def credits_screen(): goscreen = core.load_image("credits.png", directory="gfx", auto_alpha=False) core.dissolve_transition( core.screen.copy().convert(), goscreen.copy().convert(), 1000 ) while True: core.clock.tick(core.MAX_FPS) events = pygame.event.get() if core.handleEvents(events) == "quit": exit() for event in events: if event.type == KEYUP: core.play_sound("button_click") Input.update() core.next_screen = main_menu return core.screen.blit(goscreen, (0,0)) core.updateScreen()
def game_over(score, rank): core.play_music("game over", queue=True) # load game over screen goscreen = core.load_image("game_over.png", directory="gfx", auto_alpha=False) core.dissolve_transition( core.screen.copy().convert(), goscreen.copy().convert(), 1000 ) while True: core.clock.tick(core.MAX_FPS) events = pygame.event.get() if core.handleEvents(events) == "quit": exit() for event in events: if event.type == KEYUP: core.next_screen = core.curry(hiscores_screen, score, rank) Input.update() return core.screen.blit(goscreen, (0,0)) core.updateScreen()
def main_game(): global mc, tutorial, hints, killed_bugs # if yesno_prompt("Play tutorial level?"): # tutorial = True # hints = 0 core.baddys_group.clear() core.render_group.clear() core.attack_group.clear() # load bg sky_bg = core.load_image("sky_bg.png", directory="gfx", auto_alpha=False) exp_bgs = core.load_image("exp_bg.png", directory="gfx") exp_bg = sprite.oSprite() exp_bg.x = 10 exp_bg.y = 545 exp_bg.animations = { "stopped": { "N": [0, True, [ sprite.oFrame(core.im_crop(exp_bgs, pygame.Rect(0,0,278,33))), sprite.oFrame(core.im_crop(exp_bgs, pygame.Rect(0,33,278,33))), sprite.oFrame(core.im_crop(exp_bgs, pygame.Rect(0,66,278,33))) ]] } } exp_bg.changeState("stopped") core.render_group.add(exp_bg) # initialize map core.level = map.oMap() # current stats level = 0 level_time = oStatsDisp(core.level.time, (700,20), useNumbers=True, formatValue=format_level_time) lives = oStatsDisp(3, (10, 20), image=core.load_image("haato.png", directory="gfx")) score = oStatsDisp(0, (0,20), xalign=0.5, useNumbers=True, formatValue=format_score) # main character mc = sprite.oSprite() mc_sprite = core.load_image("nozomi.png", directory="gfx") mc_mask = core.load_image("nozomi_mask.png", directory="gfx") mc.animFromStrip( mc_sprite, [ ["stopped","S",1,1,0,True, (23,45), (23,33)], ["stopped","W",4,1,0,True, (23,45), (17,33)], ["stopped","E",7,1,0,True, (23,45), (30,33)], ["stopped","N",10,1,0,True,(23,45), (23,33)], ["walking","S",0,3,.02,True, (23,45), (23,33)], ["walking","W",3,3,.02,True, (23,45), (17,33)], ["walking","E",6,3,.02,True, (23,45), (30,33)], ["walking","N",9,3,.02,True, (23,45), (23,33)], ["dying", "N",12,3,0.01,False, (23,45)] ], 48, 48, mc_mask ) mc.changeState("stopped") mc.AI = core.handlePlayerControls core.render_group.add(mc) available_attacks = [ featheratk.oDoubleAttack(core.load_image("double_feather.png", directory="gfx")), featheratk.oTriangleAttack(core.load_image("triangle_feather.png", directory="gfx")), featheratk.oCrossAttack(core.load_image("cross_feather.png", directory="gfx")) ] mc.attacks = [ featheratk.oBasicAttack(core.load_image("debug_feather.png", directory="gfx")) ] mc.use_attack = 0 # load map load_level(level, mc) killed_bugs = 0 lost_lives = 0 mid_rank = 0 rank_num = 0 forceUpdate = True while True: lag = core.clock.tick(core.MAX_FPS) if lag <= 0: lag = 1 level_time.update(level_time.value - lag/1000.0) if level_time.value < 0: main_char_death(mc) core.play_sound("mc_dying") lives.update(lives.value-1) lost_lives += 1 if core.handleEvents() == "quit": return dirty_rects = core.render_group.update(lag) core.level.updateNests(lag) exp_bg.animFrame = core.mathExp.state # check collisions # bugs if core.render_group.checkCollision(False, False, mc, core.baddys_group): main_char_death(mc) core.play_sound("mc_dying") lives.update(lives.value-1) lost_lives += 1 # pickups picked = core.pickup_group.checkCollision(False, False, mc, core.pickup_group) for pickup in picked: pickup = pickup[0] # new live :D if isinstance(pickup, sprite.oHeartSprite): core.play_sound("live_gain") lives.update(lives.value+1) pickup.die() # feather attacks kills = core.attack_group.checkCollision(False, False, None, core.baddys_group) score.update(score.value + 100*len(kills)) killed_bugs += len(kills) for i in kills: core.play_sound("bug_dying") if hasattr(i[0], "attackMgr"): feather, bug = i if hasattr(i[1], "attackMgr"): bug, feather = i feather.attackMgr.kills += 1 feather.die() bug.OnAnimationEnd = bug.die bug.direction = "N" bug.changeState("dying") if lives.value == 0 and mc.OnAnimationEnd is None: if rank_num == 0: _rank = 0 else: _rank = mid_rank / rank_num core.next_screen = core.curry(game_over, score.value, _rank) return # draw level / sprites core.screen.blit(sky_bg, (0,0)) dirty_rects.extend( core.level.draw(core.screen) ) core.render_group.draw(core.screen) # draw stats # lives dirty_rects.extend( lives.draw(core.screen) ) # math exp dirty_rects.extend( core.mathExp.draw(core.screen) ) # time dirty_rects.extend( level_time.draw(core.screen) ) # score dirty_rects.extend( score.draw(core.screen) ) # attacks for i, attack in enumerate(mc.attacks): attack.update(lag) dirty_rects.extend( attack.draw(core.screen, i == mc.use_attack) ) # dirty_rects.append( core.fonts.Draw(core.screen, None, 24, # str(core.clock.get_fps()), (650, 50), (255,255,255,255))) if forceUpdate: dirty_rects = None forceUpdate = False core.updateScreen(dirty_rects) # clear level =D if core.level.portalActive: _score, rank = level_clear_screen(mc, killed_bugs, level_time.value, lives.value, lost_lives, score.value) score.update(_score) mid_rank += rank rank_num += 1 lost_lives = 0 core.baddys_group.clear() core.attack_group.clear() level += 1 if not load_level(level, mc): core.next_screen = core.curry(game_ending, core.curry(hiscores_screen, score.value, mid_rank/rank_num)) return if available_attacks: new_attack = available_attacks.pop(0) feather_received(new_attack) mc.attacks.append( new_attack ) level_time.update(core.level.time) mc.changeState("stopped") for attack in mc.attacks: attack.freeze = 0 attack.used = 0 attack.kills = 0 attack.last_rects = [] forceUpdate = True
def level_clear_screen(mc, killed_bugs, ltime, lives, lost_lives, score): core.play_music("stage clear", queue=True) last_screen = core.screen.copy().convert() ls = last_screen.copy().convert() bg = core.load_image("stage_clear.png", directory="gfx") stars = core.load_image("rank_star.png", directory="gfx") stars = [ core.im_crop(stars, pygame.Rect(0,0,55,51)), core.im_crop(stars, pygame.Rect(55,0,55,51)) ] ltime = int(ltime) used_feathers, wasted_feathers, waste_penalty = getFeatherStats(mc) rank = getRank(mc, lost_lives, lives, ltime, killed_bugs) state = 0 skilled_bugs = oStatsDisp(0, (465,155), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time) stime = oStatsDisp(0, (465,190), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time) slives = oStatsDisp(0, (465,225), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time) sfeathers = oStatsDisp(0, (465,260), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time) stotal = oStatsDisp(score, (235,370), useNumbers=True, xalign=1.0, width=330, formatValue=format_score) last_total = score forceUpdate = True vel = .3 vel2 = 100 while True: lag = core.clock.tick(core.MAX_FPS) if lag <= 0: lag = 1 dirty_rects = [] if core.handleEvents() == "quit": exit() vel = 0.2 if Input.up(K_RETURN): if state < 8: vel = sys.maxint else: core.dissolve_transition(core.screen.copy().convert(), ls, 1000) return stotal.value, rank core.screen.blit(ls, (0,0)) core.screen.blit(bg, (0,0)) # points if state == 0: skilled_bugs.update( skilled_bugs.value + vel*lag ) if skilled_bugs.value >= killed_bugs: skilled_bugs.value = killed_bugs state += 1 elif state == 1: stime.update( stime.value + vel*lag ) if stime.value >= ltime: stime.value = ltime state += 1 elif state == 2: slives.update( slives.value + vel*lag ) if slives.value >= lives: slives.value = lives state += 1 elif state == 3: sfeathers.update( sfeathers.value + vel*lag ) if sfeathers.value >= wasted_feathers: sfeathers.value = wasted_feathers state += 1 elif state == 4: stotal.update( stotal.value + vel2*lag ) if stotal.value >= last_total + killed_bugs*10: stotal.value = last_total + killed_bugs*10 last_total = stotal.value state += 1 elif state == 5: stotal.update( stotal.value + vel2*lag ) if stotal.value >= last_total + ltime*100: stotal.value = last_total + ltime*100 last_total = stotal.value state += 1 elif state == 6: stotal.update( stotal.value + vel2*lag ) if stotal.value >= last_total + lives*1000: stotal.value = last_total + lives*1000 last_total = stotal.value state += 1 elif state == 7: stotal.update( stotal.value - vel2*lag ) if stotal.value <= last_total - waste_penalty: stotal.value = last_total - waste_penalty last_total = stotal.value state += 1 # draw dirty_rects.extend( skilled_bugs.draw(core.screen) ) if state > 0: dirty_rects.extend( stime.draw(core.screen) ) if state > 1: dirty_rects.extend( slives.draw(core.screen) ) if state > 2: dirty_rects.extend( sfeathers.draw(core.screen) ) if state > 3: dirty_rects.extend( stotal.draw(core.screen) ) if state > 7: def draw_rank_star(pos, rank_need): if rank >= rank_need: return core.screen.blit(stars[1], pos) else: return core.screen.blit(stars[0], pos) dirty_rects.append( draw_rank_star((405,430), 3) ) dirty_rects.append( draw_rank_star((460,430), 2) ) dirty_rects.append( draw_rank_star((515,430), 1) ) if last_screen is not None: core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000) last_screen = None if forceUpdate: dirty_rects = None forceUpdate = False core.updateScreen(dirty_rects)
def main_menu(): core.play_music("main menu") # load bg bg = core.load_image("main_menu.png", directory="gfx", auto_alpha=False) selected = 0 def genButton(images, pos): button = sprite.oSprite() button.x = pos[0] button.y = pos[1] button.animations = { "active": { "N": [0,True,[sprite.oFrame(images[0])]] }, "inactive": { "N": [0,True,[sprite.oFrame(images[1])]] } } core.render_group.add(button) return button selected = 0 buttons = [] core.render_group.clear() for i, button in enumerate(["new game","help","credits","exit"]): y = 180 + i*40 x = 75 buttons.append( genButton(core.game_images[button], (x,y)) ) menu_screens = [ game_intro, # new game hiscores_screen,# high scores credits_screen, # credits exit_screen, # exit ] forceUpdate = True last_screen = core.screen.copy().convert() while True: lag = core.clock.tick(core.MAX_FPS) if core.handleEvents() == "quit": exit() if Input.up(K_UP): core.play_sound("cursor_move") selected -= 1 if selected < 0: selected = len(buttons)-1 if Input.up(K_DOWN): core.play_sound("cursor_move") selected += 1 if selected >= len(buttons): selected = 0 if Input.up(K_RETURN): core.next_screen = menu_screens[selected] core.play_sound("button_click") return for i, button in enumerate(buttons): button.changeState("active" if i == selected else "inactive") dirty_rects = core.render_group.update(lag) core.screen.blit(bg, (0,0)) core.render_group.draw(core.screen) if last_screen is not None: core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000) last_screen = None if forceUpdate: dirty_rects = None core.updateScreen(dirty_rects)
def yesno_prompt(text): last_screen = core.screen.copy().convert() ls = last_screen.copy().convert() bg = core.load_image("yesno_prompt.png", directory="gfx") selected = 0 button_group = sprite.oSpriteGroup() def genButton(images, pos): button = sprite.oSprite() button.x = pos[0] button.y = pos[1] button.animations = { "active": { "N": [0,True,[sprite.oFrame(images[0])]] }, "inactive": { "N": [0,True,[sprite.oFrame(images[1])]] } } button_group.add(button) return button selected = 0 buttons = [] buttons.append( genButton(core.game_images["no"], (200,300)) ) buttons.append( genButton(core.game_images["yes"], (400,300)) ) forceUpdate = True while True: lag = core.clock.tick(core.MAX_FPS) if core.handleEvents() == "quit": exit() if Input.up(K_LEFT): core.play_sound("cursor_move") selected -= 1 if selected < 0: selected = len(buttons)-1 if Input.up(K_RIGHT): core.play_sound("cursor_move") selected += 1 if selected >= len(buttons): selected = 0 if Input.up(K_RETURN): core.play_sound("button_click") core.dissolve_transition(core.screen.copy().convert(), ls, 1000) return bool(selected) for i, button in enumerate(buttons): button.changeState("active" if i == selected else "inactive") dirty_rects = button_group.update(lag) core.screen.blit(ls, (0,0)) core.screen.blit(bg, (0,0)) button_group.draw(core.screen) dirty_rects.append(core.fonts.Draw(core.screen, None, 36, text, pygame.Rect(50,250,700,50), (255,255,255,255), alignHoriz='center', antialias=True)) if last_screen is not None: core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000) last_screen = None core.updateScreen(dirty_rects)
def show_texts(self, texts, char=0): rv = True self.char = char x, y = self.x, self.y if self.background is not None: last_screen = core.screen.copy().convert() ls = last_screen.copy().convert() core.screen.blit( self.background, self.bg_pos ) core.dissolve_transition( last_screen, core.screen.copy().convert(), self.intime ) last_screen = core.screen.copy().convert() try: for text in texts: text = "\n".join( self.wrap_multi_line(text, self.font, self.width) ) + ' ' self.dismissed = False start = 0 while not self.dismissed: lag = core.clock.tick(core.MAX_FPS) if lag <= 0: lag = 1 if core.handleEvents(escape_exits = not K_ESCAPE in self.skip_keys) == "quit": exit() core.screen.blit(last_screen, (0,0)) for skip_key in self.skip_keys: if Input.up(skip_key): rv = False raise eSkipText if start < len(text): for dismiss in self.dismiss_keys: if Input.up(dismiss): self.char = len(text) self.char += self.speed * lag chars = text[start:int(self.char)] start += len(chars) update_rects = [] for char in chars: if char in ["\r","\n"]: y += self.font.size("W")[1] + self.line_spacing x = self.x else: text_surf = self.font.render( char, True, self.color ) update_rects.append( last_screen.blit(text_surf, (x,y)) ) x += text_surf.get_width() core.updateScreen() else: if self.ctc is not None: self.ctc.x = x self.ctc.y = y ctc_rect = self.ctc.update(lag) self.ctc.draw(core.screen) ctc_rect.extend(update_rects) core.updateScreen(ctc_rect) for dismiss in self.dismiss_keys: if Input.up(dismiss): self.dismissed = True self.char -= len(text) x = self.x y += self.font.size("W")[1] + self.line_spacing except eSkipText: pass core.dissolve_transition( core.screen.copy().convert(), ls, self.intime ) return rv
def map_editor(): mapa, filename = new_map() tiles = [ map.oTile(0, 25, True), map.oTile(1, 25, True), map.oTile(2, 25, True), map.oTile(3, 25, True), map.oTile(4, 25, False), map.oTile(5, 25, False), map.oTile(6, 25, True) ] selector = core.load_image("selector.png", directory="gfx") current_tile = 0 number = 0 op = 0 task = 0 ox = 0 oy = 0 tw, th = mapa.tileSize while True: lag = core.clock.tick(core.MAX_FPS) mx, my = pygame.mouse.get_pos() ox = int(math.floor( (mx-mapa.x) / tw )) oy = int(math.floor( (my-mapa.y) / th )) if ox >= mapa.width: ox = mapa.width-1 if oy >= mapa.height: oy = mapa.height-1 if ox < 0: ox = 0 if oy < 0: oy = 0 dx, dy = ox, oy events = pygame.event.get() for event in events: if event.type == QUIT: exit() if event.type == KEYDOWN: if event.key == K_ESCAPE: return if event.key == K_LEFT: if task == 0: # tile current_tile -= 1 if current_tile < 0: current_tile = len(tiles)-1 elif task == 1: # number number -= 1 if number < 0: number = 9 elif task == 2: # op op -= 1 if op < 0: op = 4 if event.key == K_RIGHT: if task == 0: current_tile += 1 if current_tile >= len(tiles): current_tile = 0 if task == 1: number += 1 if number > 9: number = 0 if task == 2: op += 1 if op > 4: op = 0 if event.key == K_UP: task -= 1 if task < 0: task = 3 if event.key == K_DOWN: task += 1 if task > 3: task = 0 if event.key == K_F1: mapa, filename = new_map() if event.key == K_F2: mapa.save(filename) if event.key == K_F3: mapa, filename = load_map() if event.key == K_F4: mapa = edit_map(mapa) core.handleEvents(events) if Input.down("MB1"): p = oy*mapa.width + ox if task == 0: if mapa.mapData[p] is None: mapa.mapData[p] = map.oTile(0,0,False) mapa.mapData[p].imageID = tiles[current_tile].imageID mapa.mapData[p].height = tiles[current_tile].height mapa.mapData[p].walkable = tiles[current_tile].walkable elif task == 1 and mapa.mapData[p] is not None: mapa.mapData[p].number = number elif task == 2 and mapa.mapData[p] is not None: mapa.mapData[p].op = op elif task == 3 and mapa.mapData[p] is not None: mapa.mapData[p].portal = True if Input.down("MB3"): p = oy*mapa.width + ox if task == 0: mapa.mapData[p] = None elif task == 1 and mapa.mapData[p] is not None: mapa.mapData[p].number = -1 elif task == 2 and mapa.mapData[p] is not None: mapa.mapData[p].op = -1 elif task == 3 and mapa.mapData[p] is not None: mapa.mapData[p].portal = False core.screen.fill((180,180,180,255)) mapa.draw(core.screen) if task == 0: core.screen.blit( mapa.tileset[tiles[current_tile].imageID], (dx*tw,dy*th), special_flags=BLEND_RGBA_MULT ) elif task == 1: core.screen.blit(mapa.tileset[10+number], (dx*tw, dy*th-25)) elif task == 2: core.screen.blit(mapa.tileset[20+op], (dx*tw, dy*th-25)) elif task == 3: core.screen.blit(mapa.tileset[8], (dx*tw, dy*th-25)) core.screen.blit( selector, (dx*tw,dy*th-25) ) core.fonts.Draw(core.screen, None, 24, 'x, y: ' + str(ox) + ', ' + str(oy), (10, 10), (255,255,255,255)) core.updateScreen()