This commit is contained in:
Matyáš Caras 2022-04-17 18:47:02 +02:00
commit b347fd7585
9 changed files with 124 additions and 28 deletions

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@ -9,7 +9,7 @@ I was bored
Check out the `example.yml` file, all games are in the `YAML` format.
## How do I use this
Download/clone the repo and run the `__main__.py` file with the path to a game in `YAML` format as the first argument.
Download/clone the repo and run the `__main__.py` file. You need to have a valid game in a `games` folder.
## TODO
[Here](https://github.com/hernikplays/texty/projects/1)

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@ -19,7 +19,7 @@ def lang():
data = yaml.load(f,Loader=SafeLoader)
return data
def main(): # TODO: Maybe a menu for available text games?
def main():
l = lang()
init()
if(not isdir("./games")):
@ -41,7 +41,8 @@ def main(): # TODO: Maybe a menu for available text games?
print(l['no_games'])
else:
names = []
for n in games: names.append(n.name)
for n in games:
names.append(n.name)
m = MenuManager(names,f" TEXTY \n{l['available']}")
games[m.selected].main_menu()

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@ -21,24 +21,28 @@ game: # here goes all the game logic
beer:
description: "Order beer"
text: "You order some &ebeer"
add_inventory: "Beer" # add something to inventory
add_item: "Beer" # add something to inventory
actions:
- do_something
nothing:
description: "Do nothing"
text: "You sit and wait..."
actions:
- last
last:
description: 'Continue'
text: 'You look around the tavern'
- drink
- leave
do_something:
description: "Continue"
text: "You start to feel bored."
actions:
- drink
- sitmore
- leave
drink:
needs_item:
- 'Beer'
has_item: ["Beer"] # item names are case-sensitive
description: "Drink beer"
text: 'You take a sip of your beer'
sitmore:
description: 'Sit some more'
text: 'You sit some more...'
text: "You take a sip of your cold &eBeer"
actions:
- leave
leave:
description: "Leave"
text: "You decide to leave."

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@ -21,6 +21,5 @@ class AsciiAnimation:
data = yaml.load(c,Loader=yaml.SafeLoader)
if(data["speed"] != None):
self.speed = data["speed"]
pass
with open(f"{tmpdir}/ascii/{name}/{f}",encoding="utf-8") as f: # add all frames into list
self.frames.append(f.read())

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@ -1,9 +1,10 @@
import enum
import yaml
from yaml.loader import SafeLoader
from colorama import Fore, Back
import re
from lib.menu import MenuManager
from lib.menu import HasItemDialogue, MenuManager
from .save import SaveManager
from .ascii import AsciiAnimation
from time import sleep
@ -70,30 +71,75 @@ class Game: # the game class keeps information about the loaded game
def print_text(self): # Prints out the current prompt
system("cls||clear")
if "add_item" in self.nodes[self.current].keys(): # if there is an add_inventory key in the node,
# add item to inventory
item = self.nodes[self.current]['add_item']
if item not in self.inventory:
self.inventory.append(item)
print(self.inventory)
system("clear||cls")
print(f"{self.lang['acquire'].replace('$item',f'{Fore.CYAN}{item}{Fore.RESET}')}")
sleep(3)
system("clear||cls")
animated = re.search(r"(?!{).+(?=})",self.nodes[self.current]["text"]) # find the animated text
if(animated != None):
self.print_animated(animated.group(0))
self.nodes[self.current]["text"] = self.nodes[self.current]["text"].replace("{"+animated.group(0)+"}","") # remove the animated text from the text prompt
if("actions" in self.nodes[self.current].keys()):
actions_desc = []
actions_desc = [] # has descriptions of text prompts, so that we don't need to find them in MenuManager
need_item = [] # helps implement a check for needing an item
for option in self.nodes[self.current]["actions"]:
try:
actions_desc.append(self.nodes[option]["description"])
except:
if "has_item" in self.nodes[option].keys():
need_item.append(self.nodes[option]["has_item"])
else:
need_item.append(None)
except Exception:
print(f"{Back.RED}{Fore.WHITE}{self.lang['no_action'].replace('$action',option)}{Fore.RESET}")
exit(1)
m = ""
actions_desc.extend([self.lang['inventory'],self.lang['quit']])
if(all(element == None for element in need_item) is False):
need_item.extend([None, None])
# we need to check if user has item
m = HasItemDialogue(actions_desc,self.parse_colors(self.nodes[self.current]["text"]),self.inventory,need_item)
# TODO: Remove item from inventory after using it?
while need_item[m.selected] != None and all(element not in self.inventory for element in need_item[m.selected]): # until user selects an available prompt, re-prompt again
m = HasItemDialogue(actions_desc,self.parse_colors(self.nodes[self.current]["text"]),self.inventory,need_item)
if "has_item" in self.nodes[m.selected].keys():
for item in need_item[m.selected]:
self.inventory.remove(item)
else:
m = MenuManager(actions_desc,self.parse_colors(self.nodes[self.current]["text"]))
sel = m.selected
if "add_item" in self.nodes[self.current]: # if there is an add_inventory key in the node,
# add item to inventory
self.inventory.append(self.nodes[self.current]["add_inventory"])
self.current = self.nodes[self.current]["actions"][sel]
if(sel == len(actions_desc)-2): # show inventory
self.show_inventory()
elif (sel == len(actions_desc)-1): # Save & quit
self.save.currentPrompt = self.current # save the current prompt
self.save.inventory = self.inventory
self.save.save()
exit(0)
else:
self.current = self.nodes[self.current]["actions"][sel]
self.print_text()
else:
print(self.parse_colors(self.nodes[self.current]["text"]))
print("")
def show_inventory(self):
if len(self.inventory) == 0:
MenuManager([self.lang["return"]],f" YOUR INVENTORY \n")
else:
s = ""
for i,item in enumerate(self.inventory):
if(i == len(self.inventory)): # last item
s += f"- {item}"
else:
s += f"- {item}\n"
MenuManager([self.lang["return"]],f" YOUR INVENTORY \n{s}")
self.print_text()
def print_animated(self,animid): # prints the first found occurence of an ascii animation
animation = AsciiAnimation()
animation.load_ascii(animid)

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@ -9,6 +9,11 @@ quit: 'Vypnout'
quitting: 'Vypínám'
continue: 'Pokračovat'
new_game: 'Nová hra'
inventory: 'Zobrazit inventář'
acquire: 'Získal jsi $item'
inside_inv: "VÁŠ INVENTÁŘ"
return: "Vrátit se"
lang: 'Jazyk'
back: 'Zpět'

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@ -9,6 +9,11 @@ quit: 'Quit'
quitting: 'Quitting'
continue: 'Continue'
new_game: 'New game'
inventory: 'Show inventory'
acquire: 'You acquired $item'
inside_inv: "YOUR INVENTORY"
return: "Return"
lang: 'Language'
back: 'Back'

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@ -35,9 +35,46 @@ class MenuManager:
self.show_menu()
def show_menu(self):
system("cls||clear")
print(self.additional)
for selection in self.selections:
if(self.selected == self.selections.index(selection)):
print(f"{Fore.RED}->{Fore.RESET} {selection}")
else:
print(f" {selection}")
class HasItemDialogue(MenuManager):
'''
Custom handler for dialogue, that requires to check if the user has an item
'''
def __init__(self, selections: list, additional: str,inv:list,need_item:list):
system("cls||clear")
self.inventory = inv
self.need_items = need_item
super().__init__(selections, additional)
def show_menu(self):
print(self.additional)
for i,selection in enumerate(self.selections):
if(self.need_items[i] != None and all(element not in self.inventory for element in self.need_items[i])):
c = ""
for i,item in enumerate(self.need_items[i]):
if item not in self.inventory:
if i == len(self.need_items)-self.need_items.count(None)-1: # last item, don't add a comma
c+=f"{item} "
else:
c+=f"{item}, "
# user does not have the needed item
if(self.selected == i):
print(f"{Fore.RED}-> {Fore.CYAN}{selection}{Fore.RESET} (Need {c})")
else:
print(f" {Fore.CYAN}{selection}{Fore.RESET}")
else:
# we don't need to change color for an item user doesn't have
if(self.selected == i):
print(f"{Fore.RED}->{Fore.RESET} {selection}")
else:
print(f" {selection}")
def make_selection(self) -> int:
keyboard.remove_all_hotkeys()

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@ -5,7 +5,6 @@ class SaveManager: # manages save and configuration files
def __init__(self):
self.id = "" # game ID
self.currentPrompt = "" # Current prompt
self.lang = "" # Selected language
self.inventory = [] # Items in inventory
def load(self):
@ -18,6 +17,6 @@ class SaveManager: # manages save and configuration files
return False
def save(self):
data = {"id":self.id,"currentPrompt":self.currentPrompt,"inventory":self.inventory,"lang":self.lang}
data = {"id":self.id,"currentPrompt":self.currentPrompt,"inventory":self.inventory}
with open(f"./saves/{self.id}.yml",mode="w",encoding="utf-8") as f:
yaml.dump(data,f)