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gamestate.py
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gamestate.py
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import time
import physics as helper
from managers import score_manager
from managers import sound_manager as dj
from models.entities import Hero
from models.models import Bar
from models.mastermind import Mastermind
import enemy_wave_generator as mavericks
from queue import Queue
import engines
class GameState:
def __init__(self, mode="FIXED"):
self.time = time.clock()
self.hero = Hero()
self.score = 0 # Score increments from defeating enemies and picking up rupees
self.paused = False
self.hitcount = 0
self.killcount = 0
self.mode = mode
self.win = False
self.game_over = False
self.projectile_list = [] # List of projectiles onscreen.
self.pickup_list = [] # List of present rupees onscreen.
self.enemy_list = [] # List of present enemies of one wave.
self.wave_queue = Queue() # List used as a queue of waves
#self.initialize_waves() # Initialize all of the waves into the the wave queue
#self.next_wave() # Start First Wave
self.hero_bar = Bar(self.hero.stats, self.hero)
self.master = Mastermind(mode, time.clock())
#self.enemy_bar = Bar()
def hpp(self):
return self.hero.stats.current_hp/self.hero.stats.hp
def toggle_paused(self):
self.paused = not self.paused
def update_pickups(self):
for i in range(0, len(self.pickup_list)):
collision = helper.check_collision(self.hero, self.pickup_list[i])
self.pickup_list[i].move()
if collision:
dj.play_beep()
pickup_type = self.pickup_list[i].sign.id[0]
self.score += score_manager.calculate_score(pickup_type) # Increment Score
if pickup_type == "DEFENSE":
self.hero.stats.defense += 1
if pickup_type == "HP":
if self.hpp() < 0.8:
self.hero.stats.current_hp += 20
else:
self.hero.stats.current_hp = 100
self.update_hero_bar()
if pickup_type == "LASER":
self.hero.equip_laser()
del self.pickup_list[i]
break
def update_pews(self):
for pew in range(len(self.projectile_list)):
if self.projectile_list[pew].is_out_of_screen():
del self.projectile_list[pew]
break
for pew in self.projectile_list:
pew.move()
def hero_fire(self):
pew = self.hero.fire_bullet()
self.projectile_list.append(pew)
def update_enemies(self):
#pewpew
#print self.enemy_list
for enemy_index in range(len(self.enemy_list)):
self.enemy_list[enemy_index].update_bar()
for projectile_index in range(len(self.projectile_list)):
if helper.check_collision(self.projectile_list[projectile_index], self.enemy_list[enemy_index]):
if self.enemy_list[enemy_index].sign.id[0] != "GHOST":
self.score += 100
self.enemy_list[enemy_index].get_hit_by(self.projectile_list[projectile_index])
del self.projectile_list[projectile_index]
break
#cleanup kills
for enemy_index in range(len(self.enemy_list)):
if not self.enemy_list[enemy_index].alive:
if self.master.ask_if_drop(self.hero.stats.current_hp/self.hero.stats.hp):
drop_signature = ["PICKUP", [self.master.determine_drop(self.hpp())]]
self.pickup_list.append(self.enemy_list[enemy_index].drop(drop_signature))
self.hero.stats.attack += 1
self.killcount += 1
del self.enemy_list[enemy_index]
break
#cleanup offscreen
for enemy_index in range(len(self.enemy_list)):
if self.enemy_list[enemy_index].right <= 0:
self.enemy_list.pop(enemy_index)
break
# For the laser detection
for enemy_index in range(len(self.enemy_list)):
if self.hero.is_firing_laser:
if helper.check_collision(self.enemy_list[enemy_index], self.hero.laser):
self.killcount += 1
if self.master.ask_if_drop(self.hero.stats.current_hp/self.hero.stats.hp):
drop_signature = ["PICKUP", [self.master.determine_drop(self.hpp())]]
self.pickup_list.append(self.enemy_list[enemy_index].drop(drop_signature))
self.score += 300
del self.enemy_list[enemy_index]
self.hero.stats.attack += 1
break
#needs to be made into a long and complex function
for enemy in self.enemy_list:
enemy.move()
engines.siny(enemy, enemy.stats)
#engines.cosxx(enemy, enemy.stats)
#panic
if len(self.enemy_list) < 2:
print "Less than two enemies left"
self.next_wave()
def initialize_waves(self):
w = self.master.get_weight()
enemy = self.master.get_enemy()
wing = self.master.get_wing()
stache = self.master.get_stache(enemy)
"""
wave_1 = mavericks.generate_inverse_v_shaped_wave(w)
wave_2 = mavericks.generate_diagonal_wave_1(w)
wave_3 = mavericks.generate_diagonal_wave_2(w)
wave_4 = mavericks.generate_vertical_wave(w)
wave_5 = mavericks.generate_vertical_wave(w)
wave_6 = mavericks.generate_diagonal_wave_2(w)
wave_7 = mavericks.generate_diagonal_wave_1(w)
wave_8 = mavericks.generate_inverse_v_shaped_wave(w)
"""
self.wave_queue.enqueue(mavericks.generate_a_wave(w, enemy, wing, stache))
"""
self.wave_queue.enqueue(wave_2)
self.wave_queue.enqueue(wave_3)
self.wave_queue.enqueue(wave_4)
self.wave_queue.enqueue(wave_5)
self.wave_queue.enqueue(wave_6)
self.wave_queue.enqueue(wave_7)
self.wave_queue.enqueue(wave_8)
"""
def next_wave(self):
print "Next wave called"
if self.wave_queue.size > 1:
self.enemy_list = self.enemy_list + self.wave_queue.dequeue()
else:
print "Initializing waves again"
self.initialize_waves()
def update_hero_bar(self):
self.hero_bar.update(self.hero.stats)