def on_enter(self, previous_scene):

        super(BattleScene, self).on_enter(previous_scene)

        self.player = get_shared_values().player
        self.enemy = get_shared_values().orderly

        self.previous_scene = previous_scene
        self.state = player_move_select_state

        self.player_selected_item = 0
        self.enemy_selected_item = 0

        self.message = ""

        # self.player.items = get_shared_values().items
        # self.player.health = get_shared_values().health
        # self.max_health = get_shared_values().max_health
        # self.player.type = get_shared_values().type
        # self.image = get_shared_values().image

        # self.player_image = pygame.image.load("assets/characters/astronaut_small2.png")
        # self.enemy_image = pygame.image.load("assets/characters/doctor_woman.png")

        self.blue_move = pygame.image.load(
            "assets/battle-background-images/blue-rect.png")
        self.red_move = pygame.image.load(
            "assets/battle-background-images/red-rect.png")
        self.green_move = pygame.image.load(
            "assets/battle-background-images/green-rect.png")
        self.black_move = pygame.image.load(
            "assets/battle-background-images/black-rect.png")
        self.message_box = pygame.image.load(
            "assets/battle-background-images/message-box.png")
        self.border = pygame.image.load(
            "assets/battle-background-images/border.png")

        self.render_queue = RenderQueue()

        # self.test_anim = Animation(True, pygame.image.load("assets/characters/spedec-2/spedec-man-walk-2-sheet.png"), 180)

        # remove this
        # enemy_items = [
        #     ItemGenerator().getItem(),
        #     ItemGenerator().getItem(),
        #     ItemGenerator().getItem(),
        #     ItemGenerator().getItem(),
        # ]

        # enemy_items = ItemGenerator().getItems(4)

        # self.enemy = Orderly("Bob", "assets/characters/doctor_woman.png", 1000, physical_type, enemy_items)

        self.move_font = pygame.font.Font("assets/Courgette-Regular.ttf", 24)
        self.movement_path = None
Ejemplo n.º 2
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 def drawInterface(self):
     margin = 8
     healthPercent = get_shared_values().player.health / get_shared_values(
     ).player.max_health
     draw_health_bar(self.rq, margin, margin, healthPercent,
                     SCREEN_WIDTH / 2 - 2 * margin, 16)
     weapons = get_shared_values().player.items
     item_spacing = ((SCREEN_WIDTH / 2) - (4 * THUMB_SIZE)) / 5
     x = SCREEN_WIDTH / 2
     for i in weapons:
         x += item_spacing
         self.rq.add((x, margin), i.thumb)
         x += THUMB_SIZE
Ejemplo n.º 3
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    def spawn(self):
        if self.entitytype not in Spawner.entities:
            print("Can't spawn entitytype '%s'" % self.entitytype)
            return

        edefs = Spawner.entities[self.entitytype]
        if self.filter is not None:
            edefs = [
                e for e in edefs
                if 'filter' in e and e['filter'] == self.filter
            ]

        if self.entitytype == 'player':
            entitydata = [
                d for d in edefs
                if d['name'] == get_shared_values().player.name
            ][0]
        else:
            entitydata = random.choice(edefs)
        width = entitydata['width'] * BLOCKS_PER_M
        height = entitydata['height'] * BLOCKS_PER_M
        # Spawn above the bottom of the current block
        b = self.y + 0.99
        m = self.x + 0.5
        x = m - width / 2.0
        y = b - height
        entity = LevelEntity(x, y, self.entitytype, entitydata)
        # TODO: Assign a proper controller
        if self.type == 'goright':
            entity.go_r = 1
        elif self.type == 'goleft':
            entity.go_l = 1

        self.level.addEntity(entity)
Ejemplo n.º 4
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    def __init__(self):
        self.rq = RenderQueue()
        LevelObjectPattern.init()
        Spawner.init()
        self.itemgen = ItemGenerator()

        get_shared_values().player = Player("spedecWoman")

        self.resetLevel()
Ejemplo n.º 5
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    def handle_collisions(self):
        """
        Checks collisions and applies rules based on that
        """
        colliding = self.level.collidingEntities(self.spedec.le)
        matches = {
            t: [e for e in colliding if e.archetype == t]
            for t in ['health', 'orderly', 'weapon']
        }

        # Process health items first
        for health in matches['health']:
            get_shared_values().player.adjust_health(
                health.definition['amount'])
            self.level.dropEntity(health)

        # Process weapon pickups
        if self.spedec.get_item and matches['weapon']:
            weapon = matches['weapon'][0]
            self.level.dropEntity(weapon)
            game_item = self.itemgen.getItemByName(weapon.definition['name'])
            itemDropped = get_shared_values().player.add_item(game_item)
            if itemDropped:
                weaponName = itemDropped.name
                weapons = Spawner.entities['weapon']
                definitions = [d for d in weapons if d['name'] == weaponName]
                if definitions:
                    x, y = (self.spedec.le.centre, self.spedec.le.middle)
                    entity = LevelEntity(x, y, 'weapon', definitions[0])
                    self.level.addEntity(entity)
                else:
                    print("Can't drop item '%s'!" % weaponName)

        # Only process the first orderly to collide with
        if matches['orderly']:
            orderly = matches['orderly'][0]
            get_shared_values().orderly = Orderly(orderly.definition['name'])
            self.level.dropEntity(orderly)
            self.application.change_scene(get_battle_scene())
    def __init__(self, name):

        sanity = round(10 * get_shared_values().distance_through_level)

        _json = json.load(open('entities.json'))

        for thing in _json["orderly"]:
            if thing["name"] == name:
                orderly_json = thing

        self.name = name
        self.health = orderly_json["health"]
        self.max_health = orderly_json["health"]
        self.type = orderly_json["type"]

        self.image_path = orderly_json["image"]
        self.image = pygame.image.load("assets/" + self.image_path)

        # image_width = self.image.get_width()
        image_height = self.image.get_height()

        desired_height = 250
        ratio = desired_height / image_height

        self.image = pygame.transform.smoothscale(
            self.image, (int(self.image.get_width() * ratio),
                         int(self.image.get_height() * ratio)))

        self.image_width = self.image.get_width()
        self.image_height = self.image.get_height()

        approperate_items = []
        for item in _json["weapon"]:
            if item["sanity"] > (sanity - 2) and item["sanity"] < (sanity + 2):
                approperate_items.append(item["name"])

        self.items = []

        if len(approperate_items) < 4:
            for approperate_item in approperate_items:
                self.items.append(
                    ItemGenerator().getItemByName(approperate_item))

        else:
            random.shuffle(approperate_items)
            for approperate_item in approperate_items[:4]:
                self.items.append(
                    ItemGenerator().getItemByName(approperate_item))
Ejemplo n.º 7
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    def update(self, dt):
        keys = pygame.key.get_pressed()
        self.spedec.setInputs(keys)

        # Go back to last lamppost if we run out of health
        if get_shared_values().player.health <= 0:
            # TODO: reset this scene to the last lamppost
            self.application.change_scene(get_game_over_scene())

        # TODO: Win if we get to the end of the level
        # if self.spedec.??x position?? > ??level width??:
        #     self.application.change_scene(get_win_scene())
        self.handle_collisions()
        self.level.setScreenRect(self.camera_left, self.camera_top,
                                 self.camera_right, self.camera_bottom)
        self.level.update(dt / 1000.0)
        self.spedec.afterUpdate()

        if not self.spedec.dead:
            self.aimCamera(self.spedec.le.centre, self.spedec.le.middle)
        else:
            self.resetLevel()
    def leave_scene(self):

        get_shared_values().health = self.player.health
        get_shared_values().enemy = None

        self.application.change_scene(self.previous_scene)
                    self.player.items)

                if event.key == pygame.K_RETURN or event.key == pygame.K_SPACE:
                    self.state = player_attack_animation_state

        elif self.state == player_message_state:

            if event.type == pygame.KEYDOWN:

                if event.key == pygame.K_RETURN or event.key == pygame.K_SPACE:
                    self.state = enemy_move_select_state

        elif self.state == enemy_message_state:

            if event.type == pygame.KEYDOWN:

                if event.key == pygame.K_RETURN or event.key == pygame.K_SPACE:
                    self.state = player_move_select_state


if __name__ == '__main__':

    app = ezpygame.Application(title='The Game',
                               resolution=(SCREEN_WIDTH, SCREEN_HEIGHT),
                               update_rate=FPS)

    get_shared_values().orderly = Orderly("doctor woman")
    get_shared_values().player = Player("spedecWoman")

    app.run(BattleScene())
Ejemplo n.º 10
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 def resetLevel(self):
     self.level = Level.load(get_shared_values().levelfile)
     self.spedec = SpedEcController(self.level.getSpedEcEntity())
     self.aimCamera(self.spedec.le.centre, self.spedec.le.middle)
     self.death = 0