Example #1
0
    def victory(self):

        self.victory_box.visible =  True
        self.victory_label.visible =  True
        self.victory_ok =  True
        self.setMenuLevel(-1)

        # self.parent.bgm = pyglet.media.load("bgm/ld26victory.ogg", streaming=False)
        # self.parent.bgm_player.queue(self.parent.bgm)
        # self.parent.bgm_player.eos_action = self.parent.bgm_player.EOS_LOOP
        # self.parent.bgm_player.next()

        self.dic_victory =  []
        item = self.items[random.randint(0,len(self.items)-1)]
       
        self.dic_victory.append(('victory',True))
        self.dic_victory.append(('item',item))
        INVENTORY.add(item)
        self.dic_victory.append(('xp',self.xp))
        
        self.heros[0].xp += self.xp

        if self.heros[0].level < 10:
            if self.heros[0].xp >= LEVELS[self.heros[0].level]['nextlevel']:
                self.heros[0].xp = 0
                self.dic_victory.append(('next',True))
                for hero in self.heros:
                    hero.set_level()
Example #2
0
    def victory(self):

        self.victory_box.visible =  True
        self.victory_label.visible =  True
        self.victory_ok =  True
        self.setMenuLevel(-1)

        self.parent.bgm = pyglet.media.load("bgm/ld26victory.ogg", streaming=False)
        self.parent.bgm_player.queue(self.parent.bgm)
        self.parent.bgm_player.eos_action = self.parent.bgm_player.EOS_LOOP
        self.parent.bgm_player.next()

        self.dic_victory =  []
        item = self.items[random.randint(0,len(self.items)-1)]
       
        self.dic_victory.append(('victory',True))
        self.dic_victory.append(('item',item))
        INVENTORY.add(item)
        self.dic_victory.append(('xp',self.xp))
        
        self.heros[0].xp += self.xp

        if self.heros[0].level < 10:
            if self.heros[0].xp >= LEVELS[self.heros[0].level]['nextlevel']:
                self.heros[0].xp = 0
                self.dic_victory.append(('next',True))
                for hero in self.heros:
                    hero.set_level()
Example #3
0
def test_combat(zone):
    INVENTORY.add('potion')
    INVENTORY.add('potion')
    INVENTORY.add('dragon blood')
    INVENTORY.add('stone')
    INVENTORY.add('honey')

    heros = [Character('nod1',(0,0),'NOD',1),Character('nel1',(0,0),'NEL',1)]
    dummy_scene = FightScene(zone,heros)
    cocos.director.director.push(dummy_scene)
Example #4
0
def start_game():
    INVENTORY.add('potion')
    INVENTORY.add('potion')
    INVENTORY.add('dragon blood')

    HOOK['NED'] = Character('nel1',(0,0),'NEL',1)
    
    player = Character('nod1',(0,0),'NOD',1)
    player.map_mode()
    player.do(MoveCharacter())
    player.do(CheckForBattle())


    MAPS['inside_house_nod'] = Map('inside_house_nod')
    MAPS['village'] = Map('village')
    MAPS['village2'] = Map('village2')
    MAPS['village3'] = Map('village3')

    MAPS['inside_house_gen_1'] = Map('inside_house_gen_1')
    MAPS['inside_house_gen_2'] = Map('inside_house_gen_2')
    MAPS['inside_house_gen_3'] = Map('inside_house_gen_3')
    MAPS['inside_house_gen_4'] = Map('inside_house_gen_4')
    MAPS['inside_ceremony_hall'] = Map('inside_ceremony_hall')
    MAPS['grassland'] = Map('grassland')
    MAPS['forest'] = Map('forest')
    MAPS['falaise'] = Map('falaise')


    MAPS['inside_house_nod'].spawnPlayer(player, (7,9))
    MAPS['inside_house_nod'].displayDialog('Intro')

    cocos.director.director.window.push_handlers(KEYBOARD)
Example #5
0
def init_game():

    print "Initialising the game..."

    INVENTORY.add('potion')
    INVENTORY.add('potion')
    INVENTORY.add('dragon blood')

    HOOK['NED'] = Character('nel1',(0,0),'NEL',1)
    
    player = Character('nod1',(0,0),'NOD',1)
    player.map_mode()
    player.do(MoveCharacter())
    player.do(CheckForBattle())


    MAPS['inside_house_nod'] = Map('inside_house_nod')
    MAPS['village'] = Map('village')
    MAPS['village2'] = Map('village2')
    MAPS['village3'] = Map('village3')

    MAPS['inside_house_gen_1'] = Map('inside_house_gen_1')
    MAPS['inside_house_gen_2'] = Map('inside_house_gen_2')
    MAPS['inside_house_gen_3'] = Map('inside_house_gen_3')
    MAPS['inside_house_gen_4'] = Map('inside_house_gen_4')
    MAPS['inside_ceremony_hall'] = Map('inside_ceremony_hall')
    MAPS['grassland'] = Map('grassland')
    MAPS['forest'] = Map('forest')
    MAPS['falaise'] = Map('falaise')

    main_command =  [
                    ('Start game',start_game,[player]),
                    ('Credits',push_credit,[]),
                    ('Battle (Prairie)',test_combat,['prairie']),
                    ('Battle (Forest)',test_combat,['forest']),
                    ('How to play',push_how_to_play,[])
                    ]

    menu_scene = cocos.scene.Scene()
    menu_scene.schedule(callback)

    #Title
    sprite = cocos.sprite.Sprite('img/GUI/titre.png',(400,450))
    menu_scene.add(sprite)

    menu =  Menu(main_command)
    menu_scene.add(menu)
    print "Going to menu..."
    cocos.director.director.replace(cocos.scenes.FadeTransition( menu_scene, duration=2 ) )
Example #6
0
    def applic_action(self):
        self.applic_ok = True
        color_heal = (0,255,0,255)
        color_hit = (255,0,0,255)
        color_mp = (0,255,0,255)

        power = 0
        modif = 1.
        rnd = 1.

        if self.action not in ('fight-enemy','fight-hero') and self.action not in ITEMS:
            power = LEVELS[self.heros[self.active].level][self.action]
            name = self.target.name
            if self.action not in FRIEND_SKILL:
                modif = MONSTERS[name][self.action]

        if self.action in ITEMS:
            power = ITEMS[self.action]
            if self.action == 'stone':
                power += LEVELS[self.heros[self.active].level]['hit']

        if self.action == 'fight-hero':
            power = LEVELS[self.heros[self.active].level]['hit']
        if self.action == 'fight-enemy':
            name = self.origin.name
            power = MONSTERS[name]['hit']

        #modification de la puissance
        if self.action not in ITEMS:
            rnd = random.randint(5,15) * 0.1

        power = int(power * rnd * modif)

        #effet

        if self.action in FRIEND_SKILL:
            if self.action == 'honey':
                self.target.mp[0] += power
                if self.target.mp[0] > self.target.mp[1]:
                    self.target.mp[0] = self.target.mp[1]

            else:
                ok = True
                if self.action in ('life','dragon blood'):
                    if not self.target.is_dead():
                        ok = False
                if self.action in ('potion','heal'):
                    if self.target.is_dead():
                        ok = False

                if not ok:
                    power = 0
                self.target.hp += power

        else:
            self.target.hp -= power

        if self.action in MAGIC:
            self.origin.mp[0] -= MAGIC[self.action]
        elif self.action in ITEMS:
            INVENTORY.remove(self.action)

        #position

        pos = self.target.position
        pos = pos[0], pos[1] + self.target.height - 20

        #couleur du texte

        if self.action in FRIEND_SKILL:
            if self.action == 'honey':
                color = color_mp
            else:
                color = color_heal

        else:
            color = color_hit

        label = cocos.text.Label(text = str(power),position = pos, font_name = 'Statix', color= color , font_size = 30, anchor_x = 'center')

        to = pos[0], pos[1] + 30
        action = cocos.actions.interval_actions.MoveTo(to, 0.5)

        label.do(action)

        self.add(label)
        self.attacks.append(label)
Example #7
0
    def setMenuLevel(self,level):

        self.menu_level =  level

        if self.menu_level == -1:
            self.n_command = 0
            self.choice_arrow.visible = False
            for menu in self.sub_menu:
                menu.visible = False
            self.bar_visible = -1

            self.parent.active_arrow.visible = False

            for l in self.sub_list:
                for label in l:
                    label.visible = False

        elif self.menu_level == 0:
            self.n_command = 0
            for menu in self.sub_menu:
                menu.visible = False
            self.bar_visible = -1
            self.parent.active_arrow.visible = True

            for l in self.sub_list:
                for label in l:
                    label.visible = False

            for l in self.sub_list_add:
                for label in l:        
                    label.visible = False

            self.choice_arrow.visible = False

        elif self.menu_level == 1:
            self.n_slot = 0
            self.parent.active_arrow.visible = True
            if self.n_command == 0:

                self.action = 'fight-hero'

                self.choice_arrow.kill()
                self.choice_arrow = Sprite('img/GUI/arrow_enemy.png')

                self.add(self.choice_arrow,z=6)
                self.setMenuLevel(2)

            if self.n_command == 1 or self.n_command == 2:
                self.choice_arrow.visible = False
                menu = self.sub_menu[self.active]
                menu.visible = True
                self.bar_visible = self.active

                for label in self.sub_list[self.active]:
                    label.visible = True

                for label in self.sub_list_add[self.active]:
                    label.visible = True

                for cmd in self.sub_list[self.active]:
                    cmd.element.text = ''

                for cmd in self.sub_list_add[self.active]:
                    cmd.element.text = ''

                if self.n_command == 1:
                    list_skill = self.heros[self.active].skills
     

                    for index in range(len(list_skill)):
                        self.sub_list[self.active][index].element.text = list_skill[index]
                        self.sub_list_add[self.active][index].element.text = str(MAGIC[list_skill[index].lower()]) + ' mp'
                self.next_slot(0)

                if self.n_command == 2:

                    list_items = INVENTORY.items()
                    list_items.sort()

                    for index in range(len(list_items)):
                        self.sub_list[self.active][index].element.text = list_items[index][0]
                        self.sub_list_add[self.active][index].element.text = 'x' + str (list_items[index][1])
                self.next_slot(0)

        elif self.menu_level == 2:
            self.choice_arrow.visible = True
            self.parent.active_arrow.visible = False
            self.n_choice = 0
            self.next_choice()
Example #8
0
    def applic_action(self):
        self.applic_ok = True
        color_heal = (0,255,0,255)
        color_hit = (255,0,0,255)
        color_mp = (0,255,0,255)

        power = 0
        modif = 1.
        rnd = 1.

        if self.action not in ('fight-enemy','fight-hero') and self.action not in ITEMS:
            power = LEVELS[self.heros[self.active].level][self.action]
            name = self.target.name
            if self.action not in FRIEND_SKILL:
                modif = MONSTERS[name][self.action]

        if self.action in ITEMS:
            power = ITEMS[self.action]
            if self.action == 'stone':
                power += LEVELS[self.heros[self.active].level]['hit']

        if self.action == 'fight-hero':
            power = LEVELS[self.heros[self.active].level]['hit']
        if self.action == 'fight-enemy':
            name = self.origin.name
            power = MONSTERS[name]['hit']

        #modification de la puissance
        if self.action not in ITEMS:
            rnd = random.randint(5,15) * 0.1

        power = int(power * rnd * modif)

        #effet

        if self.action in FRIEND_SKILL:
            if self.action == 'honey':
                self.target.mp[0] += power
                if self.target.mp[0] > self.target.mp[1]:
                    self.target.mp[0] = self.target.mp[1]

            else:
                ok = True
                if self.action in ('life','dragon blood'):
                    if not self.target.is_dead():
                        ok = False
                if self.action in ('potion','heal'):
                    if self.target.is_dead():
                        ok = False

                if not ok:
                    power = 0
                self.target.hp += power

        else:
            self.target.hp -= power

        if self.action in MAGIC:
            self.origin.mp[0] -= MAGIC[self.action]
        elif self.action in ITEMS:
            INVENTORY.remove(self.action)

        #position

        pos = self.target.position
        pos = pos[0], pos[1] + self.target.height - 20

        #couleur du texte

        if self.action in FRIEND_SKILL:
            if self.action == 'honey':
                color = color_mp
            else:
                color = color_heal

        else:
            color = color_hit

        label = cocos.text.Label(text = str(power),position = pos, font_name = 'Statix', color= color , font_size = 30, anchor_x = 'center')

        to = pos[0], pos[1] + 30
        action = cocos.actions.interval_actions.MoveTo(to, 0.5)

        label.do(action)

        self.add(label)
        self.attacks.append(label)
Example #9
0
    def setMenuLevel(self,level):

        self.menu_level =  level

        if self.menu_level == -1:
            self.n_command = 0
            self.choice_arrow.visible = False
            for menu in self.sub_menu:
                menu.visible = False
            self.bar_visible = -1

            self.parent.active_arrow.visible = False

            for l in self.sub_list:
                for label in l:
                    label.visible = False

        elif self.menu_level == 0:
            self.n_command = 0
            for menu in self.sub_menu:
                menu.visible = False
            self.bar_visible = -1
            self.parent.active_arrow.visible = True

            for l in self.sub_list:
                for label in l:
                    label.visible = False

            for l in self.sub_list_add:
                for label in l:        
                    label.visible = False

            self.choice_arrow.visible = False

        elif self.menu_level == 1:
            self.n_slot = 0
            self.parent.active_arrow.visible = True
            if self.n_command == 0:

                self.action = 'fight-hero'

                self.choice_arrow.kill()
                self.choice_arrow = Sprite('img/GUI/arrow_enemy.png')

                self.add(self.choice_arrow,z=6)
                self.setMenuLevel(2)

            if self.n_command == 1 or self.n_command == 2:
                self.choice_arrow.visible = False
                menu = self.sub_menu[self.active]
                menu.visible = True
                self.bar_visible = self.active

                for label in self.sub_list[self.active]:
                    label.visible = True

                for label in self.sub_list_add[self.active]:
                    label.visible = True

                for cmd in self.sub_list[self.active]:
                    cmd.element.text = ''

                for cmd in self.sub_list_add[self.active]:
                    cmd.element.text = ''

                if self.n_command == 1:
                    list_skill = self.heros[self.active].skills
     

                    for index in range(len(list_skill)):
                        self.sub_list[self.active][index].element.text = list_skill[index]
                        self.sub_list_add[self.active][index].element.text = str(MAGIC[list_skill[index].lower()]) + ' mp'
                self.next_slot(0)

                if self.n_command == 2:

                    list_items = INVENTORY.items()
                    list_items.sort()

                    for index in range(len(list_items)):
                        self.sub_list[self.active][index].element.text = list_items[index][0]
                        self.sub_list_add[self.active][index].element.text = 'x' + str (list_items[index][1])
                self.next_slot(0)

        elif self.menu_level == 2:
            self.choice_arrow.visible = True
            self.parent.active_arrow.visible = False
            self.n_choice = 0
            self.next_choice()