/
agnes_adventures.py
288 lines (197 loc) · 7.27 KB
/
agnes_adventures.py
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#agnes_adventures.py
import pyglet
from game import viewport,world,avatar,hud,spawn_enemies,spawn_tokens
from game import token, hidden_token, util, instructions, car_enemy
from game import spawn_car_enemy, spawn_btokens, btoken, sound_fx
from game import spawn_teachers, teacher
level_timer=50
media_player=pyglet.media.Player()
media_player.queue(sound_fx.intromusic)
media_player.eos_action=media_player.EOS_LOOP
def init():
global inst, event_stack_size, level, level_timer, score, player_has_binder
event_stack_size=0
level=2
inst=instructions.Instructions_display()
inst.batch=inst_batch
viewport.window.push_handlers(inst.key_handler)
pyglet.clock.schedule_interval(inst.update,1/120.0)
score=0
player_has_binder=False
def check_instructions(dt):
media_player.play()
if inst.complete:
pyglet.clock.unschedule(inst.update)
pyglet.clock.unschedule(check_instructions)
load_level(level)
def clear_level():
global game_objects
if game_objects:
for obj in game_objects:
obj.delete()
game_objects=[]
def load_level(level):
global game_objects, hidden, player, event_stack_size, victory, token
global tokens_collected, max_tokens, car_enemy, lever_timer, player_has_binder
while event_stack_size>0:
viewport.window.pop_handlers()
event_stack_size-=1
event_stack_size=0
game_objects=[]
reload(world)
world.generate_world(level)
if level==1:
pyglet.gl.glClearColor(0.75,0.75,0.75,1.0)
media_player.play()
player=avatar.Avatar(batch=main_batch)
game_objects.append(player)
collectibles=spawn_tokens.spawn_tokens(1,level)
for collectible in collectibles:
collectible.batch=main_batch
game_objects+=collectibles
car_enemies=spawn_car_enemy.spawn_car_enemy(18)
for car_enemy in car_enemies:
car_enemy.batch=main_batch
game_objects+=car_enemies
if not player_has_binder:
btokens=spawn_btokens.spawn_btokens(2,1)
for btoken in btokens:
btoken.batch=main_batch
game_objects+=btokens
level_timer=50
hud.time_label.color=(255,255,255,255)
elif level==2:
pyglet.gl.glClearColor(0.7,0.8,0.75,1.0)
media_player.pause()
level_timer=0
hud.time_label.text='Time:0'
player=avatar.Avatar2(batch=main_batch)
game_objects.append(player)
token=token.Token2(batch=main_batch)
game_objects.append(token)
teachers=spawn_teachers.spawn_teachers(1,2)
for teacher in teachers:
teacher.batch=main_batch
game_objects+=teachers
hidden=hidden_token.Hidden_token(batch=main_batch)
hidden.x=250
hidden.y=500
hidden.update_bounding_box()
game_objects.append(hidden)
enemies=spawn_enemies.spawn_enemies(4,level)
for enemy in enemies:
enemy.batch=main_batch
game_objects+=enemies
tokens_collected=0
max_tokens=1
viewport.window.push_handlers(player.key_handler)
pyglet.clock.schedule_interval(update,1.0/120.0)
def update(dt):
global tokens_collected, max_tokens, level, level_timer, score, player_has_binder
player_dead=False
victory=False
if hidden in game_objects:
if util.distance((player.x,player.y),(hidden.x,hidden.y))<=150:
hidden.found=True
if level==1:
level_timer-=dt
hud.time_label.text='Time:%s'%(str(int(level_timer)))
if level_timer<0:
level+=1
clear_level()
load_level(level)
pyglet.clock.unschedule(update)
if level_timer<11.0:
hud.time_label.color=(205, 17, 23, 255)
for i in xrange(len(game_objects)):
for j in xrange(i+1,len(game_objects)):
obj_1=game_objects[i]
obj_2=game_objects[j]
#make sure objects are not dead
if not obj_1.dead and not obj_2.dead:
if obj_1.__class__ is not obj_2.__class__:
if obj_1.collides_with(obj_2) or obj_2.collides_with(obj_1):
obj_1.handle_collision_with(obj_2)
obj_2.handle_collision_with(obj_1)
for obj in game_objects:
obj.update(dt)
#get rid of dead objects
for to_remove in [obj for obj in game_objects if obj.dead]:
#remove the object from the batch and the game_objects list
to_remove.delete()
game_objects.remove(to_remove)
if to_remove==player:
player_dead=True
#Adjust the score if the dead item was worth points
if isinstance(to_remove,btoken.Btoken):
score+=5
hud.score_label.text="Score:"+str(score)
sound_fx.tokensound.play()
player_has_binder=True
if level==1:
if isinstance(to_remove,token.Token):
tokens_collected+=1
#sound_fx.pop_sound.play()
score+=20
hud.score_label.text='Score:'+str(score)
if tokens_collected==max_tokens:
victory=True
sound_fx.level_clear_sound.play()
if level==2:
if isinstance(to_remove,token.Token2):
tokens_collected+=1
#sound_fx.pop_sound.play()
score+=20
hud.score_label.text='Score:'+str(score)
if tokens_collected==max_tokens:
victory=True
sound_fx.level_clear_sound.play()
'''
#Adjust the score if the dead item was worth points
if isinstance(to_remove,pwr_up.PwrUp):
score+=to_remove.pt_value
hud.score_label.text='Score:'+str(score)
sound_fx.power_up_sound.play()
avatar.process_power_up()
#Adjust the score if the dead item was worth points
if isinstance(to_remove,enemy.Enemy):
sound_fx.pop_sound.play()
score+=to_remove.pt_value
score_label.text='Score:'+str(score)
'''
#check for win/lose conditions
if player_dead:
#if len(player_lives)>0:
pyglet.clock.unschedule(update)
clear_level()
load_level(level)
#else:
# hud.game_over_label.y=viewport.v_ctr
elif victory:
level+=1
#hud.level_label.text='Level:'+str(level)
pyglet.clock.unschedule(update)
clear_level()
level_timer=0
load_level(level)
@viewport.window.event
def on_draw():
viewport.window.clear()
if not inst.complete:
inst_batch.draw()
else:
world.tile_batch.draw()
hud.hud_batch.draw()
hud.score_batch.draw()
main_batch.draw()
@viewport.window.event
def on_close():
viewport.window.close()
quit()
if __name__=='__main__':
pyglet.gl.glClearColor(.9,.9,.6,1.0)
inst_batch=pyglet.graphics.Batch()
main_batch=pyglet.graphics.Batch()
init()
pyglet.clock.schedule_interval(check_instructions,1/120.0)
pyglet.app.run()