class GS_Tutorial4(RoboPy.GameState):
	def __init__(self, kernel, gsm):
		RoboPy.GameState.__init__(self, "Tutorial4", kernel, gsm)

		self.mMaze = None
		self.mMonster = None

		self.mOffset = (250, 150)

		# Other Stuff
		self.mHoverTile = (0, 0)

	def Initialize(self):
		self.mTutorialText = pygame.image.load(os.path.join("Data", "tutorialText4.bmp")).convert()
		self.mTutorialRect = self.mTutorialText.get_rect()

		# Build maze
		self.mMaze = Maze(self.mKernel)
		self.mMaze.SetOffset(self.mOffset)
		self.mMaze.Load(os.path.join("Data", "tutorial2.maze"))
		self.mMaze.BuildWalls()

		# Make Monster --- ahhh
		self.mMonster = Monster(self.mKernel)
		self.mMonster.SetOffset(self.mOffset)
		self.mMonster.SetPath(self.mMaze.Solve((0, 0)))
		self.mMonster.SetCage(self.mMaze.GetCage())

		self.mBackImage = pygame.image.load(os.path.join("Data", "back.bmp")).convert()
		self.mBackHover = pygame.image.load(os.path.join("Data", "back_hover.bmp")).convert()
		self.mBackButton = self.mBackImage
		self.mBackRect = self.mBackButton.get_rect()
		self.mBackRect.topleft = (20, 530)

		self.mNextImage = pygame.image.load(os.path.join("Data", "next.bmp")).convert()
		self.mNextHover = pygame.image.load(os.path.join("Data", "next_hover.bmp")).convert()
		self.mNextButton = self.mNextImage
		self.mNextRect = self.mNextButton.get_rect()
		self.mNextRect.topleft = (630, 530)

		return RoboPy.GameState.Initialize(self)

	def Destroy(self):
		return RoboPy.GameState.Destroy(self)

	def Pause(self):
		RoboPy.GameState.Pause(self)

		return RoboPy.GameState.Destroy(self) 

	def Unpause(self):
		return RoboPy.GameState.Unpause(self)

	def CalcScore(self):
		difficulty = self.mLevel * 10
		moves = self.mMoves

		if moves == 0: 
			moves = 1

		score = int(math.floor(difficulty * (100 * (1.0 / moves))))

		return score

	def HandleEvent(self, event):
		if event.type == QUIT:
			pygame.quit()
			sys.exit()

		elif event.type == MOUSEMOTION:
		 	self.mHoverTile = (int(math.floor((event.pos[1] - self.mOffset[1]) / 20)), int(math.floor((event.pos[0] - self.mOffset[0]) / 20)))

			if (self.mBackRect.collidepoint(event.pos)):
				self.mBackButton = self.mBackHover
			else:
				self.mBackButton = self.mBackImage

			if (self.mNextRect.collidepoint(event.pos)):
				self.mNextButton = self.mNextHover
			else:
				self.mNextButton = self.mNextImage
		elif event.type == MOUSEBUTTONDOWN:
			if (self.mBackRect.collidepoint(event.pos)):
				self.mGameStateManager.SwitchState("Tutorial3")
			elif (self.mNextRect.collidepoint(event.pos)):
				self.mGameStateManager.SwitchState("Tutorial5")
		elif event.type == KEYDOWN:
			if event.key == K_ESCAPE:
				self.mGameStateManager.SwitchState("MainMenu")

			if event.key == K_w:
				self.mMaze.MoveWall(self.mHoverTile, "N")
				self.mMonster.SetPath(self.mMaze.Solve(self.mMonster.CurrentTile()))

			elif event.key == K_s:
				self.mMaze.MoveWall(self.mHoverTile, "S")
				self.mMonster.SetPath(self.mMaze.Solve(self.mMonster.CurrentTile()))

		return RoboPy.GameState.HandleEvent(self, event)

	def Update(self, delta):
		self.mMonster.Update(delta)

		self.mKernel.DisplaySurface().fill(Colors.BLUE)

		self.mKernel.DisplaySurface().blit(self.mTutorialText, self.mTutorialRect)

		pygame.draw.rect(self.mKernel.DisplaySurface(), Colors.BLACK, pygame.Rect(self.mOffset[0] - 10, self.mOffset[1] - 10, 16 * 20, 8 * 20))

		self.mMaze.Draw(self.mHoverTile)
		self.mMonster.Draw()

		self.mKernel.DisplaySurface().blit(self.mNextButton, self.mNextRect)
		self.mKernel.DisplaySurface().blit(self.mBackButton, self.mBackRect)

		return RoboPy.GameState.Update(self, delta)
Example #2
0
class GS_Game(RoboPy.GameState):
    def __init__(self, kernel, gsm):
        RoboPy.GameState.__init__(self, "Game", kernel, gsm)

        self.mMazeSize = (27, 39)
        self.mMaze = None
        self.mMonster = None

        # Scoring Stuff
        self.mScore = 0
        self.mLevel = 1
        self.mMoves = 0
        self.mMarkedScore = 0

        # Other Stuff
        self.mHoverTile = (0, 0)

        #images
        self.mScoreImage = None
        self.mMovesImage = None
        self.mLevelImage = None
        self.mScoreRect = None
        self.mMovesRect = None
        self.mLevelRect = None

        self.mFont = None

        self.mCountDown = 0

    def Initialize(self):
        # Build maze
        self.mMaze = Maze(self.mKernel)
        self.mMaze.SetOffset((10, 10))
        self.mMaze.Generate(self.mMazeSize)
        #maze.Load(os.path.join("Data", "tutorial1.maze"))
        self.mMaze.BuildWalls()

        # Make Monster --- ahhh
        self.mMonster = Monster(self.mKernel)
        self.mMonster.SetOffset((10, 10))
        self.mMonster.SetPath(self.mMaze.Solve((0, 0)))
        self.mMonster.SetCage(self.mMaze.GetCage())

        self.mScoreImage = pygame.image.load(
            os.path.join("Data", "scoreText.bmp")).convert()
        self.mScoreImage.set_colorkey((0, 144, 247))
        self.mScoreRect = self.mScoreImage.get_rect()
        self.mScoreRect.topleft = (150, 570)

        self.mLosses = 0

        self.mMovesImage = pygame.image.load(
            os.path.join("Data", "movesText.bmp")).convert()
        self.mMovesImage.set_colorkey((0, 144, 247))
        self.mMovesRect = self.mMovesImage.get_rect()
        self.mMovesRect.topleft = (350, 570)

        self.mLevelImage = pygame.image.load(
            os.path.join("Data", "levelText.bmp")).convert()
        self.mLevelImage.set_colorkey((0, 144, 247))
        self.mLevelRect = self.mLevelImage.get_rect()
        self.mLevelRect.topleft = (550, 570)

        self.mLevelCompleteImage = pygame.image.load(
            os.path.join("Data", "levelComplete.bmp")).convert()
        self.mLevelCompleteRect = self.mLevelCompleteImage.get_rect()
        self.mLevelCompleteRect.topleft = (220, 150)

        self.mGameOverImage = pygame.image.load(
            os.path.join("Data", "gameOver.bmp")).convert()
        self.mGameOverRect = self.mLevelCompleteImage.get_rect()
        self.mGameOverRect.topleft = (220, 150)

        self.mMutedImage = pygame.image.load(os.path.join(
            "Data", "mute.bmp")).convert()
        self.mUnmutedImage = pygame.image.load(
            os.path.join("Data", "unmute.bmp")).convert()
        self.mVolumeImage = self.mUnmutedImage
        self.mVolumeRect = self.mVolumeImage.get_rect()
        self.mVolumeRect.topleft = (10, 570)
        self.mVolumeState = 1

        self.mFont = pygame.font.SysFont('Arial', 18, True)

        return RoboPy.GameState.Initialize(self)

    def Destroy(self):
        return RoboPy.GameState.Destroy(self)

    def Pause(self):

        return RoboPy.GameState.Pause(self)

    def Unpause(self):

        return RoboPy.GameState.Unpause(self)

    def CalcScore(self):
        difficulty = self.mLevel * 10
        moves = self.mMoves

        if moves == 0:
            moves = 1

        score = int(math.floor(difficulty * (100 * (1.0 / moves))))

        return score

    def HandleEvent(self, event):
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
        elif event.type == MOUSEMOTION:
            self.mHoverTile = (int(math.floor((event.pos[1] - 10) / 20)),
                               int(math.floor((event.pos[0] - 10) / 20)))

        elif event.type == MOUSEBUTTONDOWN:
            if (self.mVolumeRect.collidepoint(event.pos)):
                if (self.mVolumeState == 1):
                    self.mVolumeImage = self.mMutedImage
                    self.mVolumeState = 0
                    self.mMaze.Mute()
                else:
                    self.mVolumeImage = self.mUnmutedImage
                    self.mVolumeState = 1
                    self.mMaze.Unmute()

        elif event.type == KEYDOWN:
            if event.key == K_ESCAPE:
                self.mGameStateManager.SwitchState("MainMenu")
            if event.key == K_w:
                self.mMoves += self.mMaze.MoveWall(self.mHoverTile, "N")
                self.mMonster.SetPath(
                    self.mMaze.Solve(self.mMonster.CurrentTile()))

            elif event.key == K_s:
                self.mMoves += self.mMaze.MoveWall(self.mHoverTile, "S")
                self.mMonster.SetPath(
                    self.mMaze.Solve(self.mMonster.CurrentTile()))

            elif event.key == K_a:
                self.mMoves += self.mMaze.MoveWall(self.mHoverTile, "W")
                self.mMonster.SetPath(
                    self.mMaze.Solve(self.mMonster.CurrentTile()))

            elif event.key == K_d:
                self.mMoves += self.mMaze.MoveWall(self.mHoverTile, "E")
                self.mMonster.SetPath(
                    self.mMaze.Solve(self.mMonster.CurrentTile()))

            elif event.key == K_SPACE and self.mLosses >= 3:
                self.mGameStateManager.SwitchState("MainMenu")
                self.Destroy()

            elif event.key == K_SPACE and self.mMarkedScore == 1:
                self.mMarkedScore = 0
                self.mMoves = 0
                self.mLevel += 1
                self.mLosses = 0
                self.mMaze.Generate(self.mMazeSize)
                self.mMaze.BuildWalls()
                self.mMonster.Reset()
                self.mMonster.SetCage(self.mMaze.GetCage())
                self.mMonster.SetSpeed(self.mLevel)
                self.mMonster.SetPath(
                    self.mMaze.Solve(self.mMonster.CurrentTile()))

        return RoboPy.GameState.HandleEvent(self, event)

    def Update(self, delta):
        self.mMonster.Update(delta)

        #check score
        if self.mMonster.IsCaught() and self.mMarkedScore == 0:
            self.mScore = self.mScore + self.CalcScore()
            self.mMonster.SetPath([])
            self.mMarkedScore = 1

        self.mKernel.DisplaySurface().fill(Colors.BLACK)

        scoreSurf = self.mFont.render(str(self.mScore), True, (0, 0, 0))
        scoreRect = scoreSurf.get_rect()
        scoreRect.topleft = self.mScoreRect.topleft
        scoreRect.left = scoreRect.left + self.mScoreRect.width + 10

        if (self.mMonster.IsFinished()):
            self.mMarkedScore = 0
            self.mMoves = 0
            self.mLosses += 1

            if (self.mLosses <= 3):
                self.mScore = max(self.mScore - 100, 0)

            if (self.mLosses <= 2):
                self.mMaze.Generate(self.mMazeSize)
                self.mMaze.BuildWalls()
                self.mMonster.Reset()
                self.mMonster.SetCage(self.mMaze.GetCage())
                self.mMonster.SetPath(
                    self.mMaze.Solve(self.mMonster.CurrentTile()))

        if (self.mMarkedScore):
            self.mMaze.Draw((0, 0))
            pygame.draw.rect(self.mKernel.DisplaySurface(), (0, 0, 0),
                             pygame.Rect(210, 140, 360, 260))
            self.mKernel.DisplaySurface().blit(self.mLevelCompleteImage,
                                               self.mLevelCompleteRect)
            self.mKernel.DisplaySurface().blit(
                scoreSurf,
                pygame.Rect(380 - int(math.floor(scoreRect.width / 2)), 300,
                            scoreRect.width, scoreRect.height))
        elif (self.mLosses >= 3):
            self.mMaze.Draw((0, 0))
            self.mMonster.Draw()
            pygame.draw.rect(self.mKernel.DisplaySurface(), (0, 0, 0),
                             pygame.Rect(210, 140, 380, 280))
            self.mKernel.DisplaySurface().blit(self.mGameOverImage,
                                               self.mGameOverRect)
            self.mKernel.DisplaySurface().blit(
                scoreSurf,
                pygame.Rect(380 - int(math.floor(scoreRect.width / 2)), 300,
                            scoreRect.width, scoreRect.height))
        else:
            self.mMaze.Draw(self.mHoverTile)
            self.mMonster.Draw()

        pygame.draw.rect(self.mKernel.DisplaySurface(), Colors.BLUE,
                         pygame.Rect(0, 560, 800, 40))
        self.mKernel.DisplaySurface().blit(self.mScoreImage, self.mScoreRect)
        self.mKernel.DisplaySurface().blit(self.mMovesImage, self.mMovesRect)
        self.mKernel.DisplaySurface().blit(self.mLevelImage, self.mLevelRect)

        self.mKernel.DisplaySurface().blit(scoreSurf, scoreRect)

        moveSurf = self.mFont.render(str(self.mMoves), True, (0, 0, 0))
        moveRect = moveSurf.get_rect()
        moveRect.topleft = self.mMovesRect.topleft
        moveRect.left = moveRect.left + self.mMovesRect.width + 10
        self.mKernel.DisplaySurface().blit(moveSurf, moveRect)

        levelSurf = self.mFont.render(str(self.mLevel), True, (0, 0, 0))
        levelRect = levelSurf.get_rect()
        levelRect.topleft = self.mLevelRect.topleft
        levelRect.left = levelRect.left + self.mLevelRect.width + 10

        self.mKernel.DisplaySurface().blit(levelSurf, levelRect)
        self.mKernel.DisplaySurface().blit(self.mVolumeImage, self.mVolumeRect)

        return RoboPy.GameState.Update(self, delta)