data/states/town.py (view raw)
1__author__ = 'justinarmstrong'
2
3import pygame as pg
4from .. import tools, collision
5from .. import tilemap as tm
6from .. components import person, textbox
7
8
9
10class Town(tools._State):
11 def __init__(self):
12 super(Town, self).__init__()
13
14
15 def startup(self, current_time, persist):
16 """Called when the State object is created"""
17 self.persist = persist
18 self.current_time = current_time
19 self.state = 'normal'
20 self.town_map = tm.create_town_map()
21 self.viewport = tm.create_viewport(self.town_map)
22 self.blockers = tm.create_blockers()
23 self.level_surface = tm.create_level_surface(self.town_map)
24 self.level_rect = self.level_surface.get_rect()
25 self.player = person.Player('up')
26 self.town_sprites = pg.sprite.Group()
27 self.start_positions = tm.set_sprite_positions(self.player,
28 self.town_sprites)
29 self.set_sprite_dialogue()
30 self.collision_handler = collision.CollisionHandler(self.player,
31 self.blockers,
32 self.town_sprites)
33 self.dialogue_handler = textbox.DialogueHandler(self.player,
34 self.town_sprites,
35 self)
36 self.state_dict = self.make_state_dict()
37
38
39 def set_sprite_dialogue(self):
40 """Sets unique dialogue for each sprite"""
41 for sprite in self.town_sprites:
42 if sprite.location == (10, 47):
43 sprite.dialogue = 'Welcome to our town, Mr. Traveller!'
44 elif sprite.location == (16, 42):
45 sprite.dialogue = 'You seem tired, why not rest at our Inn?'
46 sprite.begin_auto_resting()
47 elif sprite.location == (14, 14):
48 sprite.dialogue = 'Welcome to the castle, citizen.'
49 elif sprite.location == (11, 14):
50 sprite.dialogue = 'I have heard rumours that the King has lost something...'
51 elif sprite.location == (11, 8):
52 sprite.dialogue = 'Be careful. There are monsters surrounding our town.'
53 elif sprite.location == (14, 8):
54 sprite.dialogue = 'Move along, citizen.'
55
56
57 def make_state_dict(self):
58 """Make a dictionary of states the level can be in"""
59 state_dict = {'normal': self.running_normally,
60 'dialogue': self.handling_dialogue}
61
62 return state_dict
63
64
65 def running_normally(self, surface, keys, current_time):
66 """Update level normally"""
67 self.player.update(keys, current_time)
68 self.town_sprites.update(current_time)
69 self.collision_handler.update(keys, current_time)
70 self.dialogue_handler.update(keys, current_time)
71 self.viewport_update()
72
73 self.draw_level(surface)
74
75
76 def handling_dialogue(self, surface, keys, current_time):
77 """Update only dialogue boxes"""
78 self.dialogue_handler.update(keys, current_time)
79 self.draw_level(surface)
80
81
82 def update(self, surface, keys, current_time):
83 """Updates state"""
84 state_function = self.state_dict[self.state]
85 state_function(surface, keys, current_time)
86
87
88 def viewport_update(self):
89 """Viewport stays centered on character, unless at edge of map"""
90 self.viewport.center = self.player.rect.center
91 self.viewport.clamp_ip(self.level_rect)
92
93
94 def draw_level(self, surface):
95 """Blits all images to screen"""
96 self.level_surface.blit(self.town_map['surface'], self.viewport, self.viewport)
97 self.level_surface.blit(self.player.image, self.player.rect)
98 self.town_sprites.draw(self.level_surface)
99
100 surface.blit(self.level_surface, (0, 0), self.viewport)
101 self.dialogue_handler.draw(surface)
102
103
104 def get_event(self, event):
105 """Set event to level attribute"""
106 self.event = event
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