data/states/town/town.py (view raw)
1"""This is town state. Most of its functionality is inherited from
2the level_state.py module. Most of the level data is contained in
3the tilemap .txt files in this state's directory. Essentially the
4only purpose of town.py is to assign dialogue to each sprite
5"""
6
7from .. import level_state
8from ... import constants as c
9
10class Town(level_state.LevelState):
11 def __init__(self):
12 super(Town, self).__init__()
13 self.name = c.TOWN
14 self.map_width = 25
15 self.map_height = 50
16
17 def set_sprite_dialogue(self):
18 """Sets unique dialogue for each sprite"""
19 for sprite in self.sprites:
20 if sprite.location == [9, 46]:
21 sprite.dialogue = ['Welcome to our town, traveller!',
22 'Our King protects us against the evil forces of the outside world.',
23 'As long as we never leave, we have nothing to fear!']
24 elif sprite.location == [15, 41]:
25 sprite.dialogue = ['You seem tired from your travels.',
26 'Why not rest at our Inn and stay awhile?']
27 sprite.begin_auto_resting()
28 elif sprite.location == [13, 13]:
29 sprite.dialogue = ['Be careful. There are monsters surrounding our town.',
30 'Make sure to equip sufficient armour and weapons.',
31 'Spells and potions are useful too.']
32 elif sprite.location == [10, 13]:
33 sprite.dialogue = ['I have heard rumours that the King has lost something...',
34 'Perhaps you should pay him a visit.']
35 elif sprite.location == [10, 7]:
36 sprite.dialogue = ['Welcome to the castle, citizen.']
37 elif sprite.location == [13, 7]:
38 sprite.dialogue = ['Only those given special permission by the King can leave this town.',
39 'It is for our own good, as few could survive in the outside world.']
40 elif sprite.location == [18, 27]:
41 sprite.dialogue = ["Don't be frightened. I'm a friendly Demon.",
42 "My brothers and sisters, however, are not so nice.",
43 "Be careful not to run into them."]
44