Example #1
0
 def getDamagePercentText(self, i):
     if self.cameraPlayer == 1:
         if i == 0:
             i = 1
         else:
             i = 0
     c = self.players[i]
     return textrect.render_textrect(c.getDamagePercentText(), DAMAGE_PERCENT_FONT, self.damagePercentRects[i],
                                              ALMOST_BLACK, BLACK, 1, True)
Example #2
0
 def getDamagePercentText(self, i):
     if self.cameraPlayer == 1:
         if i == 0:
             i = 1
         else:
             i = 0
     c = self.players[i]
     return textrect.render_textrect(c.getDamagePercentText(),
                                     DAMAGE_PERCENT_FONT,
                                     self.damagePercentRects[i],
                                     ALMOST_BLACK, BLACK, 1, True)
Example #3
0
    def createEndingText(self):
        tempText = ["is defeated", "is victorious", "retreats"]
        self.endingText = []
        for i in range(2):
            sublist = []
            p = self.players[i]
            for j in range(3):
                t = p.name + " " + tempText[j]
                image = textrect.render_textrect(t, COUNTDOWN_FONT,
                                                self.countdown.rect,
                                                COUNTDOWN_COLOR, ALMOST_BLACK,
                                                1, True)
                sublist.append(image)
            self.endingText.append(sublist)

        sublist = []
        t = "FINISH!"
        image = textrect.render_textrect(t, COUNTDOWN_FONT, self.countdown.rect,
                                        COUNTDOWN_COLOR, ALMOST_BLACK, 1, True)
        sublist.append(image)
        self.endingText.append(sublist)
Example #4
0
    def createEndingText(self):
        tempText = ["is defeated", "is victorious", "retreats"]
        self.endingText = []
        for i in range(2):
            sublist = []
            p = self.players[i]
            for j in range(3):
                t = p.name + " " + tempText[j]
                image = textrect.render_textrect(t, COUNTDOWN_FONT,
                                                 self.countdown.rect,
                                                 COUNTDOWN_COLOR, ALMOST_BLACK,
                                                 1, True)
                sublist.append(image)
            self.endingText.append(sublist)

        sublist = []
        t = "FINISH!"
        image = textrect.render_textrect(t, COUNTDOWN_FONT,
                                         self.countdown.rect, COUNTDOWN_COLOR,
                                         ALMOST_BLACK, 1, True)
        sublist.append(image)
        self.endingText.append(sublist)
Example #5
0
    def __init__(self, inChars, terrainLeft, terrainRight):
        super(Model, self).__init__()
        self.rect = Rect((0, 0), BATTLE_ARENA_SIZE)

        self.testBool = False
        self.testBool2 = False
        
        self.players = inChars
        for p in self.players:
            p.beginBattle()
            pos = (self.rect.centerx,
                   self.rect.height - BATTLE_AREA_FLOOR_HEIGHT)
            self.players[0].setLoc(add_points(pos,
                            ((-BATTLE_PLAYER_START_DISTANCE / 2), 0)))
            self.players[0].facingRight = True
            self.players[1].setLoc(add_points(pos,
                            ((BATTLE_PLAYER_START_DISTANCE / 2), 0)))
            self.players[1].facingRight = False
            
        self.keys = [[False, False, False, False, False, False, False, False, False],
                     [False, False, False, False, False, False, False, False, False]]
        self.keysNow = [[0, 0, 0, 0, 0, 0, 0, 0, 0],
                        [0, 0, 0, 0, 0, 0, 0, 0, 0]]

        self.frameByFrame = [0, 0]
        
        self.returnCode = [0, 0]
        self.projectiles = []
        self.retreatProhibitTime = boundint.BoundInt(0, RETREAT_PROHIBIT_TIME,
                                                     RETREAT_PROHIBIT_TIME)
        self.retreatPhase = 0
        
        self.cameraPlayer = 0
        self.netPlayer = 0
        self.catBar = None
        self.createBars()
        self.resetHitMemory()

        self.endingVal = -1
        self.endingValTick = 0

        self.fx = []

        self.platforms = getPlatforms(terrainLeft, terrainRight)

        self.countdown = countdown.Countdown(BATTLE_COUNTDOWN_LENGTH)
        self.createEndingText()
        
        self.damageTagRects = []
        self.damagePercentRects = []
        for i in range(2):
            rect = Rect((0, 0), (80, 100))
            if (i == 0):
                rect.left = 0
            else:
                rect.right = SCREEN_SIZE[0]
            rect.top = SCREEN_SIZE[1] - 55
            self.damageTagRects.append(rect)
            
            rect2 = Rect((0, 0), (80, 100))
            if (i == 0):
                rect2.left = 0
            else:
                rect2.right = SCREEN_SIZE[0]
            rect2.top = rect.top + 18
            self.damagePercentRects.append(rect2)
            
        self.damageTag = textrect.render_textrect("Strength", STRUCTURE_COUNT_FONT, self.damageTagRects[0],
                                                  ALMOST_BLACK, BLACK, 1, True)
Example #6
0
    def __init__(self, inChars, terrainLeft, terrainRight):
        super(Model, self).__init__()
        self.rect = Rect((0, 0), BATTLE_ARENA_SIZE)

        self.testBool = False
        self.testBool2 = False

        self.players = inChars
        for p in self.players:
            p.beginBattle()
            pos = (self.rect.centerx,
                   self.rect.height - BATTLE_AREA_FLOOR_HEIGHT)
            self.players[0].setLoc(
                add_points(pos, ((-BATTLE_PLAYER_START_DISTANCE / 2), 0)))
            self.players[0].facingRight = True
            self.players[1].setLoc(
                add_points(pos, ((BATTLE_PLAYER_START_DISTANCE / 2), 0)))
            self.players[1].facingRight = False

        self.keys = [[
            False, False, False, False, False, False, False, False, False
        ], [False, False, False, False, False, False, False, False, False]]
        self.keysNow = [[0, 0, 0, 0, 0, 0, 0, 0, 0],
                        [0, 0, 0, 0, 0, 0, 0, 0, 0]]

        self.frameByFrame = [0, 0]

        self.returnCode = [0, 0]
        self.projectiles = []
        self.retreatProhibitTime = boundint.BoundInt(0, RETREAT_PROHIBIT_TIME,
                                                     RETREAT_PROHIBIT_TIME)
        self.retreatPhase = 0

        self.cameraPlayer = 0
        self.netPlayer = 0
        self.catBar = None
        self.createBars()
        self.resetHitMemory()

        self.endingVal = -1
        self.endingValTick = 0

        self.fx = []

        self.platforms = getPlatforms(terrainLeft, terrainRight)

        self.countdown = countdown.Countdown(BATTLE_COUNTDOWN_LENGTH)
        self.createEndingText()

        self.damageTagRects = []
        self.damagePercentRects = []
        for i in range(2):
            rect = Rect((0, 0), (80, 100))
            if (i == 0):
                rect.left = 0
            else:
                rect.right = SCREEN_SIZE[0]
            rect.top = SCREEN_SIZE[1] - 55
            self.damageTagRects.append(rect)

            rect2 = Rect((0, 0), (80, 100))
            if (i == 0):
                rect2.left = 0
            else:
                rect2.right = SCREEN_SIZE[0]
            rect2.top = rect.top + 18
            self.damagePercentRects.append(rect2)

        self.damageTag = textrect.render_textrect("Strength",
                                                  STRUCTURE_COUNT_FONT,
                                                  self.damageTagRects[0],
                                                  ALMOST_BLACK, BLACK, 1, True)