class ReadySequence(Sequence): def ready(self): self.scene.world = World(players=self.scene.num_players, timer=self.scene.timer) self.scene.navigations = [] for player in self.scene.world.players: self.scene.navigations.append(Navigation(player)) self.text.ainfo.index = 0 self.scene.bgm.set_volume(0.7) self.start_sound = Sound("../resources/sound/start.wav") self.scene.timer.reset() self.scene.timer.update() self.ready_timer = Timer(settings.FPS*3) self.ready_timer.play() def update(self): self.ready_timer.tick() if self.ready_timer.now == settings.FPS*1: self.text.ainfo.index = 0 elif self.ready_timer.now >= settings.FPS*2: self.text.ainfo.index = 1 self.start_sound.play() self.scene.sequence_manager.change_scene('game') self.scene.sequence_manager.current_scene.text.x = settings.SCREENWIDTH/2-180 self.scene.sequence_manager.current_scene.text.y = settings.SCREENHEIGHT/2-180 def draw(self): rect = self.scene.world.draw() map(lambda n: n.draw(), self.scene.navigations) self.scene.timer.draw() self.text.draw() return rect
def disappear(self): if not self.name == 'bomb': disappear_sound = Sound(u'../resources/sound/disappear.wav') disappear_sound.play() for panel in self.panels: panel.change_color() panel.unit = False
def ready(self): self.win = Animation(u"../resources/image/main/text/win.png", AnimationInfo(-1, 0, 1, 360, 225, 1)) finish_sound = Sound("../resources/sound/finish.wav") finish_sound.play() self.win.animation_enable = False self.win.x = settings.SCREENWIDTH/2-180 self.win.y = settings.SCREENHEIGHT/2-180 self.text.ainfo.index = 3 self.winner = self.scene.world.get_winner() self.result_timer = Timer(settings.FPS*2.5) self.result_timer.play()
def ready(self): self.scene.world = World(players=self.scene.num_players, timer=self.scene.timer) self.scene.navigations = [] for player in self.scene.world.players: self.scene.navigations.append(Navigation(player)) self.text.ainfo.index = 0 self.scene.bgm.set_volume(0.7) self.start_sound = Sound("../resources/sound/start.wav") self.scene.timer.reset() self.scene.timer.update() self.ready_timer = Timer(settings.FPS*3) self.ready_timer.play()
def __init__(self, owner, world): u""" owner : この街を所持するプレイヤー world : Worldクラスインスタンス """ self.owner = owner self.world = world self.levelup_sound = Sound("../resources/sound/levelup.wav") self.increase_sound = Sound("../resources/sound/increase.wav") self.population = 0 self.level = 1 self.buildings = [] self.territories = [] self.flow_timer = Timer(settings.FPS*settings.FLOW_POPULATION_YEAR) self.building_matrix = [[None for col in range(settings.STAGE_HEIGHT)] for row in range(settings.STAGE_WIDTH)] # 二次配列を生成してNoneで初期化
def __init__(self, owner, world): u""" owner : この街を所持するプレイヤー world : Worldクラスインスタンス """ self.owner = owner self.world = world self.levelup_sound = Sound("../resources/sound/levelup.wav") self.increase_sound = Sound("../resources/sound/increase.wav") self.population = 0 self.level = 1 self.buildings = [] self.territories = [] self.flow_timer = Timer(settings.FPS * settings.FLOW_POPULATION_YEAR) self.building_matrix = [[None for col in range(settings.STAGE_HEIGHT)] for row in range(settings.STAGE_WIDTH) ] # 二次配列を生成してNoneで初期化
def __init__(self, panels, stage): self.panels = panels self.stage = stage self.owner = panels[0].owner self.color = panels[0].color self.degree = LocalPoint(0, -1+self.owner*2) self.image = Animation(self.parameter['image'], AnimationInfo(self.owner,0,0,self.parameter['width'],self.parameter['height'],0)) self.hp = self.parameter['hp'] self.attack = self.parameter['attack'] self.limit = self.parameter['limit'] self.count = 0 self.timer = Timer(self.parameter['frequency']) appear_sound = Sound(u'../resources/sound/appear.wav') appear_sound.play() self.image.x, self.image.y = (self.panels[0].point + LocalPoint(self.offset)).to_global().to_pos() self.delay = Timer() if self.parameter['effect']['enable'] and settings.EFFECTENABLE: ef = self.parameter['effect'] Effect(ef['appear'], AnimationInfo(0,0,ef['frame'],ef['width'],ef['height'],1), x=self.image.x-ef['offset'][0], y=self.image.y-ef['offset'][1]) self.delay.set(self.parameter['delay']) self.delay.play()
def ready(self, *args, **kwargs): super(MainMenuScene, self).ready() self.bgm = BGM(u'../resources/music/title.wav', -1) self.cursor_sound = Sound("../resources/sound/cursor.wav") self.decide_sound = Sound('../resources/sound/decide.wav') self.decide_timer = Timer(settings.FPS*2.5) self.num_joypads = JoyPad.get_num_joypads() self.joypads = [] for i in xrange(0, self.num_joypads): self.joypads.append(JoyPad(i)) self.background = Image(os.path.join(self.IMAGE_PATH, "background3.png"), alpha=False) self.logo = Image(os.path.join(self.IMAGE_PATH, "logo.png")) self.config = Image(os.path.join(self.IMAGE_PATH, "config.png"), alpha=False) self.exit = Image(os.path.join(self.IMAGE_PATH, "exit.png"), alpha=False) self.cursor = Image(os.path.join(self.IMAGE_PATH, "cursor.png"), alpha=True) self.cursor_threshold = [[0, 0], ] * self.num_joypads # ジョイスティックを倒したときに、axisがどれくらい倒れたかの総量 self.cursor_move = [False] * self.num_joypads self.load_player_selection(self.num_joypads) self.logo.x = 280; self.logo.y = 20 self.player2.x = 160; self.player2.y = 400 self.player3.x = 380; self.player3.y = 400 self.player4.x = 600; self.player4.y = 400 self.config.x = 380; self.config.y = 460 self.exit.x = 600; self.exit.y = 460 # カーソル位置を初期化 self.options = ((self.player2, self.player3, self.player4), (None, self.config, self.exit)) self.actions = ((lambda:self.start_game(2), # self.player2 lambda:self.start_game(3), # self.player3 lambda:self.start_game(4),)# self.player4 , (lambda:0, # None lambda:Game.get_scene_manager().change_scene('keysetting'), #self.config lambda:sys.exit()) # self.exit ) self.cursor_logical_x = 0; self.cursor_logical_y = 0; self.set_cursor_pos(0, 0) self.sprites.add(self.background) self.sprites.add(self.logo) self.sprites.add(self.player2) self.sprites.add(self.player3) self.sprites.add(self.player4) self.sprites.add(self.config) self.sprites.add(self.exit) self.sprites.add(self.cursor) self.last_press_key = [{}] for dummy in self.joypads: self.last_press_key.append({})
class GameSequence(Sequence): def ready(self): self.text.ainfo.index = 1 self.scene.bgm.set_volume(1) self.rotate_sound = Sound(u"../resources/sound/rotate.wav") self.attach_sound = Sound(u"../resources/sound/attach.wav") self.pause_sound = Sound(u"../resources/sound/pause.wav") def update(self): if self.text.y > -360: self.text.y -=30 if self.scene.timer.is_over(): self.scene.sequence_manager.change_scene('result') for player in self.scene.world.players: player.update() p = player.poll() u"""p=0のとき、何もしない、p=1のとき、右回転、p=2のとき設置、p=-1のとき左回転p=3のときポーズ""" if p == 3: self.pause_sound.play() self.scene.sequence_manager.change_scene('pause') elif p == 2: if self.scene.world.get_panel_on(player.point).can_attach_road(): self.scene.world.replace_panel(player.current_road) self.attach_sound.play() player.attach_road() elif p!=0: self.rotate_sound.play() player.current_road.rotate(p) self.scene.world.update() map(lambda n: n.update(), self.scene.navigations) self.scene.timer.update() def draw(self): rect = self.scene.world.draw() map(lambda n: n.draw(), self.scene.navigations) self.scene.timer.draw() if self.text.y > -360: self.text.draw() return rect
def ready(self): self.text.ainfo.index = 1 self.scene.bgm.set_volume(1) self.rotate_sound = Sound(u"../resources/sound/rotate.wav") self.attach_sound = Sound(u"../resources/sound/attach.wav") self.pause_sound = Sound(u"../resources/sound/pause.wav")
class City(object): u"""街クラス。人口や発展状況などを管理する""" def __init__(self, owner, world): u""" owner : この街を所持するプレイヤー world : Worldクラスインスタンス """ self.owner = owner self.world = world self.levelup_sound = Sound("../resources/sound/levelup.wav") self.increase_sound = Sound("../resources/sound/increase.wav") self.population = 0 self.level = 1 self.buildings = [] self.territories = [] self.flow_timer = Timer(settings.FPS*settings.FLOW_POPULATION_YEAR) self.building_matrix = [[None for col in range(settings.STAGE_HEIGHT)] for row in range(settings.STAGE_WIDTH)] # 二次配列を生成してNoneで初期化 #self._constract_building(Laputa, 0, 0) def increase_population(self, p=None): u"""人口を増やす。その後、レベルアップの判定をする 増える人口はレベルに依存する。 p*2^(lv-1) """ self.flow_timer.reset() self.flow_timer.play() if not p: self.population += self._calc_population() else: self.population += p if self.level < 5 and settings.LEVELUP_BORDERLINES[self.level] < self.population: self.levelup_sound.play() self.level +=1 else: self.increase_sound.play() def decrease_population(self, p): u""" p人人口を減らす 実際に減った人数を返す """ self.flow_timer.reset() self.flow_timer.play() if self.population < p: p = self.population self.population = 0 else: self.population -= p return p def _pop_building(self): u"""ビルを建てる""" if self.population <= 0: return if random.randint(0, settings.BUILDING_POP_RATE) != 0: return buildings = LEVEL_BUILDINGS[self.level-1] if len(buildings) == 0: return if self.level <= 2: x = random.randint(0, 3) y = random.randint(0, 3) elif self.level <= 4: x, y = random.choice(((0, 0), (2, 0), (0, 2), (2, 2))) elif self.level == 5: x, y = (0, 0) if not self.building_matrix[x][y] or (self.building_matrix[x][y] and self.building_matrix[x][y].level != self.level): building = random.choice(buildings) self._constract_building(building, x, y) def _constract_building(self, cls, x, y): building = cls(self.root_point.x+x, self.root_point.y+y) for sx in xrange(x, x+building.size): for sy in xrange(y, y+building.size): self.building_matrix[sx][sy] = building self.buildings.append(building) def _calc_population(self): u"""レベルに応じた増減する人口を算出する""" p = random.randint(8000, 12000) return p*2**(self.level-1) def update(self): self.flow_timer.tick() if self.flow_timer.is_over() and self.population > 0: u"""人を流出させる""" bottom_territories = self._get_bottom_territories() for territory in bottom_territories: u"""最も手前にある領土の一覧を取ってきて、繋がっているかどうか調査する""" front = self.world.get_panel_from(territory, 2) if territory.is_connect_with(front): self._flow_immigration(territory, front) self._pop_building() updated = [] for x in xrange(0, 4): for y in xrange(0, 4): b = self.building_matrix[x][y] if b and not b in updated: b.update() updated.append(b) def draw(self): rendered = [] for x in xrange(0, 4): for y in xrange(0, 4): b = self.building_matrix[x][y] if b and not b in rendered: b.draw() rendered.append(b) def _flow_immigration(self, territory, front): u"""移民を流出させる""" immigrant = self.world.i_manager.create_immigrant(territory.point.x, territory.point.y) p = self._calc_population() p = self.decrease_population(p) immigrant.population = p immigrant.direction = 2 immigrant.ainfo.index = 2 immigrant.current_ground = territory immigrant.x, immigrant.y = territory.surface_bottom_edge.to_pos() immigrant.goal_ground = front self.flow_timer.reset() def _get_bottom_territories(self): u"""領土最下層のTerritoryのみを取ってくる""" list = [] for territory in self.territories: if territory.point.y == 3: list.append(territory) return list @property def root_point(self): u"""街の左上の座標を返す""" pc = self.world.player_count if pc == 1: return Vector(6, 0) elif pc == 2: return (Vector(2, 0), Vector(10, 0))[self.owner.number] elif pc == 3: return (Vector(1, 0), Vector(6, 0), Vector(11, 0))[self.owner.number] elif pc == 4: return Vector(self.owner.number*4, 0)
class MainMenuScene(Scene): BACKGROUND = (255,255,255) CURSOR_BORDER = 10 # カーソルを表す画像が、選択肢を表す画像からどれだけずらして配置されるか IMAGE_PATH = r"../resources/image/menu" KEY_REPEAT_TIME = 0.2 # 何秒以内の間なら、キーが押され続けていても連打とみなさないか # 2Players, 3Players, 4Playersの画像を読み込む def load_player_selection(self, joypad_number): fail = ("" if joypad_number >= 2 else "x") self.player2 = Image(os.path.join(self.IMAGE_PATH, "player2%s.png" % fail), alpha=False) fail = ("" if joypad_number >= 3 else "x") self.player3 = Image(os.path.join(self.IMAGE_PATH, "player3%s.png" % fail), alpha=False) fail = ("" if joypad_number >= 4 else "x") self.player4 = Image(os.path.join(self.IMAGE_PATH, "player4%s.png" % fail), alpha=False) # カーソルをx方向にdir_x、y方向にdir_yだけ動かす def set_cursor_pos(self, dir_x, dir_y): target_option = False while not target_option: # y方向 self.cursor_logical_y += dir_y if self.cursor_logical_y < 0: self.cursor_logical_y += len(self.options) if self.cursor_logical_y >= len(self.options): self.cursor_logical_y -= len(self.options) # x方向 self.cursor_logical_x += dir_x if self.cursor_logical_x < 0: self.cursor_logical_x += len(self.options[self.cursor_logical_y]) if self.cursor_logical_x >= len(self.options[self.cursor_logical_y]): self.cursor_logical_x -= len(self.options[self.cursor_logical_y]) # 描画位置の計算 target_option = self.options[self.cursor_logical_y][self.cursor_logical_x] self.cursor.x = target_option.x - self.CURSOR_BORDER self.cursor.y = target_option.y - self.CURSOR_BORDER # ゲームを始める def start_game(self, player_number): self.decide_timer.play() self.decide_sound.play() self.player_number = player_number def ready(self, *args, **kwargs): super(MainMenuScene, self).ready() self.bgm = BGM(u'../resources/music/title.wav', -1) self.cursor_sound = Sound("../resources/sound/cursor.wav") self.decide_sound = Sound('../resources/sound/decide.wav') self.decide_timer = Timer(settings.FPS*2.5) self.num_joypads = JoyPad.get_num_joypads() self.joypads = [] for i in xrange(0, self.num_joypads): self.joypads.append(JoyPad(i)) self.background = Image(os.path.join(self.IMAGE_PATH, "background3.png"), alpha=False) self.logo = Image(os.path.join(self.IMAGE_PATH, "logo.png")) self.config = Image(os.path.join(self.IMAGE_PATH, "config.png"), alpha=False) self.exit = Image(os.path.join(self.IMAGE_PATH, "exit.png"), alpha=False) self.cursor = Image(os.path.join(self.IMAGE_PATH, "cursor.png"), alpha=True) self.cursor_threshold = [[0, 0], ] * self.num_joypads # ジョイスティックを倒したときに、axisがどれくらい倒れたかの総量 self.cursor_move = [False] * self.num_joypads self.load_player_selection(self.num_joypads) self.logo.x = 280; self.logo.y = 20 self.player2.x = 160; self.player2.y = 400 self.player3.x = 380; self.player3.y = 400 self.player4.x = 600; self.player4.y = 400 self.config.x = 380; self.config.y = 460 self.exit.x = 600; self.exit.y = 460 # カーソル位置を初期化 self.options = ((self.player2, self.player3, self.player4), (None, self.config, self.exit)) self.actions = ((lambda:self.start_game(2), # self.player2 lambda:self.start_game(3), # self.player3 lambda:self.start_game(4),)# self.player4 , (lambda:0, # None lambda:Game.get_scene_manager().change_scene('keysetting'), #self.config lambda:sys.exit()) # self.exit ) self.cursor_logical_x = 0; self.cursor_logical_y = 0; self.set_cursor_pos(0, 0) self.sprites.add(self.background) self.sprites.add(self.logo) self.sprites.add(self.player2) self.sprites.add(self.player3) self.sprites.add(self.player4) self.sprites.add(self.config) self.sprites.add(self.exit) self.sprites.add(self.cursor) self.last_press_key = [{}] for dummy in self.joypads: self.last_press_key.append({}) def update(self): self.decide_timer.tick() if self.decide_timer.is_over(): Game.get_scene_manager().change_scene('game', players=self.player_number) self.bgm.fadeout(100) if self.decide_timer.is_active(): return self.bgm.play() for id, joypad in enumerate(self.joypads): xaxis = joypad.get_axis(0) yaxis = joypad.get_axis(1) length = sum(map(lambda x: x*x, list(self.cursor_threshold[id]))) if abs(xaxis) > 0.5: self.cursor_threshold[id][0] += xaxis if not self.cursor_move[id] or abs(length) > 16: self.cursor_sound.play() self.set_cursor_pos(1 if xaxis > 0 else - 1, 0) if abs(yaxis) > 0.5: self.cursor_threshold[id][1] += yaxis if not self.cursor_move[id] or abs(length) > 16: self.cursor_sound.play() self.set_cursor_pos(0, 1 if yaxis > 0 else - 1) if abs(xaxis) > 0.5 or abs(yaxis) > 0.5: self.cursor_move[id] = True else: self.cursor_move[id] = False self.cursor_threshold[id] = [0, 0] if joypad.is_press(11): self.actions[self.cursor_logical_y][self.cursor_logical_x]()
def ready(self, *args, **kwargs): super(MainMenuScene, self).ready() self.bgm = BGM(u'../resources/music/title.wav', -1) self.cursor_sound = Sound("../resources/sound/cursor.wav") self.decide_sound = Sound('../resources/sound/decide.wav') self.decide_timer = Timer(settings.FPS * 2.5) self.num_joypads = JoyPad.get_num_joypads() self.joypads = [] for i in xrange(0, self.num_joypads): self.joypads.append(JoyPad(i)) self.background = Image(os.path.join(self.IMAGE_PATH, "background3.png"), alpha=False) self.logo = Image(os.path.join(self.IMAGE_PATH, "logo.png")) self.config = Image(os.path.join(self.IMAGE_PATH, "config.png"), alpha=False) self.exit = Image(os.path.join(self.IMAGE_PATH, "exit.png"), alpha=False) self.cursor = Image(os.path.join(self.IMAGE_PATH, "cursor.png"), alpha=True) self.cursor_threshold = [ [0, 0], ] * self.num_joypads # ジョイスティックを倒したときに、axisがどれくらい倒れたかの総量 self.cursor_move = [False] * self.num_joypads self.load_player_selection(self.num_joypads) self.logo.x = 280 self.logo.y = 20 self.player2.x = 160 self.player2.y = 400 self.player3.x = 380 self.player3.y = 400 self.player4.x = 600 self.player4.y = 400 self.config.x = 380 self.config.y = 460 self.exit.x = 600 self.exit.y = 460 # カーソル位置を初期化 self.options = ((self.player2, self.player3, self.player4), (None, self.config, self.exit)) self.actions = ( ( lambda: self.start_game(2), # self.player2 lambda: self.start_game(3), # self.player3 lambda: self.start_game(4), ) # self.player4 , ( lambda: 0, # None lambda: Game.get_scene_manager().change_scene('keysetting' ), #self.config lambda: sys.exit()) # self.exit ) self.cursor_logical_x = 0 self.cursor_logical_y = 0 self.set_cursor_pos(0, 0) self.sprites.add(self.background) self.sprites.add(self.logo) self.sprites.add(self.player2) self.sprites.add(self.player3) self.sprites.add(self.player4) self.sprites.add(self.config) self.sprites.add(self.exit) self.sprites.add(self.cursor) self.last_press_key = [{}] for dummy in self.joypads: self.last_press_key.append({})
class MainMenuScene(Scene): BACKGROUND = (255, 255, 255) CURSOR_BORDER = 10 # カーソルを表す画像が、選択肢を表す画像からどれだけずらして配置されるか IMAGE_PATH = r"../resources/image/menu" KEY_REPEAT_TIME = 0.2 # 何秒以内の間なら、キーが押され続けていても連打とみなさないか # 2Players, 3Players, 4Playersの画像を読み込む def load_player_selection(self, joypad_number): fail = ("" if joypad_number >= 2 else "x") self.player2 = Image(os.path.join(self.IMAGE_PATH, "player2%s.png" % fail), alpha=False) fail = ("" if joypad_number >= 3 else "x") self.player3 = Image(os.path.join(self.IMAGE_PATH, "player3%s.png" % fail), alpha=False) fail = ("" if joypad_number >= 4 else "x") self.player4 = Image(os.path.join(self.IMAGE_PATH, "player4%s.png" % fail), alpha=False) # カーソルをx方向にdir_x、y方向にdir_yだけ動かす def set_cursor_pos(self, dir_x, dir_y): target_option = False while not target_option: # y方向 self.cursor_logical_y += dir_y if self.cursor_logical_y < 0: self.cursor_logical_y += len(self.options) if self.cursor_logical_y >= len(self.options): self.cursor_logical_y -= len(self.options) # x方向 self.cursor_logical_x += dir_x if self.cursor_logical_x < 0: self.cursor_logical_x += len( self.options[self.cursor_logical_y]) if self.cursor_logical_x >= len( self.options[self.cursor_logical_y]): self.cursor_logical_x -= len( self.options[self.cursor_logical_y]) # 描画位置の計算 target_option = self.options[self.cursor_logical_y][ self.cursor_logical_x] self.cursor.x = target_option.x - self.CURSOR_BORDER self.cursor.y = target_option.y - self.CURSOR_BORDER # ゲームを始める def start_game(self, player_number): self.decide_timer.play() self.decide_sound.play() self.player_number = player_number def ready(self, *args, **kwargs): super(MainMenuScene, self).ready() self.bgm = BGM(u'../resources/music/title.wav', -1) self.cursor_sound = Sound("../resources/sound/cursor.wav") self.decide_sound = Sound('../resources/sound/decide.wav') self.decide_timer = Timer(settings.FPS * 2.5) self.num_joypads = JoyPad.get_num_joypads() self.joypads = [] for i in xrange(0, self.num_joypads): self.joypads.append(JoyPad(i)) self.background = Image(os.path.join(self.IMAGE_PATH, "background3.png"), alpha=False) self.logo = Image(os.path.join(self.IMAGE_PATH, "logo.png")) self.config = Image(os.path.join(self.IMAGE_PATH, "config.png"), alpha=False) self.exit = Image(os.path.join(self.IMAGE_PATH, "exit.png"), alpha=False) self.cursor = Image(os.path.join(self.IMAGE_PATH, "cursor.png"), alpha=True) self.cursor_threshold = [ [0, 0], ] * self.num_joypads # ジョイスティックを倒したときに、axisがどれくらい倒れたかの総量 self.cursor_move = [False] * self.num_joypads self.load_player_selection(self.num_joypads) self.logo.x = 280 self.logo.y = 20 self.player2.x = 160 self.player2.y = 400 self.player3.x = 380 self.player3.y = 400 self.player4.x = 600 self.player4.y = 400 self.config.x = 380 self.config.y = 460 self.exit.x = 600 self.exit.y = 460 # カーソル位置を初期化 self.options = ((self.player2, self.player3, self.player4), (None, self.config, self.exit)) self.actions = ( ( lambda: self.start_game(2), # self.player2 lambda: self.start_game(3), # self.player3 lambda: self.start_game(4), ) # self.player4 , ( lambda: 0, # None lambda: Game.get_scene_manager().change_scene('keysetting' ), #self.config lambda: sys.exit()) # self.exit ) self.cursor_logical_x = 0 self.cursor_logical_y = 0 self.set_cursor_pos(0, 0) self.sprites.add(self.background) self.sprites.add(self.logo) self.sprites.add(self.player2) self.sprites.add(self.player3) self.sprites.add(self.player4) self.sprites.add(self.config) self.sprites.add(self.exit) self.sprites.add(self.cursor) self.last_press_key = [{}] for dummy in self.joypads: self.last_press_key.append({}) def update(self): self.decide_timer.tick() if self.decide_timer.is_over(): Game.get_scene_manager().change_scene('game', players=self.player_number) self.bgm.fadeout(100) if self.decide_timer.is_active(): return self.bgm.play() for id, joypad in enumerate(self.joypads): xaxis = joypad.get_axis(0) yaxis = joypad.get_axis(1) length = sum(map(lambda x: x * x, list(self.cursor_threshold[id]))) if abs(xaxis) > 0.5: self.cursor_threshold[id][0] += xaxis if not self.cursor_move[id] or abs(length) > 16: self.cursor_sound.play() self.set_cursor_pos(1 if xaxis > 0 else -1, 0) if abs(yaxis) > 0.5: self.cursor_threshold[id][1] += yaxis if not self.cursor_move[id] or abs(length) > 16: self.cursor_sound.play() self.set_cursor_pos(0, 1 if yaxis > 0 else -1) if abs(xaxis) > 0.5 or abs(yaxis) > 0.5: self.cursor_move[id] = True else: self.cursor_move[id] = False self.cursor_threshold[id] = [0, 0] if joypad.is_press(11): self.actions[self.cursor_logical_y][self.cursor_logical_x]()
class City(object): u"""街クラス。人口や発展状況などを管理する""" def __init__(self, owner, world): u""" owner : この街を所持するプレイヤー world : Worldクラスインスタンス """ self.owner = owner self.world = world self.levelup_sound = Sound("../resources/sound/levelup.wav") self.increase_sound = Sound("../resources/sound/increase.wav") self.population = 0 self.level = 1 self.buildings = [] self.territories = [] self.flow_timer = Timer(settings.FPS * settings.FLOW_POPULATION_YEAR) self.building_matrix = [[None for col in range(settings.STAGE_HEIGHT)] for row in range(settings.STAGE_WIDTH) ] # 二次配列を生成してNoneで初期化 #self._constract_building(Laputa, 0, 0) def increase_population(self, p=None): u"""人口を増やす。その後、レベルアップの判定をする 増える人口はレベルに依存する。 p*2^(lv-1) """ self.flow_timer.reset() self.flow_timer.play() if not p: self.population += self._calc_population() else: self.population += p if self.level < 5 and settings.LEVELUP_BORDERLINES[ self.level] < self.population: self.levelup_sound.play() self.level += 1 else: self.increase_sound.play() def decrease_population(self, p): u""" p人人口を減らす 実際に減った人数を返す """ self.flow_timer.reset() self.flow_timer.play() if self.population < p: p = self.population self.population = 0 else: self.population -= p return p def _pop_building(self): u"""ビルを建てる""" if self.population <= 0: return if random.randint(0, settings.BUILDING_POP_RATE) != 0: return buildings = LEVEL_BUILDINGS[self.level - 1] if len(buildings) == 0: return if self.level <= 2: x = random.randint(0, 3) y = random.randint(0, 3) elif self.level <= 4: x, y = random.choice(((0, 0), (2, 0), (0, 2), (2, 2))) elif self.level == 5: x, y = (0, 0) if not self.building_matrix[x][y] or ( self.building_matrix[x][y] and self.building_matrix[x][y].level != self.level): building = random.choice(buildings) self._constract_building(building, x, y) def _constract_building(self, cls, x, y): building = cls(self.root_point.x + x, self.root_point.y + y) for sx in xrange(x, x + building.size): for sy in xrange(y, y + building.size): self.building_matrix[sx][sy] = building self.buildings.append(building) def _calc_population(self): u"""レベルに応じた増減する人口を算出する""" p = random.randint(8000, 12000) return p * 2**(self.level - 1) def update(self): self.flow_timer.tick() if self.flow_timer.is_over() and self.population > 0: u"""人を流出させる""" bottom_territories = self._get_bottom_territories() for territory in bottom_territories: u"""最も手前にある領土の一覧を取ってきて、繋がっているかどうか調査する""" front = self.world.get_panel_from(territory, 2) if territory.is_connect_with(front): self._flow_immigration(territory, front) self._pop_building() updated = [] for x in xrange(0, 4): for y in xrange(0, 4): b = self.building_matrix[x][y] if b and not b in updated: b.update() updated.append(b) def draw(self): rendered = [] for x in xrange(0, 4): for y in xrange(0, 4): b = self.building_matrix[x][y] if b and not b in rendered: b.draw() rendered.append(b) def _flow_immigration(self, territory, front): u"""移民を流出させる""" immigrant = self.world.i_manager.create_immigrant( territory.point.x, territory.point.y) p = self._calc_population() p = self.decrease_population(p) immigrant.population = p immigrant.direction = 2 immigrant.ainfo.index = 2 immigrant.current_ground = territory immigrant.x, immigrant.y = territory.surface_bottom_edge.to_pos() immigrant.goal_ground = front self.flow_timer.reset() def _get_bottom_territories(self): u"""領土最下層のTerritoryのみを取ってくる""" list = [] for territory in self.territories: if territory.point.y == 3: list.append(territory) return list @property def root_point(self): u"""街の左上の座標を返す""" pc = self.world.player_count if pc == 1: return Vector(6, 0) elif pc == 2: return (Vector(2, 0), Vector(10, 0))[self.owner.number] elif pc == 3: return (Vector(1, 0), Vector(6, 0), Vector(11, 0))[self.owner.number] elif pc == 4: return Vector(self.owner.number * 4, 0)