__author__ = 'justinarmstrong' import copy import pygame as pg from .. import setup from .. import constants as c class NextArrow(pg.sprite.Sprite): """Flashing arrow indicating more dialogue""" def __init__(self): super(NextArrow, self).__init__() self.image = setup.GFX['fancyarrow'] self.rect = self.image.get_rect(right=780, bottom=135) class DialogueBox(object): """Text box used for dialogue""" def __init__(self, dialogue, index=0, image_key='dialoguebox', item=None): self.item = item self.bground = setup.GFX[image_key] self.rect = self.bground.get_rect(centerx=400) self.timer = 0.0 self.arrow_timer = 0.0 self.font = pg.font.Font(setup.FONTS['Fixedsys500c'], 22) self.dialogue_list = dialogue self.index = index self.image = self.make_dialogue_box_image() self.arrow = NextArrow() self.check_to_draw_arrow() self.done = False self.name = image_key def make_dialogue_box_image(self): """Make the image of the dialogue box""" image = pg.Surface(self.rect.size) image.set_colorkey(c.BLACK) image.blit(self.bground, (0, 0)) dialogue_image = self.font.render(self.dialogue_list[self.index], True, c.NEAR_BLACK) dialogue_rect = dialogue_image.get_rect(left=50, top=50) image.blit(dialogue_image, dialogue_rect) return image def update(self, keys, current_time): """Updates scrolling text""" self.current_time = current_time self.draw_box(current_time) self.terminate_check(keys) def draw_box(self, current_time, x=400): """Reveal dialogue on textbox""" self.image = self.make_dialogue_box_image() self.check_to_draw_arrow() def terminate_check(self, keys): """Remove textbox from sprite group after 2 seconds""" if self.timer == 0.0: self.timer = self.current_time elif (self.current_time - self.timer) > 300: if keys[pg.K_SPACE]: self.done = True def check_to_draw_arrow(self): """Blink arrow if more text needs to be read""" if self.index < len(self.dialogue_list) - 1: self.image.blit(self.arrow.image, self.arrow.rect) else: pass class ItemBox(DialogueBox): """Text box for information like obtaining new items""" def __init__(self, dialogue, item=None): super(ItemBox, self).__init__(None, 0, 'infobox', item) def make_dialogue_box_image(self): """Make the image of the dialogue box""" image = pg.Surface(self.rect.size) image.set_colorkey(c.BLACK) image.blit(self.bground, (0, 0)) if self.item: type = list(self.item.keys())[0] total = str(self.item[type]) dialogue = 'You received ' + total + ' ' + type + '.' self.dialogue_list = [dialogue] self.item = None dialogue_image = self.font.render(self.dialogue_list[self.index], False, c.NEAR_BLACK) dialogue_rect = dialogue_image.get_rect(left=50, top=50) image.blit(dialogue_image, dialogue_rect) return image class TextHandler(object): """Handles interaction between sprites to create dialogue boxes""" def __init__(self, level): self.player = level.player self.sprites = level.sprites self.talking_sprite = None self.textbox = None self.level = level self.last_textbox_timer = 0.0 self.game_data = level.game_data def update(self, keys, current_time): """Checks for the creation of Dialogue boxes""" if keys[pg.K_SPACE] and not self.textbox: for sprite in self.sprites: if (current_time - self.last_textbox_timer) > 300: self.check_for_dialogue(sprite) if self.textbox: self.textbox.update(keys, current_time) if self.textbox.done: if self.textbox.index < (len(self.textbox.dialogue_list) - 1): index = self.textbox.index + 1 dialogue = self.textbox.dialogue_list if self.textbox.name == 'dialoguebox': self.textbox = DialogueBox(dialogue, index) elif self.textbox.name == 'infobox': self.textbox = ItemBox(dialogue, index) elif self.talking_sprite.item: item = self.check_for_item() self.textbox = ItemBox(None, item) else: self.level.state = 'normal' self.textbox = None self.last_textbox_timer = current_time self.reset_sprite_direction() def check_for_dialogue(self, sprite): """Checks if a sprite is in the correct location to give dialogue""" player = self.player tile_x, tile_y = player.location if player.direction == 'up': if sprite.location == [tile_x, tile_y - 1]: self.textbox = DialogueBox(sprite.dialogue) sprite.direction = 'down' self.talking_sprite = sprite elif player.direction == 'down': if sprite.location == [tile_x, tile_y + 1]: self.textbox = DialogueBox(sprite.dialogue) sprite.direction = 'up' self.talking_sprite = sprite elif player.direction == 'left': if sprite.location == [tile_x - 1, tile_y]: self.textbox = DialogueBox(sprite.dialogue) sprite.direction = 'right' self.talking_sprite = sprite elif player.direction == 'right': if sprite.location == [tile_x + 1, tile_y]: self.textbox = DialogueBox(sprite.dialogue) sprite.direction = 'left' self.talking_sprite = sprite def check_for_item(self): """Checks if sprite has an item to give to the player""" item = self.talking_sprite.item if item: if 'gold' in item: self.game_data['player items']['gold'] += item['gold'] self.talking_sprite.item = None if self.talking_sprite.name == 'king': self.game_data['king item'] = None return item def reset_sprite_direction(self): """Reset sprite to default direction""" for sprite in self.sprites: if sprite.state == 'resting': sprite.direction = sprite.default_direction def draw(self, surface): """Draws textbox to surface""" if self.textbox: surface.blit(self.textbox.image, self.textbox.rect) def make_textbox(self, name, dialogue, item=None): """Make textbox on demand""" if name == 'itembox': textbox = ItemBox(dialogue, item) elif name == 'dialoguebox': textbox = DialogueBox(dialogue) else: textbox = None return textbox