Example #1
0
    def __init__(self, screen):
        self.title = pygame.image.load("images/titleScreen.png")
        self.titlerect = self.title.get_rect()

        self.screen = screen

        self.f = TrotterSubFactory(self)

        self.fontDrawer = font.Font("font/youmurdererbb_reg.ttf", 100, colors.RED)

        self.counter = 5
        self.drawText = False

        pygame.mixer.init()
        pygame.mixer.pre_init(44100, -16, 2, 2048)
        self.titleMusic = sound.Sound("music/severedfifth_endofdays.ogg")
        self.titleMusic.play()

        musics = [
            "severedfifth_drilldown.ogg",
            "severedfifth_fightphilosophy.ogg",
            "severedfifth_machinesofwar.ogg",
            "severedfifth_repent.ogg",
            "severedfifth_endofdays.ogg",
            "severedfifth_foretoldrevelation.ogg",
            "severedfifth_theblackening.ogg",
            "severedfifth_fallout.ogg",
            "severedfifth_forgottenheroes.ogg",
            "severedfifth_politicold.ogg",
            "severedfifth_theyprey.ogg"
        ]

        self.gameMusic = pygame.mixer.Sound("music/"+choice(musics))
        self.attackSound = pygame.mixer.Sound("sounds/erdie__sword01.wav")
        self.ghastlySound = pygame.mixer.Sound("sounds/johnc__moan.wav")
        self.hurtSound = pygame.mixer.Sound("sounds/wolfsinger__weirdbreath.wav")

        self.lc = LoopingCall(self.titleevent)
        self.lc.start(0.1)

        self.hud = None
        # create an empty map for the server to fill in at the lobby
        self.map = map.Map(map.map_width, map.map_height)
        self.player = None
Example #2
0
class Handler:
    def __init__(self, screen):
        self.title = pygame.image.load("images/titleScreen.png")
        self.titlerect = self.title.get_rect()

        self.screen = screen

        self.f = TrotterSubFactory(self)

        self.fontDrawer = font.Font("font/youmurdererbb_reg.ttf", 100, colors.RED)

        self.counter = 5
        self.drawText = False

        pygame.mixer.init()
        pygame.mixer.pre_init(44100, -16, 2, 2048)
        self.titleMusic = sound.Sound("music/severedfifth_endofdays.ogg")
        self.titleMusic.play()

        musics = [
            "severedfifth_drilldown.ogg",
            "severedfifth_fightphilosophy.ogg",
            "severedfifth_machinesofwar.ogg",
            "severedfifth_repent.ogg",
            "severedfifth_endofdays.ogg",
            "severedfifth_foretoldrevelation.ogg",
            "severedfifth_theblackening.ogg",
            "severedfifth_fallout.ogg",
            "severedfifth_forgottenheroes.ogg",
            "severedfifth_politicold.ogg",
            "severedfifth_theyprey.ogg"
        ]

        self.gameMusic = pygame.mixer.Sound("music/"+choice(musics))
        self.attackSound = pygame.mixer.Sound("sounds/erdie__sword01.wav")
        self.ghastlySound = pygame.mixer.Sound("sounds/johnc__moan.wav")
        self.hurtSound = pygame.mixer.Sound("sounds/wolfsinger__weirdbreath.wav")

        self.lc = LoopingCall(self.titleevent)
        self.lc.start(0.1)

        self.hud = None
        # create an empty map for the server to fill in at the lobby
        self.map = map.Map(map.map_width, map.map_height)
        self.player = None

    def titleevent(self):
        global counter
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                reactor.stop()
            elif event.type == pygame.KEYDOWN:
                # --- KEY handlers go HERE ---
                if event.key == pygame.K_m:
                    print "c"
                elif event.key == pygame.K_RETURN:
                    self.titleMusic.stop()
                    self.gameMusic.play(-1)
                    print "DO A THING"
                    self.lc.stop()
                    self.lc = LoopingCall(self.lobbyevent)
                    self.lc.start(0.1)

                elif event.key == pygame.K_x:
                    pygame.event.post(pygame.event.Event(pygame.QUIT))

        self.screen.fill(colors.BLACK)
        self.screen.blit(self.title, self.titlerect)
        if self.counter == 0:
            self.drawText = not self.drawText
            self.counter = 5
        self.counter -= 1

        if self.drawText:
            self.fontDrawer.draw(400,450, "PRESS ENTER TO START")

        pygame.display.flip()

    def lobbyevent(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                reactor.stop()
            elif event.type == pygame.KEYDOWN:
                # --- KEY handlers go HERE ---
                if event.key == pygame.K_RETURN:
                    self.lc.stop()
                    self.lc = LoopingCall(self.gameevent)
                    self.lc.start(0.1)

                elif event.key == pygame.K_x:
                    pygame.event.post(pygame.event.Event(pygame.QUIT))

        self.screen.fill(colors.BLACK)
        self.screen.blit(self.title, self.titlerect)
        if self.counter == 0:
            self.drawText = not self.drawText
            self.counter = 5
        self.counter -= 1

        if self.drawText:
            self.fontDrawer.draw(400,450, "PRESS ENTER TO START")

        pygame.display.flip()

    def gameevent(self):
        # get user input and send to server
        moved = False
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.player_quit_game()
                reactor.stop()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_w or event.key == pygame.K_k:
                    moved = self.player_move_up()
                elif event.key == pygame.K_a or event.key == pygame.K_h:
                    moved = self.player_move_left()
                elif event.key == pygame.K_s or event.key == pygame.K_j:
                    moved = self.player_move_down()
                elif event.key == pygame.K_d or event.key == pygame.K_l:
                    moved = self.player_move_right()
                elif event.key == pygame.K_SPACE:
                    self.player_attack()
                elif event.key == pygame.K_ESCAPE:
                    pygame.event.post(pygame.event.Event(pygame.QUIT))

        if moved:
            self.viewport.update_view()
            self.pickup_item()

        self.map.update(self.viewport)
        if self.map.is_cleared() or self.player.stats.hp <= 0:
            self.lc.stop()
            self.map = None
            self.lc = LoopingCall(self.gameoverevent)
            self.lc.start(0.1)
        else:
            # draw updated
            self.screen.fill(colors.BLACK)
            self.map.draw_within(self.viewport)
            self.hud.draw()
            pygame.display.flip()

    def gameoverevent(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                reactor.stop()

        self.screen.fill(colors.BLACK)
        self.fontDrawer.draw(400, 280, "GAME OVER")
        self.hud.draw()
        pygame.display.flip()

    # called when we receive Updates from the server
    def handleUpdate(self, update):
        if update.idnum == 0 or (self.map is None and self.player.stats.hp <= 0):
            return
        entity = None
        if is_living(update.enttype):
            entity = self.map.layers[2].getById(update.idnum)
            if entity is None:
                entity = Entity(update.stats, update.enttype,
                                True, update.name, update.idnum)
                self.map.layers[2].add(entity)
            # the monster's not dead, so it's attacking. arrrgh
            if update.stats.hp > 0 and self.player:
                self.monster_attack(entity)

        elif is_player(update.enttype):
            entity = self.map.layers[2].getById(update.idnum)
            if entity is None:
                entity = Entity(update.stats, update.enttype,
                                       True, update.name, update.idnum)
                if self.player is None:
                    self.player = entity

                    x = pygame.display.get_surface().get_width()
                    y = pygame.display.get_surface().get_height()
                    self.hud = hud.HUD(self.player, x, y)
                    self.viewport = viewport.Viewport(self.player, int(x/32), int(y/32))
                self.map.layers[2].add(entity)

        elif is_item(update.enttype):
            entity = self.map.layers[1].getById(update.idnum)
            if entity is None:
                entity = Entity(update.stats, update.enttype,
                                       False, update.name, update.idnum)
                self.map.layers[1].add(entity)
        elif is_terrain(update.enttype):
            entity = self.map.layers[0].getById(update.idnum)
            if entity is None:
                entity = Entity(update.stats, update.enttype,
                                       is_solid_terrain(update.enttype),
                                       update.name, update.idnum)
                self.map.layers[0].add(entity)
        entity.stats = update.stats

    def score_kill(self, entity):
        if is_boss(entity):
            self.player.stats.score += scores.BOSS
        elif is_player(entity):
            self.player.stats.score += scores.PLAYER
        else:
            self.player.stats.score += scores.GHOST

    def monster_attack(self, entity):
        entity_x = entity.stats.x
        entity_y = entity.stats.y
        player_x = self.player.stats.x
        player_y = self.player.stats.y

        dist = abs(entity_x - player_x) + abs(entity_y - player_y)
        if dist < 2:
            self.hurtSound.play()
            self.player.stats.hp -= 10
            self.f.sendUpdate(self.player.getUpdate())
        elif dist < 3:
            self.ghastlySound.play()

    def pickup_item(self):
        item = self.map.item_under_entity(self.player)
        if item:
            # set the hp to 0 to remove it in next map update
            item.stats.hp = 0
            self.player.stats.score += scores.POTION
            self.f.sendUpdate(item.getUpdate())
            # give the player a hitpoint boost
            self.player.stats.hp += random.randint(5, 25)
            self.f.sendUpdate(self.player.getUpdate())

    def player_attack(self):
        direction = self.player.sprite.direction
        x = self.player.stats.x
        y = self.player.stats.y
        if direction == sprite.LEFT:
            if self.map.is_entity_blocked_left(self.player):
                entity = self.map.layers[2].get(x-1, y)
                if entity:
                    self.attackSound.play()
                    entity.stats.hp -= 25
                    if entity.stats.hp <= 0:
                        self.score_kill(entity)
                    self.f.sendUpdate(entity.getUpdate())
        elif direction == sprite.RIGHT:
            if self.map.is_entity_blocked_right(self.player):
                entity = self.map.layers[2].get(x+1, y)
                if entity:
                    self.attackSound.play()
                    entity.stats.hp -= 25
                    if entity.stats.hp <= 0:
                        self.score_kill(entity)
                    self.f.sendUpdate(entity.getUpdate())
        elif direction == sprite.UP:
            if self.map.is_entity_blocked_up(self.player):
                entity = self.map.layers[2].get(x, y-1)
                if entity:
                    self.attackSound.play()
                    entity.stats.hp -= 25
                    if entity.stats.hp <= 0:
                        self.score_kill(entity)
                    self.f.sendUpdate(entity.getUpdate())
        elif direction == sprite.DOWN:
            if self.map.is_entity_blocked_down(self.player):
                entity = self.map.layers[2].get(x, y+1)
                if entity:
                    self.attackSound.play()
                    entity.stats.hp -= 25
                    if entity.stats.hp <= 0:
                        self.score_kill(entity)
                    self.f.sendUpdate(entity.getUpdate())

    def player_quit_game(self):
        # set the player's health to 0 "killing" it
        # update the server
        self.player.stats.hp = 0
        self.f.sendUpdate(self.player.getUpdate())

    def player_move_up(self):
        self.player.sprite.set_direction(sprite.UP)
        if not self.map.is_entity_blocked_up(self.player):
            # update player, send to server
            self.player.stats.y -= 1
            self.f.sendUpdate(self.player.getUpdate())
            return True
        return False

    def player_move_left(self):
        self.player.sprite.set_direction(sprite.LEFT)
        if not self.map.is_entity_blocked_left(self.player):
            # update player, send to server
            self.player.stats.x -= 1
            self.f.sendUpdate(self.player.getUpdate())
            return True
        return False

    def player_move_right(self):
        self.player.sprite.set_direction(sprite.RIGHT)
        if not self.map.is_entity_blocked_right(self.player):
            # update player, send to server
            self.player.stats.x += 1
            self.f.sendUpdate(self.player.getUpdate())
            return True
        return False

    def player_move_down(self):
        self.player.sprite.set_direction(sprite.DOWN)
        if not self.map.is_entity_blocked_down(self.player):
            # update player, send to server
            self.player.stats.y += 1
            self.f.sendUpdate(self.player.getUpdate())
            return True
        return False