data/states/level_state.py (view raw)
1__author__ = 'justinarmstrong'
2"""
3This is the base class all level states (i.e. states
4where the player can move around the screen) inherit
5from. This class inherits from the generic state class
6found in the tools.py module.
7"""
8
9import copy
10import pygame as pg
11from .. import tools, collision
12from .. import tilemap as tm
13from .. components import person, textbox
14
15
16class LevelState(tools._State):
17 def __init__(self):
18 super(LevelState, self).__init__()
19 self.name = None
20 self.map_width = None
21 self.map_height = None
22
23
24
25 def startup(self, current_time, game_data):
26 """Called when the State object is created"""
27 self.game_data = game_data
28 print(game_data['player inventory'])
29 self.current_time = current_time
30 self.state = 'normal'
31 self.allow_input = False
32 self.background = tm.create_map_layer1(self.name,
33 self.map_width,
34 self.map_height)
35 self.foreground = tm.create_map_layer2(self.name,
36 self.map_width,
37 self.map_height)
38 self.viewport = tm.create_viewport(self.background)
39 self.blockers = tm.create_blockers(self.name)
40 self.level_surface = tm.make_level_surface(self.background)
41 self.level_rect = self.level_surface.get_rect()
42 self.player = person.Player(game_data['last direction'])
43 self.sprites = pg.sprite.Group()
44 self.start_positions = tm.set_sprite_positions(self.player,
45 self.sprites,
46 self.name,
47 self.game_data)
48 self.set_sprite_dialogue()
49 self.collision_handler = collision.CollisionHandler(self.player,
50 self.blockers,
51 self.sprites)
52 self.dialogue_handler = textbox.TextHandler(self)
53 self.state_dict = self.make_state_dict()
54 self.portals = tm.make_level_portals(self.name)
55
56
57 def set_sprite_dialogue(self):
58 """Sets unique dialogue for each sprite"""
59 raise NotImplementedError
60
61
62 def make_state_dict(self):
63 """Make a dictionary of states the level can be in"""
64 state_dict = {'normal': self.running_normally,
65 'dialogue': self.handling_dialogue}
66
67 return state_dict
68
69
70 def running_normally(self, surface, keys, current_time):
71 """Update level normally"""
72 self.check_for_dialogue()
73 self.check_for_portals()
74 self.player.update(keys, current_time)
75 self.sprites.update(current_time)
76 self.collision_handler.update(keys, current_time)
77 self.dialogue_handler.update(keys, current_time)
78 self.check_for_menu(keys)
79 self.viewport_update()
80
81 self.draw_level(surface)
82
83
84 def check_for_portals(self):
85 """Check if the player walks into a door, requiring a level change"""
86 portal = pg.sprite.spritecollideany(self.player, self.portals)
87
88 if portal and self.player.state == 'resting':
89 self.player.location = self.player.get_tile_location()
90 self.next = portal.name
91 self.update_game_data()
92 self.done = True
93
94
95 def check_for_menu(self, keys):
96 """Check if player hits enter to go to menu"""
97 if keys[pg.K_RETURN] and self.allow_input:
98 if self.player.state == 'resting':
99 self.player.location = self.player.get_tile_location()
100 self.next = 'player menu'
101 self.update_game_data()
102 self.done = True
103
104
105 if not keys[pg.K_RETURN]:
106 self.allow_input = True
107
108
109 def update_game_data(self):
110 """Update the persistant game data dictionary"""
111 self.game_data['last location'] = self.player.location
112 self.game_data['last direction'] = self.player.direction
113 self.game_data['last state'] = self.name
114
115 self.set_new_start_pos()
116
117
118 def set_new_start_pos(self):
119 """Set new start position based on previous state"""
120 location = copy.deepcopy(self.game_data['last location'])
121 direction = self.game_data['last direction']
122 state = self.game_data['last state']
123
124 if self.next == 'player menu':
125 pass
126 elif direction == 'up':
127 location[1] += 1
128 elif direction == 'down':
129 location[1] -= 1
130 elif direction == 'left':
131 location[0] += 1
132 elif direction == 'right':
133 location[0] -= 1
134
135 self.game_data[state + ' start pos'] = location
136
137
138 def handling_dialogue(self, surface, keys, current_time):
139 """Update only dialogue boxes"""
140 self.dialogue_handler.update(keys, current_time)
141 self.draw_level(surface)
142
143
144 def check_for_dialogue(self):
145 """Check if the level needs to freeze"""
146 if self.dialogue_handler.textbox:
147 self.state = 'dialogue'
148
149
150 def update(self, surface, keys, current_time):
151 """Updates state"""
152 state_function = self.state_dict[self.state]
153 state_function(surface, keys, current_time)
154
155
156 def viewport_update(self):
157 """Viewport stays centered on character, unless at edge of map"""
158 self.viewport.center = self.player.rect.center
159 self.viewport.clamp_ip(self.level_rect)
160
161
162 def draw_level(self, surface):
163 """Blits all images to screen"""
164 self.level_surface.blit(self.background, self.viewport, self.viewport)
165 self.level_surface.blit(self.player.image, self.player.rect)
166 self.sprites.draw(self.level_surface)
167 self.level_surface.blit(self.foreground, self.viewport, self.viewport)
168
169
170 surface.blit(self.level_surface, (0, 0), self.viewport)
171 self.dialogue_handler.draw(surface)
172
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