def Render(self, screen): screen.fill((0, 0, 0)) screen.blit(GetImage("Images/Neptune.jpg"), (0 - Camera.GetXOffset(), 0)) # Draw your units on screen for unit in self.cu: topLeft = (unit.xpos - Camera.GetXOffset(), unit.ypos, unit.width, unit.hight) bottomRight = (unit.animate.frame, 0, unit.width, unit.hight) if (self.UnitMovement.movementmode == "A"): unit.animate.nextFrame() screen.blit(GetImage(unit.imagepath + "walk.png"), topLeft, bottomRight) else: unit.animate.prevFrame() screen.blit( pygame.transform.flip( GetImage(unit.imagepath + "walk.png"), True, False), topLeft, bottomRight) # Draw enemy units on screen for unit in self.ce: unit.animate.prevFrame() topLeft = (unit.xpos - Camera.GetXOffset(), unit.ypos, unit.width, unit.hight) bottomRight = (unit.animate.frame, 0, unit.width, unit.hight) screen.blit( pygame.transform.flip(GetImage(unit.imagepath + "walk.png"), True, False), topLeft, bottomRight) # Draw the GUI self.attackbutton.Draw(screen) self.holdbutton.Draw(screen) self.defendbutton.Draw(screen) # Make sure not to update the text unless it has changed if "Moon Crystals: " + str( CurrencyManagement.GetMoonCrystals()) != self.resourcebar.txt: self.resourcebar.SetText("Moon Crystals: " + str(CurrencyManagement.GetMoonCrystals())) if "Units: " + str( UnitLoader.GetUsedSupply()) + "/40" != self.supplybar.txt: self.supplybar.SetText("Units: " + str(UnitLoader.GetUsedSupply()) + "/40") self.resourcebar.Draw(screen) self.supplybar.Draw(screen) self.buildqueue.Draw(screen) self.buildmenu.Draw(screen) self.openmenu.Draw(screen) self.basehealth.Draw(screen) self.ebasehealth.Draw(screen) self.text.Draw(screen) self.etext.Draw(screen)
def EAttack(cls, Friendlies, Enemies, EnemyList, Rate, OGSpeed=0, EOGSpeed=0): if (Friendlies.speed != 0): OGSpeed = Friendlies.speed Friendlies.speed = 0 if ((Rate * (Friendlies.attackrate)) > 50): Enemies.DamageUnit(Friendlies.damage) if (Enemies.health < 1): UnitLoader.DeleteUnit(Enemies)
def ReachedPlayer(cls, units, base, CurrentHealth=1000): x = 0 BaseHealth = CurrentHealth if(base == 1): basePos = 9 if(base == 0): basePos = 3531 while(x<len(units)): CurrentUnit = units[x] x = x+1 UnitRange = CurrentUnit.unitrange if abs(CurrentUnit.xpos-basePos)<10: Health = WinCon.AttackPlayer(BaseHealth, CurrentUnit.health) UnitLoader.DeleteUnit(CurrentUnit) x = len(units) + 1 print Health return Health else: return BaseHealth
def CalculateDangerValue(self): count = 0 countai = 0 for unit in UnitLoader.GetCreatedUnits(): count = count + 1 for unit in UnitSpawner.GetCreatedUnits(): countai = countai + 1 val = count - countai if val <= 0: self.dangervalue = 0 elif val <= 5: self.dangervalue = 1 elif val <= 10: self.dangervalue = 2 elif val <= 20: self.dangervalue = 3 elif val <= 25: self.dangervalue = 4 else: self.dangervalue = 5
def BTANK(self): unit = Unit(UnitLoader.units["Tank"]) UnitLoader.EnqueueUnit(unit)
def BSR(self): unit = Unit(UnitLoader.units["SpaceRaider"]) UnitLoader.EnqueueUnit(unit)
def BHRB(self): unit = Unit(UnitLoader.units["HorseRifleBlaster"]) UnitLoader.EnqueueUnit(unit)
def __init__(self): SceneBase.__init__(self) UnitLoader.__init__() self.counter = 0 self.Economy = False self.MoneyCounter = 0 self.AttackRate = 0 self.EAttackRate = 0 self.Health = 1000 if UpgradeData.defense: self.EHealth = 1500 elif not UpgradeData.defense: self.EHealth = 1000 print(self.Health) self.offset = 0 self.movecamera = 0 self.scrollfactor = 25 self.UnitMovement = UnitMovement() if Options.hardcoremode: self.AI = BaseAI(6) else: self.AI = BaseAI(3) self.defendbutton = Button("Defend", (60, 635), self.Attack, size=(120, 30), font_size=20, bg=(109, 177, 255)) self.holdbutton = Button("Hold", (185, 635), self.HoldPosition, size=(120, 30), font_size=20, bg=(109, 177, 255)) self.attackbutton = Button("Attack", (310, 635), self.DefendPosition, size=(120, 30), font_size=20, bg=(109, 177, 255)) self.openmenu = Button("Build List", (1130, 600), self.Menu, size=(120, 30), font_size=20, bg=(109, 177, 255)) self.resourcebar = Bar("Moon Crystals: 100", (1080, 15), size=(240, 30), font_size=20, bg=(176, 185, 186)) self.supplybar = Bar("Units: 0/40", (1080, 45), size=(240, 30), font_size=20, bg=(176, 185, 186)) self.buildmenu = ToggleMenu((1140, 350), size=(160, 400), bg=(176, 185, 186), shown=False) self.buildrifleblaster = Button("RifleBlaster 100", (1130, 275), self.BRB, size=(120, 60), font_size=15, bg=(109, 177, 255)) self.buildhorserifleblaster = Button("HorseRifleBlaster 200", (1130, 435), self.BHRB, size=(120, 60), font_size=12, bg=(109, 177, 255)) self.buildspaceraider = Button("SpaceRaider 50", (1130, 195), self.BSR, size=(120, 60), font_size=15, bg=(109, 177, 255)) self.buildtank = Button("Tank 300", (1130, 355), self.BTANK, size=(120, 60), font_size=15, bg=(109, 177, 255)) self.buildmenutoggle = False self.buildqueue = StatBar(" ", (1090, 635), size=(200, 20), bg=(176, 185, 186), fg=(109, 177, 255)) self.basehealth = StatBar(" ", (80, 45), size=(150, 20), bg=(176, 185, 186), fg=(219, 40, 0)) self.ebasehealth = StatBar(" ", (80, 15), size=(150, 20), bg=(176, 185, 186), fg=(109, 177, 255)) self.text = Text(15, 80, "Base Health", bold=True, fontSize=18) self.etext = Text(45, 80, "Enemy Base Health", bold=True, fontSize=18) self.buildmenu.AddButton(self.buildhorserifleblaster) self.buildmenu.AddButton(self.buildrifleblaster) self.buildmenu.AddButton(self.buildspaceraider) self.buildmenu.AddButton(self.buildtank) b = Boombox() b.PlayMusic("level6playmusic")
def Update(self): if self.movecamera != 0: if Camera.CheckCameraOffsets(self.offset, self.movecamera): self.offset += self.movecamera Camera.SetCameraOffset(self.offset, 0) self.cu = UnitLoader.GetCreatedUnits() self.ce = UnitSpawner.GetCreatedUnits() self.basehealth.SetFillPercentage(self.Health, 1000) self.ebasehealth.SetFillPercentage(self.EHealth, 1000) #Generate Money if (len(self.cu) > 0): self.Economy = True if (self.Economy == True): if (self.MoneyCounter == 60): self.MoneyCounter = 0 if UpgradeData.economy: CurrencyManagement.AddMoonCrystals(15) elif not UpgradeData.economy: CurrencyManagement.AddMoonCrystals(10) else: self.MoneyCounter += 1 if (len(self.cu) < 1): if (len(self.ce) < 1): if (self.Economy == True): self.Economy = False if (CurrencyManagement.GetMoonCrystals() < 100): CurrencyManagement.AddMoonCrystals( 100 - CurrencyManagement.GetMoonCrystals()) # Move all the units based on the current movement mode self.UnitMovement.MoveUnits() self.UnitMovement.MoveEnemyUnits() UnitLoader.BuildUnitsInQueue(self.buildqueue) # Call the AI self.AI.AIUpdate() # Move all spawned enemy units self.UnitMovement.MoveEnemyUnits() UnitSpawner.BuildUnitsInQueue() #You attack AttackDefend.UnitsAttack(self.cu, self.ce, self.AttackRate, self.EAttackRate) if (self.AttackRate > 50): self.AttackRate = 0 else: self.AttackRate += 1 if (self.EAttackRate > 50): self.EAttackRate = 0 else: self.EAttackRate += 1 #Attack Base if (self.Health != 1000): if (self.Health != 1500): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0, self.Health) if (self.Health == 1500): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0, self.Health) if (self.Health == 1000): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0) if (self.Health <= 0): print "Congrats you have won" self.SwitchToScene("Scenes.Levels.Level6Victory.Level6Victory") #Enemies Attack Base if (self.EHealth != 1000): if (self.EHealth != 1500): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlayer( self.ce, 1, self.EHealth) if (self.EHealth == 1000): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlayer(self.ce, 1) if (self.EHealth == 1500): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlayer(self.ce, 1, self.EHealth) if (self.EHealth <= 0): print "YOU LOST YOU F*****G SUCK YOU LITTLE DUMBASS" self.SwitchToScene("Scenes.Levels.Level6Defeat.Level6Defeat")
def Update(self): if self.movecamera != 0: if Camera.CheckCameraOffsets(self.offset, self.movecamera): self.offset += self.movecamera Camera.SetCameraOffset(self.offset, 0) self.cu = UnitLoader.GetCreatedUnits() self.ce = UnitSpawner.GetCreatedUnits() # Move all the units based on the current movement mode self.UnitMovement.MoveUnits() self.UnitMovement.MoveEnemyUnits() UnitLoader.BuildUnitsInQueue(self.buildqueue) # Move all spawned enemy units if (self.counter == 25): self.UnitMovement.MoveEnemyUnits() if (random.randint(0, 100) <= 5): #UnitSpawner.EnqueueUnit(UnitSpawner.units["RifleBlaster"]) pass self.counter = 0 else: self.counter = self.counter + 1 # Call the AI self.AI.AIUpdate() # Move all spawned enemy units self.UnitMovement.MoveEnemyUnits() UnitSpawner.BuildUnitsInQueue() #You attack AttackDefend.UnitsAttack(self.cu, self.ce, self.AttackRate, self.EAttackRate) if (self.AttackRate > 50): self.AttackRate = 0 else: self.AttackRate += 1 if (self.EAttackRate > 50): self.EAttackRate = 0 else: self.EAttackRate += 1 #Attack Base if (self.Health != 1000): if (self.Health != 1500): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0, self.Health) if (self.Health == 1500): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0) if (self.Health == 1000): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0) if (self.Health <= 0): print "Congrats you have won" self.SwitchToScene("Scenes.Levels.Level6Victory.Level6Victory") #Enemies Attack Base if (self.EHealth != 1000): if (self.EHealth != 1500): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlayer( self.ce, 1, self.EHealth) if (self.EHealth == 1000): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlayer(self.ce, 1) if (self.EHealth == 1500): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlaer(self.ce, 1) if (self.EHealth <= 0): print "YOU LOST YOU F*****G SUCK YOU LITTLE DUMBASS" self.SwitchToScene("Scenes.Levels.Level6Defeat.Level6Defeat")