Merge branch 'main' of https://github.com/hernikplays/texty
This commit is contained in:
commit
b347fd7585
9 changed files with 124 additions and 28 deletions
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@ -9,7 +9,7 @@ I was bored
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Check out the `example.yml` file, all games are in the `YAML` format.
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## How do I use this
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Download/clone the repo and run the `__main__.py` file with the path to a game in `YAML` format as the first argument.
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Download/clone the repo and run the `__main__.py` file. You need to have a valid game in a `games` folder.
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## TODO
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[Here](https://github.com/hernikplays/texty/projects/1)
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@ -19,7 +19,7 @@ def lang():
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data = yaml.load(f,Loader=SafeLoader)
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return data
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def main(): # TODO: Maybe a menu for available text games?
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def main():
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l = lang()
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init()
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if(not isdir("./games")):
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@ -41,7 +41,8 @@ def main(): # TODO: Maybe a menu for available text games?
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print(l['no_games'])
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else:
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names = []
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for n in games: names.append(n.name)
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for n in games:
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names.append(n.name)
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m = MenuManager(names,f" TEXTY \n{l['available']}")
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games[m.selected].main_menu()
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@ -21,24 +21,28 @@ game: # here goes all the game logic
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beer:
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description: "Order beer"
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text: "You order some &ebeer"
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add_inventory: "Beer" # add something to inventory
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add_item: "Beer" # add something to inventory
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actions:
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- do_something
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nothing:
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description: "Do nothing"
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text: "You sit and wait..."
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actions:
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- last
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last:
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description: 'Continue'
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text: 'You look around the tavern'
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- drink
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- leave
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do_something:
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description: "Continue"
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text: "You start to feel bored."
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actions:
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- drink
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- sitmore
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- leave
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drink:
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needs_item:
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- 'Beer'
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has_item: ["Beer"] # item names are case-sensitive
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description: "Drink beer"
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text: 'You take a sip of your beer'
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sitmore:
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description: 'Sit some more'
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text: 'You sit some more...'
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text: "You take a sip of your cold &eBeer"
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actions:
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- leave
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leave:
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description: "Leave"
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text: "You decide to leave."
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@ -21,6 +21,5 @@ class AsciiAnimation:
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data = yaml.load(c,Loader=yaml.SafeLoader)
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if(data["speed"] != None):
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self.speed = data["speed"]
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pass
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with open(f"{tmpdir}/ascii/{name}/{f}",encoding="utf-8") as f: # add all frames into list
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self.frames.append(f.read())
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60
lib/game.py
60
lib/game.py
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@ -1,9 +1,10 @@
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import enum
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import yaml
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from yaml.loader import SafeLoader
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from colorama import Fore, Back
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import re
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from lib.menu import MenuManager
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from lib.menu import HasItemDialogue, MenuManager
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from .save import SaveManager
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from .ascii import AsciiAnimation
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from time import sleep
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@ -70,30 +71,75 @@ class Game: # the game class keeps information about the loaded game
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def print_text(self): # Prints out the current prompt
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system("cls||clear")
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if "add_item" in self.nodes[self.current].keys(): # if there is an add_inventory key in the node,
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# add item to inventory
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item = self.nodes[self.current]['add_item']
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if item not in self.inventory:
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self.inventory.append(item)
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print(self.inventory)
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system("clear||cls")
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print(f"{self.lang['acquire'].replace('$item',f'{Fore.CYAN}{item}{Fore.RESET}')}")
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sleep(3)
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system("clear||cls")
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animated = re.search(r"(?!{).+(?=})",self.nodes[self.current]["text"]) # find the animated text
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if(animated != None):
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self.print_animated(animated.group(0))
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self.nodes[self.current]["text"] = self.nodes[self.current]["text"].replace("{"+animated.group(0)+"}","") # remove the animated text from the text prompt
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if("actions" in self.nodes[self.current].keys()):
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actions_desc = []
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actions_desc = [] # has descriptions of text prompts, so that we don't need to find them in MenuManager
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need_item = [] # helps implement a check for needing an item
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for option in self.nodes[self.current]["actions"]:
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try:
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actions_desc.append(self.nodes[option]["description"])
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except:
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if "has_item" in self.nodes[option].keys():
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need_item.append(self.nodes[option]["has_item"])
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else:
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need_item.append(None)
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except Exception:
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print(f"{Back.RED}{Fore.WHITE}{self.lang['no_action'].replace('$action',option)}{Fore.RESET}")
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exit(1)
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m = ""
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actions_desc.extend([self.lang['inventory'],self.lang['quit']])
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if(all(element == None for element in need_item) is False):
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need_item.extend([None, None])
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# we need to check if user has item
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m = HasItemDialogue(actions_desc,self.parse_colors(self.nodes[self.current]["text"]),self.inventory,need_item)
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# TODO: Remove item from inventory after using it?
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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
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m = HasItemDialogue(actions_desc,self.parse_colors(self.nodes[self.current]["text"]),self.inventory,need_item)
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if "has_item" in self.nodes[m.selected].keys():
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for item in need_item[m.selected]:
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self.inventory.remove(item)
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else:
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m = MenuManager(actions_desc,self.parse_colors(self.nodes[self.current]["text"]))
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sel = m.selected
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if "add_item" in self.nodes[self.current]: # if there is an add_inventory key in the node,
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# add item to inventory
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self.inventory.append(self.nodes[self.current]["add_inventory"])
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self.current = self.nodes[self.current]["actions"][sel]
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if(sel == len(actions_desc)-2): # show inventory
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self.show_inventory()
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elif (sel == len(actions_desc)-1): # Save & quit
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self.save.currentPrompt = self.current # save the current prompt
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self.save.inventory = self.inventory
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self.save.save()
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exit(0)
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else:
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self.current = self.nodes[self.current]["actions"][sel]
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self.print_text()
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else:
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print(self.parse_colors(self.nodes[self.current]["text"]))
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print("")
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def show_inventory(self):
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if len(self.inventory) == 0:
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MenuManager([self.lang["return"]],f" YOUR INVENTORY \n")
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else:
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s = ""
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for i,item in enumerate(self.inventory):
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if(i == len(self.inventory)): # last item
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s += f"- {item}"
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else:
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s += f"- {item}\n"
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MenuManager([self.lang["return"]],f" YOUR INVENTORY \n{s}")
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self.print_text()
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def print_animated(self,animid): # prints the first found occurence of an ascii animation
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animation = AsciiAnimation()
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animation.load_ascii(animid)
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@ -9,6 +9,11 @@ quit: 'Vypnout'
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quitting: 'Vypínám'
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continue: 'Pokračovat'
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new_game: 'Nová hra'
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inventory: 'Zobrazit inventář'
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acquire: 'Získal jsi $item'
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inside_inv: "VÁŠ INVENTÁŘ"
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return: "Vrátit se"
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lang: 'Jazyk'
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back: 'Zpět'
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@ -9,6 +9,11 @@ quit: 'Quit'
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quitting: 'Quitting'
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continue: 'Continue'
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new_game: 'New game'
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inventory: 'Show inventory'
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acquire: 'You acquired $item'
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inside_inv: "YOUR INVENTORY"
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return: "Return"
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lang: 'Language'
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back: 'Back'
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37
lib/menu.py
37
lib/menu.py
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@ -35,9 +35,46 @@ class MenuManager:
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self.show_menu()
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def show_menu(self):
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system("cls||clear")
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print(self.additional)
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for selection in self.selections:
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if(self.selected == self.selections.index(selection)):
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print(f"{Fore.RED}->{Fore.RESET} {selection}")
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else:
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print(f" {selection}")
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class HasItemDialogue(MenuManager):
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'''
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Custom handler for dialogue, that requires to check if the user has an item
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'''
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def __init__(self, selections: list, additional: str,inv:list,need_item:list):
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system("cls||clear")
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self.inventory = inv
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self.need_items = need_item
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super().__init__(selections, additional)
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def show_menu(self):
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print(self.additional)
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for i,selection in enumerate(self.selections):
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if(self.need_items[i] != None and all(element not in self.inventory for element in self.need_items[i])):
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c = ""
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for i,item in enumerate(self.need_items[i]):
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if item not in self.inventory:
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if i == len(self.need_items)-self.need_items.count(None)-1: # last item, don't add a comma
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c+=f"{item} "
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else:
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c+=f"{item}, "
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# user does not have the needed item
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if(self.selected == i):
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print(f"{Fore.RED}-> {Fore.CYAN}{selection}{Fore.RESET} (Need {c})")
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else:
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print(f" {Fore.CYAN}{selection}{Fore.RESET}")
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else:
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# we don't need to change color for an item user doesn't have
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if(self.selected == i):
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print(f"{Fore.RED}->{Fore.RESET} {selection}")
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else:
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print(f" {selection}")
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def make_selection(self) -> int:
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keyboard.remove_all_hotkeys()
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@ -5,7 +5,6 @@ class SaveManager: # manages save and configuration files
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def __init__(self):
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self.id = "" # game ID
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self.currentPrompt = "" # Current prompt
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self.lang = "" # Selected language
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self.inventory = [] # Items in inventory
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def load(self):
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return False
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def save(self):
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data = {"id":self.id,"currentPrompt":self.currentPrompt,"inventory":self.inventory,"lang":self.lang}
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data = {"id":self.id,"currentPrompt":self.currentPrompt,"inventory":self.inventory}
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with open(f"./saves/{self.id}.yml",mode="w",encoding="utf-8") as f:
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yaml.dump(data,f)
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