all repos — Legends-RPG @ 03e23956af527301293a4f59072dddf0e341df8b

A fantasy mini-RPG built with Python and Pygame.

data/states/levels.py (view raw)

  1"""
  2This is the base class for all level states (i.e. states
  3where the player can move around the screen).  Levels are
  4differentiated by self.name and self.tmx_map.
  5This class inherits from the generic state class
  6found in the tools.py module.
  7"""
  8import copy, sys
  9import pygame as pg
 10from .. import tools, collision
 11from .. import constants as c
 12from .. components import person, textbox, portal
 13from . import player_menu
 14from .. import tilerender
 15from .. import setup
 16
 17
 18#Python 2/3 compatibility.
 19if sys.version_info[0] == 2:
 20    range = xrange
 21
 22
 23class LevelState(tools._State):
 24    def __init__(self, name, battles=False):
 25        super(LevelState, self).__init__()
 26        self.name = name
 27        self.tmx_map = setup.TMX[name]
 28        self.allow_battles = battles
 29        self.music_title = None
 30        self.previous_music = None
 31        self.music, self.volume = self.set_music()
 32
 33    def set_music(self):
 34        """
 35        Set music based on name.
 36        """
 37        music_dict = {c.TOWN: ('town_theme', .4),
 38                      c.OVERWORLD: ('overworld', .4),
 39                      c.CASTLE: ('kings_theme', .4),
 40                      c.DUNGEON: ('dungeon_theme', .4),
 41                      c.DUNGEON2: ('dungeon_theme', .4),
 42                      c.DUNGEON3: ('dungeon_theme', .4),
 43                      c.DUNGEON4: ('dungeon_theme', .4),
 44                      c.DUNGEON5: ('dungeon_theme', .4),
 45                      c.HOUSE: ('pleasant_creek', .1),
 46                      c.BROTHER_HOUSE: ('pleasant_creek', .1)}
 47
 48       
 49        if self.name in music_dict:
 50            music = music_dict[self.name][0]
 51            volume = music_dict[self.name][1]
 52            self.music_title = music
 53            return setup.MUSIC[music], volume
 54        else:
 55            return None, None
 56
 57    def startup(self, current_time, game_data):
 58        """
 59        Call when the State object is flipped to.
 60        """
 61        self.game_data = game_data
 62        self.current_time = current_time
 63        self.state = 'transition_in'
 64        self.reset_dialogue = ()
 65        self.switch_to_battle = False
 66        self.use_portal = False
 67        self.allow_input = False
 68        self.cut_off_bottom_map = ['castle', 'town', 'dungeon']
 69        self.renderer = tilerender.Renderer(self.tmx_map)
 70        self.map_image = self.renderer.make_2x_map()
 71
 72        self.viewport = self.make_viewport(self.map_image)
 73        self.level_surface = self.make_level_surface(self.map_image)
 74        self.level_rect = self.level_surface.get_rect()
 75        self.portals = self.make_level_portals()
 76        self.player = self.make_player()
 77        self.blockers = self.make_blockers()
 78        self.sprites = self.make_sprites()
 79
 80        self.collision_handler = collision.CollisionHandler(self.player,
 81                                                            self.blockers,
 82                                                            self.sprites,
 83                                                            self.portals,
 84                                                            self)
 85        self.dialogue_handler = textbox.TextHandler(self)
 86        self.state_dict = self.make_state_dict()
 87        self.menu_screen = player_menu.Player_Menu(game_data, self)
 88        self.transition_rect = setup.SCREEN.get_rect()
 89        self.transition_alpha = 255
 90
 91    def make_viewport(self, map_image):
 92        """
 93        Create the viewport to view the level through.
 94        """
 95        map_rect = map_image.get_rect()
 96        return setup.SCREEN.get_rect(bottom=map_rect.bottom)
 97
 98    def make_level_surface(self, map_image):
 99        """
100        Create the surface all images are blitted to.
101        """
102        map_rect = map_image.get_rect()
103        map_width = map_rect.width
104        if self.name in self.cut_off_bottom_map:
105            map_height = map_rect.height - 32
106        else:
107            map_height = map_rect.height
108        size = map_width, map_height
109
110        return pg.Surface(size).convert()
111
112    def make_player(self):
113        """
114        Make the player and sets location.
115        """
116        last_state = self.previous
117
118        if last_state == 'battle':
119            player = person.Player(self.game_data['last direction'], self.game_data)
120            player.rect.x = self.game_data['last location'][0] * 32
121            player.rect.y = self.game_data['last location'][1] * 32
122
123        else:
124            for object in self.renderer.tmx_data.getObjects():
125                properties = object.__dict__
126                if properties['name'] == 'start point':
127                    if last_state == properties['state']:
128                        posx = properties['x'] * 2
129                        posy = (properties['y'] * 2) - 32
130                        player = person.Player(properties['direction'],
131                                               self.game_data)
132                        player.rect.x = posx
133                        player.rect.y = posy
134
135        return player
136
137    def make_blockers(self):
138        """
139        Make the blockers for the level.
140        """
141        blockers = []
142
143        for object in self.renderer.tmx_data.getObjects():
144            properties = object.__dict__
145            if properties['name'] == 'blocker':
146                left = properties['x'] * 2
147                top = ((properties['y']) * 2) - 32
148                blocker = pg.Rect(left, top, 32, 32)
149                blockers.append(blocker)
150
151        return blockers
152
153    def make_sprites(self):
154        """
155        Make any sprites for the level as needed.
156        """
157        sprites = pg.sprite.Group()
158
159        for object in self.renderer.tmx_data.getObjects():
160            properties = object.__dict__
161            if properties['name'] == 'sprite':
162                if 'direction' in properties:
163                    direction = properties['direction']
164                else:
165                    direction = 'down'
166
167                if properties['type'] == 'soldier' and direction == 'left':
168                    index = 1
169                else:
170                    index = 0
171
172                if 'item' in properties:
173                    item = properties['item']
174                else:
175                    item = None
176
177                if 'id' in properties:
178                    id = properties['id']
179                else:
180                    id = None
181
182                if 'battle' in properties:
183                    battle = properties['battle']
184                else:
185                    battle = None
186
187                if 'state' in properties:
188                    sprite_state = properties['state']
189                else:
190                    sprite_state = None
191
192
193                x = properties['x'] * 2
194                y = ((properties['y']) * 2) - 32
195
196                sprite_dict = {'oldman': person.Person('oldman',
197                                                       x, y, direction),
198                               'bluedressgirl': person.Person('femalevillager',
199                                                              x, y, direction,
200                                                              'resting', 1),
201                               'femalewarrior': person.Person('femvillager2',
202                                                              x, y, direction,
203                                                              'autoresting'),
204                               'devil': person.Person('devil', x, y,
205                                                      'down', 'autoresting'),
206                               'oldmanbrother': person.Person('oldmanbrother',
207                                                              x, y, direction),
208                               'soldier': person.Person('soldier',
209                                                        x, y, direction,
210                                                        'resting', index),
211                               'king': person.Person('king', x, y, direction),
212                               'evilwizard': person.Person('evilwizard', x, y, direction),
213                               'treasurechest': person.Chest(x, y, id)}
214
215                sprite = sprite_dict[properties['type']]
216                if sprite_state:
217                    sprite.state = sprite_state
218
219                if sprite.name == 'oldman':
220                    if self.game_data['old man gift'] and not self.game_data['elixir received']:
221                        sprite.item = self.game_data['old man gift']
222                    else:
223                        sprite.item = item
224                elif sprite.name == 'king':
225                    if not self.game_data['talked to king']:
226                        sprite.item = self.game_data['king item']
227                else:
228                    sprite.item = item
229                sprite.battle = battle
230                self.assign_dialogue(sprite, properties)
231                self.check_for_opened_chest(sprite)
232                if sprite.name == 'evilwizard' and self.game_data['crown quest']:
233                    pass
234                else:
235                    sprites.add(sprite)
236
237        return sprites
238
239    def assign_dialogue(self, sprite, property_dict):
240        """
241        Assign dialogue from object property dictionaries in tmx maps to sprites.
242        """
243        dialogue_list = []
244        for i in range(int(property_dict['dialogue length'])):
245            dialogue_list.append(property_dict['dialogue'+str(i)])
246            sprite.dialogue = dialogue_list
247
248        if sprite.name == 'oldman':
249            quest_in_process_dialogue = ['Hurry to the NorthEast Shores!',
250                                         'I do not have much time left.']
251
252            if self.game_data['has brother elixir']:
253                if self.game_data['elixir received']:
254                    sprite.dialogue = ['My good health is thanks to you.',
255                                       'I will be forever in your debt.']
256                else:
257                    sprite.dialogue = ['Thank you for reaching my brother.',
258                                       'This ELIXIR will cure my ailment.',
259                                       'As a reward, I will teach you a magic spell.',
260                                       'Use it wisely.',
261                                       'You learned FIRE BLAST.']
262
263            elif self.game_data['talked to sick brother']:
264                sprite.dialogue = quest_in_process_dialogue
265
266            elif not self.game_data['talked to sick brother']:
267                self.reset_dialogue = (sprite, quest_in_process_dialogue)
268        elif sprite.name == 'oldmanbrother':
269            if self.game_data['has brother elixir']:
270                if self.game_data['elixir received']:
271                    sprite.dialogue = ['I am glad my brother is doing well.',
272                                       'You have a wise and generous spirit.']
273                else:
274                    sprite.dialogue = ['Hurry! There is precious little time.']
275            elif self.game_data['talked to sick brother']:
276                sprite.dialogue = ['My brother is sick?!?',
277                                   'I have not seen him in years.  I had no idea he was not well.',
278                                   'Quick, take this ELIXIR to him immediately.']
279        elif sprite.name == 'king':
280            retrieved_crown_dialogue = ['My crown! You recovered my stolen crown!!!',
281                                        'I can not believe what I see before my eyes.',
282                                        'You are truly a brave and noble warrior.',
283                                        'Henceforth, I name thee Grand Protector of this Town!',
284                                        'You are the greatest warrior this world has ever known.']
285            thank_you_dialogue = ['Thank you for retrieving my crown.',
286                                  'My kingdom is forever in your debt.']
287
288            if self.game_data['crown quest'] and not self.game_data['delivered crown']:
289                sprite.dialogue = retrieved_crown_dialogue
290                self.game_data['delivered crown'] = True
291                self.reset_dialogue = (sprite, thank_you_dialogue)
292            elif self.game_data['delivered crown']:
293                sprite.dialogue = thank_you_dialogue
294
295
296    def check_for_opened_chest(self, sprite):
297        if sprite.name == 'treasurechest':
298            if not self.game_data['treasure{}'.format(sprite.id)]:
299                sprite.dialogue = ['Empty.']
300                sprite.item = None
301                sprite.index = 1
302
303    def make_state_dict(self):
304        """
305        Make a dictionary of states the level can be in.
306        """
307        state_dict = {'normal': self.running_normally,
308                      'dialogue': self.handling_dialogue,
309                      'menu': self.goto_menu,
310                      'transition_in': self.transition_in,
311                      'transition_out': self.transition_out}
312
313        return state_dict
314
315    def make_level_portals(self):
316        """
317        Make the portals to switch state.
318        """
319        portal_group = pg.sprite.Group()
320
321        for object in self.renderer.tmx_data.getObjects():
322            properties = object.__dict__
323            if properties['name'] == 'portal':
324                posx = properties['x'] * 2
325                posy = (properties['y'] * 2) - 32
326                new_state = properties['type']
327                portal_group.add(portal.Portal(posx, posy, new_state))
328
329
330        return portal_group
331
332    def running_normally(self, surface, keys, current_time):
333        """
334        Update level normally.
335        """
336        self.check_for_dialogue()
337        self.player.update(keys, current_time)
338        self.sprites.update(current_time)
339        self.collision_handler.update(keys, current_time)
340        self.check_for_portals()
341        self.check_for_battle()
342        self.dialogue_handler.update(keys, current_time)
343        self.check_for_menu(keys)
344        self.viewport_update()
345        self.draw_level(surface)
346
347    def check_for_portals(self):
348        """
349        Check if the player walks into a door, requiring a level change.
350        """
351        if self.use_portal and not self.done:
352            self.player.location = self.player.get_tile_location()
353            self.update_game_data()
354            self.state = 'transition_out'
355
356    def check_for_battle(self):
357        """
358        Check if the flag has been made true, indicating
359        to switch state to a battle.
360        """
361        if self.switch_to_battle and self.allow_battles and not self.done:
362            self.player.location = self.player.get_tile_location()
363            self.update_game_data()
364            self.next = 'battle'
365            self.state = 'transition_out'
366
367    def check_for_menu(self, keys):
368        """
369        Check if player hits enter to go to menu.
370        """
371        if keys[pg.K_RETURN] and self.allow_input:
372            if self.player.state == 'resting':
373                self.state = 'menu'
374                self.allow_input = False
375
376        if not keys[pg.K_RETURN]:
377            self.allow_input = True
378
379
380    def update_game_data(self):
381        """
382        Update the persistant game data dictionary.
383        """
384        self.game_data['last location'] = self.player.location
385        self.game_data['last direction'] = self.player.direction
386        self.game_data['last state'] = self.name
387        self.set_new_start_pos()
388
389
390    def set_new_start_pos(self):
391        """
392        Set new start position based on previous state.
393        """
394        location = copy.deepcopy(self.game_data['last location'])
395        direction = self.game_data['last direction']
396
397        if self.next == 'player menu':
398            pass
399        elif direction == 'up':
400            location[1] += 1
401        elif direction == 'down':
402            location[1] -= 1
403        elif direction == 'left':
404            location[0] += 1
405        elif direction == 'right':
406            location[0] -= 1
407
408    def handling_dialogue(self, surface, keys, current_time):
409        """
410        Update only dialogue boxes.
411        """
412        self.dialogue_handler.update(keys, current_time)
413        self.draw_level(surface)
414
415    def goto_menu(self, surface, keys, *args):
416        """
417        Go to menu screen.
418        """
419        self.menu_screen.update(surface, keys)
420        self.menu_screen.draw(surface)
421
422    def check_for_dialogue(self):
423        """
424        Check if the level needs to freeze.
425        """
426        if self.dialogue_handler.textbox:
427            self.state = 'dialogue'
428
429    def transition_out(self, surface, *args):
430        """
431        Transition level to new scene.
432        """
433        transition_image = pg.Surface(self.transition_rect.size)
434        transition_image.fill(c.TRANSITION_COLOR)
435        transition_image.set_alpha(self.transition_alpha)
436        self.draw_level(surface)
437        surface.blit(transition_image, self.transition_rect)
438        self.transition_alpha += c.TRANSITION_SPEED
439        if self.transition_alpha >= 255:
440            self.transition_alpha = 255
441            self.done = True
442
443    def transition_in(self, surface, *args):
444        """
445        Transition into level.
446        """
447        self.viewport_update()
448        transition_image = pg.Surface(self.transition_rect.size)
449        transition_image.fill(c.TRANSITION_COLOR)
450        transition_image.set_alpha(self.transition_alpha)
451        self.draw_level(surface)
452        surface.blit(transition_image, self.transition_rect)
453        self.transition_alpha -= c.TRANSITION_SPEED 
454        if self.transition_alpha <= 0:
455            self.state = 'normal'
456            self.transition_alpha = 0
457
458    def update(self, surface, keys, current_time):
459        """
460        Update state.
461        """
462        state_function = self.state_dict[self.state]
463        state_function(surface, keys, current_time)
464
465    def viewport_update(self):
466        """
467        Update viewport so it stays centered on character,
468        unless at edge of map.
469        """
470        self.viewport.center = self.player.rect.center
471        self.viewport.clamp_ip(self.level_rect)
472
473    def draw_level(self, surface):
474        """
475        Blit all images to screen.
476        """
477        self.level_surface.blit(self.map_image, self.viewport, self.viewport)
478        self.level_surface.blit(self.player.image, self.player.rect)
479        self.sprites.draw(self.level_surface)
480
481        surface.blit(self.level_surface, (0, 0), self.viewport)
482        self.dialogue_handler.draw(surface)
483
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