Beispiel #1
0
class Road(Ground):
    def __init__(self, x, y): 
        self.angle = 0
        self.timer = Timer(settings.FPS*settings.EXTINCT_ROAD_YEAR)
        super(Road, self).__init__(x, y)
    def update(self):
        self.timer.tick()
        if self.timer.is_over():
            return 1
    def rotate(self, deg):
        u"""
            deg=1のとき時計回りに、deg=-1のとき反時計回りに回転させる
            self.nodeのbit列を
            右循環シフト=時計回り
            左循環シフト=反時計回り
        """
        if deg==1:
            self.angle = (self.angle+1)%4
            self.node = (self.node & 1) << 3 | (self.node & 14) >> 1
        elif deg==-1:
            self.angle = (self.angle+3)%4
            self.node = (self.node & 7) << 1 | (self.node & 8) >> 3
    def is_road(self):
        return True
    def on_attach(self):
        self.timer.play()
Beispiel #2
0
class ResultSequence(Sequence):
    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 update(self):
        self.result_timer.tick()
        if self.result_timer.is_active() and self.result_timer.is_over():
            self.text.ainfo.index = -1
            self.scene.bgm.change(u"../resources/music/fanfare_intro.wav", -1, u"../resources/music/fanfare_loop.wav", 100)
            self.win.ainfo.index = self.winner.number
            self.result_timer.stop()
        for player in self.scene.world.players:
            p = player.poll()
            u"""p=3のとき、リプレイ"""
            if not self.result_timer.is_active() and p == 3:
                self.scene.bgm.change(u"../resources/music/main_intro.wav", -1, u"../resources/music/main_loop.wav")
                self.scene.sequence_manager.change_scene('ready')
        #ToDo Retry or Title
    def draw(self):
        rect = self.scene.world.draw()
        map(lambda n: n.draw(), self.scene.navigations)
        self.scene.timer.draw()
        self.text.draw()
        self.win.draw()
        return rect
Beispiel #3
0
class LogoScene(Scene):
    BACKGROUND = (255, 255, 255)

    def ready(self, *args, **kwargs):
        super(LogoScene, self).ready()
        self.background = Image("../resources/image/menu/whiteback.png",
                                alpha=False)
        self.logo = Image("../resources/image/menu/kawaz.png", alpha=False)
        self.logo.x = 340
        self.logo.y = 230
        self.sprites.add(self.background)
        self.sprites.add(self.logo)
        self.timer = Timer(210)
        self.mouse = Mouse(0)
        self.joypads = []
        for i in xrange(0, JoyPad.get_num_joypads()):
            self.joypads.append(JoyPad(i))

    def update(self):
        self.timer.tick()
        self.timer.play()
        skip = self.mouse.is_press(Mouse.LEFT)
        for joypad in self.joypads:
            skip |= joypad.is_press(4)
        if self.timer.is_over() or skip:
            Game.get_scene_manager().change_scene('mainmenu')
        elif self.timer.now < 60:
            self.logo.alpha = 255 * self.timer.now / 60
        elif 120 < self.timer.now:
            self.logo.alpha = 255 * (180 - self.timer.now) / 60
Beispiel #4
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class Building(Panel):
    u"""建物クラス"""
    LEVEL = 0
    OFFSET = (0, 0)
    def __init__(self, x, y):
        u"""
            x, y : マップ座標
        """
        self.timer = Timer(settings.FPS*settings.EXTINCT_BUILDING_YEAR)
        self.level = self.LEVEL
        self.timer.play()
        super(Building, self).__init__(x, y)
    def draw(self, surface=Game.get_screen()):
        self.x = settings.ROOT_POSITION[0] - self.point.y*37 + self.point.x*37 - self.OFFSET[0]
        self.y = settings.ROOT_POSITION[1] + self.point.x*19 + self.point.y*19 - self.OFFSET[1]
        super(Panel, self).draw(surface)
    def update(self):
        u"""建物が消えるとき、-1を返す"""
        self.timer.tick()
        if self.timer.is_over():
            return -1
        return 0
    @property
    def size(self):
        if self.level <= 2:
            return 1
        elif self.level <= 4:
            return 2
        else:
            return 4
Beispiel #5
0
class Road(Ground):
    def __init__(self, x, y): 
        self.angle = 0
        self.timer = Timer(settings.FPS*settings.EXTINCT_ROAD_YEAR)
        super(Road, self).__init__(x, y)
    def update(self):
        self.timer.tick()
        if self.timer.is_over():
            return 1
    def rotate(self, deg):
        u"""
            deg=1のとき時計回りに、deg=-1のとき反時計回りに回転させる
            self.nodeのbit列を
            右循環シフト=時計回り
            左循環シフト=反時計回り
        """
        if deg==1:
            self.angle = (self.angle+1)%4
            self.node = (self.node & 1) << 3 | (self.node & 14) >> 1
        elif deg==-1:
            self.angle = (self.angle+3)%4
            self.node = (self.node & 7) << 1 | (self.node & 8) >> 3
    def is_road(self):
        return True
    def on_attach(self):
        self.timer.play()
    def can_attach_road(self):
        return settings.CAN_ATTACH_ON_ROAD
Beispiel #6
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class NPC(Player):
    def __init__(self, n):
        super(NPC, self).__init__(n)
        self.act_timer = Timer(1)
        self.goal = LocalPoint(0,0)
        self.interfaces = ['npc']
        self.rotate = False
        
    def update(self):
        self.act_timer.tick()
        if self.point == self.goal:
            self.goal = LocalPoint(random.randint(0,settings.STAGE_WIDTH),random.randint((1-self.number)*settings.STAGE_WIDTH/2,(1-self.number)*settings.STAGE_WIDTH/2+settings.STAGE_WIDTH/2-3))
            self.rotate = True
        else:
            if not self.act_timer.is_over(): return
            sub = self.goal - self.point
            if sub.x >0:
                self.point.x +=1
            elif sub.x < 0:
                self.point.x -=1
            if sub.y >0:
                self.point.y +=1
            elif sub.y < 0:
                self.point.y -=1
        self.move_pointer()
        self.act_timer.reset()
        self.act_timer.play()
        
    def poll(self):
        if self.rotate:
            self.rotate = False
            return random.choice([-1,1])
Beispiel #7
0
class LogoScene(Scene):
    BACKGROUND = (255,255,255)
    def ready(self, *args, **kwargs):
        super(LogoScene, self).ready()
        self.background = Image("../resources/image/menu/whiteback.png", alpha=False)
        self.logo = Image("../resources/image/menu/kawaz.png", alpha=False)
        self.logo.x = 340
        self.logo.y = 230
        self.sprites.add(self.background)
        self.sprites.add(self.logo)
        self.timer = Timer(210)
        self.mouse = Mouse(0)
        self.joypads = [] 
        for i in xrange(0, JoyPad.get_num_joypads()):
            self.joypads.append(JoyPad(i))        
    def update(self):
        self.timer.tick()
        self.timer.play()
        skip = self.mouse.is_press(Mouse.LEFT)
        for joypad in self.joypads:
            skip |= joypad.is_press(4)
        if self.timer.is_over() or skip:
            Game.get_scene_manager().change_scene('mainmenu')
        elif self.timer.now < 60:
            self.logo.alpha = 255*self.timer.now/60
        elif 120 < self.timer.now:
            self.logo.alpha = 255*(180-self.timer.now)/60
Beispiel #8
0
class Panel(Image):
    disable = False
    rotation = False
    unit = False
    def __init__(self, x=0, y=0, owner=0):
        u"""
            x,y: マップ上の相対座標
        """
        self.point = LocalPoint(x,y)
        self.color = random.randint(0,3)
        self.owner = owner
        self.disable_timer = Timer(120)
        self.redraw = True
        super(Panel,self).__init__("../resources/image/main/panel/panel%d_%d.png" % (owner, self.color), x=x*settings.PANELSIZE+settings.STAGE_OFFSET[0], y=y*settings.PANELSIZE+settings.STAGE_OFFSET[1])
    def __eq__(self, p): return self.point == p.point
    def update(self):
        if self.disable:
            self.disable_timer.tick()
            if self.disable_timer.is_over():
                self.set_disable(False)
        self.x = self.point.x*settings.PANELSIZE+settings.STAGE_OFFSET[0]
        self.y = self.point.y*settings.PANELSIZE+settings.STAGE_OFFSET[1]
        return False
    def get_point(self): return self.point
    def can_unit(self): return not self.rotation and not self.disable and not self.unit
    def can_rotate(self): return not self.rotation
    def can_through(self): return not self.unit and not self.rotation
    def is_dummy(self): return False
    def change_owner(self, owner):
        if not self.owner == owner:
            self.owner = owner
            self.change_image("../resources/image/main/panel/panel%d_%d.png" % (owner, self.color))
    def change_color(self):
        color = random.randint(0,3)
        if not self.color == color:
            self.color = color
            if not self.disable:
                self.change_image("../resources/image/main/panel/panel%d_%d.png" % (self.owner, self.color))
    def set_disable(self, disable):
        if not self.disable == disable:
            self.disable = disable
            if disable:
                self.disable_timer.play()
                if settings.EFFECTENABLE: Effect(u'../resources/effect/disable.png', AnimationInfo(0,0,60,64,64,1), x=self.x-22, y=self.y-22)
                self.change_image(u"../resources/image/main/panel/disable.png")
            else:
                self.disable_timer.stop()
                self.change_image(u"../resources/image/main/panel/panel%d_%d.png" % (self.owner, self.color)) 
    def rotate(self):
        if self.disable:
            self.disable_timer.move(5)
Beispiel #9
0
class PanelSet(object):
    def __init__(self, panels, degree=0):
        u"""
            panels    左上から時計回りに4枚のパネルを渡す
            degree    回転方向を渡す。1なら反時計回り、-1なら時計回り
        """
        self.degree = degree
        self.panels = panels
        self.timer = Timer(settings.ROTATE_SPEED)
        panels[0].center = Vector(settings.PANELSIZE,settings.PANELSIZE)
        panels[1].center = Vector(0, settings.PANELSIZE)
        panels[2].center = Vector(0,0)
        panels[3].center = Vector(settings.PANELSIZE,0)
        map(lambda panel: panel.rotate(), self.panels)
        self.timer.play()
    def update(self):
        self.timer.tick()
        if not self.timer.is_over():
            for panel in self.panels:
                panel.rotation = True
                if self.timer.now < self.timer.max:
                    panel.angle = self.timer.now*90/(self.timer.max-1)*self.degree
    def is_over(self):
        return self.timer.is_over()
Beispiel #10
0
class GameTimer(Number):
    def __init__(self):
        self.timer = Timer(settings.FPS * settings.YEARS)
        super(GameTimer, self).__init__(u"../resources/image/main/navigation/timer.png", w=36, h=90)
        self.x, self.y = settings.TIMER_POSITON
        self.align = Number.TEXTALIGNCENTER
        self.n = int((self.timer.max - self.timer.now) / settings.FPS)

    def update(self):
        self.timer.tick()
        self.n = int((self.timer.max - self.timer.now) / settings.FPS)

    def play(self):
        self.timer.play()

    def is_over(self):
        return self.timer.is_over()
Beispiel #11
0
class GameTimer(Number):
    def __init__(self):
        self.timer = Timer(settings.FPS*settings.YEARS)
        super(GameTimer, self).__init__(u"../resources/image/main/navigation/timer.png", w=36, h=90)
        self.x, self.y = settings.TIMER_POSITON
        self.align = Number.TEXTALIGNCENTER
        self.n = int((self.timer.max-self.timer.now)/settings.FPS)
    def update(self):
        self.timer.tick()
        self.n = int((self.timer.max-self.timer.now)/settings.FPS)
    def play(self):
        self.timer.play()
    def is_over(self):
        return self.timer.is_over()
    def reset(self):
        self.timer.reset()
    @property
    def now(self):
        return self.n
Beispiel #12
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class LogoScene(Scene):
    BACKGROUND = (255,255,255)
    def ready(self, *args, **kwargs):
        super(LogoScene, self).ready()
        self.background = Image("../resources/image/menu/whiteback.png", alpha=False)
        self.logo = Image("../resources/image/menu/kawaz-full.png", alpha=False)
        self.sprites.add(self.background)
        self.sprites.add(self.logo)
        self.timer = Timer(210)
        
    def update(self):
        self.timer.tick()
        self.timer.play()
        if self.timer.is_over() or Mouse.is_press('LEFT'):
            Game.get_scene_manager().change_scene('title')
        elif self.timer.now < 60:
            self.logo.alpha = 255*self.timer.now/60
        elif 120 < self.timer.now:
            self.logo.alpha = 255*(180-self.timer.now)/60
Beispiel #13
0
class Building(Panel):
    u"""建物クラス"""
    LEVEL = 0
    OFFSET = (0, 0)

    def __init__(self, x, y):
        u"""
            x, y : マップ座標
        """
        self.timer = Timer(settings.FPS * settings.EXTINCT_BUILDING_YEAR)
        self.level = self.LEVEL
        self.timer.play()
        super(Building, self).__init__(x, y)

    def draw(self, surface=Game.get_screen()):
        self.x = settings.ROOT_POSITION[
            0] - self.point.y * 37 + self.point.x * 37 - self.OFFSET[0]
        self.y = settings.ROOT_POSITION[
            1] + self.point.x * 19 + self.point.y * 19 - self.OFFSET[1]
        super(Panel, self).draw(surface)

    def update(self):
        u"""建物が消えるとき、-1を返す"""
        self.timer.tick()
        if self.timer.is_over():
            return -1
        return 0

    @property
    def size(self):
        if self.level <= 2:
            return 1
        elif self.level <= 4:
            return 2
        else:
            return 4
Beispiel #14
0
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)
Beispiel #15
0
class Unit(object):
    animation_enable = False
    offset = (0,0)
    parameter = ATTACK
    name = 'unit'
    degree = LocalPoint(0,0)
    
    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()
        
    
    @classmethod
    def generate(cls, panels, map):
        raise NotImplementedError
    
    @staticmethod
    def check(panels):
        color = panels[0].color
        owner = panels[0].owner
        for panel in panels:
            if not panel.can_unit() or not color == panel.color or not owner == panel.owner:
                return False
        else:
            return True
        
    def update(self):
        u"""1のとき進める、-1のとき消す"""
        for panel in self.panels:
            if panel.disable or not panel.owner == self.owner:
                return -1
        self.image.x, self.image.y = (self.panels[0].point + LocalPoint(self.offset)).to_global().to_pos()
        self.delay.tick()
        if self.delay.is_over(): self.timer.play()
        self.timer.tick()
        if self.timer.is_over():
            if self.count < self.limit:
                self.timer.reset()
                self.count+=1
                return 1
            else: return -1
        return
    
    def move(self, panels):
        pass
    
    def draw(self):
        if self.delay.is_over(): self.image.draw()
        
    def get_front(self, vector):
        x, y = vector.to_pos()
        if x is 0 and y is -1:
            return self.panels.sort(cmp=lambda x, y: cmp(x.y,y.y))[0]
        elif x is 1 and y is 0:
            return self.panels.sort(cmp=lambda x, y: cmp(x.x,y.x), reverse=True)[0]
        elif x is 0 and y is 1:
            return self.panels.sort(cmp=lambda x, y: cmp(x.y,y.y), reverse=True)[0]
        elif x is -1 and y is 0:
            return self.panels.sort(cmp=lambda x, y: cmp(x.x,y.x))[0] 
        
    def has(self, panel): return panel in self.panels
    
    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
Beispiel #16
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]()
Beispiel #17
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]()
Beispiel #18
0
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)
Beispiel #19
0
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.population = 0
        self.level = 1
        self.buildings = []
        self.territories = []
        self.flow_timer = Timer(settings.FPS*settings.FLOW_POPULATION_YEAR)
        self.building_matrix = []
        for x in xrange(0, 4):
            row = []
            for y in xrange(0, 4):
                u"""領土内相対座標の二次配列作成"""
                row.append(None)
            self.building_matrix.append(row)
    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.level +=1
            print "LevelUp! %d" % self.level
    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 _create_building(self):
        if self.population <= 0: return
        if random.randint(0, settings.BUILDING_POP_RATE) != 0: return
        x = random.randint(0, 3)
        y = random.randint(0, 3)
        if not self.building_matrix[x][y] or (self.building_matrix[x][y] and self.building_matrix[x][y].level != self.level):
            bs = LEVEL_BUILDINGS[self.level-1]
            if len(bs) == 0: return
            building = random.choice(bs)(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
    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._create_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):
        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):
        return Vector(self.owner.number*4, 0)