all repos — Legends-RPG @ 05d9e3d3d1f5fd253dc04a612313eac3b634def0

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"""
  8
  9import copy
 10import pygame as pg
 11from .. import tools, collision
 12from .. components import person, textbox, portal
 13from . import player_menu
 14from .. import tilerender
 15from .. import setup
 16
 17
 18
 19class LevelState(tools._State):
 20    def __init__(self, name, battles=False):
 21        super(LevelState, self).__init__()
 22        self.name = name
 23        self.tmx_map = setup.TMX[name]
 24        self.allow_battles = battles
 25
 26    def startup(self, current_time, game_data):
 27        """
 28        Call when the State object is flipped to.
 29        """
 30        self.game_data = game_data
 31        self.current_time = current_time
 32        self.state = 'normal'
 33        self.reset_dialogue = ()
 34        self.switch_to_battle = False
 35        self.allow_input = False
 36        self.cut_off_bottom_map = ['castle', 'town', 'dungeon']
 37        self.renderer = tilerender.Renderer(self.tmx_map)
 38        self.map_image = self.renderer.make_2x_map()
 39
 40        self.viewport = self.make_viewport(self.map_image)
 41        self.level_surface = self.make_level_surface(self.map_image)
 42        self.level_rect = self.level_surface.get_rect()
 43        self.portals = None
 44        self.player = self.make_player()
 45        self.blockers = self.make_blockers()
 46        self.sprites = self.make_sprites()
 47
 48        self.collision_handler = collision.CollisionHandler(self.player,
 49                                                            self.blockers,
 50                                                            self.sprites,
 51                                                            self)
 52        self.dialogue_handler = textbox.TextHandler(self)
 53        self.state_dict = self.make_state_dict()
 54        self.portals = self.make_level_portals()
 55        self.menu_screen = player_menu.Player_Menu(game_data, self)
 56
 57    def make_viewport(self, map_image):
 58        """
 59        Create the viewport to view the level through.
 60        """
 61        map_rect = map_image.get_rect()
 62        return setup.SCREEN.get_rect(bottom=map_rect.bottom)
 63
 64    def make_level_surface(self, map_image):
 65        """
 66        Create the surface all images are blitted to.
 67        """
 68        map_rect = map_image.get_rect()
 69        map_width = map_rect.width
 70        if self.name in self.cut_off_bottom_map:
 71            map_height = map_rect.height - 32
 72        else:
 73            map_height = map_rect.height
 74        size = map_width, map_height
 75
 76        return pg.Surface(size).convert()
 77
 78    def make_player(self):
 79        """
 80        Make the player and sets location.
 81        """
 82        last_state = self.game_data['last state']
 83
 84
 85        if last_state == 'battle':
 86            player = person.Player(self.game_data['last direction'])
 87            player.rect.x = self.game_data['last location'][0] * 32
 88            player.rect.y = self.game_data['last location'][1] * 32
 89
 90        else:
 91            for object in self.renderer.tmx_data.getObjects():
 92                properties = object.__dict__
 93                if properties['name'] == 'start point':
 94                    if last_state == properties['state']:
 95                        posx = properties['x'] * 2
 96                        posy = (properties['y'] * 2) - 32
 97                        player = person.Player(properties['direction'])
 98                        player.rect.x = posx
 99                        player.rect.y = posy
100
101        return player
102
103    def make_blockers(self):
104        """
105        Make the blockers for the level.
106        """
107        blockers = []
108
109        for object in self.renderer.tmx_data.getObjects():
110            properties = object.__dict__
111            if properties['name'] == 'blocker':
112                left = properties['x'] * 2
113                top = ((properties['y']) * 2) - 32
114                blocker = pg.Rect(left, top, 32, 32)
115                blockers.append(blocker)
116
117        return blockers
118
119    def make_sprites(self):
120        """
121        Make any sprites for the level as needed.
122        """
123        sprites = pg.sprite.Group()
124
125        for object in self.renderer.tmx_data.getObjects():
126            properties = object.__dict__
127            if properties['name'] == 'sprite':
128                if 'direction' in properties:
129                    direction = properties['direction']
130                else:
131                    direction = 'down'
132
133                if properties['type'] == 'soldier' and direction == 'left':
134                    index = 1
135                else:
136                    index = 0
137
138                if 'item' in properties:
139                    item = properties['item']
140                else:
141                    item = None
142
143                if 'id' in properties:
144                    id = properties['id']
145                else:
146                    id = None
147
148                if 'battle' in properties:
149                    battle = properties['battle']
150                else:
151                    battle = None
152
153
154                x = properties['x'] * 2
155                y = ((properties['y']) * 2) - 32
156
157                sprite_dict = {'oldman': person.Person('oldman',
158                                                       x, y, direction),
159                               'bluedressgirl': person.Person('femalevillager',
160                                                              x, y, direction,
161                                                              'resting', 1),
162                               'femalewarrior': person.Person('femvillager2',
163                                                              x, y, direction,
164                                                              'autoresting'),
165                               'devil': person.Person('devil', x, y,
166                                                      'down', 'autoresting'),
167                               'oldmanbrother': person.Person('oldmanbrother',
168                                                              x, y, direction),
169                               'soldier': person.Person('soldier',
170                                                        x, y, direction,
171                                                        'resting', index),
172                               'king': person.Person('king', x, y, direction),
173                               'evilwizard': person.Person('evilwizard', x, y, direction),
174                               'treasurechest': person.Chest(x, y, id)}
175
176                sprite = sprite_dict[properties['type']]
177                if sprite.name == 'oldman':
178                    if self.game_data['old man gift']:
179                        sprite.item = self.game_data['old man gift']
180                        self.game_data['old man gift'] = {}
181                    else:
182                        sprite.item = item
183                else:
184                    sprite.item = item
185                sprite.battle = battle
186                self.assign_dialogue(sprite, properties)
187                self.check_for_opened_chest(sprite)
188                if sprite.name == 'evilwizard' and self.game_data['crown quest']:
189                    pass
190                else:
191                    sprites.add(sprite)
192
193        return sprites
194
195    def assign_dialogue(self, sprite, property_dict):
196        """
197        Assign dialogue from object property dictionaries in tmx maps to sprites.
198        """
199        dialogue_list = []
200        for i in range(int(property_dict['dialogue length'])):
201            dialogue_list.append(property_dict['dialogue'+str(i)])
202            sprite.dialogue = dialogue_list
203
204        if sprite.name == 'oldman':
205            if self.game_data['has brother elixir']:
206                if self.game_data['elixir received']:
207                    sprite.dialogue = ['My good health is thanks to you.',
208                                       'I will be forever in your debt.']
209                else:
210                    sprite.dialogue = ['Thank you for reaching my brother.',
211                                       'This ELIXIR will cure my ailment.',
212                                       'As a reward, I will teach you a magic spell.',
213                                       'Use it wisely.',
214                                       'You learned FIRE BLAST.']
215                    del self.game_data['player inventory']['ELIXIR']
216                    self.game_data['elixir received'] = True
217                    dialogue = ['My good health is thanks to you.',
218                                'I will be forever in your debt.']
219                    self.reset_dialogue = sprite, dialogue
220        elif sprite.name == 'oldmanbrother':
221            if self.game_data['has brother elixir']:
222                if self.game_data['elixir received']:
223                    sprite.dialogue = ['I am glad my brother is doing well.',
224                                       'You have wise and generous spirit.']
225                else:
226                    sprite.dialogue = ['Hurry! There is precious little time.']
227
228
229    def check_for_opened_chest(self, sprite):
230        if sprite.name == 'treasurechest':
231            if not self.game_data['treasure{}'.format(sprite.id)]:
232                sprite.dialogue = ['Empty.']
233                sprite.item = None
234                sprite.index = 1
235
236    def make_state_dict(self):
237        """
238        Make a dictionary of states the level can be in.
239        """
240        state_dict = {'normal': self.running_normally,
241                      'dialogue': self.handling_dialogue,
242                      'menu': self.goto_menu}
243
244        return state_dict
245
246    def make_level_portals(self):
247        """
248        Make the portals to switch state.
249        """
250        portal_group = pg.sprite.Group()
251
252        for object in self.renderer.tmx_data.getObjects():
253            properties = object.__dict__
254            if properties['name'] == 'portal':
255                posx = properties['x'] * 2
256                posy = (properties['y'] * 2) - 32
257                new_state = properties['type']
258                portal_group.add(portal.Portal(posx, posy, new_state))
259
260
261        return portal_group
262
263    def running_normally(self, surface, keys, current_time):
264        """
265        Update level normally.
266        """
267        self.check_for_dialogue()
268        self.player.update(keys, current_time)
269        self.sprites.update(current_time)
270        self.collision_handler.update(keys, current_time)
271        self.check_for_portals()
272        self.check_for_battle()
273        self.dialogue_handler.update(keys, current_time)
274        self.check_for_menu(keys)
275        self.viewport_update()
276        self.draw_level(surface)
277
278    def check_for_portals(self):
279        """
280        Check if the player walks into a door, requiring a level change.
281        """
282        portal = pg.sprite.spritecollideany(self.player, self.portals)
283
284        if portal and self.player.state == 'resting':
285            self.player.location = self.player.get_tile_location()
286            self.next = portal.name
287            self.update_game_data()
288            self.done = True
289
290    def check_for_battle(self):
291        """
292        Check if the flag has been made true, indicating
293        to switch state to a battle.
294        """
295        if self.switch_to_battle and self.allow_battles and not self.done:
296            self.player.location = self.player.get_tile_location()
297            self.update_game_data()
298            self.next = 'battle'
299            self.done = True
300
301    def check_for_menu(self, keys):
302        """
303        Check if player hits enter to go to menu.
304        """
305        if keys[pg.K_RETURN] and self.allow_input:
306            if self.player.state == 'resting':
307                self.state = 'menu'
308                self.allow_input = False
309
310        if not keys[pg.K_RETURN]:
311            self.allow_input = True
312
313
314    def update_game_data(self):
315        """
316        Update the persistant game data dictionary.
317        """
318        self.game_data['last location'] = self.player.location
319        self.game_data['last direction'] = self.player.direction
320        self.game_data['last state'] = self.name
321        self.set_new_start_pos()
322
323
324    def set_new_start_pos(self):
325        """
326        Set new start position based on previous state.
327        """
328        location = copy.deepcopy(self.game_data['last location'])
329        direction = self.game_data['last direction']
330
331        if self.next == 'player menu':
332            pass
333        elif direction == 'up':
334            location[1] += 1
335        elif direction == 'down':
336            location[1] -= 1
337        elif direction == 'left':
338            location[0] += 1
339        elif direction == 'right':
340            location[0] -= 1
341
342
343
344    def handling_dialogue(self, surface, keys, current_time):
345        """
346        Update only dialogue boxes.
347        """
348        self.dialogue_handler.update(keys, current_time)
349        self.draw_level(surface)
350
351
352    def goto_menu(self, surface, keys, *args):
353        """
354        Go to menu screen.
355        """
356        self.menu_screen.update(surface, keys)
357        self.menu_screen.draw(surface)
358
359
360    def check_for_dialogue(self):
361        """
362        Check if the level needs to freeze.
363        """
364        if self.dialogue_handler.textbox:
365            self.state = 'dialogue'
366
367    def update(self, surface, keys, current_time):
368        """
369        Update state.
370        """
371        state_function = self.state_dict[self.state]
372        state_function(surface, keys, current_time)
373
374    def viewport_update(self):
375        """
376        Update viewport so it stays centered on character,
377        unless at edge of map.
378        """
379        self.viewport.center = self.player.rect.center
380        self.viewport.clamp_ip(self.level_rect)
381
382    def draw_level(self, surface):
383        """
384        Blit all images to screen.
385        """
386        self.level_surface.blit(self.map_image, self.viewport, self.viewport)
387        self.level_surface.blit(self.player.image, self.player.rect)
388        self.sprites.draw(self.level_surface)
389
390        surface.blit(self.level_surface, (0, 0), self.viewport)
391        self.dialogue_handler.draw(surface)
392
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