data/states/shop.py (view raw)
1"""
2This class is the parent class of all shop states.
3This includes weapon, armour, magic and potion shops.
4It also includes the inn. These states are scaled
5twice as big as a level state. The self.gui controls
6all the textboxes.
7"""
8
9import copy
10import pygame as pg
11from .. import tools, setup, shopgui
12from .. import constants as c
13
14
15class Shop(tools._State):
16 """Basic shop state"""
17 def __init__(self):
18 super(Shop, self).__init__()
19 self.key = None
20 self.sell_items = None
21 self.music = setup.MUSIC['shop_theme']
22 self.volume = 0.4
23
24 def startup(self, current_time, game_data):
25 """Startup state"""
26 self.game_data = game_data
27 self.current_time = current_time
28 self.state_dict = self.make_state_dict()
29 self.state = 'transition in'
30 self.next = c.TOWN
31 self.get_image = tools.get_image
32 self.dialogue = self.make_dialogue()
33 self.accept_dialogue = self.make_accept_dialogue()
34 self.accept_sale_dialogue = self.make_accept_sale_dialogue()
35 self.items = self.make_purchasable_items()
36 self.background = self.make_background()
37 self.gui = shopgui.Gui(self)
38 self.transition_rect = setup.SCREEN.get_rect()
39 self.transition_alpha = 255
40
41 def make_state_dict(self):
42 """
43 Make a dictionary for all state methods.
44 """
45 state_dict = {'normal': self.normal_update,
46 'transition in': self.transition_in,
47 'transition out': self.transition_out}
48
49 return state_dict
50
51 def make_dialogue(self):
52 """
53 Make the list of dialogue phrases.
54 """
55 raise NotImplementedError
56
57 def make_accept_dialogue(self):
58 """
59 Make the dialogue for when the player buys an item.
60 """
61 return ['Item purchased.']
62
63 def make_accept_sale_dialogue(self):
64 """
65 Make the dialogue for when the player sells an item.
66 """
67 return ['Item sold.']
68
69 def make_purchasable_items(self):
70 """
71 Make the list of items to be bought at shop.
72 """
73 raise NotImplementedError
74
75 def make_background(self):
76 """
77 Make the level surface.
78 """
79 background = pg.sprite.Sprite()
80 surface = pg.Surface(c.SCREEN_SIZE).convert()
81 surface.fill(c.BLACK_BLUE)
82 background.image = surface
83 background.rect = background.image.get_rect()
84
85 player = self.make_sprite('player', 96, 32, 150)
86 shop_owner = self.make_sprite(self.key, 32, 32, 600)
87 counter = self.make_counter()
88
89 background.image.blit(player.image, player.rect)
90 background.image.blit(shop_owner.image, shop_owner.rect)
91 background.image.blit(counter.image, counter.rect)
92
93 return background
94
95 def make_sprite(self, key, coordx, coordy, x, y=304):
96 """
97 Get the image for the player.
98 """
99 spritesheet = setup.GFX[key]
100 surface = pg.Surface((32, 32))
101 surface.set_colorkey(c.BLACK)
102 image = self.get_image(coordx, coordy, 32, 32, spritesheet)
103 rect = image.get_rect()
104 surface.blit(image, rect)
105
106 surface = pg.transform.scale(surface, (96, 96))
107 rect = surface.get_rect(left=x, centery=y)
108 sprite = pg.sprite.Sprite()
109 sprite.image = surface
110 sprite.rect = rect
111
112 return sprite
113
114 def make_counter(self):
115 """
116 Make the counter to conduct business.
117 """
118 sprite_sheet = copy.copy(setup.GFX['house'])
119 sprite = pg.sprite.Sprite()
120 sprite.image = self.get_image(102, 64, 26, 82, sprite_sheet)
121 sprite.image = pg.transform.scale2x(sprite.image)
122 sprite.rect = sprite.image.get_rect(left=550, top=225)
123
124 return sprite
125
126 def update(self, surface, keys, current_time):
127 """
128 Update scene.
129 """
130 state_function = self.state_dict[self.state]
131 state_function(surface, keys, current_time)
132
133 def normal_update(self, surface, keys, current_time):
134 """
135 Update level normally.
136 """
137 self.gui.update(keys, current_time)
138 self.draw_level(surface)
139
140 def transition_in(self, surface, *args):
141 """
142 Transition into level.
143 """
144 transition_image = pg.Surface(self.transition_rect.size)
145 transition_image.fill(c.TRANSITION_COLOR)
146 transition_image.set_alpha(self.transition_alpha)
147 self.draw_level(surface)
148 surface.blit(transition_image, self.transition_rect)
149 self.transition_alpha -= c.TRANSITION_SPEED
150 if self.transition_alpha <= 0:
151 self.state = 'normal'
152 self.transition_alpha = 0
153
154 def transition_out(self, surface, *args):
155 """
156 Transition level to new scene.
157 """
158 transition_image = pg.Surface(self.transition_rect.size)
159 transition_image.fill(c.TRANSITION_COLOR)
160 transition_image.set_alpha(self.transition_alpha)
161 self.draw_level(surface)
162 surface.blit(transition_image, self.transition_rect)
163 self.transition_alpha += c.TRANSITION_SPEED
164 if self.transition_alpha >= 255:
165 self.done = True
166
167 def draw_level(self, surface):
168 """
169 Blit graphics to game surface.
170 """
171 surface.blit(self.background.image, self.background.rect)
172 self.gui.draw(surface)
173
174
175class Inn(Shop):
176 """
177 Where our hero gets rest.
178 """
179 def __init__(self):
180 super(Inn, self).__init__()
181 self.name = c.INN
182 self.key = 'innman'
183
184 def make_dialogue(self):
185 """
186 Make the list of dialogue phrases.
187 """
188 return ["Welcome to the " + self.name + "!",
189 "Would you like a room to restore your health?"]
190
191 def make_accept_dialogue(self):
192 """
193 Make the dialogue for when the player buys an item.
194 """
195 return ['Your health has been replenished and your game saved!']
196
197 def make_purchasable_items(self):
198 """Make list of items to be chosen"""
199 dialogue = 'Rent a room (30 gold)'
200
201 item = {'type': 'room',
202 'price': 30,
203 'quantity': 0,
204 'power': None,
205 'dialogue': dialogue}
206
207 return [item]
208
209
210class WeaponShop(Shop):
211 """A place to buy weapons"""
212 def __init__(self):
213 super(WeaponShop, self).__init__()
214 self.name = c.WEAPON_SHOP
215 self.key = 'weaponman'
216 self.sell_items = ['Long Sword', 'Rapier']
217
218
219 def make_dialogue(self):
220 """Make the list of dialogue phrases"""
221 return ["Welcome to the " + self.name + "!",
222 "What weapon would you like to buy?"]
223
224
225 def make_purchasable_items(self):
226 """Make list of items to be chosen"""
227 longsword_dialogue = 'Long Sword (150 gold)'
228 rapier_dialogue = 'Rapier (50 gold)'
229
230 item2 = {'type': 'Long Sword',
231 'price': 150,
232 'quantity': 1,
233 'power': 11,
234 'dialogue': longsword_dialogue}
235
236 item1 = {'type': 'Rapier',
237 'price': 50,
238 'quantity': 1,
239 'power': 9,
240 'dialogue': rapier_dialogue}
241
242 return [item1, item2]
243
244
245class ArmorShop(Shop):
246 """A place to buy armor"""
247 def __init__(self):
248 super(ArmorShop, self).__init__()
249 self.name = c.ARMOR_SHOP
250 self.key = 'armorman'
251 self.sell_items = ['Chain Mail', 'Wooden Shield']
252
253
254 def make_dialogue(self):
255 """Make the list of dialogue phrases"""
256 return ["Welcome to the " + self.name + "!",
257 "Would piece of armor would you like to buy?"]
258
259
260 def make_purchasable_items(self):
261 """Make list of items to be chosen"""
262 chainmail_dialogue = 'Chain Mail (50 gold)'
263 shield_dialogue = 'Wooden Shield (75 gold)'
264
265 item = {'type': 'Chain Mail',
266 'price': 50,
267 'quantity': 1,
268 'power': 2,
269 'dialogue': chainmail_dialogue}
270
271 item2 = {'type': 'Wooden Shield',
272 'price': 75,
273 'quantity': 1,
274 'power': 3,
275 'dialogue': shield_dialogue}
276
277 return [item, item2]
278
279
280class MagicShop(Shop):
281 """A place to buy magic"""
282 def __init__(self):
283 super(MagicShop, self).__init__()
284 self.name = c.MAGIC_SHOP
285 self.key = 'magiclady'
286
287
288 def make_dialogue(self):
289 """Make the list of dialogue phrases"""
290 return ["Welcome to the " + self.name + "!",
291 "Would magic spell would you like to buy?"]
292
293
294 def make_purchasable_items(self):
295 """Make list of items to be chosen"""
296 fire_dialogue = 'Fire Blast (150 gold)'
297 cure_dialogue = 'Cure (50 gold)'
298
299 item1 = {'type': 'Cure',
300 'price': 50,
301 'quantity': 1,
302 'magic points': 25,
303 'power': 50,
304 'dialogue': cure_dialogue}
305
306 item2 = {'type': 'Fire Blast',
307 'price': 150,
308 'quantity': 1,
309 'magic points': 75,
310 'power': 10,
311 'dialogue': fire_dialogue}
312
313 return [item1, item2]
314
315
316class PotionShop(Shop):
317 """A place to buy potions"""
318 def __init__(self):
319 super(PotionShop, self).__init__()
320 self.name = c.POTION_SHOP
321 self.key = 'potionlady'
322 self.sell_items = 'Healing Potion'
323
324
325 def make_dialogue(self):
326 """Make the list of dialogue phrases"""
327 return ["Welcome to the " + self.name + "!",
328 "What potion would you like to buy?"]
329
330
331 def make_purchasable_items(self):
332 """Make list of items to be chosen"""
333 healing_dialogue = 'Healing Potion (15 gold)'
334 ether_dialogue = 'Ether Potion (15 gold)'
335
336
337 item = {'type': 'Healing Potion',
338 'price': 15,
339 'quantity': 1,
340 'power': None,
341 'dialogue': healing_dialogue}
342
343 item2 = {'type': 'Ether Potion',
344 'price': 15,
345 'quantity': 1,
346 'power': None,
347 'dialogue': ether_dialogue}
348
349 return [item, item2]
350