Ejemplo n.º 1
0
	def wave_loading(self, param1):
		log.info("Starting Wave {} Loading ...".format(param1))
		self.clear_all_objects()

		banner = Banner("Wave {} Loading ...".format(param1), GameBase.get_font_normal(), 
		color=invaderutils.COLOR_WHITE, pos=(250,325))
		GameObjectKeeper.setup(banner, 1000)
Ejemplo n.º 2
0
	def setup_loser_screen(self, parm1):
		self.clear_all_objects()

		bye = AnimatedSprite(200, 320, ["images/game/gameover.png"])
		GameObjectKeeper.setupenemy(bye, 1000)
				
		self.set_game_mode(invaderutils.GAME_END_EVENT)
Ejemplo n.º 3
0
	def run(self):
		self.set_game_mode(invaderutils.GAME_STARTED_EVENT)

		try:
			while True:
				self.senario_change()
				self.remove_terminated()

				events = pygame.event.get()
				pressed = pygame.key.get_pressed()

				for event in events:
					self.process_events(event)

				for go in GameObjectKeeper.runables():
					for event in events:
						go.process_events(event)
					go.process_keys(pressed)

				self.collision_detection()

				for go in GameObjectKeeper.runables():
					go.draw(Background.get_screen())

				# Flip the drawing buffers
				pygame.display.flip()
				GameMachine.clock.tick(120)

		except QuitProgram as e_info:
			pass
Ejemplo n.º 4
0
	def wave_winner(self, parm1):
		log.info("WINNER")
		self.clear_all_objects()

		banner = Banner("Winner!", GameBase.get_font_normal(), 
		color=invaderutils.COLOR_WHITE, pos=(250,325))
		GameObjectKeeper.setup(banner, 1000)
		self.set_game_mode(invaderutils.GAME_END_EVENT)
Ejemplo n.º 5
0
	def wave_4(self, param):
		log.info("Starting Wave 4")
		self._wave_basics()

		# Setup bad guys
		for x in range( 0, 720, 75):
			enemy = enemy_smiling_vader(x,70,movex=-3)
			GameObjectKeeper.setupenemy(enemy, 50)

		self.set_game_mode(invaderutils.MODE_FIGHT_4_EVENT)
Ejemplo n.º 6
0
    def fire_missile(self):
        self.mis_steps = 0

        newx = int(self.x + self.get_width()/2)
        newy = self.y

        missile = AutoMovingAnimatedSprite(
            newx, newy,
            invaderutils.missile_png(), movex=0, movey=-4, 
            msteps=1)
        GameObjectKeeper.setupfriendly(missile, 45)
Ejemplo n.º 7
0
    def fire_bomb(self):
        newx = int(self.x + self.get_width() / 2 - 10)
        newy = self.y + self.get_height()

        self.mis_steps = 0
        bomb = AutoMovingAnimatedSprite(newx,
                                        newy,
                                        invaderutils.bomb_png(),
                                        movex=0,
                                        movey=4,
                                        msteps=1)
        GameObjectKeeper.setupenemy(bomb, 45)
Ejemplo n.º 8
0
	def wave_2(self, param):
		log.info("Starting Wave 2")
		self._wave_basics()

		# Setup bad guys
		for x in range( 0, 750, 75):
			enemy = enemy_fonzy(x, 70, movex=-2)
			GameObjectKeeper.setupenemy(enemy, 50)

			enemy = enemy_fonzy(x, 120, movex=-2)
			GameObjectKeeper.setupenemy(enemy, 50)

		self.set_game_mode(invaderutils.MODE_FIGHT_2_EVENT)
Ejemplo n.º 9
0
	def wave_3(self, param):
		log.info("Starting Wave 3")
		self._wave_basics()

		# Setup bad guys
		for x in range( 0, 400, 100):

			enemy = enemy_the_frig(x,70,movex=1)
			GameObjectKeeper.setupenemy(enemy, 50)

			enemy = enemy_the_frig(x + 300, 140, movex=-1)
			GameObjectKeeper.setupenemy(enemy, 50)

		self.set_game_mode(invaderutils.MODE_FIGHT_3_EVENT)
Ejemplo n.º 10
0
	def collision_detection(self):
		curr_state = self.get_game_mode()

		# Check to see if we are in FIGHT MODE
		if not ((curr_state > invaderutils.MODE_FIGHT_A_EVENT) and (curr_state < invaderutils.MODE_FIGHT_Z_EVENT)):
			return 

		enemies = GameObjectKeeper.enemies()

		if len(enemies) == 0:
			self.set_game_mode(invaderutils.GAME_ENEMIES_DEAD_EVENT)
			return
		
		for enemy in enemies:
			for friend in GameObjectKeeper.friendlies():
				if enemy.collide(friend):
					self.collide_action(friend, enemy)
					self.check_friend_hero(friend)
Ejemplo n.º 11
0
	def collide_action(self, friend, enemy):
		""" TODO: really don't like this routine here.  """
		log.debug("COLLIDED: {0} {1}".format(type(friend),type(enemy)))
		Thump()

		friend.terminate()
		enemy.terminate()

		explosion = AutoMovingAnimatedSprite(enemy.x, enemy.y,invaderutils.explosion_png(), movex=0, movey=-1, msteps=1)
		if (isinstance(friend, Hero)):
			explosion = AutoMovingAnimatedSprite(friend.x, friend.y, invaderutils.hero_explosion_png(), movex=0, movey=-1, msteps=1)
		elif (not isinstance(enemy, Enemy)):
			explosion = AutoMovingAnimatedSprite(enemy.x, enemy.y, invaderutils.missile_explosion_png(), movex=0, movey=-1, msteps=1)

		GameObjectKeeper.setup(explosion, 35)
		
		# add to score 
		if (not isinstance(friend, Hero)):
			myscoreboard = GameObjectKeeper.get_by_name("myscoreboard")
			myscoreboard.addscore(enemy.get_bonus())
			self.highscorestore.set_highscore(myscoreboard.getscore())
Ejemplo n.º 12
0
	def wave_1(self, param):
		log.info("Starting Wave 1")
		self._wave_basics()

		# Setup bad guys
		for x in range( 0, 400, 150):

			enemy = enemy_little_john(x, 50)
			GameObjectKeeper.setupenemy(enemy, 50)

			enemy = enemy_little_john(x+125, 150)
			GameObjectKeeper.setupenemy(enemy, 50)

			enemy = enemy_little_john(x, 250)
			GameObjectKeeper.setupenemy(enemy, 50)

			enemy = enemy_little_john(x+125, 350)
			GameObjectKeeper.setupenemy(enemy, 50)

		self.set_game_mode(invaderutils.MODE_FIGHT_1_EVENT)
Ejemplo n.º 13
0
	def __init__(self, width, height):
		invaderutils.set_game_dimensions(width, height)
		GameMachine.clock =  pygame.time.Clock()
		GameObjectKeeper.special_setup(Background(), 0)
Ejemplo n.º 14
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	def clear_all_objects(self):
		for go in GameObjectKeeper.runables():
			GameObjectKeeper.remove(go)
Ejemplo n.º 15
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	def _wave_basics(self):
		self.clear_all_objects()

		# Setup Banners for User
		
		banner = Banner("SCORE", GameBase.get_font_normal(), color=invaderutils.COLOR_WHITE, pos=(0, 10))
		GameObjectKeeper.setup(banner, 1000)

		myscoreboard = Score( 0, 35, GameBase.get_font_normal(), invaderutils.COLOR_YELLOW)
		GameObjectKeeper.setup(myscoreboard, 1000, name = "myscoreboard")

		banner = Banner("HIGH SCORE", GameBase.get_font_normal(), color=invaderutils.COLOR_WHITE, pos=(300, 10))
		GameObjectKeeper.setup(banner, 1000)

		banner = Banner("{0:010}".format(GameMachine.highscorestore.get_highscore()), 
		GameBase.get_font_normal(),  pos=(300, 35), color=invaderutils.COLOR_YELLOW)
		GameObjectKeeper.setup(banner, 1000)

		GameMachine.highscorestore.get_highscore()

		# setup the stars
		for star in invaderutils.star_field(20):
			GameObjectKeeper.setupmisc(star, 25)

		# setup hero
		GameObjectKeeper.setupfriendly(Hero(100, 710, invaderutils.hero_png(), mis_steps=75, steps=3, move_steps=2), 50)
Ejemplo n.º 16
0
	def wave_5(self, param):
		log.info("Starting Wave 5")
		self._wave_basics()

		# Setup bad guys
		for x in range( 0, 400, 100):

			enemy = enemy_the_frig(x,70,movex=1)
			GameObjectKeeper.setupenemy(enemy, 50)

			enemy = enemy_the_frig(x + 300, 140, movex=-1)
			GameObjectKeeper.setupenemy(enemy, 50)

		for x in range( 0, 720, 75):
			enemy = enemy_smiling_vader(x,70,movex=-3)
			GameObjectKeeper.setupenemy(enemy, 50)

		for x in range( 0, 750, 75):
			enemy = enemy_fonzy(x, 70, movex=-2)
			GameObjectKeeper.setupenemy(enemy, 50)

			enemy = enemy_fonzy(x, 120, movex=-2)
			GameObjectKeeper.setupenemy(enemy, 50)


		for x in range( 0, 400, 150):

			enemy = enemy_little_john(x, 50)
			GameObjectKeeper.setupenemy(enemy, 50)

			enemy = enemy_little_john(x+125, 150)
			GameObjectKeeper.setupenemy(enemy, 50)

			enemy = enemy_little_john(x, 250)
			GameObjectKeeper.setupenemy(enemy, 50)

			enemy = enemy_little_john(x+125, 350)
			GameObjectKeeper.setupenemy(enemy, 50)


			# enemy = Enemy(x, 25, invaderutils.invader_png(4), bombclockpts=(100,250), lowermove=30, movex=-3)
			# GameObjectKeeper.setupenemy(enemy, 50)

			# enemy = Enemy(x-55, 100, invaderutils.invader_png(2), bombclockpts=(1500,3000), lowermove=40)
			# GameObjectKeeper.setupenemy(enemy, 50)

			# enemy = Enemy(x, 175, invaderutils.invader_png(1), bombclockpts=(1000,2000), lowermove=60,movex=-2)
			# GameObjectKeeper.setupenemy(enemy, 50)

			# enemy = Enemy(x+25, 275, invaderutils.invader_png(3), bombclockpts=(1000,4000), lowermove=80)
			# GameObjectKeeper.setupenemy(enemy, 50)

		self.set_game_mode(invaderutils.MODE_FIGHT_5_EVENT)
Ejemplo n.º 17
0
	def remove_terminated(self):
		for go in GameObjectKeeper.runables():
			if (go.removeme()):
				GameObjectKeeper.remove(go)
				break