all repos — Legends-RPG @ a5b828ace1209769c68ffed3ad2178da480599a4

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"""
  8import copy, sys
  9import pygame as pg
 10from .. import tools, collision
 11from .. import constants as c
 12from .. components import person, textbox, portal
 13from . import player_menu
 14from .. import tilerender
 15from .. import setup
 16
 17
 18#Python 2/3 compatibility.
 19if sys.version_info[0] == 2:
 20    range = xrange
 21
 22
 23class LevelState(tools._State):
 24    def __init__(self, name, battles=False):
 25        super(LevelState, self).__init__()
 26        self.name = name
 27        self.tmx_map = setup.TMX[name]
 28        self.allow_battles = battles
 29        self.music, self.volume = self.set_music()
 30
 31    def set_music(self):
 32        """
 33        Set music based on name.
 34        """
 35        music_dict = {c.TOWN: ('town_theme', .4),
 36                      c.OVERWORLD: ('overworld', .4),
 37                      c.CASTLE: ('kings_theme', .4),
 38                      c.DUNGEON: ('dungeon_theme', .4),
 39                      c.DUNGEON2: ('dungeon_theme', .4),
 40                      c.DUNGEON3: ('dungeon_theme', .4),
 41                      c.DUNGEON4: ('dungeon_theme', .4),
 42                      c.DUNGEON5: ('dungeon_theme', .4),
 43                      c.HOUSE: ('pleasant_creek', .1),
 44                      c.BROTHER_HOUSE: ('pleasant_creek', .1)}
 45
 46        if self.name in music_dict:
 47            music = music_dict[self.name][0]
 48            volume = music_dict[self.name][1]
 49            return setup.MUSIC[music], volume
 50        else:
 51            return None, None
 52
 53    def startup(self, current_time, game_data):
 54        """
 55        Call when the State object is flipped to.
 56        """
 57        self.game_data = game_data
 58        self.current_time = current_time
 59        self.state = 'transition_in'
 60        self.reset_dialogue = ()
 61        self.switch_to_battle = False
 62        self.use_portal = False
 63        self.allow_input = False
 64        self.cut_off_bottom_map = ['castle', 'town', 'dungeon']
 65        self.renderer = tilerender.Renderer(self.tmx_map)
 66        self.map_image = self.renderer.make_2x_map()
 67
 68        self.viewport = self.make_viewport(self.map_image)
 69        self.level_surface = self.make_level_surface(self.map_image)
 70        self.level_rect = self.level_surface.get_rect()
 71        self.portals = self.make_level_portals()
 72        self.player = self.make_player()
 73        self.blockers = self.make_blockers()
 74        self.sprites = self.make_sprites()
 75
 76        self.collision_handler = collision.CollisionHandler(self.player,
 77                                                            self.blockers,
 78                                                            self.sprites,
 79                                                            self.portals,
 80                                                            self)
 81        self.dialogue_handler = textbox.TextHandler(self)
 82        self.state_dict = self.make_state_dict()
 83        self.menu_screen = player_menu.Player_Menu(game_data, self)
 84        self.transition_rect = setup.SCREEN.get_rect()
 85        self.transition_alpha = 255
 86
 87    def make_viewport(self, map_image):
 88        """
 89        Create the viewport to view the level through.
 90        """
 91        map_rect = map_image.get_rect()
 92        return setup.SCREEN.get_rect(bottom=map_rect.bottom)
 93
 94    def make_level_surface(self, map_image):
 95        """
 96        Create the surface all images are blitted to.
 97        """
 98        map_rect = map_image.get_rect()
 99        map_width = map_rect.width
100        if self.name in self.cut_off_bottom_map:
101            map_height = map_rect.height - 32
102        else:
103            map_height = map_rect.height
104        size = map_width, map_height
105
106        return pg.Surface(size).convert()
107
108    def make_player(self):
109        """
110        Make the player and sets location.
111        """
112        last_state = self.previous
113
114        if last_state == 'battle':
115            player = person.Player(self.game_data['last direction'], self.game_data)
116            player.rect.x = self.game_data['last location'][0] * 32
117            player.rect.y = self.game_data['last location'][1] * 32
118
119        else:
120            for object in self.renderer.tmx_data.getObjects():
121                properties = object.__dict__
122                if properties['name'] == 'start point':
123                    if last_state == properties['state']:
124                        posx = properties['x'] * 2
125                        posy = (properties['y'] * 2) - 32
126                        player = person.Player(properties['direction'],
127                                               self.game_data)
128                        player.rect.x = posx
129                        player.rect.y = posy
130
131        return player
132
133    def make_blockers(self):
134        """
135        Make the blockers for the level.
136        """
137        blockers = []
138
139        for object in self.renderer.tmx_data.getObjects():
140            properties = object.__dict__
141            if properties['name'] == 'blocker':
142                left = properties['x'] * 2
143                top = ((properties['y']) * 2) - 32
144                blocker = pg.Rect(left, top, 32, 32)
145                blockers.append(blocker)
146
147        return blockers
148
149    def make_sprites(self):
150        """
151        Make any sprites for the level as needed.
152        """
153        sprites = pg.sprite.Group()
154
155        for object in self.renderer.tmx_data.getObjects():
156            properties = object.__dict__
157            if properties['name'] == 'sprite':
158                if 'direction' in properties:
159                    direction = properties['direction']
160                else:
161                    direction = 'down'
162
163                if properties['type'] == 'soldier' and direction == 'left':
164                    index = 1
165                else:
166                    index = 0
167
168                if 'item' in properties:
169                    item = properties['item']
170                else:
171                    item = None
172
173                if 'id' in properties:
174                    id = properties['id']
175                else:
176                    id = None
177
178                if 'battle' in properties:
179                    battle = properties['battle']
180                else:
181                    battle = None
182
183                if 'state' in properties:
184                    sprite_state = properties['state']
185                else:
186                    sprite_state = None
187
188
189                x = properties['x'] * 2
190                y = ((properties['y']) * 2) - 32
191
192                sprite_dict = {'oldman': person.Person('oldman',
193                                                       x, y, direction),
194                               'bluedressgirl': person.Person('femalevillager',
195                                                              x, y, direction,
196                                                              'resting', 1),
197                               'femalewarrior': person.Person('femvillager2',
198                                                              x, y, direction,
199                                                              'autoresting'),
200                               'devil': person.Person('devil', x, y,
201                                                      'down', 'autoresting'),
202                               'oldmanbrother': person.Person('oldmanbrother',
203                                                              x, y, direction),
204                               'soldier': person.Person('soldier',
205                                                        x, y, direction,
206                                                        'resting', index),
207                               'king': person.Person('king', x, y, direction),
208                               'evilwizard': person.Person('evilwizard', x, y, direction),
209                               'treasurechest': person.Chest(x, y, id)}
210
211                sprite = sprite_dict[properties['type']]
212                if sprite_state:
213                    sprite.state = sprite_state
214
215                if sprite.name == 'oldman':
216                    if self.game_data['old man gift'] and not self.game_data['elixir received']:
217                        sprite.item = self.game_data['old man gift']
218                    else:
219                        sprite.item = item
220                elif sprite.name == 'king':
221                    if not self.game_data['talked to king']:
222                        sprite.item = self.game_data['king item']
223                else:
224                    sprite.item = item
225                sprite.battle = battle
226                self.assign_dialogue(sprite, properties)
227                self.check_for_opened_chest(sprite)
228                if sprite.name == 'evilwizard' and self.game_data['crown quest']:
229                    pass
230                else:
231                    sprites.add(sprite)
232
233        return sprites
234
235    def assign_dialogue(self, sprite, property_dict):
236        """
237        Assign dialogue from object property dictionaries in tmx maps to sprites.
238        """
239        dialogue_list = []
240        for i in range(int(property_dict['dialogue length'])):
241            dialogue_list.append(property_dict['dialogue'+str(i)])
242            sprite.dialogue = dialogue_list
243
244        if sprite.name == 'oldman':
245            quest_in_process_dialogue = ['Hurry to the NorthEast Shores!',
246                                         'I do not have much time left.']
247
248            if self.game_data['has brother elixir']:
249                if self.game_data['elixir received']:
250                    sprite.dialogue = ['My good health is thanks to you.',
251                                       'I will be forever in your debt.']
252                else:
253                    sprite.dialogue = ['Thank you for reaching my brother.',
254                                       'This ELIXIR will cure my ailment.',
255                                       'As a reward, I will teach you a magic spell.',
256                                       'Use it wisely.',
257                                       'You learned FIRE BLAST.']
258
259            elif self.game_data['talked to sick brother']:
260                sprite.dialogue = quest_in_process_dialogue
261
262            elif not self.game_data['talked to sick brother']:
263                self.reset_dialogue = (sprite, quest_in_process_dialogue)
264        elif sprite.name == 'oldmanbrother':
265            if self.game_data['has brother elixir']:
266                if self.game_data['elixir received']:
267                    sprite.dialogue = ['I am glad my brother is doing well.',
268                                       'You have a wise and generous spirit.']
269                else:
270                    sprite.dialogue = ['Hurry! There is precious little time.']
271            elif self.game_data['talked to sick brother']:
272                sprite.dialogue = ['My brother is sick?!?',
273                                   'I have not seen him in years.  I had no idea he was not well.',
274                                   'Quick, take this ELIXIR to him immediately.']
275        elif sprite.name == 'king':
276            retrieved_crown_dialogue = ['My crown! You recovered my stolen crown!!!',
277                                        'I can not believe what I see before my eyes.',
278                                        'You are truly a brave and noble warrior.',
279                                        'Henceforth, I name thee Grand Protector of this Town!',
280                                        'You are the greatest warrior this world has ever known.']
281            thank_you_dialogue = ['Thank you for retrieving my crown.',
282                                  'My kingdom is forever in your debt.']
283
284            if self.game_data['crown quest'] and not self.game_data['delivered crown']:
285                sprite.dialogue = retrieved_crown_dialogue
286                self.game_data['delivered crown'] = True
287                self.reset_dialogue = (sprite, thank_you_dialogue)
288            elif self.game_data['delivered crown']:
289                sprite.dialogue = thank_you_dialogue
290
291
292    def check_for_opened_chest(self, sprite):
293        if sprite.name == 'treasurechest':
294            if not self.game_data['treasure{}'.format(sprite.id)]:
295                sprite.dialogue = ['Empty.']
296                sprite.item = None
297                sprite.index = 1
298
299    def make_state_dict(self):
300        """
301        Make a dictionary of states the level can be in.
302        """
303        state_dict = {'normal': self.running_normally,
304                      'dialogue': self.handling_dialogue,
305                      'menu': self.goto_menu,
306                      'transition_in': self.transition_in,
307                      'transition_out': self.transition_out}
308
309        return state_dict
310
311    def make_level_portals(self):
312        """
313        Make the portals to switch state.
314        """
315        portal_group = pg.sprite.Group()
316
317        for object in self.renderer.tmx_data.getObjects():
318            properties = object.__dict__
319            if properties['name'] == 'portal':
320                posx = properties['x'] * 2
321                posy = (properties['y'] * 2) - 32
322                new_state = properties['type']
323                portal_group.add(portal.Portal(posx, posy, new_state))
324
325
326        return portal_group
327
328    def running_normally(self, surface, keys, current_time):
329        """
330        Update level normally.
331        """
332        self.check_for_dialogue()
333        self.player.update(keys, current_time)
334        self.sprites.update(current_time)
335        self.collision_handler.update(keys, current_time)
336        self.check_for_portals()
337        self.check_for_battle()
338        self.dialogue_handler.update(keys, current_time)
339        self.check_for_menu(keys)
340        self.viewport_update()
341        self.draw_level(surface)
342
343    def check_for_portals(self):
344        """
345        Check if the player walks into a door, requiring a level change.
346        """
347        if self.use_portal and not self.done:
348            self.player.location = self.player.get_tile_location()
349            self.update_game_data()
350            self.state = 'transition_out'
351
352    def check_for_battle(self):
353        """
354        Check if the flag has been made true, indicating
355        to switch state to a battle.
356        """
357        if self.switch_to_battle and self.allow_battles and not self.done:
358            self.player.location = self.player.get_tile_location()
359            self.update_game_data()
360            self.next = 'battle'
361            self.state = 'transition_out'
362
363    def check_for_menu(self, keys):
364        """
365        Check if player hits enter to go to menu.
366        """
367        if keys[pg.K_RETURN] and self.allow_input:
368            if self.player.state == 'resting':
369                self.state = 'menu'
370                self.allow_input = False
371
372        if not keys[pg.K_RETURN]:
373            self.allow_input = True
374
375
376    def update_game_data(self):
377        """
378        Update the persistant game data dictionary.
379        """
380        self.game_data['last location'] = self.player.location
381        self.game_data['last direction'] = self.player.direction
382        self.game_data['last state'] = self.name
383        self.set_new_start_pos()
384
385
386    def set_new_start_pos(self):
387        """
388        Set new start position based on previous state.
389        """
390        location = copy.deepcopy(self.game_data['last location'])
391        direction = self.game_data['last direction']
392
393        if self.next == 'player menu':
394            pass
395        elif direction == 'up':
396            location[1] += 1
397        elif direction == 'down':
398            location[1] -= 1
399        elif direction == 'left':
400            location[0] += 1
401        elif direction == 'right':
402            location[0] -= 1
403
404    def handling_dialogue(self, surface, keys, current_time):
405        """
406        Update only dialogue boxes.
407        """
408        self.dialogue_handler.update(keys, current_time)
409        self.draw_level(surface)
410
411    def goto_menu(self, surface, keys, *args):
412        """
413        Go to menu screen.
414        """
415        self.menu_screen.update(surface, keys)
416        self.menu_screen.draw(surface)
417
418    def check_for_dialogue(self):
419        """
420        Check if the level needs to freeze.
421        """
422        if self.dialogue_handler.textbox:
423            self.state = 'dialogue'
424
425    def transition_out(self, surface, *args):
426        """
427        Transition level to new scene.
428        """
429        transition_image = pg.Surface(self.transition_rect.size)
430        transition_image.fill(c.TRANSITION_COLOR)
431        transition_image.set_alpha(self.transition_alpha)
432        self.draw_level(surface)
433        surface.blit(transition_image, self.transition_rect)
434        self.transition_alpha += c.TRANSITION_SPEED
435        if self.transition_alpha >= 255:
436            self.transition_alpha = 255
437            self.done = True
438
439    def transition_in(self, surface, *args):
440        """
441        Transition into level.
442        """
443        self.viewport_update()
444        transition_image = pg.Surface(self.transition_rect.size)
445        transition_image.fill(c.TRANSITION_COLOR)
446        transition_image.set_alpha(self.transition_alpha)
447        self.draw_level(surface)
448        surface.blit(transition_image, self.transition_rect)
449        self.transition_alpha -= c.TRANSITION_SPEED 
450        if self.transition_alpha <= 0:
451            self.state = 'normal'
452            self.transition_alpha = 0
453
454    def update(self, surface, keys, current_time):
455        """
456        Update state.
457        """
458        state_function = self.state_dict[self.state]
459        state_function(surface, keys, current_time)
460
461    def viewport_update(self):
462        """
463        Update viewport so it stays centered on character,
464        unless at edge of map.
465        """
466        self.viewport.center = self.player.rect.center
467        self.viewport.clamp_ip(self.level_rect)
468
469    def draw_level(self, surface):
470        """
471        Blit all images to screen.
472        """
473        self.level_surface.blit(self.map_image, self.viewport, self.viewport)
474        self.level_surface.blit(self.player.image, self.player.rect)
475        self.sprites.draw(self.level_surface)
476
477        surface.blit(self.level_surface, (0, 0), self.viewport)
478        self.dialogue_handler.draw(surface)
479
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