Beispiel #1
0
def credits_screen():
    goscreen = core.load_image("credits.png", directory="gfx", auto_alpha=False)
    core.dissolve_transition( core.screen.copy().convert(), goscreen.copy().convert(), 1000 )
    
    while True:
        core.clock.tick(core.MAX_FPS)
        
        events = pygame.event.get()
        
        if core.handleEvents(events) == "quit":
            exit()
            
        for event in events:
            if event.type == KEYUP:
                core.play_sound("button_click")
                Input.update()
                core.next_screen = main_menu
                return
        
        core.screen.blit(goscreen, (0,0))                        
        core.updateScreen()
Beispiel #2
0
def game_over(score, rank):
    core.play_music("game over", queue=True)
    
    # load game over screen
    goscreen = core.load_image("game_over.png", directory="gfx", auto_alpha=False)
    core.dissolve_transition( core.screen.copy().convert(), goscreen.copy().convert(), 1000 )
    
    while True:
        core.clock.tick(core.MAX_FPS)
        
        events = pygame.event.get()
        
        if core.handleEvents(events) == "quit":
            exit()
            
        for event in events:
            if event.type == KEYUP:
                core.next_screen = core.curry(hiscores_screen, score, rank)
                Input.update()
                return
        
        core.screen.blit(goscreen, (0,0))                        
        core.updateScreen()
Beispiel #3
0
def main_game():  
    global mc, tutorial, hints, killed_bugs
    

#    if yesno_prompt("Play tutorial level?"):
#        tutorial = True
#        hints    = 0
    
    core.baddys_group.clear()
    core.render_group.clear()
    core.attack_group.clear()
    
    # load bg
    sky_bg = core.load_image("sky_bg.png", directory="gfx", auto_alpha=False)
    exp_bgs = core.load_image("exp_bg.png", directory="gfx")
    exp_bg = sprite.oSprite()
    exp_bg.x = 10
    exp_bg.y = 545
    exp_bg.animations = {
        "stopped": {
            "N": [0, True, [
                sprite.oFrame(core.im_crop(exp_bgs, pygame.Rect(0,0,278,33))),
                sprite.oFrame(core.im_crop(exp_bgs, pygame.Rect(0,33,278,33))),
                sprite.oFrame(core.im_crop(exp_bgs, pygame.Rect(0,66,278,33)))
            ]]
        }
    }
    exp_bg.changeState("stopped")
    core.render_group.add(exp_bg)
       
    # initialize map
    core.level = map.oMap()

    # current stats
    level = 0
    level_time = oStatsDisp(core.level.time, (700,20), useNumbers=True, formatValue=format_level_time)
    lives = oStatsDisp(3, (10, 20), image=core.load_image("haato.png", directory="gfx"))
    score = oStatsDisp(0, (0,20), xalign=0.5, useNumbers=True, formatValue=format_score)

    # main character
    mc = sprite.oSprite()
    
    mc_sprite = core.load_image("nozomi.png", directory="gfx")
    mc_mask   = core.load_image("nozomi_mask.png", directory="gfx")
    
    mc.animFromStrip( mc_sprite, [
        ["stopped","S",1,1,0,True, (23,45), (23,33)],
        ["stopped","W",4,1,0,True, (23,45), (17,33)],
        ["stopped","E",7,1,0,True, (23,45), (30,33)],
        ["stopped","N",10,1,0,True,(23,45), (23,33)],
        ["walking","S",0,3,.02,True, (23,45), (23,33)],
        ["walking","W",3,3,.02,True, (23,45), (17,33)],
        ["walking","E",6,3,.02,True, (23,45), (30,33)],
        ["walking","N",9,3,.02,True, (23,45), (23,33)],
        ["dying",  "N",12,3,0.01,False, (23,45)]
    ], 48, 48, mc_mask )
    
    mc.changeState("stopped")
    mc.AI = core.handlePlayerControls
    core.render_group.add(mc)
    
    available_attacks = [
        featheratk.oDoubleAttack(core.load_image("double_feather.png", directory="gfx")),
        featheratk.oTriangleAttack(core.load_image("triangle_feather.png", directory="gfx")),
        featheratk.oCrossAttack(core.load_image("cross_feather.png", directory="gfx"))
    ]
    
    mc.attacks = [ 
        featheratk.oBasicAttack(core.load_image("debug_feather.png", directory="gfx"))        
    ]
    mc.use_attack = 0
    
    # load map
    load_level(level, mc)
    
    killed_bugs = 0
    lost_lives = 0
    mid_rank = 0
    rank_num = 0
    
    forceUpdate = True
    
    while True:
        lag = core.clock.tick(core.MAX_FPS)
        if lag <= 0:
            lag = 1
        
        level_time.update(level_time.value - lag/1000.0)
        if level_time.value < 0:
            main_char_death(mc)
            core.play_sound("mc_dying")
            lives.update(lives.value-1)
            lost_lives += 1
        
        if core.handleEvents() == "quit":
            return
                        
        dirty_rects = core.render_group.update(lag)
        core.level.updateNests(lag)
        exp_bg.animFrame = core.mathExp.state
        
        # check collisions
        # bugs
        if core.render_group.checkCollision(False, False, mc, core.baddys_group):
            main_char_death(mc)
            core.play_sound("mc_dying")
            lives.update(lives.value-1)
            lost_lives += 1
                
        # pickups
        picked = core.pickup_group.checkCollision(False, False, mc, core.pickup_group)
        for pickup in picked:
            pickup = pickup[0]
            # new live :D
            if isinstance(pickup, sprite.oHeartSprite):
                core.play_sound("live_gain")
                lives.update(lives.value+1)
                pickup.die()
                
        # feather attacks
        kills = core.attack_group.checkCollision(False, False, None, core.baddys_group)
        score.update(score.value + 100*len(kills))
        killed_bugs += len(kills)
        for i in kills:
            core.play_sound("bug_dying")
            if hasattr(i[0], "attackMgr"):
                feather, bug = i
            if hasattr(i[1], "attackMgr"):
                bug, feather = i
            feather.attackMgr.kills += 1
            feather.die()
            bug.OnAnimationEnd = bug.die
            bug.direction = "N"
            bug.changeState("dying")
        

        if lives.value == 0 and mc.OnAnimationEnd is None:
            if rank_num == 0:
                _rank = 0
            else:
                _rank = mid_rank / rank_num
            core.next_screen = core.curry(game_over, score.value, _rank)
            return
        
        # draw level / sprites
        core.screen.blit(sky_bg, (0,0))
        dirty_rects.extend( core.level.draw(core.screen) )
        core.render_group.draw(core.screen)
        
        # draw stats
        # lives
        dirty_rects.extend( lives.draw(core.screen) )
        # math exp
        dirty_rects.extend( core.mathExp.draw(core.screen) )
        # time
        dirty_rects.extend( level_time.draw(core.screen) )
        # score
        dirty_rects.extend( score.draw(core.screen) )
        # attacks
        for i, attack in enumerate(mc.attacks):
            attack.update(lag)
            dirty_rects.extend( attack.draw(core.screen, i == mc.use_attack) )
                
#        dirty_rects.append( core.fonts.Draw(core.screen, None, 24,
#         str(core.clock.get_fps()), (650, 50), (255,255,255,255)))
        
        
        if forceUpdate:
            dirty_rects = None
        forceUpdate = False
        core.updateScreen(dirty_rects)
        

        
        # clear level =D
        if core.level.portalActive:
            _score, rank = level_clear_screen(mc, killed_bugs, level_time.value, lives.value, lost_lives, score.value)
            score.update(_score)
            mid_rank += rank
            rank_num += 1
            lost_lives = 0
            core.baddys_group.clear()
            core.attack_group.clear()
            level += 1
            
            if not load_level(level, mc):
                core.next_screen = core.curry(game_ending, core.curry(hiscores_screen, score.value, mid_rank/rank_num))
                return
            
            
            if available_attacks:
                new_attack = available_attacks.pop(0)
                feather_received(new_attack)
                mc.attacks.append( new_attack )
            
            level_time.update(core.level.time)
            mc.changeState("stopped")
            for attack in mc.attacks:
                attack.freeze = 0
                attack.used = 0
                attack.kills = 0
                attack.last_rects = []
            
            forceUpdate = True
Beispiel #4
0
def level_clear_screen(mc, killed_bugs, ltime, lives, lost_lives, score):
    core.play_music("stage clear", queue=True)
    last_screen = core.screen.copy().convert()
    ls = last_screen.copy().convert()
    bg = core.load_image("stage_clear.png", directory="gfx")
        
    stars = core.load_image("rank_star.png", directory="gfx")
    stars = [ core.im_crop(stars, pygame.Rect(0,0,55,51)),
              core.im_crop(stars, pygame.Rect(55,0,55,51)) ]
    
    ltime = int(ltime)
    used_feathers, wasted_feathers, waste_penalty = getFeatherStats(mc)
    rank = getRank(mc, lost_lives, lives, ltime, killed_bugs)
     
    state = 0
    
    skilled_bugs = oStatsDisp(0, (465,155), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time)
    stime = oStatsDisp(0, (465,190), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time)
    slives = oStatsDisp(0, (465,225), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time)
    sfeathers = oStatsDisp(0, (465,260), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time)
    stotal = oStatsDisp(score, (235,370), useNumbers=True, xalign=1.0, width=330, formatValue=format_score)
    last_total = score
    
    forceUpdate = True
    vel = .3
    vel2 = 100
    
    while True:
        lag = core.clock.tick(core.MAX_FPS)
        if lag <= 0:
            lag = 1
            
        dirty_rects = []
        
        if core.handleEvents() == "quit":
            exit()
            
        vel = 0.2
        if Input.up(K_RETURN):
            if state < 8:
                vel = sys.maxint
            else:
                core.dissolve_transition(core.screen.copy().convert(), ls, 1000)
                return stotal.value, rank
        
        core.screen.blit(ls, (0,0))
        core.screen.blit(bg, (0,0))
        # points
        if state == 0:
            skilled_bugs.update( skilled_bugs.value + vel*lag )
            if skilled_bugs.value >= killed_bugs:
                skilled_bugs.value = killed_bugs
                state += 1
        elif state == 1:
            stime.update( stime.value + vel*lag )
            if stime.value >= ltime:
                stime.value = ltime
                state += 1
        elif state == 2:
            slives.update( slives.value + vel*lag )
            if slives.value >= lives:
                slives.value = lives
                state += 1
        elif state == 3:
            sfeathers.update( sfeathers.value + vel*lag )
            if sfeathers.value >= wasted_feathers:
                sfeathers.value = wasted_feathers
                state += 1
        elif state == 4:
            stotal.update( stotal.value + vel2*lag )
            if stotal.value >= last_total + killed_bugs*10:
                stotal.value = last_total + killed_bugs*10
                last_total = stotal.value
                state += 1
        elif state == 5:
            stotal.update( stotal.value + vel2*lag )
            if stotal.value >= last_total + ltime*100:
                stotal.value = last_total + ltime*100
                last_total = stotal.value
                state += 1
        elif state == 6:
            stotal.update( stotal.value + vel2*lag )
            if stotal.value >= last_total + lives*1000:
                stotal.value = last_total + lives*1000
                last_total = stotal.value
                state += 1
        elif state == 7:
            stotal.update( stotal.value - vel2*lag )
            if stotal.value <= last_total - waste_penalty:
                stotal.value = last_total - waste_penalty
                last_total = stotal.value
                state += 1
        
        # draw
        dirty_rects.extend( skilled_bugs.draw(core.screen) )
        if state > 0:
            dirty_rects.extend( stime.draw(core.screen) )
        if state > 1:
            dirty_rects.extend( slives.draw(core.screen) )
        if state > 2:
            dirty_rects.extend( sfeathers.draw(core.screen) )
        if state > 3:
            dirty_rects.extend( stotal.draw(core.screen) )
        if state > 7:
            def draw_rank_star(pos, rank_need):
                if rank >= rank_need:
                    return core.screen.blit(stars[1], pos)
                else:
                    return core.screen.blit(stars[0], pos)
            
            dirty_rects.append( draw_rank_star((405,430), 3) )
            dirty_rects.append( draw_rank_star((460,430), 2) )
            dirty_rects.append( draw_rank_star((515,430), 1) )
            
        if last_screen is not None:
            core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000)
            last_screen = None
            
        if forceUpdate:
            dirty_rects = None
        forceUpdate = False
        core.updateScreen(dirty_rects)
Beispiel #5
0
def main_menu():
    core.play_music("main menu")
    # load bg
    bg = core.load_image("main_menu.png", directory="gfx", auto_alpha=False)
    selected = 0
    
    def genButton(images, pos):
        button = sprite.oSprite()
        button.x = pos[0]
        button.y = pos[1]
        button.animations = {
            "active": {
                "N": [0,True,[sprite.oFrame(images[0])]]
            },
            "inactive": {
                "N": [0,True,[sprite.oFrame(images[1])]]
            }
        }
        core.render_group.add(button)
        return button
    
    selected = 0
    buttons = []
    core.render_group.clear()
    for i, button in enumerate(["new game","help","credits","exit"]):
        y = 180 + i*40
        x = 75
        buttons.append( genButton(core.game_images[button], (x,y)) )
    
    menu_screens = [
        game_intro,     # new game
        hiscores_screen,# high scores
        credits_screen, # credits
        exit_screen,    # exit
    ]
    
    forceUpdate = True
    last_screen = core.screen.copy().convert()
    
    while True:
        lag = core.clock.tick(core.MAX_FPS)
        
        if core.handleEvents() == "quit":
            exit()
                    
        if Input.up(K_UP):
            core.play_sound("cursor_move")
            selected -= 1
            if selected < 0:
                selected = len(buttons)-1
        if Input.up(K_DOWN):
            core.play_sound("cursor_move")
            selected += 1
            if selected >= len(buttons):
                selected = 0
        if Input.up(K_RETURN):
            core.next_screen = menu_screens[selected]
            core.play_sound("button_click")
            return
        
        for i, button in enumerate(buttons):
            button.changeState("active" if i == selected else "inactive")
                    
        dirty_rects = core.render_group.update(lag)
        core.screen.blit(bg, (0,0))
        core.render_group.draw(core.screen)        
        
        if last_screen is not None:
            core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000)
            last_screen = None
        
        if forceUpdate:
            dirty_rects = None
        core.updateScreen(dirty_rects)
Beispiel #6
0
def yesno_prompt(text):
    last_screen = core.screen.copy().convert()
    ls = last_screen.copy().convert()
    bg = core.load_image("yesno_prompt.png", directory="gfx")
    selected = 0
    button_group = sprite.oSpriteGroup()
    def genButton(images, pos):
        button = sprite.oSprite()
        button.x = pos[0]
        button.y = pos[1]
        button.animations = {
            "active": {
                "N": [0,True,[sprite.oFrame(images[0])]]
            },
            "inactive": {
                "N": [0,True,[sprite.oFrame(images[1])]]
            }
        }
        button_group.add(button)
        return button
    
    selected = 0
    buttons = []
    buttons.append( genButton(core.game_images["no"], (200,300)) )
    buttons.append( genButton(core.game_images["yes"], (400,300)) )
    forceUpdate = True
    
    while True:
        lag = core.clock.tick(core.MAX_FPS)
        
        if core.handleEvents() == "quit":
            exit()
                    
        if Input.up(K_LEFT):
            core.play_sound("cursor_move")
            selected -= 1
            if selected < 0:
                selected = len(buttons)-1
        if Input.up(K_RIGHT):
            core.play_sound("cursor_move")
            selected += 1
            if selected >= len(buttons):
                selected = 0
        if Input.up(K_RETURN):
            core.play_sound("button_click")
            core.dissolve_transition(core.screen.copy().convert(), ls, 1000)
            return bool(selected)
        
        for i, button in enumerate(buttons):
            button.changeState("active" if i == selected else "inactive")
                    
        dirty_rects = button_group.update(lag)
        core.screen.blit(ls, (0,0))
        core.screen.blit(bg, (0,0))
        button_group.draw(core.screen)        
        
        dirty_rects.append(core.fonts.Draw(core.screen, None, 36, text,
         pygame.Rect(50,250,700,50), (255,255,255,255), alignHoriz='center', antialias=True))        
        
        if last_screen is not None:
            core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000)
            last_screen = None
        
        core.updateScreen(dirty_rects)
Beispiel #7
0
 def show_texts(self, texts, char=0):
     rv = True
     self.char = char
     x, y = self.x, self.y
     if self.background is not None:
         last_screen = core.screen.copy().convert()
         ls = last_screen.copy().convert()
         core.screen.blit( self.background, self.bg_pos )
         core.dissolve_transition( last_screen, core.screen.copy().convert(), self.intime )
         
     last_screen = core.screen.copy().convert()
      
     try:
         for text in texts:
             text = "\n".join( self.wrap_multi_line(text, self.font, self.width) ) + ' '
             self.dismissed = False
             
             start = 0
                        
             while not self.dismissed:
                 lag = core.clock.tick(core.MAX_FPS)
                 if lag <= 0:
                     lag = 1
         
                 if core.handleEvents(escape_exits = not K_ESCAPE in self.skip_keys) == "quit":
                     exit()
                 
                 
                 core.screen.blit(last_screen, (0,0))
                 
                 for skip_key in self.skip_keys:
                     if Input.up(skip_key):
                         rv = False
                         raise eSkipText
                 
                 if start < len(text):
                     for dismiss in self.dismiss_keys:
                         if Input.up(dismiss):
                             self.char = len(text)
                            
                     self.char += self.speed * lag
                     chars = text[start:int(self.char)]
                     start += len(chars)
                     update_rects = []
                     for char in chars:
                         if char in ["\r","\n"]:
                             y += self.font.size("W")[1] + self.line_spacing
                             x  = self.x
                         else:
                             text_surf = self.font.render( char, True, self.color )
                             update_rects.append( last_screen.blit(text_surf, (x,y)) )
                             x += text_surf.get_width()                            
                     core.updateScreen()
                                         
                 else:
                     if self.ctc is not None:
                         self.ctc.x = x
                         self.ctc.y = y
                         ctc_rect = self.ctc.update(lag)
                         self.ctc.draw(core.screen)
                         ctc_rect.extend(update_rects)
                         core.updateScreen(ctc_rect)
                         
                         
                     for dismiss in self.dismiss_keys:
                         if Input.up(dismiss):
                             self.dismissed = True
                             self.char -= len(text)
                             x  = self.x
                             y += self.font.size("W")[1] + self.line_spacing                                
     
     except eSkipText:
         pass
     
     core.dissolve_transition( core.screen.copy().convert(), ls, self.intime )
     return rv
def map_editor():
    
    mapa, filename = new_map()
    
    tiles = [
        map.oTile(0, 25, True),
        map.oTile(1, 25, True),
        map.oTile(2, 25, True),
        map.oTile(3, 25, True),
        map.oTile(4, 25, False),
        map.oTile(5, 25, False),
        map.oTile(6, 25, True)
    ]
        
    selector = core.load_image("selector.png", directory="gfx")
    current_tile = 0
    number = 0
    op = 0
    task = 0
    ox = 0
    oy = 0
    tw, th = mapa.tileSize

    while True:
        lag = core.clock.tick(core.MAX_FPS)
        
        
        mx, my = pygame.mouse.get_pos()
        ox = int(math.floor( (mx-mapa.x) / tw ))
        oy = int(math.floor( (my-mapa.y) / th ))
        if ox >= mapa.width:
            ox = mapa.width-1
        if oy >= mapa.height:
            oy = mapa.height-1
        if ox < 0:
            ox = 0
        if oy < 0:
            oy = 0
        
        dx, dy = ox, oy
        
        events = pygame.event.get()
        for event in events:
            if event.type == QUIT:
                exit()
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    return
                if event.key == K_LEFT:
                    if task == 0: # tile
                        current_tile -= 1
                        if current_tile < 0:
                            current_tile = len(tiles)-1
                    elif task == 1: # number
                        number -= 1
                        if number < 0:
                            number = 9
                    elif task == 2: # op
                        op -= 1
                        if op < 0:
                            op = 4
                            
                if event.key == K_RIGHT:
                    if task == 0:
                        current_tile += 1
                        if current_tile >= len(tiles):
                            current_tile = 0
                    if task == 1:
                        number += 1
                        if number > 9:
                            number = 0
                    if task == 2:
                        op += 1
                        if op > 4:
                            op = 0

                if event.key == K_UP:                            
                    task -= 1
                    if task < 0:
                        task = 3
                if event.key == K_DOWN:
                    task += 1
                    if task > 3:
                        task = 0
                if event.key == K_F1:
                    mapa, filename = new_map()
                if event.key == K_F2:
                    mapa.save(filename)
                if event.key == K_F3:
                    mapa, filename = load_map()
                if event.key == K_F4:
                    mapa = edit_map(mapa)
        core.handleEvents(events)            
                
        if Input.down("MB1"):
            p = oy*mapa.width + ox
            if task == 0:
                if mapa.mapData[p] is None:
                    mapa.mapData[p] = map.oTile(0,0,False)
                mapa.mapData[p].imageID = tiles[current_tile].imageID
                mapa.mapData[p].height  = tiles[current_tile].height
                mapa.mapData[p].walkable = tiles[current_tile].walkable
            elif task == 1 and mapa.mapData[p] is not None:
                mapa.mapData[p].number = number
            elif task == 2 and mapa.mapData[p] is not None:
                mapa.mapData[p].op = op
            elif task == 3 and mapa.mapData[p] is not None:
                mapa.mapData[p].portal = True
        if Input.down("MB3"):
            p = oy*mapa.width + ox
            if task == 0:
                mapa.mapData[p] = None
            elif task == 1 and mapa.mapData[p] is not None:
                mapa.mapData[p].number = -1
            elif task == 2 and mapa.mapData[p] is not None:
                mapa.mapData[p].op = -1
            elif task == 3 and mapa.mapData[p] is not None:
                mapa.mapData[p].portal = False
        
        
        core.screen.fill((180,180,180,255))
        
        mapa.draw(core.screen)
        if task == 0:
            core.screen.blit( mapa.tileset[tiles[current_tile].imageID], (dx*tw,dy*th), special_flags=BLEND_RGBA_MULT )
        elif task == 1:
            core.screen.blit(mapa.tileset[10+number], (dx*tw, dy*th-25))
        elif task == 2:
            core.screen.blit(mapa.tileset[20+op], (dx*tw, dy*th-25))
        elif task == 3:
            core.screen.blit(mapa.tileset[8], (dx*tw, dy*th-25))
        core.screen.blit( selector, (dx*tw,dy*th-25) )
            
        
        core.fonts.Draw(core.screen, None, 24, 'x, y: ' + str(ox) + ', ' + str(oy), (10, 10), (255,255,255,255))
        
        core.updateScreen()