Beispiel #1
0
    def __init__(self, *args, **kwargs):
        super().__init__()
        ### Local Variables ####################################################
        text = config.load_text('menu', settings.get_language_code())
        to_game = lambda a=-1: partial(self.change_state, InGameState, time=a)
        to_screen = lambda x: partial(self.change_state, x, next=MainMenu)
        ########################################################################

        ### Object Attributes ##################################################
        self.group_list = (bg.STARS_GROUP, GRID_BG, HUD, MENU)

        self.instructions = make_text(text[:2],
                                      pos=(0, config.SCREEN_HEIGHT - 48),
                                      vspace=INSTRUCTION_DIST)
        self.menu = make_text(text[2:], pos=(0, MENU_TOP), vspace=DIST_APART)

        self.menu_actions = (
            to_game(),
            to_game(120),
            to_game(300),
            to_screen(HighScoreState),
            to_screen(HelpScreen),
            to_screen(SettingsMenu),
            to_screen(AboutScreen),
            exit,
        )
        ########################################################################

        ### Preparation ########################################################
        TITLE.rect.top = TITLE_TOP
        HUD.add(TITLE, self.hud_cursor,
                (i.center() for i in self.instructions))
        MENU.add(j.center() for j in self.menu)
        GRID_BG.add(bg.EARTH, bg.GRID)
        config.play_music('title.ogg')
Beispiel #2
0
    def __init__(self, *args, **kwargs):
        super().__init__()
        ### Local Variables ####################################################
        text      = config.load_text('menu', settings.get_language_code())
        to_game   = lambda a=-1: partial(self.change_state, InGameState, time=a)
        to_screen = lambda x   : partial(self.change_state, x, next=MainMenu)
        ########################################################################
        
        ### Object Attributes ##################################################
        self.group_list   = (bg.STARS_GROUP, GRID_BG, HUD, MENU)

        self.instructions = make_text(text[:2], pos=(0, config.SCREEN_HEIGHT - 48), vspace=INSTRUCTION_DIST)
        self.menu = make_text(text[2:], pos=(0, MENU_TOP), vspace=DIST_APART)

        self.menu_actions = (
                            to_game()                ,
                            to_game(120)             ,
                            to_game(300)             ,
                            to_screen(HighScoreState),
                            to_screen(HelpScreen    ),
                            to_screen(SettingsMenu  ),
                            to_screen(AboutScreen   ),
                            exit                     ,
                            )
        ########################################################################
        
        ### Preparation ########################################################
        TITLE.rect.top = TITLE_TOP
        HUD.add(TITLE, self.hud_cursor, (i.center() for i in self.instructions))
        MENU.add(j.center() for j in self.menu)
        GRID_BG.add(bg.EARTH, bg.GRID)
        config.play_music('title.ogg')
Beispiel #3
0
    def logic(self):
        enemysquadron.update()
        blockgrid.update()
        self._collision_grid.update()
        GameState.logic(self)

        if self._time > -1 and self._game_running:
        #If this is a timed game...
            self._time -= 1
            if not self._time:
            #If we run out of time...
                gamedata.lives = 0
            enemysquadron.increase_difficulty()
        
        if self._game_running:
            gamedata.alarm = blockgrid.is_above_threshold()
            config.loop_sound(ALARM if gamedata.alarm else None)
        else:
            config.loop_sound(None)

        if self._game_running and (not gamedata.lives or Block.block_full):
        #If we run out of lives or the blocks go past the top of the screen...
            pygame.mixer.music.fadeout(FADE_TIME)
            self._ship.change_state(Ship.STATES.DYING)
            self._ufo.change_state(UFO.STATES.GAMEOVER)
            self._ufo.kill()
            enemysquadron.celebrate()
            self._game_running = False
            gamedata.alarm = False
        elif not self._game_running:
        #If we've gotten a Game Over...
            if not self._ship.respawn_time:
            #Once the ship's been destroyed...
                for i in (self._ship, self._ship.flames, self._ship.light_column):
                    i.kill()
            if not pygame.mixer.music.get_busy():
            #If the song has faded out...
                HUD.add(self.hud_text.game_over, self.hud_text.press_fire)
                config.play_music(GAME_OVER_PATH)
                self.__game_over()
Beispiel #4
0
    def __init__(self, *args, **kwargs):
        '''
        @ivar _collision_grid: Objects that collide with others
        @ivar _game_running: True if we haven't gotten a Game Over
        @ivar group_list: list of pygame.Groups, rendered in ascending order
        @ivar hud_text: dict of HUD items that give info to the player
        @ivar key_actions: dict of functions to call when a given key is pressed
        @ivar _mouse_actions: dict of Blocks to drop on mouse click, only if config.DEBUG
        @ivar _ship: The player character
        @ivar _time: Time limit for the game in seconds (no limit if 0)
        @ivar _ufo: The UFO_GROUP object that, when shot, can destroy many blocks
        '''
        from game.mainmenu import MainMenu
        ### Local Variables ####################################################
        global GAME_TEXT
        GAME_TEXT = config.load_text('ingame', settings.get_language_code())
        rect      = config.SCREEN_RECT
        ########################################################################
        
        ### Object Attributes ##################################################
        self._game_running   = True
        self.group_list      = [bg.STARS_GROUP, BG, BLOCKS, UFO_GROUP, ENEMIES, ENEMY_BULLETS, PLAYER, PARTICLES, HUD]
        self._collision_grid = CollisionGrid(4, 4, 1, self.group_list)
        self.hud_text        = HUD_TEXT(
                                        make_text(''          , SCORE_LOCATION),
                                        make_text(''          , LIVES_LOCATION),
                                        make_text(''          , TIME_LOCATION ).center(),
                                        make_text(GAME_TEXT[2], GAME_OVER_LOC ).center(),
                                        make_text(GAME_TEXT[3], FIRE_LOCATION ).center(),
                                        make_text(GAME_TEXT[4], WAVE_LOCATION ).center(),
                                        make_text(GAME_TEXT[5], GAME_OVER_LOC ).center(),
                                       )
        self._ship          = Ship()
        self.key_actions    = {
                               K_ESCAPE: partial(self.change_state, MainMenu)               ,
                               K_F1    : config.toggle_fullscreen                           ,
                               K_SPACE : self._ship.on_fire_bullet                          ,
                               K_c     : null_if_debug(blockgrid.clean_up)                  ,
                               K_e     : null_if_debug(partial(self._ship.instadie, None))  ,
                               K_f     : null_if_debug(config.toggle_frame_limit)           ,
                               K_i     : null_if_debug(self.__ship_life)                    ,
                               K_k     : partial(self._ship.change_state, Ship.STATES.DYING),
                               K_p     : self._pause_game                                   ,
                               K_u     : null_if_debug(self.__add_ufo)                      ,
                               K_PRINT : config.take_screenshot,
                               K_F12   : config.take_screenshot,
                               K_SYSREQ: config.take_screenshot,
                              }
        self._mode          = kwargs['time'] if 'time' in kwargs else -1
        self._time          = self._mode * 60 + 60 #In frames
        self._ufo           = UFO()
        ########################################################################

        ### Preparation ########################################################
        PLAYER.add(self._ship, self._ship.flames, self._ship.my_bullet, self._ship.light_column)
        UFO_GROUP.add(self._ufo)
        HUD.add(self.hud_text.score, self.hud_text.wave)
        if self._mode > -1:
        #If this is a time attack mode...
            HUD.add(self.hud_text.time)
            gamedata.lives = 1
        else:
            HUD.add(self.hud_text.lives)

        global DEBUG_KEYS
        if not config.DEBUG and DEBUG_KEYS:
        #If this is a release build...
            for i in DEBUG_KEYS:
            #For every debug action...
                del self.key_actions[i]
            DEBUG_KEYS = None

        BG.add(bg.EARTH, bg.GRID)
        enemysquadron.reset()
        enemysquadron.start()
        config.play_music(MUSIC_PATHS[self._mode])
Beispiel #5
0
    def __init__(self, *args, **kwargs):
        super().__init__()
        ### Local Variables ####################################################
        char_up = partial(self.__char_move, 1)
        char_down = partial(self.__char_move, -1)
        table_left = partial(self.__switch_table, -1)
        table_right = partial(self.__switch_table, 1)
        langcode = settings.get_language_code()
        text = config.load_text('highscore', langcode)
        titles = config.load_text('menu', langcode)[2:5]
        titles += tuple(map(lambda x: " ".join((x, text[3])), titles))
        ########################################################################

        ### Object Attributes ##################################################
        self._mode = kwargs['mode'] if 'mode' in kwargs else -1
        self.current_table = score_table_dict[self._mode]
        self.entering_name = False
        self.key_actions = {
            K_LEFT: table_left,
            K_a: table_left,
            K_RIGHT: table_right,
            K_d: table_right,
            K_UP: char_up,
            K_w: char_up,
            K_DOWN: char_down,
            K_s: char_down,
            K_RETURN: self.__enter_char,
            K_SPACE: self.__sync_scores,
            K_ESCAPE: partial(self.change_state, kwargs['next']),
        }
        self.group_list = (bg.STARS_GROUP, GRID_BG, MENU)
        self.hud_titles = tuple(
            make_text(i, SCORE_TABLE_X).center() for i in titles)
        self.hud_scores = _make_tables()
        self.online = ONLINE_TEXT(
            *make_text(text[4:10], INSTRUCTIONS_X, vspace=0))
        ########################################################################

        ### Preparation ########################################################
        for i in self.online:
            i.center()

        if 'score' in kwargs:
            #If we just finished a game...
            config.play_music('score.ogg')
            #Whether or not we got a high score, play the special music.
            self.key_actions[K_SPACE] = self.__enter_char

            if kwargs['score'] > score_tables[score_table_dict[
                    self._mode]].lowest_score():
                #If we just got a high score...
                self.instructions = make_text(text[:3],
                                              pos=INSTRUCTIONS_X,
                                              vspace=INSTRUCT_DIST_APART)
                self._score = kwargs['score']
                self.alphanum_index = 0
                self.entering_name = True
                self.entry_name = ['A']
                self.hud_name = make_text(''.join(self.entry_name),
                                          ENTRY_NAME_POS)
                self.last_entry_name = self.entry_name
                self.name_index = 0
                MENU.add(self.instructions, self.hud_name)

        m = score_table_dict[self._mode]
        MENU.add(self.hud_scores[m], self.hud_titles[m])
        GRID_BG.add(bg.EARTH, bg.GRID)
Beispiel #6
0
    def __init__(self, *args, **kwargs):
        super().__init__()
        ### Local Variables ####################################################
        char_up     = partial(self.__char_move   ,  1)
        char_down   = partial(self.__char_move   , -1)
        table_left  = partial(self.__switch_table, -1)
        table_right = partial(self.__switch_table,  1)
        langcode  = settings.get_language_code()
        text      = config.load_text('highscore', langcode)
        titles    = config.load_text('menu', langcode)[2:5]
        titles   += tuple(map(lambda x: " ".join((x, text[3])), titles))
        ########################################################################
        
        ### Object Attributes ##################################################
        self._mode         = kwargs['mode'] if 'mode' in kwargs else -1
        self.current_table = score_table_dict[self._mode]
        self.entering_name = False
        self.key_actions = {
                            K_LEFT  : table_left        ,
                            K_a     : table_left        ,
                            K_RIGHT : table_right       ,
                            K_d     : table_right       ,
                            K_UP    : char_up           ,
                            K_w     : char_up           ,
                            K_DOWN  : char_down         ,
                            K_s     : char_down         ,
                            K_RETURN: self.__enter_char ,
                            K_SPACE : self.__sync_scores,
                            K_ESCAPE: partial(self.change_state, kwargs['next']),
                           }
        self.group_list    = (bg.STARS_GROUP, GRID_BG, MENU)
        self.hud_titles    = tuple(make_text(i, SCORE_TABLE_X).center() for i in titles)
        self.hud_scores    = _make_tables()
        self.online        = ONLINE_TEXT(*make_text(text[4:10], INSTRUCTIONS_X, vspace=0))
        ########################################################################

        ### Preparation ########################################################
        for i in self.online: i.center()
             
        if 'score' in kwargs:
        #If we just finished a game...
            config.play_music('score.ogg')
            #Whether or not we got a high score, play the special music.
            self.key_actions[K_SPACE] = self.__enter_char
            
            if kwargs['score'] > score_tables[score_table_dict[self._mode]].lowest_score():
            #If we just got a high score...
                self.instructions = make_text(
                                              text[:3],
                                              pos=INSTRUCTIONS_X,
                                              vspace=INSTRUCT_DIST_APART
                                             )
                self._score          = kwargs['score']
                self.alphanum_index  = 0
                self.entering_name   = True
                self.entry_name      = ['A']
                self.hud_name        = make_text(''.join(self.entry_name), ENTRY_NAME_POS)
                self.last_entry_name = self.entry_name
                self.name_index      = 0
                MENU.add(self.instructions, self.hud_name)

        m = score_table_dict[self._mode]
        MENU.add(self.hud_scores[m], self.hud_titles[m])
        GRID_BG.add(bg.EARTH, bg.GRID)