking_sprite = sprite
174        elif player.direction == 'left':
175            if sprite.location == [tile_x - 1, tile_y]:
176                self.textbox = DialogueBox(sprite.dialogue)
177                sprite.direction = 'right'
178                self.talking_sprite = sprite
179        elif player.direction == 'right':
180            if sprite.location == [tile_x + 1, tile_y]:
181                self.textbox = DialogueBox(sprite.dialogue)
182                sprite.direction = 'left'
183                self.talking_sprite = sprite
184
185
186    def check_for_item(self):
187        """Checks if sprite has an item to give to the player"""
188        item = self.talking_sprite.item
189        if item:
190            if 'gold' in item:
191                self.game_data['player inventory']['gold'] += item['gold']
192            self.talking_sprite.item = None
193            if self.talking_sprite.name == 'king':
194                self.game_data['king item'] = None
195
196        return item
197
198
199
200    def reset_sprite_direction(self):
201        """Reset sprite to default direction"""
202        for sprite in self.sprites:
203            if sprite.state == 'resting':
204                sprite.direction = sprite.default_direction
205
206
207    def draw(self, surface):
208        """Draws textbox to surface"""
209        if self.textbox:
210            surface.blit(self.textbox.image, self.textbox.rect)
211
212
213    def make_textbox(self, name, dialogue, item=None):
214        """Make textbox on demand"""
215        if name == 'itembox':
216            textbox = ItemBox(dialogue, item)
217        elif name == 'dialoguebox':
218            textbox = DialogueBox(dialogue)
219        else:
220            textbox = None
221
222        return textbox
223