Example #1
0
    def __init__(self):
        super(Model, self).__init__()
        self.fadeSurface = pygame.Surface(SCREEN_SIZE)
        self.fadeSurfaceColor = []
        for i in range(3):
            self.fadeSurfaceColor.append(
                boundint.BoundInt(0, INTRO_MAX_FADE, 0))

        self.transSurface = pygame.Surface(SCREEN_SIZE)
        self.transSurface.fill(
            (INTRO_MAX_FADE, INTRO_MAX_FADE, INTRO_MAX_FADE))
        self.transAlpha = boundint.BoundInt(0, 255, 255)
        self.centerTextPos = (0, SCREEN_SIZE[1] / 2)
        self.stage = 0
        self.ticker = 0

        self.textMessages = [("Games from Beyond the Farth", 2, ALMOST_BLACK,
                              WHITE, 1, True)]
        self.textRects = []
        for i in self.textMessages:
            f = FONTS[i[1]]
            size = (SCREEN_SIZE[0], f.get_linesize() + f.get_height())
            tempRect = Rect((0, 0), size)
            self.textRects.append(
                textrect.render_textrect(i[0], f, tempRect, i[2], i[3], i[4],
                                         i[5]))
Example #2
0
    def __init__(self, fade):
        super(Model, self).__init__()

        self.bg = pygame.Surface(SCREEN_SIZE)
        self.bg = scrollingbackground.ScrollingBackground(Rect((0, 0), SCREEN_SIZE), MAIN_MENU_BACKGROUND_IMAGE, [0.2, 0.5])
        
        tempRect = Rect( (50, 50), (200, 0) )
        menuOptions = ["Play Single Player", "Play via Network",
                       "Character Setup", "Options", "Credits", "Exit"]
        self.menu = minimenu.MiniMenu(tempRect, menuOptions,
                                           MAIN_MENU_FONT, MAIN_MENU_COLOR_ON,
                                           MAIN_MENU_COLOR_OFF,
                                           MAIN_MENU_COLOR_BG)
        self.menu.center(ENTIRE_SCREEN, False, True)
        self.menu.rect.left = MAIN_MENU_OFFSET_FROM_SIDE

        self.textMessages = [ ("Fimbulvetr", 3, ALMOST_BLACK, WHITE, 1, True),
                              ("War of the Great Winter", 2, ALMOST_BLACK, WHITE, 1, True)]
        self.textRects = []
        for i in self.textMessages:
            f = FONTS[i[1]]
            size = (SCREEN_SIZE[0], f.get_linesize() + f.get_height())
            tempRect = Rect( (0, 0), size )
            self.textRects.append(textrect.render_textrect(
                i[0], f, tempRect, i[2], i[3], i[4], i[5]))

        self.transSurface = pygame.Surface(SCREEN_SIZE)
        self.transSurface.fill((INTRO_MAX_FADE, INTRO_MAX_FADE, INTRO_MAX_FADE))
        self.transAlpha = boundint.BoundInt(0, 255, 255)
        self.transChecker = True
        self.transDirection = False

        if not fade:
            self.transAlpha.value = 0
            self.transChecker = False
Example #3
0
    def __init__(self, inRect, options, inFont, colorOn, colorOff, colorBG):

        self.rectSingle = inRect
        self.options = options
        if len(options) > 0:
            self.selection = boundint.BoundInt(1, len(options), 1, True)
        else:
            self.selection = None
        self.font = inFont

        lineSize = self.font.get_height() + self.font.get_linesize()
        if self.rectSingle.height < lineSize:
            self.rectSingle.height = lineSize

        h = self.rectSingle.height * len(self.options)
        if h <= 0:
            h = 1
        self.rect = Rect(self.rectSingle.topleft, (self.rectSingle.width, h))

        self.colorOn = colorOn
        self.colorOff = colorOff
        self.colorBG = colorBG

        self.noSelection = True

        self.slate = pygame.Surface((self.rect.width, self.rect.height))
        self.slate.fill(colorBG)

        self.update()
Example #4
0
    def __init__(self):
        super(Model, self).__init__()

        self.tempRect = Rect( (50, 50), (200, 0) )
        menuOptions = ["Host", "Client"]
        self.menuHostClient = minimenu.MiniMenu(self.tempRect, menuOptions,
                                           MAIN_MENU_FONT, MAIN_MENU_COLOR_ON,
                                           MAIN_MENU_COLOR_OFF,
                                           MAIN_MENU_COLOR_BG)
        self.menuHostClient.center(ENTIRE_SCREEN, True, True)
        
        menuOptions = ["Cancel"]
        self.menuCancelWait = minimenu.MiniMenu(self.tempRect, menuOptions,
                                           MAIN_MENU_FONT, MAIN_MENU_COLOR_ON,
                                           MAIN_MENU_COLOR_OFF,
                                           MAIN_MENU_COLOR_BG)
        self.menuCancelWait.center(ENTIRE_SCREEN, True, True)

        menuOptions = ["Try Again", "Cancel"]
        self.menuTryAgain = minimenu.MiniMenu(self.tempRect, menuOptions,
                                           MAIN_MENU_FONT, MAIN_MENU_COLOR_ON,
                                           MAIN_MENU_COLOR_OFF,
                                           MAIN_MENU_COLOR_BG)
        self.menuTryAgain.center(ENTIRE_SCREEN, True, True)
        
        self.textHostWaiting = textrect.render_textrect("Listening for Client...",
                                                        MAIN_MENU_FONT, self.tempRect,
                                                        MAIN_MENU_COLOR_OFF,
                                                        MAIN_MENU_COLOR_BG, 2)
        self.textClientWaiting = textrect.render_textrect("Searching for Host...",
                                                        MAIN_MENU_FONT, self.tempRect,
                                                        MAIN_MENU_COLOR_OFF,
                                                        MAIN_MENU_COLOR_BG, 2)
        self.textConnTimeout = textrect.render_textrect("Connection timed out",
                                                        MAIN_MENU_FONT, self.tempRect,
                                                        MAIN_MENU_COLOR_OFF,
                                                        MAIN_MENU_COLOR_BG, 1)

        self.workingIconList = []
        temp = [0, 270, 180, 90]
        for i in temp:
            theCopy = INTERFACE_GRAPHICS[3].copy()
            self.workingIconList.append(pygame.transform.rotate(theCopy, i))
        self.workingIconTick = boundint.BoundInt(0, NET_ICON_SPEED, 0, True)
        self.workingIconCurr = boundint.BoundInt(0, 3, 0, True)
        
        self.changePhase(1)
Example #5
0
    def __init__(self):
        self.alpha = boundint.BoundInt(MAP_INTERFACE_ALPHA_MIN, 240, 240)
        self.alphaUp = True
        self.tick = MAP_INTERFACE_ALPHA_TICK
        self.pastImage = None
        self.pastHP = None

        self.image = pygame.Surface((1, 1))
Example #6
0
    def __init__(self, time):
        self.time = time
        self.tick = boundint.BoundInt(0, FRAME_RATE, 0, True)

        size = (SCREEN_SIZE[0], COUNTDOWN_FONT.get_linesize() + 4)
        pos = (0, (SCREEN_SIZE[1] / 2) - (size[1] / 2) - 15)
        self.rect = Rect(pos, size)
        self.startFlag = False

        self.updateImage()
Example #7
0
    def __init__(self, hp, footRectSize=30):
        self.hp = boundint.BoundInt(0, hp, hp)
        self.superEnergy = boundint.BoundInt(
            0, SUPER_ENERGY_MAX,
            int(SUPER_ENERGY_MAX * SUPER_ENERGY_INITIAL_FACTOR))
        self.preciseLoc = [50.0, 50.0]
        self.accel = [0.0, 0.0]
        self.vel = [0.0, 0.0]
        self.inAir = False
        self.facingRight = True
        self.holdJump = True
        self.aerialCharge = True
        self.projectiles = []
        self.attackCanHit = True
        self.canShoot = True
        self.retreat = boundint.BoundInt(0, RETREAT_HOLD_TOTAL, 0)
        self.freezeFrame = 0
        self.blockstun = 0
        self.onHitTrigger = False
        self.techBuffer = TECH_BUFFER_MIN
        self.canTech = True
        self.dropThroughPlatform = None
        self.dashBuffer = [0, 0]
        self.canEffect = True

        self.damagePercent = 100

        self.superMoves = []
        self.superMovesAir = []
        self.currSuperMove = None

        temp = pygame.Surface((50, 80))
        temp.fill((2, 2, 2))
        self.setImage(temp, (40, 25))

        self.initMoves()
        self.createColors()
        self.setCurrMove('idle')

        self.createDust = None

        self.footRect = Rect((0, 0), ((footRectSize * 2) + 1, 5))
        self.positionFootRect()
Example #8
0
    def __init__(self, inMap, inChars, team):
        super(Model, self).__init__()
        self.team = team
        self.map = inMap
        self.zoomVal = 1.0
        self.fimbulvetrPos = 0
        self.fimbulvetrTick = boundint.BoundInt(0, self.map.fimbulvetrSpeed, 0,
                                                True)
        self.fimbulvetrDelayTick = self.map.fimbulvetrDelay
        self.fimbulvetrSpreadSpeed = self.map.fimbulvetrSpreadSpeed

        self.characters = inChars
        self.charactersInTeams = [[], []]
        self.rezSparks = []
        self.lockCircles = []
        for c in self.characters:
            self.charactersInTeams[c.team].append(c)
        self.mapRect = None
        self.currHighlighted = None
        self.currSelected = None
        self.drawOrigMap()
        self.mousePos = pygame.mouse.get_pos()
        self.createRegions()
        self.placeChars()
        self.placeStructures()
        self.buildInterface()
        self.checkForStructureOwnership(True)

        self.pendingBattle = None
        self.pause = [False, False]
        self.keys = [False, False, False, False, False, False]
        self.currentFrameOrder = None
        self.countdown = countdown.Countdown(MAP_COUNTDOWN_LENGTH)

        if SHOW_TRIGGER_AREA:
            self.setTriggerAreas()

        self.encounterPause = -1
        self.encounterPauseTick = 0

        self.charBarSideRight = True

        self.setCountdown()

        self.initialCount = 5

        for c in self.characters:
            self.checkTerrain(c)
            self.checkTerritory(c)
Example #9
0
    def buildCharMenu(self, firstTime=False):
        if not self.page is None:
            currPage = self.page.value
        else:
            currPage = 0
        numOfPages = int(len(self.savedNames) / CHAR_EDITOR_NUM_PER_PAGE)
        if ((int(len(self.savedNames) % CHAR_EDITOR_NUM_PER_PAGE)) == 0):
            numOfPages -= 1
        if numOfPages < 0:
            self.page = None
        else:
            self.page = boundint.BoundInt(0, numOfPages, currPage, True)

        if not self.page is None:
            low = CHAR_EDITOR_NUM_PER_PAGE * self.page.value
            high = CHAR_EDITOR_NUM_PER_PAGE * (self.page.value + 1)
            if high > len(self.savedNames):
                high = len(self.savedNames)

            nameList = self.savedNames[low:high]
        else:
            nameList = []

        tempRect = Rect((50, 50), (200, 0))

        self.charMenu = minimenu.MiniMenu(tempRect, nameList, CHAR_EDITOR_FONT,
                                          CHAR_EDITOR_COLOR_ON,
                                          CHAR_EDITOR_COLOR_OFF,
                                          CHAR_EDITOR_BLACK_PANEL_COLOR)
        self.charMenu.setVal(1)

        if firstTime:
            pos = (0, 0)
        else:
            pos = self.baseSurfaceRect.topleft
            if not self.page is None:
                self.loadCharacter()
        self.charMenu.rect.topleft = pos

        if not self.page is None:
            self.leftPageArrow = PageArrow(False, self.page)
            self.rightPageArrow = PageArrow(True, self.page)

            if not firstTime:
                self.leftPageArrow.setRect(self.charMenu.rect.topleft,
                                           self.blackPanel.get_size())
                self.rightPageArrow.setRect(self.charMenu.rect.topleft,
                                            self.blackPanel.get_size())
Example #10
0
    def __init__(self, mapCloneMethod, battleCloneMethod, speciesAbbrev, inImages,
                 speedBase, speedTerrainModifiers, speedTerritoryModifiers,
                 speedHealthMod, team, name, battleChar, portrait, homeTerrain):
        
        self.mapCloneMethod = mapCloneMethod
        self.battleCloneMethod = battleCloneMethod
        self.speciesAbbrev = speciesAbbrev
        
        self.team = team
        self.name = name
        self.initPortrait(portrait)
        self.battleChar = battleChar
        self.homeTerrain = homeTerrain
        self.altarCount = 0
        
        self.speedBase = speedBase
        self.speedTerrainModifiers = speedTerrainModifiers
        self.speedTerritoryModifiers = speedTerritoryModifiers
        self.speedHealthModifier = speedHealthMod
        
        self.vel = [0.0, 0.0]
        self.target = None
        
        self.targetBuffer = []
        
        self.currTerrain = 0
        self.oldTerrain = 0
        self.region = None
        self.currTerritory = "allied"
        self.oldTerritory = "allied"
        
        self.addToPos = [0, 0]
        self.blinkOn = True
        self.blinkTick = 0
        self.removed = False
        self.rezzing = False
        self.rezTime = 0

        self.respawnTime = boundint.BoundInt(0, RESPAWN_MAX, 0)

        self.healthRegainTick = 0

        self.triggerColor = BATTLE_TRIGGER_AREA_COLOR_WITH_ALPHA
        self.triggerSize = BATTLE_TRIGGER_RANGE

        super(MapChar, self).__init__((0, 0), inImages)
Example #11
0
    def __init__(self, inPos, inImages, captureTime):

        self.blinkOn = True
        self.removed = False
        self.locked = False

        self.capture = boundint.BoundInt(0, captureTime, 0)
        self.captureTeam = 0

        tempRect = Rect((0, 0), CAPTURE_BAR_SIZE)
        self.captureBar = energybar.EnergyBar(self.capture, tempRect,
                                              CAPTURE_BAR_BORDERS,
                                              CAPTURE_BAR_COLORS, 2)

        super(MapStructure, self).__init__(inPos, inImages)

        self.changeOwnership(0)

        self.triggerColor = STRUCTURE_TRIGGER_AREA_COLOR_WITH_ALPHA
        self.triggerSize = STRUCTURE_TRIGGER_RANGE

        self.territoryPoints = []

        self.emptyPlayerList()
Example #12
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 #13
0
    exit()

if (imageNum >= len(images)) or (imageNum < 0):
    print "Image number out of range"
    exit()

if showBoxes == 0:
    showBoxes = False
elif showBoxes == 1:
    showBoxes = True
else:
    print "showBoxes argument must be 0 or 1"
    exit()

zoom = 4
imageInc = boundint.BoundInt(0, len(images) - 1, imageNum)
screen = pygame.display.set_mode(SCREEN_SIZE)
pygame.init()
pygame.display.set_caption("Hitbox Viewer")
clock = framerate.FrameRate(FRAME_RATE)
bg = pygame.Surface(SCREEN_SIZE)
bg.fill(BLACK)
cursor = pygame.Surface((zoom, zoom))
cursor.fill((10, 50, 200))
clickLoc = [-1, -1]
boxList = []
anchorPoint = (400, 500)
mousePos = (0, 0)
setImage()

while (True):