Ejemplo n.º 1
0
    def __init__(self, x, y, blocks, screen, zoneArtwork=1):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param blocks: Integer, the number of times to replicate the wall.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        :param zoneArtwork: Integer, choosing the image based on zone.
        """
        self.screen = screen

        # REFACTOR: Clumsy implementation to change image of the renderer.
        # - Causes instantiating argument to be needlessly long.
        # - The code below does not scale well.
        if zoneArtwork == 1:
            left = ZONE1_RESOURCES["platforms"]["platform_1"][0]
            mid = ZONE1_RESOURCES["platforms"]["platform_2"][0]
            right = ZONE1_RESOURCES["platforms"]["platform_3"][0]
        if zoneArtwork == 2:
            left = ZONE2_RESOURCES["platforms"]["platform_1"][0]
            mid = ZONE2_RESOURCES["platforms"]["platform_2"][0]
            right = ZONE2_RESOURCES["platforms"]["platform_3"][0]
        image = buildParts(blocks, "h", [left, mid, right])

        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"
        self.rect = pg.Rect(x, y, 0, 0)
Ejemplo n.º 2
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    def __init__(self, screen):
        super().__init__(screen)
        self.levelNum = 3

        self.players = self.addPlayers()
        self.bosses = self.addBosses()
        self.bosses[0].target(self.players)
        self.walls = self.addWalls()
        self.sPlatforms = self.addSPlatforms()
        self.dPlatforms = self.addDPlatforms()
        self.mPlatforms = self.addMPlatforms()
        self.switches = self.addSwitches()
        self.doors = self.addDoors()
        self.spikes = self.addSpikes()
        self.decorations = self.addDecorations()

        self.elapsed = 0
        self.origin = pg.time.get_ticks()

        image = ZONE1_RESOURCES["levels"]["coop_jail_03"]
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.JAIL_COOP_3, 10, 410, "caption")

        self.messageCutScene("transition", "pig_cutscene")
        self.messageMenu("transition", "blank_menu")
Ejemplo n.º 3
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    def __init__(self, x, y, switchNum, screen, zoneArtwork=1):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param switchNum: Integer, identifying the number of the button.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        :param zoneArtwork: Integer, choosing the image based on zone.
        """
        self.screen = screen
        self.num = switchNum
        self.isOn = True

        # REFACTOR: Clumsy implementation to change image of the renderer
        # - Causes instantiating argument to be needlessly long.
        # - The code below does not scale well.
        if zoneArtwork == 1:
            button = ZONE1_RESOURCES["buttons"]
        if zoneArtwork == 2:
            button = ZONE2_RESOURCES["buttons"]
        self.render = RenderComponent(self, enableRepeat=False)
        self.render.add("on", [button["switch"][0]])
        self.render.add("off", button["switch"], 500)
        self.render.state = "on"
        self.rect = pg.Rect(x, y, 0, 0)

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("click", SFX_RESOURCES["scene_switch"])
Ejemplo n.º 4
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    def __init__(self, x, y, num, screen, zoneArtwork=1):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param num: Integer, identifying the number of the button.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        :param zoneArtwork: Integer, choosing the image based on zone.
        """
        self.screen = screen
        self.num = num
        self.switchesWaiting = []
        self.isClosed = True

        # REFACTOR: Clumsy implementation to change image of the renderer.
        # - Causes instantiating argument to be needlessly long.
        # - The code below does not scale well.
        if zoneArtwork == 1:
            door = ZONE1_RESOURCES["doors"]
        if zoneArtwork == 2:
            door = ZONE2_RESOURCES["doors"]

        self.render = RenderComponent(self, enableRepeat=False)
        self.render.add("open", door["open"])
        self.render.add("closed", door["close"])
        self.render.state = "closed"
        self.rect = pg.Rect(x, y, 0, 0)

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("open", SFX_RESOURCES["scene_door"])
Ejemplo n.º 5
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    def __init__(self, screen):
        super().__init__(screen)
        self.fontSize = 50
        self.fontColour = "orange"
        self.x = 270
        self.y = 225

        self.pauseText = TextLabel("Pause",
                                   self.fontSize,
                                   self.fontColour,
                                   self.x,
                                   self.y,
                                   self.screen,
                                   isItalic=True)

        image = MENU_RESOURCES["screens"]["fade"][0]
        self.render = RenderComponent(self)
        self.render.add("background", image)
        self.render.state = "background"

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("pause", SFX_RESOURCES["menu_pause"])
        self.audio.state = "pause"

        # Need to draw once only otherwise it overrides what is already drawn
        # by the Scene Engine
        self.render.update()
        self.pauseText.update()
        self.pauseText.draw()
        self.render.draw()
Ejemplo n.º 6
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    def __init__(self, screen):
        super().__init__(screen)
        fontSize = 22
        fontColour = "white"
        x, y = 230, 155
        dx, dy = 0, 50

        self.backgroundSetting = _SettingsLabel("Orientación: ",
                                                ["Vertical", "Horizontal"],
                                                fontSize, fontColour, x, y,
                                                130, screen)
        self.fullscreenSetting = _SettingsLabel("Full Screen: ",
                                                ["Desactivar", "Activar"],
                                                fontSize, fontColour, x,
                                                y + dy, 130, screen)

        self.arrow = _Arrow(x - 40, y - 10, dx, dy, 2, screen)
        self.escapeImage = ImageLabel(MENU_RESOURCES["assets"]["esc"], 25, 440,
                                      screen)
        self.escapeText = TextLabel("Esc para volver", 14, fontColour, 50, 445,
                                    screen)

        self.effect = FadeEffect(self.screen)
        self.effect.timeStartDarken = float('inf')
        self.effect.timeEndDarken = float('inf')
        self.dt = 2

        background = MENU_RESOURCES["screens"]["options"][0]
        self.render = RenderComponent(self)
        self.render.add("background", background)
        self.render.state = "background"

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("exit", SFX_RESOURCES["menu_exit"])
Ejemplo n.º 7
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    def __init__(self, screen):
        super().__init__(screen)
        self.totalOptions = 4
        self.fontSize = 22
        self.fontColour = "white"
        self.x = 250
        self.y = 155
        self.dx = 0
        self.dy = 38

        self.option1 = TextLabel("1 Jugador", self.fontSize, self.fontColour,
                                 self.x, self.y + 1 * self.dy, self.screen)
        self.option2 = TextLabel("2 Jugadores", self.fontSize, self.fontColour,
                                 self.x, self.y + 2 * self.dy, self.screen)
        self.option3 = TextLabel("Opciones", self.fontSize, self.fontColour,
                                 self.x, self.y + 3 * self.dy, self.screen)
        self.option4 = TextLabel("Salir", self.fontSize, self.fontColour,
                                 self.x, self.y + 4 * self.dy, self.screen)
        self.title = ImageLabel(MENU_RESOURCES["assets"]["title"][0], 60, 55,
                                self.screen)
        self.arrow = _Arrow(self.x - 40, self.y + 28, self.dx, self.dy,
                            self.totalOptions, self.screen)

        background = MENU_RESOURCES["screens"]["main"][0]
        self.render = RenderComponent(self)
        self.render.add("background", background)
        self.render.state = "background"

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("enter", SFX_RESOURCES["menu_enter"])
Ejemplo n.º 8
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    def __init__(self, screen):
        super().__init__(screen)
        self.rect = pg.Rect(0, 0, 0, 0)
        office = CUTSCENE_RESOURCES["office"]

        self.origin = pg.time.get_ticks()  # milliseconds
        self.elapsed = 0  # milliseconds
        self._isSentMessage = False

        self.render = RenderComponent(self)
        self.render.add("office_dog", office["dog"], 1500)
        self.render.add("office_cat", office["cat"], 1500)

        self.audio = AudioComponent(self, isAutoPlay=False)
        # self.audio.add("meow", SFX_RESOURCES["meow_1"])

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.OFFICE_1, 240, 50, "left")
        self.dialogue.add(dialogue.OFFICE_2, 370, 100)
        self.dialogue.add(dialogue.OFFICE_3, 240, 50, "left")
        self.dialogue.add(dialogue.OFFICE_4, 370, 100)

        speed = 1
        ts = [0, 4000, 8000, 12000, 16000]
        self.timings = [speed * t for t in ts]
Ejemplo n.º 9
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    def __init__(self, screen):
        super().__init__(screen)
        self.rect = pg.Rect(0, 0, 0, 0)
        telephone = CUTSCENE_RESOURCES["telephone"]

        self.origin = pg.time.get_ticks()  # milliseconds
        self.elapsed = 0  # milliseconds
        self._isComplete = False
        self._isReversed = False

        self.render = RenderComponent(self, enableRepeat=False)
        self.render.add("telephone_none", telephone["none"])
        self.render.add("telephone_pick", telephone["pick"], 1100)
        self.render.add("telephone_hold", telephone["hold"])
        self.render.add("telephone_put", telephone["put"], 1100)

        self.audio = AudioComponent(self)

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.TELEPHONE_1, 350, 150, "left")
        self.dialogue.add(dialogue.TELEPHONE_2, 350, 150, "left")

        speed = 1
        ts = [2000, 2800, 3300, 6300, 10300, 11300, 12100, 14000]
        self.timings = [speed * t for t in ts]
Ejemplo n.º 10
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 def __init__(self, x, y, image, screen):
     """
     :param x: Integer, the x-position of the wall.
     :param y: Integer, the y-position of the wall.
     :param image: pygame.Surface, the image of the wall.
     :param screen: pygame.Surface, the screen to draw the wall onto.
     """
     self.screen = screen
     self.render = RenderComponent(self)
     self.render.add("idle", image)
     self.render.state = "idle"
     self.rect = pg.Rect(x, y, 0, 0)
Ejemplo n.º 11
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    def __init__(self, x, y, screen):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        """
        self.screen = screen

        assets = ZONE2_RESOURCES["traps"]["spear"]
        self.render = RenderComponent(self)
        self.render.add("idle", assets)
        self.render.state = "idle"
        self.rect = pg.Rect(x, y, 0, 0)
Ejemplo n.º 12
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class IntroMenu(BaseMenu):
    """
    The intro screen of the game after the splash screen.
    """
    def __init__(self, screen):
        super().__init__(screen)
        self.effect = FadeEffect(screen)
        self.effect.timeEndDarken += 1.0

        ICONS = ICON_RESOURCES["assets"]
        self.render = RenderComponent(self)
        self.render.add("red", ICONS["red"][0])
        self.render.add("black", ICONS["black"][0])
        self.render.state = "black"

        w, h = ICONS["red"][0].get_size()
        offsetX = (settings.WIDTH - w) / 2
        offsetY = (settings.HEIGHT - h) / 2
        self.rect.center = (offsetX, offsetY)

        self.audio = AudioComponent(self, isRepeat=True, isAutoPlay=True)
        self.audio.add("intro_1", SFX_RESOURCES["menu_intro_1"])
        self.audio.add("intro_2", SFX_RESOURCES["menu_intro_2"])
        self.audio.state = "intro_1"

    def __str__(self):
        return "intro_menu"

    def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self._sendMessage()

    def update(self):
        self.audio.update()
        self.render.update()

        if not self.effect.isComplete:
            self.effect.update()
            if self.effect.time > self.effect.timeStartDarken + 2.0:
                self.render.state = "red"
                self.audio.state = "intro_2"
        else:
            self._sendMessage()

    def draw(self, camera=None):
        self.render.draw(camera)
        self.effect.draw()

    def _sendMessage(self):
        """
        Sends a message to start the next menu.
        """
        self.messageMenu("transition", "main_menu")
        pg.mixer.stop()
Ejemplo n.º 13
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    def __init__(self, screen):
        super().__init__(screen)
        self.effect = FadeEffect(screen)

        background = MENU_RESOURCES["screens"]["splash"][0]
        background = addBackground(background)
        self.render = RenderComponent(self)
        self.render.add("background", background)
        self.render.state = "background"

        self.audio = AudioComponent(self)
        self.audio.add("door_knock", SFX_RESOURCES["splash_door_knock"])
        self.audio.add("door_open", SFX_RESOURCES["splash_door_open"])
        self.audio.add("door_close", SFX_RESOURCES["splash_door_close"])
        self.audio.add("meow", SFX_RESOURCES["splash_meow"])
        self.audio.link("door_knock", "door_open", delay=1000)
        self.audio.link("door_open", "meow")
        self.audio.link("meow", "door_close")
        self.audio.state = "door_knock"
Ejemplo n.º 14
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    def __init__(self, screen):
        super().__init__(screen)
        self.fontSize = 18
        self.fontColour = "white"
        self.x = 150
        self.y = 320

        self.enterText = TextLabel("Enter para salir", self.fontSize,
                                   self.fontColour, self.x, self.y,
                                   self.screen)

        image = MENU_RESOURCES["screens"]["lose"][0]
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("meow", SFX_RESOURCES["menu_lose"])
        self.audio.state = "meow"
Ejemplo n.º 15
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    def __init__(self, screen):
        super().__init__(screen)

        self.effect = FadeEffect(screen)
        self.effect.timeStartLighten = 0.0
        self.effect.timeEndLighten = 1.0
        self.effect.timeStartDarken = 1.0
        self.effect.timeEndDarken = 1.5

        image = pg.Surface((settings.WIDTH, settings.HEIGHT))
        image.fill(settings.COLOURS["dark_red"])
        image = image.convert()
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"

        self.audio = AudioComponent(self, isAutoPlay=True, isRepeat=False)
        self.audio.add("death", SFX_RESOURCES["menu_death"])
        self.audio.state = "death"
Ejemplo n.º 16
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    def __init__(self, screen):
        super().__init__(screen)

        self.players = self.addPlayers()
        self.walls = self.addWalls()
        self.sPlatforms = self.addSPlatforms()
        self.switches = self.addSwitches()
        self.doors = self.addDoors()

        self.elapsed = 0
        self.origin = pg.time.get_ticks()

        image = ZONE1_RESOURCES["levels"]["solo_jail_01"][0]
        self.render = RenderComponent(self)
        self.render.add("background", image)
        self.render.state = "background"

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.JAIL_SOLO_1, 10, 410, "caption")
Ejemplo n.º 17
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    def __init__(self, screen):
        """
        :param screen: pygame.Surface, representing the screen.
        """
        super().__init__()
        self.screen = screen
        self.rect = pg.Rect(0, 0, 0, 0)
        self.num = 0
        self.lives = 5

        self.isOnGround = False
        self.jumpSpeed = -12
        self.moveSpeed = 9

        self.physics = PhysicsComponent(self)
        self.render = RenderComponent(self, enableOrientation=True)
        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("jump", SFX_RESOURCES["cat_jump"])

        self.keybinds = None
Ejemplo n.º 18
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    def __init__(self, screen):
        super().__init__(screen)
        self.effect = FadeEffect(screen)
        self.effect.timeEndDarken += 1.0

        ICONS = ICON_RESOURCES["assets"]
        self.render = RenderComponent(self)
        self.render.add("red", ICONS["red"][0])
        self.render.add("black", ICONS["black"][0])
        self.render.state = "black"

        w, h = ICONS["red"][0].get_size()
        offsetX = (settings.WIDTH - w) / 2
        offsetY = (settings.HEIGHT - h) / 2
        self.rect.center = (offsetX, offsetY)

        self.audio = AudioComponent(self, isRepeat=True, isAutoPlay=True)
        self.audio.add("intro_1", SFX_RESOURCES["menu_intro_1"])
        self.audio.add("intro_2", SFX_RESOURCES["menu_intro_2"])
        self.audio.state = "intro_1"
Ejemplo n.º 19
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    def __init__(self, screen):
        super().__init__(screen)
        self.transparentValue = 255
        self.isComplete = False

        background = pg.Surface((settings.WIDTH, settings.HEIGHT))
        background.fill(settings.COLOURS["black"])
        background = background.convert()

        self.render = RenderComponent(self)
        self.render.add("background", background)
        self.render.state = "background"

        # Units are in seconds (use floats to reduce rounding errors)
        self.origin = pg.time.get_ticks() / 1000
        self.time = 0.0
        self.timeStartLighten = 1.0
        self.timeEndLighten = 3.0
        self.timeStartDarken = 5.0
        self.timeEndDarken = 8.0
Ejemplo n.º 20
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class Switch(GameObject):
    """
    A switch entity that the player can turn on and off.
    """

    def __init__(self, x, y, switchNum, screen, zoneArtwork=1):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param switchNum: Integer, identifying the number of the button.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        :param zoneArtwork: Integer, choosing the image based on zone.
        """
        self.screen = screen
        self.num = switchNum
        self.isOn = True

        # REFACTOR: Clumsy implementation to change image of the renderer
        # - Causes instantiating argument to be needlessly long.
        # - The code below does not scale well.
        if zoneArtwork == 1:
            button = ZONE1_RESOURCES["buttons"]
        if zoneArtwork == 2:
            button = ZONE2_RESOURCES["buttons"]
        self.render = RenderComponent(self, enableRepeat=False)
        self.render.add("on", [button["switch"][0]])
        self.render.add("off", button["switch"], 500)
        self.render.state = "on"
        self.rect = pg.Rect(x, y, 0, 0)

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("click", SFX_RESOURCES["scene_switch"])

    def __str__(self):
        return "switch " + str(self.num)

    def update(self):
        self.render.update()
        self.audio.update()

    def draw(self, camera=None):
        self.render.draw(camera)

    def turnOff(self):
        """
        Changes the state of the button to off and sends out an event.
        """
        self.isOn = False
        self.render.state = "off"
        self.audio.state = "click"
        self.messageScene("switch", (self.num, self.isOn))
Ejemplo n.º 21
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    def __init__(self, screen):
        super().__init__(screen)

        self.players = self.addPlayers()
        self.walls = self.addWalls()
        self.dPlatforms = self.addDPlatforms()
        self.switches = self.addSwitches()
        self.doors = self.addDoors()
        self.decorations = self.addDecorations()

        self.elapsed = 0
        self.origin = pg.time.get_ticks()

        image = ZONE1_RESOURCES["levels"]["coop_jail_01"]
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.JAIL_COOP_1A, 10, 410, "caption")
        self.dialogue.add(dialogue.JAIL_COOP_1B, 10, 410, "caption")
Ejemplo n.º 22
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class Spike(GameObject):
    """
    A spike entity that kills the player.
    """

    def __init__(self, x, y, blocks, orientation, image, screen):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param image: pygame.Surface, the image of the wall.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        """
        self.screen = screen

        image = replicate(blocks, orientation, image)
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"
        self.rect = pg.Rect(x, y, 0, 0)

    def update(self):
        self.render.update()

    def draw(self, camera=None):
        self.render.draw(camera)
Ejemplo n.º 23
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class Decoration(GameObject):
    """
    An entity that does nothing other than act as a background decoration.
    """

    def __init__(self, x, y, image, screen):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param image: pygame.Surface, the image of the wall.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        """
        self.screen = screen
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"
        self.rect = pg.Rect(x, y, 0, 0)

    def __str__(self):
        return "decoration"

    def update(self):
        self.render.update()

    def draw(self, camera=None):
        self.render.draw(camera)
Ejemplo n.º 24
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    def __init__(self, screen):
        super().__init__(screen)
        self.screen = screen
        self.fontSize = 18
        self.fontColour = "white"
        self.x = 150
        self.y = 320

        self.enterText = TextLabel("Enter para salir", self.fontSize,
                                   self.fontColour, self.x, self.y,
                                   self.screen)
        self.Text2 = TextLabel("NIVEL 3 COMING SOON...", 32, self.fontColour,
                               100, 100, self.screen)

        image = MENU_RESOURCES["screens"]["fade"][0]
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"

        self.audio = AudioComponent(self, isAutoPlay=False, isRepeat=True)
        self.audio.add("win", SFX_RESOURCES["scene_win"])
        self.audio.state = "win"
Ejemplo n.º 25
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    def __init__(self, screen):
        super().__init__(screen)
        self.rect = pg.Rect(0, 0, 0, 0)
        pig = CUTSCENE_RESOURCES["pig"]["appear"]
        pig = [addBackground(p) for p in pig]

        self.origin = pg.time.get_ticks()  # milliseconds
        self.elapsed = 0  # milliseconds
        self._isComplete = False

        self.render = RenderComponent(self, enableRepeat=False)
        self.render.add("appear", pig, 3000)

        self.audio = AudioComponent(self)
        self.audio.add("machine", SFX_RESOURCES["pig_machine"])
        self.audio.state = "machine"

        self.dialogue = Dialogue(self.screen)

        speed = 1
        ts = [3000]
        self.timings = [speed * t for t in ts]
Ejemplo n.º 26
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    def __init__(self, x, y, blocks, orientation, images, screen):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param blocks: Integer, the number of times to replicate the wall.
        :param orientation: String, either 'v' or 'h' for vertical or horizontal.
        :param images: Tuple, containing either a single or three
        pygame.Surfaces to build the platform.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        """
        self.screen = screen

        if len(images) == 3:
            image = buildParts(blocks, orientation, images)
        elif len(images) == 1:
            image = replicate(blocks, orientation, images[0])
        else:
            raise ValueError("A wall must have one or three images only!")

        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"
        self.rect = pg.Rect(x, y, 0, 0)
Ejemplo n.º 27
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    def __init__(self, x, y, dx, dy, totalOptions, screen):
        """
        :param x: Integer, the x-position of the arrow.
        :param y: Integer, the y-position of the arrow.
        :param dx: Integer, the change in x-position per movement.
        :param dy: Integer, the change in y-position per moevement.
        :param totalOptions: Integer, the total number of options.
        :param screen: pygame.Surface, representing the screen.
        """
        self.rect = pg.Rect(x, y, 0, 0)
        self.dx = dx
        self.dy = dy
        self.totalOptions = totalOptions
        self.screen = screen
        self.index = 0

        self.render = RenderComponent(self)
        self.render.add("spin", MENU_RESOURCES["assets"]["coin"], 350)
        self.render.state = "spin"

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("move", SFX_RESOURCES["menu_arrow"])
        self.audio.state = "move"
Ejemplo n.º 28
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    def __init__(self, A, B, dx, dy, screen, image):
        """
        :param A: 2-Tuple, containing coordinates of a point A.
        :param B: 2-Tuple, containing coordinates of a point B.
        :param dx: Number, pixels moved in the x-axis every physics tick.
        :param dy: Number, pixels moved in the y-axis every physics tick.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        :param image: pygame.Surface, the image of the platform.
        """
        self.screen = screen
        self.A = A
        self.B = B
        self.dx = dx
        self.dy = dy
        self.isDirectionX = True
        self.isDirectionY = True

        self.physics = PhysicsComponent(self)
        self.physics.isGravity = False

        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"
        self.rect = pg.Rect(A[0], A[1], 0, 0)
Ejemplo n.º 29
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    def __init__(self, screen):
        super().__init__(screen)

        self.players = self.addPlayers()

        self.walls = self.addWalls()
        self.mPlatforms = self.addMPlatforms()
        self.switches = self.addSwitches()
        self.doors = self.addDoors()
        self.spikes = self.addSpikes()
        self.spears = self.addSpears()
        self.dPlatforms = self.addDPlatforms()
        self.decorations = self.addDecorations()

        self.elapsed = 0
        self.origin = pg.time.get_ticks()

        image = ZONE2_RESOURCES["levels"]["solo_forest_01"]
        self.render = RenderComponent(self)
        self.render.add("background", image)
        self.render.state = "background"

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.FOREST_SOLO_2, 10, 410, "caption")
Ejemplo n.º 30
0
    def __init__(self, screen):
        super().__init__(screen)
        self.rect = pg.Rect(0, 0, 0, 0)
        jail = CUTSCENE_RESOURCES["jail"]

        self.origin = pg.time.get_ticks()  # milliseconds
        self.elapsed = 0  # milliseconds
        self._isComplete = False

        self.render = RenderComponent(self, enableRepeat=False)
        self.render.add("fence_show", jail["fence_show"], 2000)
        self.render.add("fence_static", jail["fence_static"])
        self.render.add("fence_hide", jail["fence_hide"], 2000)
        self.render.add("cat_static", jail["cat_static"])
        self.render.add("cat_close", jail["cat_close"], 3500)

        self.audio = AudioComponent(self)

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.JAIL_1, 19, 25, "caption")

        speed = 1
        ts = [2000, 4000, 6000, 9500, 11500]
        self.timings = [speed * t for t in ts]