all repos — Legends-RPG @ 2de767605689fc11924fff2ea10628bb0e5b1961

A fantasy mini-RPG built with Python and Pygame.

data/states/level_state.py (view raw)

  1__author__ = 'justinarmstrong'
  2"""
  3This is the base class all level states (i.e. states
  4where the player can move around the screen) inherit
  5from.  This 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 .. import tilemap as tm
 13from .. components import person, textbox
 14
 15
 16class LevelState(tools._State):
 17    def __init__(self):
 18        super(LevelState, self).__init__()
 19        self.name = None
 20        self.map_width = None
 21        self.map_height = None
 22
 23
 24
 25    def startup(self, current_time, game_data):
 26        """Called when the State object is created"""
 27        self.game_data = game_data
 28        print(game_data['player inventory'])
 29        self.current_time = current_time
 30        self.state = 'normal'
 31        self.town_map = tm.make_level_map(self.name,
 32                                           self.map_width,
 33                                           self.map_height)
 34        self.viewport = tm.create_viewport(self.town_map)
 35        self.blockers = tm.create_blockers(self.name)
 36        self.level_surface = tm.make_level_surface(self.town_map)
 37        self.level_rect = self.level_surface.get_rect()
 38        self.player = person.Player(game_data['last direction'])
 39        self.sprites = pg.sprite.Group()
 40        self.start_positions = tm.set_sprite_positions(self.player,
 41                                                       self.sprites,
 42                                                       self.name,
 43                                                       self.game_data)
 44        self.set_sprite_dialogue()
 45        self.collision_handler = collision.CollisionHandler(self.player,
 46                                                            self.blockers,
 47                                                            self.sprites)
 48        self.dialogue_handler = textbox.TextHandler(self)
 49        self.state_dict = self.make_state_dict()
 50        self.portals = tm.make_level_portals(self.name)
 51
 52
 53    def set_sprite_dialogue(self):
 54        """Sets unique dialogue for each sprite"""
 55        raise NotImplementedError
 56
 57
 58    def make_state_dict(self):
 59        """Make a dictionary of states the level can be in"""
 60        state_dict = {'normal': self.running_normally,
 61                      'dialogue': self.handling_dialogue}
 62
 63        return state_dict
 64
 65
 66    def running_normally(self, surface, keys, current_time):
 67        """Update level normally"""
 68        self.check_for_dialogue()
 69        self.check_for_portals()
 70        self.player.update(keys, current_time)
 71        self.sprites.update(current_time)
 72        self.collision_handler.update(keys, current_time)
 73        self.dialogue_handler.update(keys, current_time)
 74        self.viewport_update()
 75
 76        self.draw_level(surface)
 77
 78
 79    def check_for_portals(self):
 80        """Check if the player walks into a door, requiring a level change"""
 81        portal = pg.sprite.spritecollideany(self.player, self.portals)
 82
 83        if portal and self.player.state == 'resting':
 84            self.player.location = self.player.get_tile_location()
 85            self.next = portal.name
 86            self.update_game_data()
 87            self.done = True
 88
 89
 90    def update_game_data(self):
 91        """Update the persistant game data dictionary"""
 92        self.game_data['last location'] = self.player.location
 93        self.game_data['last direction'] = self.player.direction
 94        self.game_data['last state'] = self.name
 95
 96        self.set_new_start_pos()
 97
 98
 99    def set_new_start_pos(self):
100        """Set new start position based on previous state"""
101        location = copy.deepcopy(self.game_data['last location'])
102        direction = self.game_data['last direction']
103        state = self.game_data['last state']
104
105        if direction == 'up':
106            location[1] += 1
107        elif direction == 'down':
108            location[1] -= 1
109        elif direction == 'left':
110            location[0] += 1
111        elif direction == 'right':
112            location[0] -= 1
113
114        self.game_data[state + ' start pos'] = location
115
116
117    def handling_dialogue(self, surface, keys, current_time):
118        """Update only dialogue boxes"""
119        self.dialogue_handler.update(keys, current_time)
120        self.draw_level(surface)
121
122
123    def check_for_dialogue(self):
124        """Check if the level needs to freeze"""
125        if self.dialogue_handler.textbox:
126            self.state = 'dialogue'
127
128
129    def update(self, surface, keys, current_time):
130        """Updates state"""
131        state_function = self.state_dict[self.state]
132        state_function(surface, keys, current_time)
133
134
135    def viewport_update(self):
136        """Viewport stays centered on character, unless at edge of map"""
137        self.viewport.center = self.player.rect.center
138        self.viewport.clamp_ip(self.level_rect)
139
140
141    def draw_level(self, surface):
142        """Blits all images to screen"""
143        self.level_surface.blit(self.town_map['surface'], self.viewport, self.viewport)
144        self.level_surface.blit(self.player.image, self.player.rect)
145        self.sprites.draw(self.level_surface)
146
147        surface.blit(self.level_surface, (0, 0), self.viewport)
148        self.dialogue_handler.draw(surface)
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