def run(self): for cred in self.text: r = cred[1] self.background(r) gfx.dirty(r) ratio = game.clockticks / 25 speedadjust = max(ratio, 1.0) self.time += speedadjust gfx.updatestars(self.background, gfx) if not self.done: frame = int(self.time * .5) % len(self.r) surf = gfx.surface self.background(r.move(50, 400)) self.background(r.move(300, 400)) self.background(r.move(550, 400)) gfx.dirty(surf.blit(self.r[frame], (50, 400))) gfx.dirty(surf.blit(self.g[frame], (300, 400))) gfx.dirty(surf.blit(self.b[frame], (550, 400))) for cred, pos in self.text: gfx.surface.blit(cred, pos)
def run(self): self.step += 0.5 self.starframe = (self.starframe + self.starinc) % 5 if not self.done: self.clearletter(self.letter, self.letter) else: for img in self.fontimages: self.clearletter(img, self.letter) gfx.updatestars(self.background, gfx) if not self.done: r = gfx.surface.blit(self.stars[self.starframe], self.starrect) gfx.dirty(r) for img in self.fontimages: self.drawletter(img, self.letter) for img in self.images: r = gfx.surface.blit(img[0], img[1]) gfx.dirty(r) self.drawname() else: for img in self.fontimages: gfx.dirty(img[1]) for img in self.images: r = self.background(img[1]) gfx.dirty(r) self.recalcname()
def runobjects(self, objects): G, B, S = gfx, self.background, self.speedadjust gfx.updatestars(B, G) for effect in self.powereffects[:]: if effect.dead: effect.end() self.powereffects.remove(effect) else: effect.tick(S) # add pop for timedout powerups, sad place to do this, but owell for o in self.powerupobjs: if o.dead: self.popobjs.append(objpopshot.PopShot(o.rect.center)) for l in objects: for o in l[:]: o.erase(B) o.tick(S) if o.dead: o.erase(B) l.remove(o) for l in objects: for o in l: o.draw(G) self.hud.draw()
def run(self): r = self.background(self.images[0][1]) gfx.dirty(r) self.moveship() gfx.updatestars(self.background, gfx) if not self.done: self.drawlist() for img in self.images: r = gfx.surface.blit(img[0], img[1]) gfx.dirty(r) else: if gfx.rect.colliderect(self.images[0][1]) and not self.aborted: if self.current[0] >= 0: g = self.gamelist[self.current[0]] r = gfx.surface.blit(g[1][0], g[1][1]) gfx.dirty(r) for img in self.images: r = gfx.surface.blit(img[0], img[1]) gfx.dirty(r) else: self.clearlist() if self.aborted: game.handler = self.prevhandler else: game.handler = gameplay.GamePlay(self.prevhandler) for img in self.images[1:]: r = self.background(img[1]) gfx.dirty(r)
def run(self): if self.rect: self.background(self.rect) gfx.updatestars(self.background, gfx) gfx.dirty(gfx.surface.blit(self.img_logo, (30, 25))) gfx.dirty(gfx.surface.blit(self.img_powered, (510, 490))) for b in self.blocks: gfx.dirty(gfx.surface.blit(*b)) bar = pygame.Rect(self.rect) if load_total: bar.width = (float(load_current)/float(load_total)) * bar.width gfx.surface.fill((5, 50, 5), bar) r = pygame.Rect(self.rect.left, self.rect.bottom-2, self.rect.width, 2) gfx.surface.fill((20, 80, 30), r) gfx.surface.blit(self.text, self.textrect) gfx.dirty(self.rect) now = pygame.time.get_ticks() #we let the screen stay up for at about 1 second if not self.thread.isAlive(): if load_finished_status >= 0: if now-self.starttime > 1200: self.quit() else: if not self.handlederror: msg = ('Fatal Error Loading Resources', load_finished_type, load_finished_message, 'Press Any Key To Quit') self.buildblock(msg) self.handlederror = 1 if self.gotfinishinput: self.quit()
def runobjects(self, objects): G, B, S = gfx, self.background, self.speedadjust gfx.updatestars(B, G) for effect in self.powereffects[:]: if effect.dead: effect.end() self.powereffects.remove(effect) else: effect.tick(S) #add pop for timedout powerups, sad place to do this, but owell for o in self.powerupobjs: if o.dead: self.popobjs.append(objpopshot.PopShot(o.rect.center)) for l in objects: for o in l[:]: o.erase(B) o.tick(S) if o.dead: o.erase(B) l.remove(o) #HERE IS THE GLITTER #self.glitter.update(S) #self.glitter.add(self.shotobjs, 1.0) for l in objects: for o in l: o.draw(G) self.hud.draw()
def run(self): if self.rect: self.background(self.rect) gfx.updatestars(self.background, gfx) gfx.dirty(gfx.surface.blit(self.img_logo, (30, 25))) gfx.dirty(gfx.surface.blit(self.img_powered, (510, 490))) for b in self.blocks: gfx.dirty(gfx.surface.blit(*b)) bar = Rect(self.rect) if load_total: bar.width = (float(load_current) / float(load_total)) * bar.width gfx.surface.fill((5, 50, 5), bar) r = Rect(self.rect.left, self.rect.bottom - 2, self.rect.width, 2) gfx.surface.fill((20, 80, 30), r) gfx.surface.blit(self.text, self.textrect) gfx.dirty(self.rect) now = pygame.time.get_ticks() #we let the screen stay up for at about 1 second if not self.thread.is_alive(): if load_finished_status >= 0: if now - self.starttime > 1200: self.quit() else: if not self.handlederror: msg = ('Fatal Error Loading Resources', load_finished_type, load_finished_message, 'Press Any Key To Quit') self.buildblock(msg) self.handlederror = 1 if self.gotfinishinput: self.quit()
def run(self): self.glow += .35 self.boxtick = (self.boxtick + 1)%15 boximg = self.boximages[self.boxtick] if self.startclock: alpha = (6-self.startclock)*40 self.setalphas(alpha, [menu[self.current].img_on, boximg]) self.background(self.boxrect) elif self.switchclock: alpha = (self.switchclock-1)*20 self.setalphas(alpha, [boximg]) self.background(self.boxrect) if self.switchclock == 2 and gfx.surface.get_bytesize()>1: menu[self.current].img_on.set_alpha(128) for m in menu: self.clearitem(m) gfx.updatestars(self.background, gfx) gfx.dirty(gfx.surface.blit(*self.version)) if self.fame: gfx.dirty(gfx.surface.blit(*self.fame)) if self.startclock == 1 or self.switchclock == 1: self.setalphas(255, [menu[self.current].img_on] + self.boximages) if self.switchclock != 1: r = gfx.surface.blit(boximg, self.boxrect) gfx.dirty(r) select = menu[self.current] for m in [m for m in menu if m is not select]: self.drawitem(m, 0) self.drawitem(select, 1) else: for m in menu: gfx.dirty(m.rect) if self.switchhandler == self.prevhandler: game.handler = self.prevhandler else: game.handler = self.switchhandler(self) self.switchclock = 0 self.switchhandler = None self.startclock = 5 if self.fame: gfx.dirty(self.background(self.fame[1])) gfx.dirty(self.background(self.version[1])) gfx.dirty(gfx.surface.fill((0, 0, 0), self.logorect)) gfx.dirty(gfx.surface.fill((0, 0, 0), self.bigshiprect)) if self.startclock: self.startclock -= 1 elif self.switchclock: self.switchclock -= 1
def run(self): self.glow += .35 self.boxtick = (self.boxtick + 1)%15 boximg = self.boximages[self.boxtick] if self.startclock: alpha = (6-self.startclock)*40 self.setalphas(alpha, [menu[self.current].img_on, boximg]) elif self.switchclock: alpha = (self.switchclock-1)*20 self.setalphas(alpha, [boximg]) if self.switchclock == 2 and gfx.surface.get_bytesize()>1: menu[self.current].img_on.set_alpha(128) for m in menu: self.clearitem(m) gfx.updatestars(self.background, gfx) gfx.dirty(gfx.surface.blit(*self.version)) if self.fame: gfx.dirty(gfx.surface.blit(*self.fame)) if self.startclock == 1 or self.switchclock == 1: self.setalphas(255, [menu[self.current].img_on] + self.boximages) self.background(self.boxrect) gfx.dirty(self.boxrect) if self.switchclock != 1: gfx.surface.blit(boximg, self.boxrect) select = menu[self.current] for m in [m for m in menu if m is not select]: self.drawitem(m, 0) self.drawitem(select, 1) else: for m in menu: gfx.dirty(m.rect) if self.switchhandler == self.prevhandler: game.handler = self.prevhandler else: game.handler = self.switchhandler(self) self.switchclock = 0 self.switchhandler = None self.startclock = 5 if self.fame: gfx.dirty(self.background(self.fame[1])) gfx.dirty(self.background(self.version[1])) gfx.dirty(gfx.surface.fill((0, 0, 0), self.logorect)) gfx.dirty(gfx.surface.fill((0, 0, 0), self.bigshiprect)) if self.startclock: self.startclock -= 1 elif self.switchclock: self.switchclock -= 1
def run(self): self.clocks += 1 self.cleartext() if self.thread and (not self.thread.isAlive() and self.success): self.download_finished() clearme = None if self.lastdownrect: gfx.dirty(self.background(self.lastdownrect)) clearme = self.lastdownrect self.lastdownrect = None r = self.background(self.shipimage[1]) gfx.dirty(r) gfx.updatestars(self.background, gfx) if not self.done: for img, r in self.images: gfx.dirty(gfx.surface.blit(img, r)) downimg, downrect = self.downimg() if downimg: self.lastdownrect = gfx.surface.blit(downimg, downrect) gfx.dirty2(self.lastdownrect, clearme) for text, pos in self.imgs: gfx.surface.blit(text, pos) else: for img, r in self.images: gfx.dirty(self.background(r)) gfx.dirty(clearme) if not self.done: self.drawlist() self.moveship() r = gfx.surface.blit(self.shipimage[0], self.shipimage[1]) gfx.dirty(r) for b in self.boxes: b.erase(self.background) b.tick(1.0) b.draw(gfx) else: #game.handler = self.prevhandler for b in self.boxes: b.erase(self.background) self.clearlist() if self.launchthebrowser: #we do it like this so the window can get #unfullscreened and not minimized on windows self.launchthebrowser -= 1 if not self.launchthebrowser: webbrowser.open(game.site_url, 1, 1)
def run(self): gfx.updatestars(self.background, gfx) self.ticks -= 1 if not self.started: self.started = 1 if snd.music: snd.music.fadeout(15*game.clockticks) if not self.ticks: gfx.surface.fill(0) pygame.display.update() #pygame.time.delay(200) game.handler = self.prevhandler
def run(self): if self.first: gfx.dirty(gfx.rect) self.first = 0 ratio = game.clockticks / 25 speedadjust = max(ratio, 1.0) self.offset += speedadjust * 1.0 offsety = self.area.bottom-self.offset oldclip = gfx.surface.get_clip() gfx.surface.blit(self.darkpic, self.area) gfx.updatestars(self.background, gfx) item = 0.0 if not self.done: for cred, pos in self.text: gfx.surface.blit(cred, pos) gfx.surface.set_clip(self.area) for cred, pos in self.credits: offsetx = math.cos(self.offset * .04 + item)*30.0 item -= 0.25 r = pos.move(offsetx, offsety) bottom = r.bottom gfx.surface.blit(cred, r) #gfx.dirty(gfx.surface.blit(cred, r)) gfx.surface.set_clip(oldclip) gfx.dirty(self.area) for y,h in self.fade: r = pygame.Rect(self.area.left, self.area.top+y, self.area.width, h) self.background(r) r = pygame.Rect(self.area.left, self.area.bottom-y-h, self.area.width, h) self.background(r) if bottom < self.area.top: self.offset = 0.0 else: for text in self.text: r = text[1] gfx.dirty(self.background(text[1]))
def run(self): r = self.background(self.images[0][1]) gfx.dirty(r) self.moveship() gfx.updatestars(self.background, gfx) if not self.done: self.drawlist() for img in self.images: r = gfx.surface.blit(img[0], img[1]) gfx.dirty(r) else: game.handler = self.prevhandler self.clearlist() for img in self.images[1:]: r = self.background(img[1]) gfx.dirty(r)
def run(self): r = self.background(self.images[0][1]) gfx.dirty(r) self.moveship() gfx.updatestars(self.background, gfx) if self.inputstate != DONE: self.drawactionlist() self.drawstatus() for img in self.images: r = gfx.surface.blit(img[0], img[1]) gfx.dirty(r) else: self.clearactionlist() self.clearstatus() game.handler = self.prevhandler for img in self.images[1:]: r = self.background(img[1]) gfx.dirty(r)