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 def update(self, keys, current_time):
51 """Updates scrolling text"""
52 self.current_time = current_time
53 self.draw_box(current_time)
54 self.terminate_check(keys)
55
56 def draw_box(self, current_time, x=400):
57 """Reveal dialogue on textbox"""
58 self.image = self.make_dialogue_box_image()
59 self.check_to_draw_arrow()
60
61 def terminate_check(self, keys):
62 """Remove textbox from sprite group after 2 seconds"""
63 if keys[pg.K_SPACE] and self.allow_input:
64 self.done = True
65
66 if not keys[pg.K_SPACE]:
67 self.allow_input = True
68
69 def check_to_draw_arrow(self):
70 """Blink arrow if more text needs to be read"""
71 if self.index < len(self.dialogue_list) - 1:
72 self.image.blit(self.arrow.image, self.arrow.rect)
73 else:
74 pass
75
76
77class ItemBox(DialogueBox):
78 """Text box for information like obtaining new items"""
79 def __init__(self, dialogue, item=None):
80 super(ItemBox, self).__init__(None, 0, 'infobox', item)
81
82 def make_dialogue_box_image(self):
83 """Make the image of the dialogue box"""
84 image = pg.Surface(self.rect.size)
85 image.set_colorkey(c.BLACK)
86 image.blit(self.bground, (0, 0))
87
88 if self.item:
89 type = 'Healing Potion'
90 total = str(1)
91 dialogue = 'You received ' + total + ' ' + type + '.'
92 self.dialogue_list = [dialogue]
93 self.item = None
94
95 dialogue_image = self.font.render(self.dialogue_list[self.index],
96 False,
97 c.NEAR_BLACK)
98 dialogue_rect = dialogue_image.get_rect(left=50, top=50)
99 image.blit(dialogue_image, dialogue_rect)
100
101 return image
102
103
104
105class TextHandler(object):
106 """Handles interaction between sprites to create dialogue boxes"""
107
108 def __init__(self, level):
109 self.player = level.player
110 self.sprites = level.sprites
111 self.talking_sprite = None
112 self.textbox = None
113 self.allow_input = False
114 self.level = level
115 self.last_textbox_timer = 0.0
116 self.game_data = level.game_data
117
118
119 def update(self, keys, current_time):
120 """Checks for the creation of Dialogue boxes"""
121 if keys[pg.K_SPACE] and not self.textbox and self.allow_input:
122 for sprite in self.sprites:
123 if (current_time - self.last_textbox_timer) > 300:
124 if self.player.state == 'resting':
125 self.allow_input = False
126 self.check_for_dialogue(sprite)
127
128 if self.textbox:
129 if self.talking_sprite.name == 'treasurechest':
130 self.open_chest(self.talking_sprite)
131
132 self.textbox.update(keys, current_time)
133
134 if self.textbox.done:
135
136 if self.textbox.index < (len(self.textbox.dialogue_list) - 1):
137 index = self.textbox.index + 1
138 dialogue = self.textbox.dialogue_list
139 if self.textbox.name == 'dialoguebox':
140 self.textbox = DialogueBox(dialogue, index)
141 elif self.textbox.name == 'infobox':
142 self.textbox = ItemBox(dialogue, index)
143 elif self.talking_sprite.item:
144 self.check_for_item()
145 elif self.talking_sprite.battle:
146 self.game_data['battle type'] = self.talking_sprite.battle
147 self.dialogue_reset()
148 self.talking_sprite = None
149 self.level.state = 'normal'
150 self.level.switch_to_battle = True
151 self.textbox = None
152 self.last_textbox_timer = current_time
153 self.reset_sprite_direction()
154 else:
155 self.dialogue_reset()
156 self.talking_sprite = None
157 self.level.state = 'normal'
158 self.textbox = None
159 self.last_textbox_timer = current_time
160 self.reset_sprite_direction()
161
162 if not keys[pg.K_SPACE]:
163 self.allow_input = True
164
165
166 def check_for_dialogue(self, sprite):
167 """Checks if a sprite is in the correct location to give dialogue"""
168 player = self.player
169 tile_x, tile_y = player.location
170
171 if player.direction == 'up':
172 if sprite.location == [tile_x, tile_y - 1]:
173 self.textbox = DialogueBox(sprite.dialogue)
174 sprite.direction = 'down'
175 self.talking_sprite = sprite
176 elif player.direction == 'down':
177 if sprite.location == [tile_x, tile_y + 1]:
178 self.textbox = DialogueBox(sprite.dialogue)
179 sprite.direction = 'up'
180 self.talking_sprite = sprite
181 elif player.direction == 'left':
182 if sprite.location == [tile_x - 1, tile_y]:
183 self.textbox = DialogueBox(sprite.dialogue)
184 sprite.direction = 'right'
185 self.talking_sprite = sprite
186 elif player.direction == 'right':
187 if sprite.location == [tile_x + 1, tile_y]:
188 self.textbox = DialogueBox(sprite.dialogue)
189 sprite.direction = 'left'
190 self.talking_sprite = sprite
191
192
193 def check_for_item(self):
194 """Checks if sprite has an item to give to the player"""
195 item = self.talking_sprite.item
196
197 if item:
198 if item in self.game_data['player inventory']:
199 if 'quantity' in self.game_data['player inventory'][item]:
200 self.game_data['player inventory'][item]['quantity'] += 1
201 else:
202 self.add_new_item_to_inventory(item)
203
204 self.update_game_items_info(self.talking_sprite)
205 self.talking_sprite.item = None
206
207 if self.talking_sprite.name == 'treasurechest':
208 self.talking_sprite.dialogue = ['Empty.']
209
210 if item == 'ELIXIR':
211 self.game_data['has brother elixir'] = True
212 self.game_data['old man gift'] = 'Fire Blast'
213 dialogue = ['Hurry! There is precious little time.']
214 self.level.reset_dialogue = self.talking_sprite, dialogue
215
216 def add_new_item_to_inventory(self, item):
217 inventory = self.game_data['player inventory']
218 potions = ['Healing Potion', 'Ether Potion']
219 if item in potions:
220 inventory[item] = dict([('quantity',1),
221 ('value',15)])
222 elif item == 'ELIXIR':
223 inventory[item] = dict([('quantity',1)])
224 elif item == 'Fire Blast':
225 inventory[item] = dict([('magic points', 25),
226 ('power', 10)])
227 else:
228 pass
229
230 def update_game_items_info(self, sprite):
231 if sprite.name == 'treasurechest':
232 self.game_data['treasure{}'.format(sprite.id)] = False
233 elif sprite.name == 'oldmanbrother':
234 self.game_data['brother elixir'] = False
235
236 def reset_sprite_direction(self):
237 """Reset sprite to default direction"""
238 for sprite in self.sprites:
239 if sprite.state == 'resting':
240 sprite.direction = sprite.default_direction
241
242
243 def draw(self, surface):
244 """Draws textbox to surface"""
245 if self.textbox:
246 surface.blit(self.textbox.image, self.textbox.rect)
247
248
249 def make_textbox(self, name, dialogue, item=None):
250 """Make textbox on demand"""
251 if name == 'itembox':
252 textbox = ItemBox(dialogue, item)
253 elif name == 'dialoguebox':
254 textbox = DialogueBox(dialogue)
255 else:
256 textbox = None
257
258 return textbox
259
260 def open_chest(self, sprite):
261 if sprite.name == 'treasurechest':
262 sprite.index = 1
263
264 def dialogue_reset(self):
265 """
266 Reset dialogue if necessary.
267 """
268 if self.level.reset_dialogue:
269 sprite = self.level.reset_dialogue[0]
270 dialogue = self.level.reset_dialogue[1]
271 sprite.dialogue = dialogue
272 self.level.reset_dialogue = ()
273