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game.py
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game.py
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# Copyright (c) 2011, Adam Parrish <adam@decontextualize.com>
#
# Permission to use, copy, modify, and/or distribute this software for any
# purpose with or without fee is hereby granted, provided that the above
# copyright notice and this permission notice appear in all copies.
#
# THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
# WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
# MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
# ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
# WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
# ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
# OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
import random
import string
from threading import Thread
from gamestate import GameState, GameStateManager
from lettertree import LetterTree
from tweener import Tweener
from java import lang
from ddf.minim import Minim
# janky but accurate!
initletterprob = ''.join([
'x' * 1,
'y' * 1,
'z' * 1,
'q' * 1,
'j' * 2,
'k' * 3,
'v' * 4,
'n' * 5,
'w' * 5,
'i' * 6,
'u' * 7,
'o' * 7,
'l' * 7,
'h' * 8,
'g' * 8,
'e' * 9,
'f' * 9,
't' * 12,
'r' * 13,
'm' * 13,
'd' * 13,
'a' * 13,
'b' * 14,
'p' * 19,
'c' * 20,
's' * 28])
play_offset_x = 100
fighter_offset_x = 250
play_offset_y = 100
def overdraw(things, count):
return [random.choice(things) for i in range(count)]
class TargetString(object):
def __init__(self, content, tree, x, y):
self.content = content
self.tree = tree
self.x = x
self.y = y
self.is_word = False
self.is_prefix = True # assuming our corpus contains every letter as initial
self.alpha = 255
self.textsize = 16
self.active = True
self.unique = random.randrange(100)
def subsume(self, letter):
self.content += letter
self.is_word = self.tree.is_word(self.content)
self.is_prefix = self.tree.is_prefix(self.content)
def draw(self):
if self.is_word:
fill(0, 255, 0, self.alpha)
elif self.is_prefix:
fill(255, 255, 255, self.alpha)
else:
print "%s is neither word nor prefix" % self.content
textSize(self.textsize)
textAlign(LEFT)
for i, ch in enumerate(self.content):
if len(self.content) == 1 and i == 0:
fill(255, 0, 0, self.alpha)
xoff = sin(i + self.unique + millis() / 50.0) * 1.25
yoff = cos(i + self.unique + millis() / 54.0) * 1.25
else:
xoff = sin(i + self.unique + millis() / 200.0) * 1.25
yoff = cos(i + self.unique + millis() / 205.0) * 1.25
text(ch, self.x + (i*16) + xoff, self.y + yoff)
class LetterSprite(object):
def __init__(self, let, x, y):
self.x = x
self.y = y
self.let = let
def draw(self):
fill(255)
textAlign(LEFT)
text(self.let, self.x, self.y)
class Fighter(object):
def __init__(self, letterq, maxp=0, initp=0):
self.maxp = maxp
self.pos = initp
self.letterq = letterq
(self.x, self.y) = self.getxy_for_pos(initp)
self.animation = ('<[@(#', '<[@(%', '<[@(*')
self.colors = ((0,255,255),(0,192,192),(0,192,192),(0,255,255),(255,0,0))
self.curframe = 0
def getxy_for_pos(self, pos):
return (fighter_offset_x + play_offset_x, play_offset_y+(pos*40))
def up(self):
self.pos -= 1
if self.pos < 0: self.pos = 0
(newx, newy) = self.getxy_for_pos(self.pos)
T.addTween(self, y=(newy-self.y), tweenTime=200, tweenType=T.OUT_EXPO)
T.addTween(self.letterq, y=(newy-self.y), tweenTime=250,
tweenType=T.OUT_EXPO)
def down(self):
self.pos += 1
if self.pos > self.maxp - 1: self.pos = self.maxp
(newx, newy) = self.getxy_for_pos(self.pos)
T.addTween(self, y=(newy-self.y), tweenTime=150, tweenType=T.OUT_EXPO)
T.addTween(self.letterq, y=(newy-self.letterq.y), tweenTime=225,
tweenType=T.OUT_EXPO)
def draw(self):
textAlign(LEFT)
textSize(16)
for i, (ch, col) in enumerate(zip(self.animation[self.curframe],
self.colors)):
fill(col[0],col[1],col[2])
text(ch, self.x + (i*16), self.y)
if frameCount % 5 == 0:
self.curframe += 1
if self.curframe >= len(self.animation):
self.curframe = 0
class LetterQueue(object):
def __init__(self, length, x, y):
assert type(length) is int, "length is not an integer"
self.q = list()
self.length = length
self.x = x
self.y = y
def append(self, letter):
assert type(letter) is str, "letter is not string"
assert len(letter) == 1, "letter is not string of length 1"
self.q.append(letter)
if len(self.q) > self.length:
self.q = self.q[:length]
def fill_rand_from(self, seq):
# TODO check if seq is iterable
while len(self.q) < self.length:
self.q.append(random.choice(seq))
def intersect(self, seq):
tocheck = set(seq)
newq = list()
for ch in self.q:
if ch in tocheck:
newq.append(ch)
self.q = newq
def pop(self):
return self.q.pop(0)
def letters(self):
return self.q
def shuffle(self):
random.shuffle(self.q)
def draw(self):
textAlign(LEFT)
for i, ch in enumerate(self.letters()):
fill(255 - i * 10)
textSize(16 - i)
yoff = sin(i + millis() / 300.0) * 1.8
text(ch, self.x + (i*20), self.y + yoff)
class PlayfieldState(GameState):
def __init__(self, tree, scorer, mode, slots=5):
self.tree = tree
self.letterq = LetterQueue(5, play_offset_x + fighter_offset_x + 96,
play_offset_y)
self.fighter = Fighter(self.letterq, slots-1, 0)
self.targets = [None] * slots
for i in range(slots):
self.add_target_at_slot(i)
self.populate_queue()
self.letter_sprites = list()
self.scorer = scorer
self.paused = False
self.mode = mode
self.fire_listeners = list()
def add_fire_listener(self, listener):
self.fire_listeners.append(listener)
def add_target_at_slot(self, idx):
target = TargetString(random.choice(initletterprob),
self.tree, x=-20, y=play_offset_y+(idx*40))
T.addTween(target, x=(play_offset_x+20), tweenTime=200,
tweenType=T.OUT_EXPO, tweenDelay=500)
self.targets[idx] = target
def draw(self):
textAlign(LEFT)
# draw letter slots
for i, ts in enumerate(self.targets):
ts.draw()
# draw sprites
for sp in self.letter_sprites:
sp.draw()
self.fighter.draw()
# draw letter queue
fill(255)
self.letterq.draw()
def keyPressed(self):
if self.paused: return
if key == ord('i') or (key == CODED and keyCode == UP):
self.fighter.up()
elif key == ord('k') or (key == CODED and keyCode == DOWN):
self.fighter.down()
elif key == ord('\n'):
self.detonate()
elif key == ord('z'):
self.fire()
elif key == ord('x'):
self.shuffle_queue()
elif key == 27:
self.paused = True
self.manager.add_state(PauseHelpState(callback=self.unpause))
def unpause(self):
self.paused = False
def shuffle_queue(self):
self.letterq.shuffle()
sounds['discard'].play(0)
self.scorer.attenuate_multiplier(0.5)
def detonate(self):
t = self.targets[self.fighter.pos]
if not(t.active):
return
t.active = False
if self.tree.is_word(t.content):
sounds['success'].play(0)
self.score_target(t)
T.addTween(t, alpha=-255, textsize=16, tweenTime=500,
onCompleteFunction=lambda: self.remove_target(t))
else:
sounds['failure'].play(0)
self.scorer.combobreak(t.x + len(t.content)*16, t.y)
T.addTween(t, alpha=-255, textsize=16, tweenTime=500,
onCompleteFunction=lambda: self.remove_target(t))
def fire(self):
# only fire if target able to accept
t = self.targets[self.fighter.pos]
if not(t.active):
return
sounds['shoot'].play(0)
t.active = False
popped = self.letterq.pop()
# create sprite
sprite = LetterSprite(popped, self.fighter.x, self.fighter.y)
destx = play_offset_x + (len(self.targets[self.fighter.pos].content) * 16)
desty = play_offset_y + (self.fighter.pos * 40)
# tween sprite to new position, will call letter_arrived when
# completed
destpos = self.fighter.pos
T.addTween(sprite, x=(destx-self.fighter.x), y=(desty-self.fighter.y),
tweenTime=200, tweenType=T.OUT_EXPO,
onCompleteFunction=lambda: self.letter_arrived(sprite, destpos))
# add to list so we can draw it
self.letter_sprites.append(sprite)
for listener in self.fire_listeners:
if hasattr(listener, 'fired'):
listener.fired(popped)
def letter_arrived(self, sprite, pos):
# called from fire(), removes sprite, adds to string, populates
# queue (also calculates score here)
self.letter_sprites.remove(sprite)
# add letter to target string, reactivate
self.targets[pos].subsume(sprite.let)
self.targets[pos].active = True
if self.tree.is_prefix(self.targets[pos].content):
self.scorer.score_letter(sprite.let, sprite.x, sprite.y)
self.cull_and_score_terminals()
self.populate_queue()
def cull_and_score_terminals(self):
compl = lambda x: self.remove_target(x)
for i, t in enumerate(self.targets):
if self.tree.is_terminal(t.content):
t.active = False
if self.tree.is_word(t.content):
sounds['success'].play(0)
self.score_target(t)
T.addTween(self.targets[i], alpha=-255, textsize=16, tweenTime=1000,
onCompleteFunction=compl(t))
else:
sounds['failure'].play(0)
self.scorer.combobreak(t.x + len(t.content)*16, t.y)
T.addTween(self.targets[i], alpha=-255, textsize=16, tweenTime=1000,
onCompleteFunction=compl(t))
def remove_target(self, t):
assert t in self.targets, "couldn't find target!"
idx = self.targets.index(t)
self.add_target_at_slot(idx)
def remove_target_idx(self, idx):
self.add_target_at_slot(idx)
def score_target(self, target):
self.scorer.score_word(target.content, target.x + (len(target.content)*20),
target.y)
def populate_queue(self):
words = [t.content for t in self.targets]
suggested = list()
all_possible = list()
for word in words:
if self.tree.is_prefix(word):
word_possible = [x for x in self.tree.alts(word) if x != '$']
# fill queue with more letters to finish longer words
suggested += overdraw(word_possible, int(1.1*len(word)))
all_possible += word_possible
self.letterq.intersect(all_possible)
self.letterq.fill_rand_from(suggested)
def timer_done(self):
self.paused = True
sounds['etude2'].play(0)
for sp in self.letter_sprites:
T.removeTweeningFrom(sp)
self.manager.add_state(DisplayScoreState(self.scorer.score, self.mode))
class PauseHelpState(GameState):
def __init__(self, callback):
self.callback = callback
self.init_millis = millis()
def draw(self):
fill(0, 128)
rect(0, 0, width, height)
fill(255)
textAlign(CENTER)
textSize(64)
text("HELP", width/2, 64)
textAlign(LEFT)
textSize(16)
text("""
<UP>/<DN> select target
<Z> fire letter into target
<ENTER> detonate target
<X> shuffle letter magazine
Hit <ESC> again to quit to menu, or
any other key to return to the game.""", 32, 96)
def keyPressed(self):
# wait a second before registering keypresses
if millis() > self.init_millis + 1000:
if key == 27:
self.manager.remove_instances([PlayfieldState, ScoreState, TimerState,
ChallengeState])
titles = self.manager.get_instances([TitleScreenState])
assert len(titles) == 1, "wrong number of title screen states"
titles[0].fade_in()
else:
self.callback()
self.manager.remove_state(self)
class DisplayScoreState(GameState):
def __init__(self, score, mode):
self.score = score
self.mode = mode
def draw(self):
fill(0, 128)
rect(0, 0, width, height)
templ = \
"""
+---------------------------+
| FINAL SCORE |
| |
| |
| |
| <Esc> for menu |
| <C> to copy tweet w/score |
| to your clipboard |
+---------------------------+"""
textAlign(CENTER, CENTER)
textSize(16)
fill(255)
text(templ, width/2, height/2)
textSize(32)
text(str(self.score), width/2, height/2 - 16)
def keyPressed(self):
if key == 27:
self.manager.remove_instances([PlayfieldState, ScoreState, TimerState,
ChallengeState])
titles = self.manager.get_instances([TitleScreenState])
assert len(titles) == 1, "wrong number of title screen states"
titles[0].fade_in()
self.manager.remove_state(self)
elif key == ord('c'):
modestrs = {'90sec': 'in ninety seconds', '4min': 'in four minutes',
'challenge': 'with only 50 letters'}
modestr = modestrs.get(self.mode, '')
from hashlib import md5
shorthash = md5(str(self.score)+self.mode).hexdigest()[:6]
from java.awt.datatransfer import StringSelection
from java.awt import Toolkit
clipboard = Toolkit.getDefaultToolkit().getSystemClipboard()
clipboard.setContents(StringSelection("I just scored %d points %s on Characterror! http://characterror.com/?%s" % (self.score, modestr, shorthash)), None)
class StringSprite(object):
def __init__(self, content, x, y, textsize=16, r=255, g=255, b=255, a=255):
self.content = content
self.x = x
self.y = y
self.r = r
self.g = g
self.b = b
self.a = a
self.textsize = textsize
def draw(self):
textSize(self.textsize)
fill(self.r, self.g, self.b, self.a)
textAlign(CENTER)
text(self.content, self.x, self.y)
class ScoreState(GameState):
def __init__(self):
self.score = 0
self.multiplier = 10
self.score_sprites = list()
def score_letter(self, let, x, y):
letscore = 100 * self.multiplier
sprite = StringSprite(str(letscore), x, y, textsize=8)
T.addTween(sprite, y=-32, a=-255, tweenTime=1500, tweenType=T.OUT_EXPO,
onCompleteFunction=lambda: self.remove_sprite(sprite))
self.score_sprites.append(sprite)
self.score += letscore
self.multiplier += 1
def score_word(self, word, x, y):
wordscore = int(((len(word)*len(word))*0.5) * 1000)
wordscore = wordscore * self.multiplier
sprite = StringSprite(str(wordscore), textsize=8, x=x, y=y, r=0, g=255, b=0)
T.addTween(sprite, y=-32, g=0, a=-127, tweenTime=1000,
tweenType=T.OUT_EXPO,
onCompleteFunction=lambda: self.remove_sprite(sprite))
self.score_sprites.append(sprite)
self.score += wordscore
self.multiplier += 10
def combobreak(self, x, y):
if self.multiplier > 10:
self.multiplier = 10
sprite = StringSprite("BREAK", x, y, textsize=8,
r=255, g=0, b=0)
T.addTween(sprite, y=-32, a=-127, tweenTime=1000, tweenType=T.OUT_EXPO,
onCompleteFunction=lambda: self.remove_sprite(sprite))
self.score_sprites.append(sprite)
def attenuate_multiplier(self, amount):
self.multiplier = int(self.multiplier * amount)
def remove_sprite(self, sprite):
self.score_sprites.remove(sprite)
def draw(self):
for spr in self.score_sprites:
spr.draw()
fill(255)
textSize(16)
textAlign(LEFT)
text("SCORE: %012d" % self.score, 16, 16)
text("x%d" % self.multiplier, width-100, 16)
class ChallengeState(GameState):
def __init__(self, target_count, callback):
self.target_count = target_count
self.fire_count = 0
self.callback = callback
def fired(self, let):
self.fire_count += 1
if self.fire_count >= self.target_count:
self.callback()
def draw(self):
textSize(32)
textAlign(CENTER)
if self.fire_count > self.target_count * 0.9:
fill(255, 0, 0)
else:
fill(255)
text("%d / %d" % (self.fire_count, self.target_count), width/2, height-100)
class TimerState(GameState):
def __init__(self, seconds, callback):
self.seconds = seconds
self.callback = callback
self.called_callback = False
self.last_remaining = 0
def start(self):
self.started = millis()
def draw(self):
delta = millis() - self.started
delta_seconds = int(delta / 1000)
remaining = self.seconds - delta_seconds
# play tick if eight or fewer seconds left
if remaining != self.last_remaining and remaining <= 8 and remaining > 0:
sounds['tick'].play(0)
self.last_remaining = remaining
# red if only one eight of the time remains
textSize(32)
textAlign(CENTER)
if remaining <= self.seconds / 8:
fill(255, 0, 0)
else:
fill(255)
# call callback if time's up
if remaining <= 0:
remaining = 0
if self.called_callback is False:
self.called_callback = True
self.callback()
minutes = remaining / 60
second_remainder = remaining % 60
text("%d:%02d" % (minutes, second_remainder), width/2, height - 100)
class StarFieldState(GameState):
def __init__(self, layer_count=3, star_count=100):
self.layers = list()
self.layer_count = layer_count
for i in range(layer_count):
field = [(random.randrange(width),random.randrange(height)) for i \
in range(star_count)]
self.layers.append(field)
def draw(self):
textSize(8)
for i, layer in enumerate(self.layers):
for x, y in layer:
fill((i + 1) * (255.0 / self.layer_count))
xoff = (millis() / 25.0) * (i + 1)
text(".", (x + xoff) % width, y)
def loadtree(callback):
tree = LetterTree()
for line in open('wordlist_short'):
line = line.strip()
tree.feed(line + "$")
callback(tree)
class TitleScreenState(GameState):
def __init__(self):
self.title = "CHARACTERROR"
self.alpha = 255
self.colors = [(64, 192, 0), (96, 224, 32), (128, 255, 64),
(160, 0, 96), (192, 32, 128), (224, 64, 160),
(255, 96, 192), (0, 128, 224), (32, 160, 255)]
self.thread = None
self.init_loading_threads()
self.fading = False
self.menu = [
('instructions', 'How to play', 'Story and tutorial'),
('90sec','Timed game: 90 seconds','Get the highest score in ninety seconds!'),
('4min','Timed game: 4 minutes','You have four minutes. How high can you score?'),
('challenge','50 letter challenge', "The timer's off. How many points can you score with just 50 letters?"),
('credits', 'Credits', "Who made this game?")]
self.selected = 0
def init_loading_threads(self):
# just running one thread to load resources for now
self.thread = Thread(target=loadtree, args=(self.tree_load_done,))
self.thread.start()
def tree_load_done(self, tree):
self.tree = tree
def draw(self):
# draw banner
textSize(48)
textAlign(LEFT)
xcenter = width / 2.0
ypos = height / 3.0
xstart = xcenter - (textWidth(self.title) / 2.0)
pushMatrix()
translate(xstart, ypos)
idx = (frameCount / 32) % 9
this_col = self.colors[idx:] + self.colors[:idx]
for i, ch in enumerate(self.title):
i = i % len(self.colors)
fill(this_col[i][0], this_col[i][1], this_col[i][2], self.alpha)
text(ch, 0, 0)
translate(48, 0)
popMatrix()
# loading or menu
textAlign(CENTER)
fill(255, 255, 0, self.alpha)
textSize(16)
if self.thread.isAlive():
num = (frameCount / 9) % 4
ch = '|/-\\'
text("LOADING " + ch[num], xcenter, 2 * height / 3.0)
else:
for i, (short, content, desc) in enumerate(self.menu):
if self.selected == i:
textSize(8)
fill(255, self.alpha)
text(desc, xcenter, height - 96)
else:
fill(192, self.alpha)
textSize(16)
text(content, xcenter, (2*(width/5)) + (i*24))
textSize(8)
fill(255, 255, 0, self.alpha)
text("Choose option with UP and DOWN. Press <Z> to select.", xcenter, (height - 48))
def keyPressed(self):
if self.thread.isAlive():
return
if self.fading:
return
if key == ord('i') or (key == CODED and keyCode == UP):
self.selected -= 1
elif key == ord('k') or (key == CODED and keyCode == DOWN):
self.selected += 1
self.selected = self.selected % len(self.menu)
elif key == ord('z'):
self.fading = True
selected_option = self.menu[self.selected][0]
T.addTween(self, alpha=-255, tweenTime=1000, tweenType=T.OUT_EXPO,
onCompleteFunction=lambda: self.faded_out(selected_option))
def faded_out(self, opt):
# when fadeout completes, this is called
self.manager.mute(self)
if opt in ('90sec', '4min', 'challenge'):
if opt == '90sec':
remaining_time = 90
elif opt == '4min':
remaining_time = 240
scorer = ScoreState()
sketch.add_state(scorer)
playfield = PlayfieldState(self.tree, scorer, opt)
if opt == 'challenge':
challenge = ChallengeState(50, lambda: playfield.timer_done())
sketch.add_state(challenge)
playfield.add_fire_listener(challenge)
else:
timer = TimerState(remaining_time, lambda: playfield.timer_done())
sketch.add_state(timer)
timer.start()
sketch.add_state(playfield)
sounds['etude1'].play(0)
elif opt == 'instructions':
sketch.add_state(InstructionsState(self, self.tree))
elif opt == 'credits':
sketch.add_state(CreditsState(self))
def fade_in(self):
self.manager.unmute(self)
T.addTween(self, alpha=255, tweenTime=1000, tweenType=T.OUT_EXPO,
onCompleteFunction=self.faded_in)
def faded_in(self):
self.fading = False
class InstructionsState(GameState):
def __init__(self, title_screen, tree):
self.title_screen = title_screen
self.page = 0
self.tree = tree
self.init_demo()
def init_demo(self):
self.letterq = LetterQueue(5, play_offset_x + fighter_offset_x + 96,
play_offset_y)
for ch in 'cram':
self.letterq.append(ch)
self.fighter = Fighter(self.letterq, 1, 0)
self.target = TargetString('s', self.tree, play_offset_x, play_offset_y)
self.letter_sprites = list()
def draw(self):
if self.page == 0:
fill(255)
textAlign(CENTER)
textSize(64)
text("THE STORY", width/2, 64)
textAlign(LEFT)
textSize(16)
text("""
You are CAPTAIN S. PELLER,
starfighter pilot extraordinaire.
Your mission: defeat the CHARAC-
TERRORS, evil space aliens bent on
galactic dominance. Their only
weakness: a CHARACTERROR will
subsume any letter fired into it.
CHARACTERRORS forming English words
can be detonated and thus destroyed.
""", 32, 96)
pushMatrix()
translate(0, 232)
self.letterq.draw()
self.fighter.draw()
self.target.draw()
for sp in self.letter_sprites:
sp.draw()
popMatrix()
textAlign(CENTER)
textSize(16)
fill(255)
text("Hit <Z> to fire letters, then\n<ENTER> when the word is green!",
width/2, 390)
elif self.page == 1:
fill(255)
textAlign(CENTER)
textSize(64)
text("CONTROLS", width/2, 64)
textAlign(LEFT)
textSize(16)
text("""
<UP>/<DN> select target
<Z> fire letter into target
<ENTER> detonate target
<X> shuffle letter magazine
<ESC> help/quit
Words must be between three and ten
letters long. This game uses the
SOWPODS dictionary.
WARNING: Detonating a target that is
not green will reset your score
multiplier. Shuffling your magazine
may help you get at the letter you
want, but will cut your multiplier
in half.
""", 32, 96)
textAlign(CENTER)
text("Hit <Z> to continue.", width/2, 450)
elif self.page == 2:
fill(255)
textAlign(CENTER)
textSize(48)
text("HINTS & TIPS", width/2, 64)
textAlign(LEFT)
textSize(16)
text("""
* Longer words earn more points!
* Your score multiplier increases
for every letter landed, and for
every valid word detonated.
* If a target contains a string that
could never begin a valid English
word, the target is destroyed and
your score multiplier reset.
* Your magazine will always *only*
contain letters that can combine
with targets to begin valid English
words. Exercise your vocabulary!
* Words that can't be extended to
form longer words will be detonated
automatically.
""", 32, 96)
textAlign(CENTER)
text("Hit <Z> to continue.", width/2, 450)
def fire(self):
if not(self.target.active):
return
self.target.active = False
sounds['shoot'].play(0)
popped = self.letterq.pop()
sprite = LetterSprite(popped, self.fighter.x, self.fighter.y)
destx = play_offset_x + (len(self.target.content) * 16)
desty = play_offset_y + (self.fighter.pos * 40)
destpos = self.fighter.pos
T.addTween(sprite, x=(destx-self.fighter.x), y=(desty-self.fighter.y),
tweenTime=400, tweenType=T.OUT_EXPO,
onCompleteFunction=lambda: self.letter_arrived(sprite, destpos))
self.letter_sprites.append(sprite)
def letter_arrived(self, sprite, pos):
self.letter_sprites.remove(sprite)
self.target.subsume(sprite.let)
self.target.active = True
def advance_page(self):
self.page += 1
def keyPressed(self):
if self.page == 0:
if key == ord('z') and self.target.content != "scram":
self.fire()
if key == ord('\n') and self.target.content == "scram":
sounds['success'].play(0)
T.addTween(self.target, alpha=-255, textsize=16, tweenTime=1000,
onCompleteFunction=lambda: self.advance_page())
elif self.page == 1:
if key == ord('z'):
self.page = 2
elif self.page == 2:
if key == ord('z'):
self.title_screen.fade_in()
self.manager.remove_state(self)
class CreditsState(GameState):
def __init__(self, title_screen):
self.title_screen = title_screen
def draw(self):
fill(255)
textAlign(CENTER)
textSize(64)
text("CREDITS", width/2, 64)
textAlign(LEFT)
textSize(16)
text("""
Game by Adam Parrish
decontextualize.com
Made for Experimental Gameplay
Project's February 2011 competition
experimentalgameplay.com
(Yes, the stars are ASCII 0x2E)
Programmed with processing.py
github.com/jdf/processing.py
Thanks to Ben Harling for the Python
port of Tweener!
""", 32, 96)
textAlign(CENTER)
text("Hit <Z> to continue.", width/2, 450)
def keyPressed(self):
if key == ord('z'):
self.title_screen.fade_in()
self.manager.remove_state(self)
class Sketch(GameStateManager):
def setup(self):
frameRate(30)
size(640, 480)
fill(0)
background(0)
font = createFont("pcsenior.ttf", 16)
textFont(font)
sketch.add_state(StarFieldState())
sketch.add_state(TitleScreenState())
self.s = millis()
def draw(self):
background(0)
tm = float(millis())
delta = tm - self.s
self.s = tm
T.update(delta)
super(Sketch, self).draw()
T = Tweener()
sketch = Sketch()
minim = None
sounds = dict()
def setup():
global minim
sketch.setup()
minim = Minim(this)
sounds['shoot'] = minim.loadSnippet("shoot.wav")
sounds['discard'] = minim.loadSnippet("discard.wav")
sounds['failure'] = minim.loadSnippet("failure.wav")
sounds['success'] = minim.loadSnippet("success.wav")
sounds['etude1'] = minim.loadSnippet("etude1.wav")
sounds['etude2'] = minim.loadSnippet("etude2.wav")
sounds['tick'] = minim.loadSnippet("tick.wav")
def draw():
sketch.draw()
def mouseClicked():
sketch.mouseClicked()
def keyPressed():
if key == 27:
this.key = '\0'
sketch.keyPressed()
def stop():
for snip in sounds.vales():
snip.close()
minim.stop()