Beispiel #1
0
 def __init__(self, t):
     super(Boss3, self).__init__()
     self.isBossRush = t[2]
     self.x = 256
     self.y = 8
     self.left = 16
     self.top = 9
     self.right = 63
     self.bottom = 38
     self.hp = boss.BOSS_3_HP
     self.layer = gcommon.C_LAYER_SKY
     self.score = 10000
     self.subcnt = 0
     self.hitcolor1 = 13
     self.hitcolor2 = 7
     self.body = Boss3Body()
     self.body.y = 72
     self.anchor = Boss3Anchor()
     self.collisionRects = gcommon.Rect.createFromList(
         [[8, 0, 72, 15], [24, 16, 71, 29], [40, 30, 62, 129 + 16],
          [24, 130 + 16, 71, 143 + 16], [8, 144 + 16, 72, 159 + 16]])
     self.mode = 0
     self.modeCnt = 0
     self.body_min_y = 16
     self.body_max_y = 128
     self.cycleCount = 0
     self.shotCycle = __class__.shotCycles[GameSession.difficulty]
     self.mainShotCycle = int(self.shotCycle * 0.75)
     self.timerObj = None
     if self.isBossRush:
         self.timerObj = enemy.Timer1.create(40)
     gcommon.debugPrint("Boss3")
Beispiel #2
0
 def broken(self):
     for feeler in self.feelers:
         feeler.remove()
     for feelerShot in self.feelerShots:
         feelerShot.remove()
     for cell in self.bossCells:
         if cell.removeFlag == False:
             cell.remove()
     self.remove()
     enemy.removeEnemyShot()
     ObjMgr.objs.append(
         boss.BossExplosion(gcommon.getCenterX(self),
                            gcommon.getCenterY(self),
                            gcommon.C_LAYER_EXP_SKY))
     GameSession.addScore(self.score)
     BGM.sound(gcommon.SOUND_LARGE_EXP)
     enemy.Splash.append(gcommon.getCenterX(self), gcommon.getCenterY(self),
                         gcommon.C_LAYER_EXP_SKY)
     if self.isBossRush:
         gcommon.debugPrint("Boss2 call NextEvent")
         if self.timerObj != None:
             self.timerObj.stop()
             self.timerObj = None
         ObjMgr.objs.append(enemy.NextEvent([0, None, 240]))
     else:
         ObjMgr.objs.append(enemy.Delay(enemy.StageClear, None, 240))
Beispiel #3
0
 def __init__(self, t):
     super(Boss4, self).__init__()
     self.isBossRush = t[2]
     self.x = 256
     self.y = 80
     self.layer = gcommon.C_LAYER_SKY
     self.left = 27
     self.top = 8
     self.right = 87
     self.bottom = 45
     self.hp = boss.BOSS_4_HP
     self.subState = 0
     self.subCnt = 0
     self.hitcolor1 = 9
     self.hitcolor2 = 10
     self.missileState = 0
     self.missileObj = [None, None, None]
     self.missileIndex = 0
     self.homingMissileInterval = 60
     self.homingMissileCnt = 0
     self.homingMissileFlag = False
     self.score = 12000
     self.timerObj = None
     if self.isBossRush:
         self.timerObj = enemy.Timer1.create(35)
     gcommon.debugPrint("Boss4")
Beispiel #4
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	def update(self):
		self.mover.update()
		if self.x <= -96 or self.x >= gcommon.SCREEN_MAX_X+96 or self.y <= -96 or self.y >= gcommon.SCREEN_MAX_Y+96:
			self.remove()
			if self.cnt < 10:
				gcommon.debugPrint("ContainerCarrier1 is ng start point (" +  str(self.mx) + ","+ str(self.my) +") (" + str(self.x) + "," + str(self.y)+"")
			return
Beispiel #5
0
 def update(self):
     if pyxel.btnp(pyxel.KEY_Q):
         for obj in ObjMgr.objs:
             gcommon.debugPrint(str(obj))
         pyxel.quit()
     if self.nextScene != None:
         self.nextScene.init()
         self.scene = self.nextScene
         self.nextScene = None
     self.scene.update()
Beispiel #6
0
 def selectNextStage(self):
     stageManager = stage.StageLinkManager()
     gcommon.debugPrint("selectNextStage " + self.stage)
     stageList = stageManager.findNextStageList(self.stage)
     if stageList == None:
         gcommon.debugPrint("next stageList is None")
         GameSession.stage = "-1"
         self.startEnding()
     else:
         #self.startStage(stageList[0].stage)
         self.setScene(
             stageSelect.NextStageSelectScene(self, self.stage, None))
Beispiel #7
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 def addScore(cls, score):
     __class__.score += score
     __class__.scoreCheck += score
     if __class__.scoreFirstExtend == False and __class__.scoreCheck >= 20000:
         __class__.playerStock += 1
         __class__.scoreFirstExtend = True
         BGM.sound(gcommon.SOUND_EXTENDED, gcommon.SOUND_CH1)
         gcommon.debugPrint("First Extended")
     elif __class__.scoreCheck >= 50000:
         __class__.playerStock += 1
         __class__.scoreCheck = 0
         BGM.sound(gcommon.SOUND_EXTENDED, gcommon.SOUND_CH1)
         gcommon.debugPrint("Extended by 50000")
Beispiel #8
0
	def __init__(self, t):
		super(MovableBattery1, self).__init__()
		self.mx = t[2]
		self.my = t[3]
		pos = gcommon.mapPosToScreenPos(t[2], t[3])
		self.x = pos[0] + 3.5
		self.y = pos[1] + 3.5
		self.firstShot = t[4]
		self.moveTable = t[5]
		if self.x <= -96 or self.x >= gcommon.SCREEN_MAX_X+96 or self.y <= -96 or self.y >= gcommon.SCREEN_MAX_Y+96:
			gcommon.debugPrint("MovableBattery1 is ng start point (" +  str(self.mx) + ","+ str(self.my) +") (" + str(self.x) + "," + str(self.y)+"")
		else:
			ObjMgr.addObj(MovableBattery1p(self.x, self.y, self.firstShot, self.moveTable))
		self.remove()
Beispiel #9
0
    def update(self):
        if self.state == 0:
            self.size += 0.05
            if self.size > 1.0:
                self.size = 1.0
                self.nextState()
                gcommon.debugPrint("to State1")
        elif self.state == 1:
            if self.cnt > self.beamTime:
                self.nextState()
                gcommon.debugPrint("to State2")
        else:
            self.size -= 0.05
            if self.size < 0.05:
                self.remove()
                return

        self.x = self.parent.x + self.offsetX
        self.y = self.parent.y + self.offsetY
        self.xpolygonList1 = gcommon.getAnglePolygons2([self.x, self.y], self.polygonList1, [0,0], self.rad, 1.0, self.size)
        self.xpolygonList2 = gcommon.getAnglePolygons2([self.x, self.y], self.polygonList1, [0,0], self.rad, 1.0, self.size*0.8)
        self.xpolygonList3 = gcommon.getAnglePolygons2([self.x, self.y], self.polygonList1, [0,0], self.rad, 1.0, self.size*0.5)
Beispiel #10
0
    def update(self):
        if self.state == 0:
            if self.x <= 170:
                self.nextState()
        elif self.state == 1:
            if self.cnt == 80:
                self.layer = gcommon.C_LAYER_SKY
                self.ground = False
                self.dx = 0.05
                self.dy = 0.0
                self.nextState()
        elif self.state == 2:
            self.x += self.dx
            self.y += self.dy
            if self.x > 150:
                self.dx = 0
                self.hp = boss.BOSS_2_HP  # ここでHPを入れなおす
                self.setState(4)
                gcommon.debugPrint("x=" + str(self.x) + " y=" + str(self.y) +
                                   " dx=" + str(self.dx) + " dy=" +
                                   str(self.dy))
        elif self.state == 4:
            self.x += self.dx
            self.y += self.dy
            self.brake = False
            mode = boss2tbl[self.tblIndex][0]
            if mode == 0:
                if self.subcnt == boss2tbl[self.tblIndex][3]:
                    self.nextTbl()
            elif mode == 1:
                if self.x < boss2tbl[self.tblIndex][3]:
                    self.dx *= 0.95
                    self.dy *= 0.95
                    self.brake = True
                    if abs(self.dx) < 0.01:
                        self.dx = 0
                        self.nextTbl()
                else:
                    self.addDxDy()
            elif mode == 2:
                if self.x > boss2tbl[self.tblIndex][3]:
                    self.dx *= 0.95
                    self.dy *= 0.95
                    self.brake = True
                    if abs(self.dx) < 0.01:
                        self.dx = 0
                        self.nextTbl()
                else:
                    self.addDxDy()
            elif mode == 3:
                # 上制限(上移動)
                if self.y < boss2tbl[self.tblIndex][3]:
                    self.dx *= 0.95
                    self.dy *= 0.95
                    self.brake = True
                    if abs(self.dy) <= 0.01:
                        self.nextTbl()
                else:
                    self.addDxDy()
            elif mode == 4:
                # 下制限(下移動)
                if self.y > boss2tbl[self.tblIndex][3]:
                    self.dx *= 0.95
                    self.dy *= 0.95
                    self.brake = True
                    if abs(self.dy) <= 0.01:
                        self.nextTbl()
                else:
                    self.addDxDy()
            elif mode == 5:
                # 触手伸ばす
                if self.subcnt == 1:
                    self.feelers[0].subDr = -1
                    self.feelers[1].subDr = 1
                    self.feelers[2].subDr = -1
                    self.feelers[3].subDr = 1
                    self.feelers[0].setMode(1)
                    self.feelers[1].setMode(1)
                    self.feelers[2].setMode(1)
                    self.feelers[3].setMode(1)
                if self.subcnt == boss2tbl[self.tblIndex][3]:
                    self.feelers[0].setMode(2)
                    self.feelers[1].setMode(2)
                    self.feelers[2].setMode(2)
                    self.feelers[3].setMode(2)
                    self.nextTbl()
            elif mode == 6:
                # 触手縮める
                if self.subcnt == 1:
                    self.feelers[0].setMode(3)
                    self.feelers[1].setMode(3)
                    self.feelers[2].setMode(3)
                    self.feelers[3].setMode(3)
                if self.subcnt == boss2tbl[self.tblIndex][3]:
                    self.nextTbl()
            elif mode == 100:
                # 指定インデックスに移動
                self.tblIndex = boss2tbl[self.tblIndex][3]
                self.cycleCount += 1
                self.subcnt = 0

            attack = boss2tbl[self.tblIndex][4]
            if attack == 1:
                # 触手伸ばす攻撃
                #if self.cycleCount & 1 == 0:
                if self.subcnt == 1:
                    self.shotBoss2Feeler(self.x + 16, self.y + 29,
                                         math.pi * 0.75)
                    BGM.sound(gcommon.SOUND_FEELER_GROW)
                elif self.subcnt == 20:
                    self.shotBoss2Feeler(self.x + 16, self.y + 8,
                                         math.pi * 1.25)
                elif self.subcnt == 40 and GameSession.isNormalOrMore():
                    self.shotBoss2Feeler(self.x + 50, self.y + 8,
                                         math.pi * 1.5)
                elif self.subcnt == 60 and GameSession.isHard():
                    self.shotBoss2Feeler(self.x + 50, self.y + 29,
                                         math.pi * 0.5)
            self.subcnt += 1
        elif self.state == 900:
            self.x -= 1
            if self.x <= 150:
                self.dx = 0.0
                self.dy = 0.0
                self.timerObj = enemy.Timer1.create(30)
                self.hp = boss.BOSS_2_HP
                self.setState(4)
Beispiel #11
0
 def __init__(self, t):
     gcommon.eventManager = story.BossRushManager()
     gcommon.eventManager.nextEvent()
     gcommon.debugPrint("InitBossRushManager")
Beispiel #12
0
    def update(self):
        # 向き
        self.isLeft = (self.x + 52) > ObjMgr.myShip.x
        self.beam = 0
        if self.state == 0:
            self.x -= gcommon.cur_scroll_x
            if self.cnt % 60 == 0:
                self.shotFix4()
            if self.cnt > 260:
                self.nextState()
        elif self.state == 1:
            # 指定位置まで移動
            self.x -= gcommon.cur_scroll_x
            self.x += 0.625
            self.y -= 0.20  #0.125
            if self.cnt % 60 == 0:
                self.shotFix4()
            if self.cnt > 270:
                self.nextState()
        elif self.state == 2:
            # 指定位置まで移動
            self.y += 0.25
            if self.cnt % 60 == 0:
                self.shotFix4()
            if self.cnt > 120:
                # x=159 y=36
                self.nextState()
                gcommon.debugPrint("x = " + str(self.x) + " y = " +
                                   str(self.y))
                self.hp = boss.BOSS_1_HP
        elif self.state == 3:
            # 4、8方向ショット
            if self.subState == 0:
                self.y -= 0.250
                if self.y < 0:
                    self.y = 0
            else:
                self.y += 0.250
                if self.y > 150:
                    self.y = 150
            if self.cnt & 15 == 15:
                if GameSession.isNormalOrLess():
                    self.shotFix4()
                else:
                    self.shotFix8()
                #if self.cnt & 31 == 31:
                #	self.shotFix4()
                #else:
            if self.cnt > 120:
                self.nextState()
                BGM.sound(gcommon.SOUND_BOSS1PREBEAM)
                if self.subState == 0:
                    self.subState = 1
                else:
                    self.subState = 0
        elif self.state == 4:
            # ビーム発射前
            if self.cnt & 1 == 1:
                x = 50 + random.random() * 30
                y = random.random() * 6
                a = 200 + random.random() * 500
                if self.cnt & 3 == 3:
                    a *= -1
                self.tbl.append(Boss1Star(x, y, a))

            newTbl = []
            for s in self.tbl:
                s.x -= 2
                if s.x >= 0:
                    newTbl.append(s)
            self.tbl = newTbl

            if self.cnt > 90:
                self.nextState()
                BGM.sound(gcommon.SOUND_BOSS1BEAM)
        elif self.state == 5:
            # ビーム発射開始(移動なし)
            self.beam = int(self.cnt / 3) + 1
            if self.beam > 5:
                self.nextState()
        elif self.state == 6:
            # ビーム発射中(移動なし)
            self.beam = 6
            self.beamObj.hitCheck = True
            if self.cnt > 60:
                self.nextState()
        elif self.state == 7:
            # ビーム発射中(移動あり)
            self.beam = 6
            zy = abs(self.y + 30 - ObjMgr.myShip.y)
            if zy > 80:
                self.dy = 3
            elif zy > 50:
                self.dy = 2
            elif zy > 20:
                self.dy = 1
            else:
                self.dy = 0.25
            if self.y + 30 > ObjMgr.myShip.y:
                self.dy = -self.dy
            self.y += self.dy
            if GameSession.isNormal():
                if self.cnt % 45 == 0:
                    self.shotFix4()
            elif GameSession.isHard():
                if self.cnt % 30 == 0:
                    self.shotFix4()
            if self.cnt > self.beamTime:
                self.nextState()
        elif self.state == 8:
            self.dy = 0.0
            # ビーム発射終了(移動なし)
            self.beam = 5 - int(self.cnt / 3)
            self.beamObj.hitCheck = False
            if self.beam < 0:
                self.setState(3)

        elif self.state == 900:
            # ボスラッシュ時の初期
            self.x -= 1.0
            if self.x <= 159:
                self.timerObj = enemy.Timer1.create(30)
                self.hp = boss.BOSS_1_HP
                self.setState(3)