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character.py
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character.py
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# Zach Schutzman
# January 2015
# Wizard Quest Character Class
# PhatPenguin Games
## This file contains the definitions for the Character superclass
# and all associated subclasses (player, npc, enemy)
# Import statements
import sys
import pygame
import os
def testFunc():
print "CODE STILL WORKS"
''' Defines the Character class, used as a superclass.
Takes paramenters for x and y location in the game and images
for its overworld sprites, and a display object to allow
Characters to draw themselves
'''
class Character:
def __init__(self, xloc, yloc, overworldSpriteList, disp):
self.x = xloc
self.y = yloc
self.sprites = []
self.display = disp
self.name = None
## Initialize sprites
for x in range(len(overworldSpriteList)):
self.sprites.append(pygame.image.load(overworldSpriteList[x]).convert_alpha())
if len(self.sprites) != 0:
self.currentSprite = self.sprites[0]
self.width = self.sprites[0].get_width()
self.height = self.sprites[0].get_height()
## Intialize collision attributes
self.objectRect = pygame.Rect((self.x, self.y), (self.sprites[0].get_size()))
else:
self.objectRect = pygame.Rect((self.x, self.y), (32,32))
self.width = self.height = 32
self.collisionRect = self.createCollisionRect()
def createCollisionRect(self):
# Cases for different sprite sizes
if self.width <= 36 and self.height <= 36:
return self.objectRect
if self.width <= 36 and self.height > 36:
return pygame.Rect((self.x, self.y + self.objectRect.get_height() - 36), (self.objectRect.get_width, 36))
if self.width > 36 and self.height <= 36:
return pygame.Rect((self.x + ((self.width - 36)/2), self.y), (36, self.height))
if self.width > 36 and self.height > 36:
return pygame.Rect(((self.x + (self.width - 36)/2), self.y + self.height - 36), (36, 36))
def newCollRect(self):
self.collisionRect = None
self.collisionRect = self.createCollisionRect()
def changeSprite(self, index):
self.currentSprite = self.sprites[index]
def updateRects(self):
self.objectRect = pygame.Rect((self.x, self.y), (self.width, self.height))
self.collisionRect = self.createCollisionRect()
def drawIntoGame(self):
self.updateRects()
self.display.blit(self.currentSprite, self.objectRect)
def isColliding(self, rect):
if self.collisionRect.colliderect(rect):
return True
else:
return False
''' Obstacle is used to define static objects in the overworld, such as trees. '''
class Obstacle(Character):
def __init__(self, xloc, yloc, overworldSpriteList, disp):
Character.__init__(self, xloc, yloc, overworldSpriteList, disp)
''' NPC is used to define other characters in the game. The class has
a method to handle Player interaction with the NPC which triggers
that NPC's dialogue.
dialogueImgFiles, playerDialogueImgFiles, voiceFiles, and convo all handle
dialogue with the player. The first is the NPC's dialogue, the second is
the player's, the third is the set of voice over files, and convo
is a key used to control the order dialogue occurs
self.otherActions is a list of functions handled at the very
end of the handleInteraction() function
'''
class NPC(Character):
def __init__(self, level, xloc, yloc, overworldSpriteList, disp, dialogueImgFiles, playerDialogueImgFiles, voiceFiles, convo, otherActions, destroyAfterUse):
Character.__init__(self, xloc, yloc, overworldSpriteList, disp)
self.level = level
self.otherActions = otherActions
self.selfDestruct = destroyAfterUse
self.dialogueRect = pygame.Rect((576,0),(448,256))
self.playerDialogueRect = pygame.Rect((0,448),(448,256))
if overworldSpriteList == [os.path.join("imgs","RjufusO.png")]:
self.name = "Rjufus"
self.dialogue = []
for d in dialogueImgFiles:
self.dialogue.append(pygame.image.load(d).convert_alpha())
self.playerDialogue = []
for d in playerDialogueImgFiles:
self.playerDialogue.append(pygame.image.load(d).convert_alpha())
self.voiceOvers = []
for v in voiceFiles:
self.voiceOvers.append(pygame.mixer.Sound(v))
self.conversationKey = convo
self.tracker = [0,0,0]
self.done = False
def addToOtherCharacters(self, c):
self.otherActions.append(c)
'''Handles the case where the Player interacts with an NPC.
Each NPC can be interacted with exactly once.
For quests with multiple parts, some object's
otherActions should include the creation of a new NPC
and a call to this instance's destroy().
'''
def handleInteraction(self):
counter = 1
# return
if len(self.conversationKey) > 0 and self.done == False:
curr = self.conversationKey[0]
if curr[0] == 1:
self.display.blit(self.dialogue[self.tracker[0]],self.dialogueRect)
if curr[1] == 1:
self.display.blit(self.playerDialogue[self.tracker[1]],self.playerDialogueRect)
if curr[2] == 1:
self.voiceOvers[self.tracker[2]].play()
pygame.display.update()
self.tracker = [self.tracker[0] + curr[0], self.tracker[1] + curr[1], self.tracker[2] + curr[2]]
while self.done == False:
for e in pygame.event.get():
if e.type == pygame.KEYDOWN and e.key == pygame.K_e:
if counter >= len(self.conversationKey):
self.done = True
print counter
if self.done == False:
curr = self.conversationKey[counter]
if curr[0] == 1:
self.display.blit(self.dialogue[self.tracker[0]],self.dialogueRect)
if curr[1] == 1:
self.display.blit(self.playerDialogue[self.tracker[1]],self.playerDialogueRect)
pygame.display.update()
if curr[2] == 1:
try:
self.voiceOvers[self.tracker[2] - 1].stop()
except IndexError:
pass
self.voiceOvers[self.tracker[2]].play()
self.tracker = [self.tracker[0] + curr[0], self.tracker[1] + curr[1], self.tracker[2] + curr[2]]
counter += 1
self.voiceOvers[self.tracker[2]-1].stop()
for c in self.otherActions:
self.level.addCharacter(c)
if self.selfDestruct == True:
self.level.removeCharacter(self)
class Creature(Character):
def __init__(self, level, xloc, yloc, spriteList, disp, soundEffect = None, destroyAfterUse = False, otherActions = []):
Character.__init__(self, xloc, yloc, spriteList, disp)
self.level = level
self.selfDestruct = destroyAfterUse
self.otherActions = otherActions
if soundEffect != None:
self.noise = pygame.mixer.Sound(soundEffect)
else:
self.noise = None
def handleInteraction(self):
print self
print self.selfDestruct
print self.otherActions
if self.noise != None:
self.noise.play()
if self.selfDestruct == True:
self.level.removeCharacter(self)
if self.otherActions != []:
for c in self.otherActions:
self.level.addCharacter(c)
class inactiveCrystal(Creature):
def __init__(self, level, xloc, yloc, spriteList, disp, otherActions):
Creature.__init__(self, level, xloc, yloc, spriteList, disp, None, True, otherActions)
self.used = False
def handleInteraction(self):
if self.used == True:
pass
else:
self.level.sam.crystalCount += 1
if self.selfDestruct == True:
self.level.removeCharacter(self)
for c in self.otherActions:
self.level.addCharacter(c)
self.used == True
''' The Enemy class is used for enemies in the overworld. On collision,
the game state changes and the Player enters combat with the enemy.
'''
class Enemy(Character):
def __init__(self, level, xloc, yloc, overworldSpriteList, disp, spawnOnDefeat, soundEffect, startHP = 30, atkDmg = 1):
Character.__init__(self, xloc, yloc, overworldSpriteList, disp)
self.name = None
self.level = level
self.sound = pygame.mixer.Sound(soundEffect[0])
self.spawnOnDefeat = spawnOnDefeat
self.maxHP = startHP
self.hp = startHP
self.damageDone = atkDmg
self.damagePerTurn = 0
self.frozen = False
self.battSp = pygame.image.load(overworldSpriteList[0][:5] + 'B' + overworldSpriteList[0][5:]).convert_alpha()
'''Handles the case where the Player interacts with the enemy in the overworld.
Triggers the combat state.
'''
def handleInteraction(self):
pass
'''Removes the enemy from the overworld map when it is defeated. '''
def isDefeated(self):
self.level.removeCharacter(self)
for c in self.spawnOnDefeat:
self.level.addCharacter(c)
def takeTurn(self, player):
if self.damagePerTurn > 0:
self.hp = self.hp - self.damagePerTurn
if self.hp == 0:
self.isDefeated()
return True
if self.frozen:
self.frozen = False
return False
player.takeDamage(self.damageDone)
def takeDamage(self, dmg):
self.hp = self.hp - dmg
def healDamage(self, heal):
self.hp = min(self.hp + heal, self.maxHP)
def takeDmgOverTime(self, dot):
self.damagePerTurn = dot
def freeze(self):
self.frozen = True
''' The class to define the Player. Tracks its HP, XP, and level. Includes methods
to handle moving and mutators for HP, XP, and level.
'''
class Player(Character):
def __init__(self, xloc, yloc, disp, faceNorthSpriteList, faceSouthSpriteList, faceEastSpriteList, faceWestSpriteList):
Character.__init__(self, xloc, yloc, faceSouthSpriteList, disp)
s = pygame.mixer.Sound(os.path.join("sounds","loopable-theme.wav"))
s.play(loops=-1)
s.set_volume(.3)
self.coll = False
self.otherNPCs = []
## Secondary collision rectangle for movement
self.movCollRect = self.collisionRect.copy()
self.movCollRect.inflate(-8,-8)
## Load in all of the sprites
self.northSprites = []
self.southSprites = []
self.eastSprites = []
self.westSprites = []
for x in range(len(faceNorthSpriteList)):
self.northSprites.append(pygame.image.load(faceNorthSpriteList[x]).convert_alpha())
for x in range(len(faceSouthSpriteList)):
self.southSprites.append(pygame.image.load(faceSouthSpriteList[x]).convert_alpha())
for x in range(len(faceEastSpriteList)):
self.eastSprites.append(pygame.image.load(faceEastSpriteList[x]).convert_alpha())
for x in range(len(faceWestSpriteList)):
self.westSprites.append(pygame.image.load(faceWestSpriteList[x]).convert_alpha())
## Directional marker used to handle animations
self.facingDirection = 'east'
self.currentSpriteList = self.eastSprites
self.currentSprite = self.eastSprites[0]
self.currentSpriteIndex = 0
## Initialize Player stats
self.maxHP = 30
self.hp = 30
self.characterLevel = 1
self.xp = 0
self.speed = 8
self.stepCount = 0
self.stepCountThreshold = 11
self.crystalCount = 0
def addOtherNPCs(self, listOfNPCs):
self.otherNPCs = listOfNPCs
def addAdditionalNPC(self, NPC):
self.otherNPCs.append(NPC)
## Cycles through the current sprite list to animate walking
def nextSprite(self):
if self.currentSpriteIndex == len(self.currentSpriteList) - 1:
self.currentSpriteIndex = 0
else:
self.currentSpriteIndex += 1
self.currentSprite = self.currentSpriteList[self.currentSpriteIndex]
## Changes the set of sprites used when the Player faces a different direction
def changeSprite(self):
if self.facingDirection == 'north':
self.currentSpriteList = self.northSprites
self.currentSprite = self.northSprites[0]
if self.facingDirection == 'south':
self.currentSpriteList = self.southSprites
self.currentSprite = self.southSprites[0]
if self.facingDirection == 'east':
self.currentSpriteList = self.eastSprites
self.currentSprite = self.eastSprites[0]
if self.facingDirection == 'west':
self.currentSpriteList = self.westSprites
self.currentSprite = self.westSprites[0]
def levelUp(self):
self.characterLevel += 1
def takeDamage(self, dmg):
self.hp -= dmg
def newMaxHP(self, newHP):
self.maxHP = newHP
def getXp(self, exp):
self.xp += exp
def handleMoveNorth(self):
self.movCollRect = self.movCollRect.move(0,-16)
self.coll = False
for c in self.otherNPCs:
if c.collisionRect.colliderect(self.movCollRect):
self.coll = True
if isinstance(c, NPC) and c.done == False:
c.handleInteraction()
return "Game_Setup"
if isinstance(c, Enemy):
return c
if isinstance(c, Creature):
c.handleInteraction()
if isinstance(c,Transport):
return c.nextLevel
if self.coll == False:
self.y -= self.speed
self.stepCount +=3
self.movCollRect = self.collisionRect.copy()
if self.facingDirection != 'north':
self.facingDirection = 'north'
self.changeSprite()
self.stepCount = 0
else:
if self.stepCount > self.stepCountThreshold:
self.stepCount = 0
self.nextSprite()
return "Play"
def handleMoveSouth(self):
self.movCollRect = self.movCollRect.move(0,16)
self.coll = False
for c in self.otherNPCs:
if c.collisionRect.colliderect(self.movCollRect):
self.coll = True
if isinstance(c, NPC) and c.done == False:
c.handleInteraction()
return "Game_Setup"
if isinstance(c, Enemy):
return c
if isinstance(c, Creature):
c.handleInteraction()
if isinstance(c,Transport):
return c.nextLevel
if self.coll == False:
self.y += self.speed
self.stepCount +=3
self.movCollRect = self.collisionRect.copy()
if self.facingDirection != 'south':
self.facingDirection = 'south'
self.changeSprite()
self.stepCount = 0
else:
if self.stepCount > self.stepCountThreshold:
self.stepCount = 0
self.nextSprite()
return "Play"
def handleMoveEast(self):
self.movCollRect = self.movCollRect.move(16,0)
self.coll = False
for c in self.otherNPCs:
if c.collisionRect.colliderect(self.movCollRect):
self.coll = True
if isinstance(c, NPC) and c.done == False:
c.handleInteraction()
if c.name == "Rjufus":
return "Win_Setup"
else:
return "Game_Setup"
if isinstance(c, Enemy):
return c
if isinstance(c, Creature):
c.handleInteraction()
if isinstance(c,Transport):
return c.nextLevel
if self.coll == False:
self.x += self.speed
self.stepCount +=3
self.movCollRect = self.collisionRect.copy()
if self.facingDirection != 'east':
self.facingDirection = 'east'
self.changeSprite()
self.stepCount = 0
else:
if self.stepCount > self.stepCountThreshold:
self.stepCount = 0
self.nextSprite()
return "Play"
def handleMoveWest(self):
self.movCollRect = self.movCollRect.move(-16,0)
self.coll = False
for c in self.otherNPCs:
if c.collisionRect.colliderect(self.movCollRect):
self.coll = True
if isinstance(c, NPC) and c.done == False:
c.handleInteraction()
return "Game_Setup"
if isinstance(c, Enemy):
return c
if isinstance(c, Creature):
c.handleInteraction()
if isinstance(c,Transport):
return c.nextLevel
if self.coll == False:
self.x -= self.speed
self.stepCount +=3
self.movCollRect = self.collisionRect.copy()
if self.facingDirection != 'west':
self.facingDirection = 'west'
self.changeSprite()
self.stepCount = 0
else:
if self.stepCount > self.stepCountThreshold:
self.stepCount = 0
self.nextSprite()
return "Play"
def stopMoving(self):
self.stepCount = 0
self.currentSpriteIndex = 0
self.currentSprite = self.currentSpriteList[0]
class Transport(Character):
def __init__(self, xloc, yloc, disp, levelInfo):
Character.__init__(self, xloc, yloc, [os.path.join("imgs","TransparencyMedium.png")], disp)
self.nextLevel = levelInfo