Beispiel #1
0
    def fire(self, scene):
        scene.sm.transition(levelstates.TankFireState(scene, self))
        dx,dy = OFFSETS_FROM_DIRS[self.last_move_direction]
        self.fire_obj = framesprite.FrameSprite("assets/tankfire.png", 12)
        self.fire_obj.set_frame(self.last_move_direction)
        scene.ui_group.add(self.fire_obj)
        off = (0,0)
        if self.last_move_direction == 0: off = (-2, -9)
        elif self.last_move_direction == 1: off = (0, -8)
        elif self.last_move_direction == 2: off = (2, -9)
        elif self.last_move_direction == 3: off = (0, -4)
        self.fire_obj.move((self.gx + dx) * game.TILESIZE + off[0], (self.gy + dy) * game.TILESIZE + off[1])
        self.step_animation = self.post_fire_step_animation
        self.set_frame(self._frame // 2 + 8)

        self.bullet_obj = framesprite.FrameSprite("assets/tankshell.png", 8)
        self.bullet_obj.set_frame(self.last_move_direction)
        scene.ui_group.add(self.bullet_obj)
        off = (0,0)
        if self.last_move_direction == 0: off = (-2, -6)
        elif self.last_move_direction == 1: off = (2, -8)
        elif self.last_move_direction == 2: off = (2, -6)
        elif self.last_move_direction == 3: off = (2, 0)        
        self.bullet_obj.move((self.gx + dx) * game.TILESIZE + off[0], (self.gy + dy) * game.TILESIZE + off[1])
        sound.play("tankfire")
Beispiel #2
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 def enter(self):
     self.scene.load()
     self.tileselect = framesprite.FrameSprite("assets/objects.png", 12)
     self.scene.ui_group.add(self.tileselect)
     self.decoselect = framesprite.FrameSprite("assets/tiles.png", 12)
     self.scene.ui_group.add(self.decoselect)
     self.decoselect.rect = (0, 12, self.decoselect.rect[2],
                             self.decoselect.rect[3])
     self.decoselect.set_frame(15)
     self.deco = 0
Beispiel #3
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 def add_star(self, filled):
     x = len(self.stars) * 32 + 120 - 45
     y = 163
     s = framesprite.FrameSprite("assets/bigstar.png", 29)
     s.set_frame((0, 1)[filled])
     s.move(x, y)
     self.stars.append(s)
     self.scene.ui_group.add(s)
Beispiel #4
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 def add_anim(self, img, width, frames, pos):
     s = framesprite.FrameSprite(img, width)
     self.group.add(s)
     s._image_name = img
     s.allowed_frames = frames
     s.allowed_frame_index = 0
     s.set_frame(frames[0])
     s.move(*pos)
     self.animated.append(s)
Beispiel #5
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    def enter(self):
        sound.play("factory")
        self.num_steps = 0
        w = self.scene.snake[0]
        self.scene.game_group.add(w)
        self.scene.animatedsprites.append(w)

        self.flag = framesprite.FrameSprite("assets/flag.png", 12)
        self.scene.game_group.add(self.flag)
        self.scene.animatedsprites.append(self.flag)

        self.steps = text.Text("0", "small", (0, 0))
        self.scene.ui_group.add(self.steps)

        self.position_extras()

        self.enemies_to_control = []

        self.cell_arrow = framesprite.FrameSprite("assets/cellarrow.png", 9)
        self.cell_arrow.move(-10, -10)
        self.scene.ui_group.add(self.cell_arrow)
        self.scene.animatedsprites.append(self.cell_arrow)

        self.update_steps()
Beispiel #6
0
    def start(self):
        self.scroll = (0, 0)
        self.back_group = pygame.sprite.Group()
        self.fore_group = pygame.sprite.Group()
        self.levelobjs = []
        self.map = simplesprite.SimpleSprite("assets/worldmaplayout.png",
                                             (0, 0))
        self.back_group.add(self.map)

        for i, level in enumerate(LEVELS):
            x, y = level[3][0], level[3][1]
            obj = framesprite.FrameSprite("assets/mapflag copy.png", 12)
            if self.game.save.get_level_state(i)['beaten']:
                obj.set_frame(1)
            obj.move(x - 6, y - 10)
            self.levelobjs.append((obj, level))
            self.back_group.add(obj)

        self.popup_sprites = []

        self.arrow = framesprite.FrameSprite("assets/selectarrow.png", 11)
        self.arrow.move(-11, -11)
        self.animated.append(self.arrow)
        self.fore_group.add(self.arrow)

        self.next_text = text.Text(">", "small", (0, -20))
        self.prev_text = text.Text("<", "small", (0, -20))
        self.fore_group.add(self.next_text)
        self.fore_group.add(self.prev_text)

        overlay = simplesprite.SimpleSprite("assets/mapoverlay.png", (0, 0))
        self.fore_group.add(overlay)
        self.selected_level = self.starting_level_index
        self.update_selection()
        self.flash_index = 0
        sound.play_music('overworld')
Beispiel #7
0
    def load(self):
        gx, gy = game.RES[0] // game.TILESIZE, game.RES[1] // game.TILESIZE
        self.tilemap = tilemap.Tilemap(
            game.TILESIZE, gx, gy,
            pygame.image.load(
                resource_path("assets/tiles.png")).convert_alpha())
        self.background_group = pygame.sprite.Group()
        self.background_group.add(self.tilemap)
        self.game_group = pygame.sprite.LayeredUpdates()
        self.ui_group = pygame.sprite.Group()
        self.tutorial_group = pygame.sprite.Group()

        self.tanks = []
        self.overlay = framesprite.FrameSprite("assets/gameoverlay.png", 240)
        self.ui_group.add(self.overlay)
        self.worker_queue = tilemap.Tilemap(
            12, 20, 1,
            pygame.image.load(
                resource_path("assets/workericon.png")).convert_alpha())
        self.worker_queue.rect = (2, 1, 240, 12)
        self.ui_group.add(self.worker_queue)

        self.animatedsprites = []

        self.road_grid = []
        self.object_grid = []
        self.factories = []
        self.cityhalls = []
        for row in range(gy):
            self.object_grid.append([])
            self.road_grid.append([])
            for col in range(gx):
                self.object_grid[-1].append(None)
                self.road_grid[-1].append(False)

        try:
            self.tilemap.load("levels/%s_tiles.csv" % self.level_file)
            self.load_objects("levels/%s_objects.csv" % self.level_file)
        except Exception as e:
            traceback.print_exc()
            self.tilemap.load("levels/empty_tiles.csv")
            self.load_objects("levels/empty_objects.csv")
            self.level_file = "empty"

        self.queued_workers = 0
        self.start_tile = None
Beispiel #8
0
    def start(self):
        self.joy = joyresolver.JoyResolver(self.on_joy_press)
        self.set_starting_button = False
        self.background_group = pygame.sprite.LayeredDirty()
        self.game_group = pygame.sprite.LayeredDirty()
        self.ui_group = pygame.sprite.LayeredDirty()
        self.parallax = []
        self.stars = []

        self.choices = []
        self.current_choice = 2
        self.using_joy = True
        self.mode = MODE_START
        self.takeoff_time = 0

        self.run_challenges = []
        self.run_modifiers = []

        minx = -200
        miny = -200
        maxx = self.game.game_resolution.x + 200
        maxy = self.game.game_resolution.y + 200
        for i in range(320):
            s = framesprite.FrameSprite(
                V2(random.randint(minx, maxx), random.randint(miny, maxy)),
                "assets/bgstar.png", 11)
            s.frame = 4 + random.randint(0, 1)
            self.background_group.add(s)
            self.parallax.append(Parallaxed(s, 0.05))
            self.stars.append(s)
        for i in range(90):
            s = framesprite.FrameSprite(
                V2(random.randint(minx, maxx), random.randint(miny, maxy)),
                "assets/bgstar.png", 11)
            s.frame = 2 + random.randint(0, 1)
            self.background_group.add(s)
            self.parallax.append(Parallaxed(s, 0.1))
            self.stars.append(s)
        for i in range(40):
            s = framesprite.FrameSprite(
                V2(random.randint(minx, maxx), random.randint(miny, maxy)),
                "assets/bgstar.png", 11)
            s.frame = 0 + random.randint(0, 1)
            self.background_group.add(s)
            self.parallax.append(Parallaxed(s, 0.2))
            self.stars.append(s)

        earth_pos = self.game.game_offset + V2(120, 140)
        self.bg_earth = simplesprite.SimpleSprite(earth_pos,
                                                  "assets/title-earth.png")
        self.game_group.add(self.bg_earth)
        self.parallax.append(Parallaxed(self.bg_earth, 1))

        self.bg_enemies = IntelOption(self,
                                      earth_pos + V2(-165, 7),
                                      "assets/title-enemies.png",
                                      251,
                                      onclick=self.click_intel)
        self.game_group.add(self.bg_enemies)
        self.bg_enemies.visible = False
        self.choices.append(self.bg_enemies)

        res = self.game.game_resolution

        self.bg_multiplayer = MultiplayerOption(self,
                                                V2(res.x * 0.2, res.y / 8),
                                                "assets/title-multiplayer.png",
                                                58,
                                                onclick=self.click_multiplayer)
        self.parallax.append(Parallaxed(self.bg_multiplayer, 0.15))
        self.game_group.add(self.bg_multiplayer)
        self.choices.append(self.bg_multiplayer)
        self.bg_multiplayer.visible = False

        self.bg_continue = None
        if self.game.run_info.started:
            self.bg_continue = ContinueOption(self,
                                              V2(res.x * 0.4, res.y / 8),
                                              "assets/title-continue.png",
                                              frame_width=109,
                                              onclick=self.click_continue)
            self.parallax.append(Parallaxed(self.bg_continue, 0.05))
            self.game_group.add(self.bg_continue)
            self.choices.append(self.bg_continue)

        self.bg_newgame_path = simplesprite.SimpleSprite(
            earth_pos + V2(150, -32), "assets/title-newgame-path.png")
        self.bg_newgame_path.visible = False
        self.game_group.add(self.bg_newgame_path)

        self.bg_newgame = NewGameOption(self,
                                        earth_pos + V2(265, -39),
                                        "assets/title-newgame-ship.png",
                                        onclick=self.click_new)
        self.bg_newgame.visible = False
        self.game_group.add(self.bg_newgame)
        self.choices.append(self.bg_newgame)

        self.bg_options = OptionsOption(self,
                                        V2(res.x * 3 / 4, res.y * 0.55),
                                        "assets/title-options.png",
                                        onclick=self.click_options)
        self.parallax.append(Parallaxed(self.bg_options, 1.5))
        self.game_group.add(self.bg_options)
        self.choices.append(self.bg_options)
        self.bg_options.visible = False

        self.bg_exit = ExitOption(self,
                                  V2(res.x * 0.7, res.y * 0.8),
                                  "assets/title-exit.png",
                                  onclick=self.click_exit)
        self.parallax.append(Parallaxed(self.bg_exit, 5))
        self.game_group.add(self.bg_exit)
        self.choices.append(self.bg_exit)
        self.bg_exit.visible = False

        self.logo = hqlogo.HQLogo(earth_pos + V2(89, 103), delay=6.25)
        self.logo.offset = (0.5, 0.5)
        self.game_group.add(self.logo)

        l = MenuOptionLabel(
            self.bg_enemies.pos + V2(78, -2) + V2(22, -6) + V2(-4, -4),
            self.bg_enemies.pos + V2(78, -2) + V2(-4, -4), "Intel")
        self.bg_enemies.label = l
        self.ui_group.add(l)

        l = MenuOptionLabel(
            self.bg_multiplayer.pos + V2(-28, -2) + V2(-22, -6) + V2(-4, -4),
            self.bg_multiplayer.pos + V2(-28, -2) + V2(-4, -4), "Multiplayer")
        self.bg_multiplayer.label = l
        self.ui_group.add(l)

        if self.bg_continue:
            l = MenuOptionLabel(
                self.bg_continue.pos + V2(18, 22) + V2(42, -24) + V2(-4, -4),
                self.bg_continue.pos + V2(18, 22) + V2(-4, -4), "Continue")
            self.bg_continue.label = l
            self.ui_group.add(l)

        t = "New Game"
        if self.game.save.victories > 0:
            t = "New Game [^+]"
        l = MenuOptionLabel(
            self.bg_newgame.pos + V2(38, 26) + V2(22, 6) + V2(-4, -4),
            self.bg_newgame.pos + V2(38, 26) + V2(-4, -4), t)
        self.bg_newgame.label = l
        self.ui_group.add(l)

        l = MenuOptionLabel(
            self.bg_options.pos + V2(-30, 2) + V2(-22, -3) + V2(-4, -4),
            self.bg_options.pos + V2(-30, 2) + V2(-4, -4), "Options")
        self.bg_options.label = l
        self.ui_group.add(l)

        l = MenuOptionLabel(
            self.bg_exit.pos + V2(9, 16) + V2(22, 1) + V2(-4, -4),
            self.bg_exit.pos + V2(9, 16) + V2(-4, -4), "Exit")
        self.bg_exit.label = l
        self.ui_group.add(l)

        x = 340 * (self.game.game_resolution.x / game.RES[0])
        y = self.game.game_resolution.y / 2 - 50

        if self.game.first_load:
            self.game.first_load = False
            self.time = 0
        else:
            self.skip_intro()

        self.sm = states.Machine(states.UIEnabledState(self))
Beispiel #9
0
 def enter(self):
     self.selection = framesprite.FrameSprite("assets/cursor.png", 16)
     self.scene.ui_group.add(self.selection)
     self.scene.animatedsprites.append(self.selection)
     self.update_selection()
Beispiel #10
0
    def update_selection(self):
        (lvl, name1, name2, pos, *extras) = LEVELS[self.selected_level]
        name2 = "%d - %s" % (self.selected_level + 1, name2)
        self.scroll = SCROLLS[name1]
        self.arrow.move(pos[0] - self.scroll[0] - 13,
                        pos[1] - self.scroll[1] - 18)

        self.back_group.remove(self.popup_sprites)
        self.popup_sprites = []

        y = self.scroll[1] + 10
        w, h = (text.FONTS['big'].get_rect(name1)[2] + 12, 50)
        w2 = text.FONTS['small'].get_rect(name2)[2] + 12
        w = max(w, w2, 120)
        fw = w + 43
        x = self.scroll[0] + 120 - fw / 2
        city = text.Text(name1,
                         "big", (x + 5, y + 5),
                         color=(game.BGCOLOR),
                         border=False)
        background = pygame.sprite.Sprite()

        background.image = pygame.Surface((fw, h))
        background.rect = (x, y, background.image.get_size()[0] + 10,
                           background.image.get_size()[1])
        background.image.fill(game.FGCOLOR)
        pygame.draw.rect(background.image, game.FGCOLOR, (0, 0, w, h))
        pygame.draw.rect(background.image, game.BGCOLOR,
                         (w, 1, fw - w - 1, h - 2))
        pygame.draw.rect(background.image, game.BGCOLOR, (1, 1, w - 2, h - 2),
                         1)
        desc = text.Text(name2,
                         "small", (x + 5, y + 21),
                         color=(game.BGCOLOR),
                         border=False)

        self.popup_sprites.append(background)
        self.popup_sprites.append(city)
        self.popup_sprites.append(desc)

        savestate = self.game.save.get_level_state(self.selected_level)

        for i in range(3):
            star = framesprite.FrameSprite("assets/star.png", 13)
            star.move(x + 6 + i * 15, y + 32)
            if i < savestate['stars']:
                star.set_frame(1)
            self.popup_sprites.append(star)

        if savestate['beaten']:
            steptext = "%d Steps" % savestate['steps']
            stepwidth = text.FONTS['small'].get_rect(steptext)[2]
            steps = text.Text(steptext,
                              "small", (x + w - 6 - stepwidth, y + 35),
                              color=(game.BGCOLOR),
                              border=False)
            self.popup_sprites.append(steps)

        self.make_minimap(x + w, y + 7)

        self.back_group.add(self.popup_sprites)

        city_index = CITIES.index(name1)
        if name1 == CITIES[0]:
            self.prev_text.set_pos(0, -20)
        else:
            self.prev_text.set_text("< " + CITIES[city_index - 1])
            self.prev_text.set_pos(5, 160)
        if name1 == CITIES[-1]:
            self.next_text.set_pos(0, -20)
        else:
            self.next_text.set_text(CITIES[city_index + 1] + " >")
            self.next_text.set_pos(235 - self.next_text.rect[2], 160)