all repos — Legends-RPG @ adcb4e5b63401d7a453cda039c1d39f6448070a4

A fantasy mini-RPG built with Python and Pygame.

data/components/textbox.py (view raw)

  1__author__ = 'justinarmstrong'
  2import copy
  3import pygame as pg
  4from .. import setup
  5from .. import constants as c
  6
  7
  8
  9class NextArrow(pg.sprite.Sprite):
 10    """Flashing arrow indicating more dialogue"""
 11    def __init__(self):
 12        super(NextArrow, self).__init__()
 13        self.image = setup.GFX['fancyarrow']
 14        self.rect = self.image.get_rect(right=780,
 15                                        bottom=135)
 16
 17
 18class DialogueBox(object):
 19    """Text box used for dialogue"""
 20    def __init__(self, dialogue, index=0, image_key='dialoguebox', item=None):
 21        self.item = item
 22        self.bground = setup.GFX[image_key]
 23        self.rect = self.bground.get_rect(centerx=400)
 24        self.arrow_timer = 0.0
 25        self.font = pg.font.Font(setup.FONTS[c.MAIN_FONT], 22)
 26        self.dialogue_list = dialogue
 27        self.index = index
 28        self.image = self.make_dialogue_box_image()
 29        self.arrow = NextArrow()
 30        self.check_to_draw_arrow()
 31        self.done = False
 32        self.allow_input = False
 33        self.name = image_key
 34
 35
 36    def make_dialogue_box_image(self):
 37        """Make the image of the dialogue box"""
 38        image = pg.Surface(self.rect.size)
 39        image.set_colorkey(c.BLACK)
 40        image.blit(self.bground, (0, 0))
 41
 42        dialogue_image = self.font.render(self.dialogue_list[self.index],
 43                                          True,
 44                                          c.NEAR_BLACK)
 45        dialogue_rect = dialogue_image.get_rect(left=50, top=50)
 46        image.blit(dialogue_image, dialogue_rect)
 47
 48        return image
 49
 50    def update(self, keys, current_time):
 51        """Updates scrolling text"""
 52        self.current_time = current_time
 53        self.draw_box(current_time)
 54        self.terminate_check(keys)
 55
 56    def draw_box(self, current_time, x=400):
 57        """Reveal dialogue on textbox"""
 58        self.image = self.make_dialogue_box_image()
 59        self.check_to_draw_arrow()
 60
 61    def terminate_check(self, keys):
 62        """Remove textbox from sprite group after 2 seconds"""
 63        if keys[pg.K_SPACE] and self.allow_input:
 64            self.done = True
 65
 66        if not keys[pg.K_SPACE]:
 67            self.allow_input = True
 68
 69    def check_to_draw_arrow(self):
 70        """Blink arrow if more text needs to be read"""
 71        if self.index < len(self.dialogue_list) - 1:
 72            self.image.blit(self.arrow.image, self.arrow.rect)
 73        else:
 74            pass
 75
 76
 77class ItemBox(DialogueBox):
 78    """Text box for information like obtaining new items"""
 79    def __init__(self, dialogue, item=None):
 80        super(ItemBox, self).__init__(None, 0, 'infobox', item)
 81
 82    def make_dialogue_box_image(self):
 83        """Make the image of the dialogue box"""
 84        image = pg.Surface(self.rect.size)
 85        image.set_colorkey(c.BLACK)
 86        image.blit(self.bground, (0, 0))
 87
 88        if self.item:
 89            type = 'Healing Potion'
 90            total = str(1)
 91            dialogue = 'You received ' + total + ' ' + type + '.'
 92            self.dialogue_list = [dialogue]
 93            self.item = None
 94
 95        dialogue_image = self.font.render(self.dialogue_list[self.index],
 96                                          False,
 97                                          c.NEAR_BLACK)
 98        dialogue_rect = dialogue_image.get_rect(left=50, top=50)
 99        image.blit(dialogue_image, dialogue_rect)
100
101        return image
102
103
104
105class TextHandler(object):
106    """Handles interaction between sprites to create dialogue boxes"""
107
108    def __init__(self, level):
109        self.player = level.player
110        self.sprites = level.sprites
111        self.talking_sprite = None
112        self.textbox = None
113        self.allow_input = False
114        self.level = level
115        self.last_textbox_timer = 0.0
116        self.game_data = level.game_data
117
118
119    def update(self, keys, current_time):
120        """Checks for the creation of Dialogue boxes"""
121        if keys[pg.K_SPACE] and not self.textbox and self.allow_input:
122            for sprite in self.sprites:
123                if (current_time - self.last_textbox_timer) > 300:
124                    if self.player.state == 'resting':
125                        self.allow_input = False
126                        self.check_for_dialogue(sprite)
127
128        if self.textbox:
129            if self.talking_sprite.name == 'treasurechest':
130                self.open_chest(self.talking_sprite)
131
132            self.textbox.update(keys, current_time)
133
134            if self.textbox.done:
135
136                if self.textbox.index < (len(self.textbox.dialogue_list) - 1):
137                    index = self.textbox.index + 1
138                    dialogue = self.textbox.dialogue_list
139                    if self.textbox.name == 'dialoguebox':
140                        self.textbox = DialogueBox(dialogue, index)
141                    elif self.textbox.name == 'infobox':
142                        self.textbox = ItemBox(dialogue, index)
143                elif self.talking_sprite.item:
144                    self.check_for_item()
145                else:
146                    self.dialogue_reset()
147                    self.talking_sprite = None
148                    self.level.state = 'normal'
149                    self.textbox = None
150                    self.last_textbox_timer = current_time
151                    self.reset_sprite_direction()
152
153        if not keys[pg.K_SPACE]:
154            self.allow_input = True
155
156
157    def check_for_dialogue(self, sprite):
158        """Checks if a sprite is in the correct location to give dialogue"""
159        player = self.player
160        tile_x, tile_y = player.location
161
162        if player.direction == 'up':
163            if sprite.location == [tile_x, tile_y - 1]:
164                self.textbox = DialogueBox(sprite.dialogue)
165                sprite.direction = 'down'
166                self.talking_sprite = sprite
167        elif player.direction == 'down':
168            if sprite.location == [tile_x, tile_y + 1]:
169                self.textbox = DialogueBox(sprite.dialogue)
170                sprite.direction = 'up'
171                self.talking_sprite = sprite
172        elif player.direction == 'left':
173            if sprite.location == [tile_x - 1, tile_y]:
174                self.textbox = DialogueBox(sprite.dialogue)
175                sprite.direction = 'right'
176                self.talking_sprite = sprite
177        elif player.direction == 'right':
178            if sprite.location == [tile_x + 1, tile_y]:
179                self.textbox = DialogueBox(sprite.dialogue)
180                sprite.direction = 'left'
181                self.talking_sprite = sprite
182
183
184    def check_for_item(self):
185        """Checks if sprite has an item to give to the player"""
186        item = self.talking_sprite.item
187
188        if item:
189            if item in self.game_data['player inventory']:
190                if 'quantity' in self.game_data['player inventory'][item]:
191                    self.game_data['player inventory'][item]['quantity'] += 1
192            else:
193                self.add_new_item_to_inventory(item)
194
195            self.update_game_items_info(self.talking_sprite)
196            self.talking_sprite.item = None
197
198            if self.talking_sprite.name == 'treasurechest':
199                self.talking_sprite.dialogue = ['Empty.']
200
201            if item == 'ELIXIR':
202                self.game_data['has brother elixir'] = True
203                self.game_data['old man gift'] = 'Fire Blast'
204                dialogue = ['Hurry! There is precious little time.']
205                self.level.reset_dialogue = self.talking_sprite, dialogue
206
207    def add_new_item_to_inventory(self, item):
208        inventory = self.game_data['player inventory']
209        potions = ['Healing Potion', 'Ether Potion']
210        if item in potions:
211            inventory[item] = dict([('quantity',1),
212                                    ('value',15)])
213        elif item == 'ELIXIR':
214            inventory[item] = dict([('quantity',1)])
215        elif item == 'Fire Blast':
216            inventory[item] = dict([('magic points', 25),
217                                    ('power', 10)])
218        else:
219            pass
220
221    def update_game_items_info(self, sprite):
222        if sprite.name == 'treasurechest':
223            self.game_data['treasure{}'.format(sprite.id)] = False
224        elif sprite.name == 'oldmanbrother':
225            self.game_data['brother elixir'] = False
226
227    def reset_sprite_direction(self):
228        """Reset sprite to default direction"""
229        for sprite in self.sprites:
230            if sprite.state == 'resting':
231                sprite.direction = sprite.default_direction
232
233
234    def draw(self, surface):
235        """Draws textbox to surface"""
236        if self.textbox:
237            surface.blit(self.textbox.image, self.textbox.rect)
238
239
240    def make_textbox(self, name, dialogue, item=None):
241        """Make textbox on demand"""
242        if name == 'itembox':
243            textbox = ItemBox(dialogue, item)
244        elif name == 'dialoguebox':
245            textbox = DialogueBox(dialogue)
246        else:
247            textbox = None
248
249        return textbox
250
251    def open_chest(self, sprite):
252        if sprite.name == 'treasurechest':
253            sprite.index = 1
254
255    def dialogue_reset(self):
256        """
257        Reset dialogue if necessary.
258        """
259        if self.level.reset_dialogue:
260            sprite = self.level.reset_dialogue[0]
261            dialogue = self.level.reset_dialogue[1]
262            sprite.dialogue = dialogue
263            self.level.reset_dialogue = ()
264