Esempio n. 1
0
	def talk_with_save(self, Save, surface):
		name = progress.get_progress('name')
		answer = engine.get_input((Save.lines['l1a'], (Save.lines['l1b'] + name)), Save.lines['l1q'], surface, 1)
		if answer == 'yes':
			engine.display_message((Save.lines['l2'],), surface)
			engine.wait()
		elif answer == 'change name':
			answer = engine.get_input((Save.lines['l3'],), ' ', surface, 2)
			progress.set_progress('name', answer)
Esempio n. 2
0
	def talk_with_bob(self, Bob, surface):
		status = progress.get_progress('bi_bob')
		name = progress.get_progress('name')
		if status == 0:
			answer = engine.get_input((Bob.lines['l1a'],), Bob.lines['l1q'], surface, 2)
			progress.set_progress('bi_library', 2)
			if answer == 'yes':
				answer = engine.get_input((Bob.lines['l2yes'],), Bob.lines['l2q'], surface, 2)
				progress.set_progress('name', answer)
				engine.display_message(((Bob.lines['l3a'] + cryptofunctions.encrypt(answer, 'bob')), Bob.lines['l3b']), surface)
				engine.wait()
				engine.get_input((Bob.lines['l4a'],), Bob.lines['l4q'], surface, 2)
				engine.display_message((Bob.lines['l5'],), surface)
				progress.set_progress('bi_bob', 1)
			else:
				engine.display_message((Bob.lines['l2no'],), surface)
		elif status == 1:
			engine.display_message((Bob.lines['l6'],), surface)
		
		engine.wait()
Esempio n. 3
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	def talk_with_bartender(self, Bartender, Player, surface):
		for item in self.items:
			if item.ID == 'PICKLEJUICE':
				Picklejuice = item
			if item.ID == 'BEER':
				Beer = item
			if item.ID == 'WET_MARTINI':
				Wet_martini = item

		for item in Player.inventory:
			if item.ID == 'PICKLE':
				Pickle = item

		answer = engine.get_input((Bartender.lines['l1a'], Bartender.lines['l1b'], Bartender.lines['l0']), Bartender.lines['q1'], surface, 2)
		while not answer in ('bebiebir', 'pibicklebi jubiibicebi', 'webit mabirtibinibi', 'picklej'):
			answer = engine.get_input((Bartender.lines['l2c'],  Bartender.lines['l1a'], Bartender.lines['l1b']), Bartender.lines['q1'], surface, 2)
		
		if answer == 'webit mabirtibinibi':
			engine.display_message((Bartender.lines['l2a'] + answer + Bartender.lines['l2b'], ), surface)
			Player.inventory.add(Wet_martini)
		elif answer == 'bebiebir':
			engine.display_message((Bartender.lines['l2a'] + answer + Bartender.lines['l2b'], ), surface)
			engine.wait()
			engine.display_message((Bartender.lines['l5a'], ), surface)
			Player.inventory.add(Beer)
		elif answer == 'pibicklebi jubiibicebi' or answer == 'picklej':
			status = progress.get_progress('bi_pickle')
			if status == 0 or status == 1:
				engine.display_message((Bartender.lines['l3a'], ), surface)
				progress.set_progress('bi_pickle', 1)
			elif status == 2:
				engine.display_message((Bartender.lines['l4a'], ), surface)
				engine.wait()
				engine.display_message((Bartender.lines['l4b'], ), surface)
				Player.inventory.remove(Pickle)
				Player.inventory.add(Picklejuice)
				progress.set_progress('bi_pickle', 0)
		elif answer == 'esc':
			pass

				
		engine.wait()
Esempio n. 4
0
def updateGroups():
    if progress.get_progress('bi_library') == 2:
        library_group.add(Book_bob)
        library_collide.add(Book_bob)
        Library = library.Library('pictures/library_bg.png', library_group,
                                  library_collide)
Esempio n. 5
0
    def mainloop(self, surface, event):

        for sprite in self.sprites:  # pull sprites from sprite group to make it easier
            if sprite.ID == 'PLAYER':
                Player = sprite
            elif sprite.ID == 'DOOR':
                Door = sprite
            elif sprite.ID == 'DOOR_BAR':
                Door_bar = sprite
            elif sprite.ID == 'DOOR_BOB':
                Door_bob = sprite
            elif sprite.ID == 'DOOR_PPSHED':
                Door_pickleshed = sprite
            elif sprite.ID == 'DOOR_LIB':
                Door_library = sprite
            elif sprite.ID == 'PICKLEPLANT':
                Pickle_plant = sprite

        for item in self.items:
            if item.ID == 'PICKLE':
                Pickle = item

        surface.blit(self.image, (1, 1))
        self.sprites.draw(surface)

        new_room = 'bitown'
        from_room = 'bitown'

        if event.type == KEYDOWN:
            if event.key == K_RETURN:
                if engine.check_bordering(Player, Door):
                    tmp = self.exit('house1')
                    from_room = tmp[0]
                    new_room = tmp[1]

                elif engine.check_bordering(Player, Door_bar):
                    tmp = self.exit('bar')
                    from_room = tmp[0]
                    new_room = tmp[1]

                elif engine.check_bordering(Player, Door_bob):
                    tmp = self.exit('house_bob')
                    from_room = tmp[0]
                    new_room = tmp[1]

                elif engine.check_bordering(Player, Door_pickleshed):
                    tmp = self.exit('pickleshed')
                    from_room = tmp[0]
                    new_room = tmp[1]

                elif engine.check_bordering(Player, Door_library):
                    tmp = self.exit('library')
                    from_room = tmp[0]
                    new_room = tmp[1]

                elif engine.check_bordering(Player, Pickle_plant):
                    status = progress.get_progress('bi_pickle')
                    #if not Pickle in Player.inventory:
                    if status == 0:
                        ans = ''

                        while ans not in ('yes', 'no'):
                            ans = engine.get_input(
                                (Pickle_plant.lines['unpicked'], ),
                                Pickle_plant.lines['q1'], surface)

                        if ans == 'yes':
                            progress.set_progress('bi_pickle', 2)
                            Player.add_to_inventory((Pickle, ))
                            Pickle_plant.picked = 1
                            Pickle_plant.change_picture(2)

                            engine.display_message(
                                (Pickle_plant.lines['unpicked2'], ), surface)
                            engine.wait()

                    else:
                        engine.display_message(
                            (Pickle_plant.lines['picked'], ), surface)
                        engine.wait()

            elif event.key in (K_d, K_s, K_a, K_w):
                Player.move(event.key, self.collide_group)

        return (from_room, new_room)