Example #1
0
 def __init__(self, game, priority):
     super(DrunkMultiball, self).__init__(game, priority)
     self.myID = "Drunk Multiball"
     anim = self.game.assets.dmd_dmbIdle
     self.overlay = dmd.AnimatedLayer(frames=anim.frames,
                                      hold=False,
                                      opaque=False,
                                      repeat=True,
                                      frame_time=8)
     self.shotModes = [
         self.game.lamp_control.left_loop,
         self.game.lamp_control.right_loop,
         self.game.lamp_control.left_ramp,
         self.game.lamp_control.center_ramp,
         self.game.lamp_control.right_ramp
     ]
     self.shots = [
         'leftLoopStage', 'leftRampStage', 'centerRampStage',
         'rightLoopStage', 'rightRampStage'
     ]
     self.availableJackpots = [
         'leftLoop', 'leftRamp', 'centerRamp', 'rightLoop', 'rightRamp'
     ]
     # an animation for use in the intro
     anim = self.game.assets.dmd_reverse
     self.underLayer = dmd.AnimatedLayer(frames=anim.frames,
                                         hold=True,
                                         opaque=False,
                                         repeat=False)
     self.starting = False
     self.giOff = 'Disabled' == self.game.user_settings[
         'Gameplay (Feature)']['Drunk Multiball GI']
     self.enabled = 'Enabled' == self.game.user_settings[
         'Gameplay (Feature)']['Drunk Multiball']
     self.beerHit = False
Example #2
0
 def jackpot_wiff(self,step=1):
     if step == 1:
         layerCopy = self.layer
         # load the animation based on which was last played
         anim = self.anims[0]
         banner = self.banners[0]
         myWait = len(banner.frames) / 12.0
         # reverse them for next time
         self.anims.reverse()
         self.banners.reverse()
         # play an animation
         animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=False,repeat=False,frame_time=5)
         animLayer.composite_op = "blacksrc"
         bannerLayer = dmd.AnimatedLayer(frames=banner.frames,hold=True, opaque=False,repeat=False,frame_time=5)
         textLayer = ep.EP_TextLayer(64,13,self.game.assets.font_13px_score,"center",opaque=False)
         textLayer.composite_op = "blacksrc"
         # frame listener to set the text on the score display
         animLayer.add_frame_listener(19, lambda: textLayer.set_text(ep.format_score(self.game.show_tracking('Stampede Value')),color=ep.MAGENTA,blink_frames=8))
         #bannerLayer.composite_op = "blacksrc"
         if layerCopy:
             combined = dmd.GroupedLayer(128,32,[layerCopy,bannerLayer,textLayer,animLayer])
         else:
             combined = dmd.GroupedLayer(128,32,[bannerLayer,textLayer,animLayer])
         combined.composite_op = "blacksrc"
         self.layer = combined
         # and some sounds
         self.game.sound.play(self.game.assets.sfx_flyByNoise)
         self.delay(delay=1,handler=self.game.base.play_quote,param=self.game.assets.quote_stampedeWiff)
         self.delay(name="Display", delay=myWait, handler=self.main_display)
    def shift(self,direction):
        # move the active shot
        # Going right
        if direction == 1:
            self.active += 1
            # just in case
            if self.active > 4:
                self.active = 4
        # going Left
        else:
            self.active -= 1
            # just in case
            if self.active < 0:
                self.active = 0

        # update the lamps
        self.lamp_update()
        # now we need to start a timer for pulling back to center
        # If we're in the One away, set the long timer
        if self.is_near():
            self.time = self.longTimer + 1
            self.shift_timer()
        # If we're two away, set the short timer
        if self.is_far():
            self.time = self.shortTimer + 1
            self.shift_timer()

        layerCopy = self.layer
        # Set the cow animation
        anim = self.anims[direction]
        banner = self.banners[direction]
        myWait = len(banner.frames) / 12.0
        # play an animation
        animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=False,repeat=False,frame_time=5)
        animLayer.composite_op = "blacksrc"
        bannerLayer = dmd.AnimatedLayer(frames=banner.frames,hold=True, opaque=False,repeat=False,frame_time=5)
        textLayer = ep.EP_TextLayer(64,13,self.game.assets.font_13px_score,"center",opaque=False)
        textLayer.composite_op = "blacksrc"
        # frame listener to set the text on the score display
        animLayer.add_frame_listener(19, lambda: textLayer.set_text(ep.format_score(self.baseValue),color=ep.MAGENTA,blink_frames=8))
        #bannerLayer.composite_op = "blacksrc"
        if layerCopy:
            combined = dmd.GroupedLayer(128,32,[layerCopy,bannerLayer,textLayer,animLayer])
        else:
            combined = dmd.GroupedLayer(128,32,[bannerLayer,textLayer,animLayer])
        combined.composite_op = "blacksrc"
        self.layer = combined
        # and some sounds
        self.game.sound.play(self.game.assets.sfx_flyByNoise)
        self.delay(delay=1,handler=self.game.base.play_quote,param=self.game.assets.quote_stampedeWiff)
        self.delay(name="Display", delay=myWait, handler=self.main_display)
Example #4
0
 def display_it(self, type=None, startup=False):
     self.cancel_delayed("Display")
     if type == "idle":
         anim = self.game.assets.dmd_tafItIdle
         myWait = len(anim.frames) / 2.0
         self.cousinLayer = dmd.AnimatedLayer(frames=anim.frames,
                                              hold=False,
                                              opaque=False,
                                              repeat=True,
                                              frame_time=30)
     elif type == "miss":
         anim = self.misses[0]
         self.misses.reverse()
         myWait = len(anim.frames) / 10.0
         self.cousinLayer = dmd.AnimatedLayer(frames=anim.frames,
                                              hold=True,
                                              opaque=False,
                                              repeat=False,
                                              frame_time=6)
     elif type == "hit":
         anim = self.game.assets.dmd_tafItHit
         myWait = len(anim.frames) / 10.0
         self.cousinLayer = dmd.AnimatedLayer(frames=anim.frames,
                                              hold=True,
                                              opaque=False,
                                              repeat=False,
                                              frame_time=6)
     else:
         # if we didn't get a cue to change cousin it, we don't mess with him
         myWait = 0
     # build the layer
     self.cousinLayer.composite_op = "blacksrc"
     combined = dmd.GroupedLayer(128, 32, [
         self.timerLayer, self.valueTitleLayer, self.valueLayer,
         self.totalTitleLayer, self.totalLayer, self.cousinLayer
     ])
     # turn on the layer - crossfade at startup
     if startup:
         current = self.layer
         transition = ep.EP_Transition(self, current, combined,
                                       ep.EP_Transition.TYPE_CROSSFADE)
     else:
         self.layer = combined
     # set the delay for fixing it after a hit or a miss
     if myWait > 0:
         self.delay("Display",
                    delay=myWait,
                    handler=self.display_it,
                    param="idle")
Example #5
0
 def anim_river_ride(self):
     self.game.sound.play(self.game.assets.sfx_horse)
     anim = self.game.assets.dmd_blankRiverLoop
     backdrop = dmd.AnimatedLayer(frames=anim.frames,
                                  repeat=True,
                                  opaque=True,
                                  frame_time=6)
     anim = self.game.assets.dmd_horseLoop
     horse = dmd.AnimatedLayer(frames=anim.frames,
                               repeat=True,
                               frame_time=6)
     horse.composite_op = "blacksrc"
     combined = dmd.GroupedLayer(128, 32, [backdrop, horse])
     self.layer = combined
     self.delay(name="Display", delay=2, handler=self.show_award_text)
Example #6
0
 def gunfight_intro_draw(self,badGuys):
     # pop the last bad guy
     enemy = badGuys.pop(0)
     print "POP ENEMY: " + str(enemy)
     # need this for the lost
     self.enemy = enemy
     self.game.bad_guys.target_up(enemy)
     # play the 4 bells
     if not self.hard:
         self.game.sound.play(self.game.assets.sfx_gunfightBell)
         # flash the gun flashers
         self.game.coils.leftGunFlasher.schedule(0x00020821,cycle_seconds=1)
         self.game.coils.rightGunFlasher.schedule(0x00020821,cycle_seconds=1)
         self.delay("Operational",delay=0.6,handler=self.game.sound.play,param=self.game.assets.sfx_gunCock)
         # run the animation
         anim = self.game.assets.dmd_gunfightBoots
         myWait = len(anim.frames) / 10.0
         animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=True,repeat=False,frame_time=6)
         self.layer = animLayer
     else:
         myWait = 0.2
         # flash the gun flashers
         self.game.coils.leftGunFlasher.schedule(0x00000021,cycle_seconds=1)
         self.game.coils.rightGunFlasher.schedule(0x00000021,cycle_seconds=1)
     # pass one last time to the release
     self.delay("Operational",delay=myWait,handler=self.gunfight_release)
    def loadIntoCache(self,key,frametime=1,file=None,repeatAnim=False,holdLastFrame=False,  opaque = False, composite_op = None, x_loc =0, y_loc=0, streaming_load=False):
        if(file==None):
            file=key + '.vga.dmd.zip'
        
        self.updateProgressBar("Animations", file)

        tmp = None
        if(self.loaded_map.has_key(file) and not streaming_load):
            tmp = self.animations[self.loaded_map[file]]
            #print("quick loaded '%s'" % key)
        else:
            if(not streaming_load):
                tmp = dmd.Animation().load(self.dmd_path + file , composite_op=composite_op)
            self.loaded_map[file] = key

        if(tmp is not None):
            self.lengths[key] = tmp.frames[-1]
            if(len(tmp.frames)==1):
                holdLastFrame = True
                # self.logger.info("Single frame animtation '%s'; setting holdLastFrame to True" % file)

        if(streaming_load):
            self.animations[key] = dmd.MovieLayer(opaque, hold=holdLastFrame, repeat=repeatAnim, frame_time=frametime, movie_file_path=self.dmd_path + file, transparency_op=composite_op)
        else:
            self.animations[key] = dmd.AnimatedLayer(frames=tmp.frames, frame_time=frametime, repeat=repeatAnim, hold=holdLastFrame, opaque = opaque) 

        self.animations[key].set_target_position(x_loc, y_loc)
        # if composite_op != None:
        #   self.animations[key].composite_op = composite_op
        self.numLoaded += 1
Example #8
0
 def light_extra_ball(self,callback=None):
     # add the ball to the pending extra balls
     derp = self.game.increase_tracking('extraBallsPending')
     print "EXTRA BALLS PENDING: " + str(derp)
     # audit tick
     self.game.game_data['Audits']['Extra Balls Earned'] += 1
     # open the mine
     if self.game.mountain.mineTicks != 8:
         self.game.mountain.full_open()
     # setup  a bunch of text
     textLine1 = ep.EP_TextLayer(28, 4, self.game.assets.font_9px_az, "center", opaque=False).set_text("EXTRA",color=ep.ORANGE)
     textLine2 = ep.EP_TextLayer(28, 16, self.game.assets.font_9px_az, "center", opaque=False).set_text("BALL",color=ep.ORANGE)
     textLine3 = ep.pulse_text(self,96,4,"IS",color=ep.GREEN)
     textLine4 = ep.pulse_text(self,96,16,"LIT",sequence=[1,3],color=ep.GREEN)
     # and a backdrop
     backdrop = dmd.FrameLayer(opaque=True, frame=self.game.assets.dmd_ball.frames[0])
     # and the wipe animation
     anim = self.game.assets.dmd_horseWipeRight
     myWait = len(anim.frames) / 10.0 + 1
     animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=False,repeat=False,frame_time=6)
     animLayer.composite_op = "blacksrc"
     # slap it all together
     composite = dmd.GroupedLayer(128,32,[backdrop,textLine1,textLine2,textLine3,textLine4,animLayer])
     # and turn it on
     self.layer = composite
     # with a sound effect
     self.game.sound.play(self.game.assets.sfx_leftLoopEnter)
     # play a quote
     self.play_ordered_quote(self.game.assets.quote_extraBallLit,'lit_extra_ball')
     self.lamp_update()
     # callback process for calling from skill shot
     if callback:
         self.delay(delay=myWait,handler=callback)
     self.delay("Display",delay=myWait,handler=self.clear_layer)
     print "EXTRA BALL LIT"
Example #9
0
 def won(self):
     # audit
     self.game.game_data['Feature']['Gunfights Won'] += 1
     self.win = True
     self.shooting = False
     # set some tracking
     self.game.increase_tracking('gunfightsWon')
     # only kill the music if there's not a higher level running
     self.stop_music(slice=1)
     # cancel the lose delay
     self.cancel_delayed("Gunfight Lost")
     self.game.sound.play(self.game.assets.sfx_gunfightShot)
     # call increase rank with the True flag to trigger the gunfight quote option
     rankTitle,duration = self.game.badge.increase_rank(True)
     # the melodic flourish noise
     self.delay("Operational",delay=0.2,handler=self.game.sound.play,param=self.game.assets.sfx_gunfightFlourish)
     # flash the guns
     self.game.base.guns_flash(1)
     # play the animation
     anim = self.game.assets.dmd_dudeShotShouldersUp
     myWait = len(anim.frames) / 10.0
     animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=True,repeat=False,frame_time=6)
     self.layer = animLayer
     # after the animation, display the win
     self.delay("Operational",delay=myWait,handler=self.display_win,param=rankTitle)
Example #10
0
 def intro(self, step=1):
     if step == 1:
         self.stop_music()
         anim = self.game.assets.dmd_tafItIntro
         myWait = len(anim.frames) / 10.0
         animLayer = dmd.AnimatedLayer(frames=anim.frames,
                                       hold=True,
                                       opaque=True,
                                       repeat=False,
                                       frame_time=6)
         self.game.sound.play(self.game.assets.sfx_tafDitty)
         self.layer = animLayer
         self.delay(delay=myWait + 1, handler=self.intro, param=2)
     if step == 2:
         textLayer1 = ep.EP_TextLayer(64, 1, self.game.assets.font_9px_az,
                                      "center",
                                      False).set_text("HIT COUSIN IT")
         textLayer2 = ep.EP_TextLayer(
             64, 11, self.game.assets.font_7px_az, "center",
             False).set_text("ALL SHOTS = " +
                             str(ep.format_score(self.value)))
         textLayer3 = ep.EP_TextLayer(
             64, 20, self.game.assets.font_9px_az, "center",
             False).set_text("'IT' INCREASES VALUE")
         border = dmd.FrameLayer(
             opaque=True,
             frame=self.game.assets.dmd_singlePixelBorder.frames[0])
         combined = dmd.GroupedLayer(
             128, 32, [border, textLayer1, textLayer2, textLayer3])
         current = self.layer
         transition = ep.EP_Transition(self, current, combined,
                                       ep.EP_Transition.TYPE_CROSSFADE)
         self.game.sound.play(self.game.assets.quote_itsCousinIt)
         self.delay(delay=3, handler=self.get_going)
    def start_stampede(self):
        # reset the jackpot count, just in case
        self.jackpots = 0
        # set the stack layer
        self.game.stack_level(4,True)
        self.running = True
        # stop the current music
        self.stop_music()
        # set the ramp status for lights -- outdated lamp_control doesn't use
        for shot in self.shots:
            print "SETTING TRACKING FOR:" + shot
            self.game.set_tracking(shot,89)
        # udpate the lamps
        self.lamp_update()
        # If the multiball ball savers are a thing, do that
        self.game.base.multiball_saver()

        #play the opening anim
        anim = self.game.assets.dmd_stampede
        myWait = len(anim.frames) / 10 + 1.5
        animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=True,repeat=False,frame_time=6)
        self.layer = animLayer
        # toss to the main display after the animation
        self.delay(name="Display",delay=myWait,handler=self.main_display)
        # play a quote
        self.game.base.priority_quote(self.game.assets.quote_stampedeStart)
        # start the music for stampede - delay this music start in case a quickdraw started at the same time
        self.delay(delay=1.5,handler=self.music_on,param=self.game.assets.music_stampede)
        # launch some more balls
        if self.game.trough.num_balls_in_play < 4:
            total = 4 - self.game.trough.num_balls_in_play
            # turn on autoplunge
            self.game.trough.balls_to_autoplunge = total
            # launch whatever it takes to get to 3 balls
            self.game.trough.launch_balls(total)
Example #12
0
    def train_victory(self):
        start_value = self.game.increase_tracking('adventureCompleteValue',5000)
        if self.game.save_polly.won:
            self.awardString = "POLLY SAVED"
            value = start_value
            complete_color = ep.GREEN
            # play the short chug
            self.game.sound.play(self.game.assets.sfx_trainChugShort)
        else:
            self.awardString = "POLLY DIED"
            value = start_value / 10
            self.game.sound.play(self.game.assets.sfx_glumRiffShort)
            complete_color = ep.RED

        anim = self.game.assets.dmd_trainHeadOn
        trainLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=True,repeat=True,frame_time=6)
        textLine1 = ep.EP_TextLayer(37,1,self.game.assets.font_7px_az,justify="center",opaque=False).set_text("TIED TO",color=ep.YELLOW)
        textLine2 = ep.EP_TextLayer(37,9,self.game.assets.font_7px_az,justify="center",opaque=False).set_text("THE TRACKS",color=ep.YELLOW)
        textLine3 = ep.EP_TextLayer(37,20,self.game.assets.font_7px_az,justify="center",opaque=False).set_text("COMPLETED",color=complete_color)
        combined = dmd.GroupedLayer(128,32,[trainLayer,textLine1,textLine2,textLine3])
        self.layer = combined

        myWait = 1.5

        self.delay(name="Display",delay=myWait,handler=self.show_award_text)
        self.awardPoints = str(ep.format_score(value))
        self.game.score(value,bonus=True)
Example #13
0
    def start_bank_robbery(self,step=1):
        if step == 1:
            # audit
            self.game.game_data['Feature']['Right Polly Started'] += 1
            # set the level 1 stack flag
            self.game.stack_level(2,True)

            # set the running flag
            self.running = True
            self.lamp_update()
            ## TEMP PLAY INTRO
            duration = self.game.base.priority_quote(self.game.assets.quote_hatbDox)
            # Secondary intro quote
            self.delay("Operational",delay=duration+0.1,handler=lambda: self.play_ordered_quote(self.game.assets.quote_hatbIntro,'start'))


        # start the music
            self.music_on(self.game.assets.music_altPeril)
            # run the animation
            anim = self.game.assets.dmd_pollyIntro
            myWait = len(anim.frames) / 30.0
            animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=True,repeat=False,frame_time=2)
            self.layer = animLayer

            # loop back for the title card
            self.delay(delay=myWait,handler=self.start_bank_robbery,param=2)
        if step == 2:
            # pick a shoot delay
            self.set_shot_target()
            # set up the title card
            titleCard = dmd.FrameLayer(opaque=False, frame=self.game.assets.dmd_hatbTitle.frames[0])
            # transition to the title card
            self.transition = ep.EP_Transition(self,self.layer,titleCard,ep.EP_Transition.TYPE_WIPE,ep.EP_Transition.PARAM_EAST)
            # delay the start process
            self.delay("Get Going",delay=2,handler=self.in_progress)
Example #14
0
    def award_mootherlode(self, times):
        moo = times + 3
        mooLayer = ep.EP_AnimatedLayer(self.game.assets.dmd_moother)
        mooLayer.frame_time = 4
        mooLayer.opaque = True
        mooLayer.repeat = True
        mooLayer.hold = False
        scoreText = moo * self.displayMotherlodeValue
        self.game.score(scoreText)
        mooText = dmd.TextLayer(70,
                                12,
                                self.game.assets.font_12px_az_outline,
                                "center",
                                opaque=False)
        mooText.composite_op = "blacksrc"
        mooText.set_text(str(ep.format_score(scoreText)), blink_frames=12)
        anim = self.game.assets.dmd_explosionWipe2
        animLayer = dmd.AnimatedLayer(frames=anim.frames,
                                      hold=True,
                                      opaque=False,
                                      repeat=False,
                                      frame_time=6)
        animLayer.composite_op = "blacksrc"

        combined = dmd.GroupedLayer(128, 32, [mooLayer, mooText, animLayer])
        self.game.sound.play(self.game.assets.sfx_cow3)
        self.layer = combined
        self.delay("Display", delay=3, handler=self.main_display)
        self.game.mountain.kick()
        self.bandits = False
Example #15
0
    def mode_started(self):
        # fire up the switch block if it's not already loaded
        self.game.switch_blocker('add', self.myID)
        self.game.peril = True
        self.shotsSoFar = 0
        self.running = False
        self.halted = False
        self.won = False
        self.distance_value = int(30.0 / self.shotsToWin)
        self.totalPoints = 0  # holder for total points for the mode earned
        self.valueMultiplier = 1  # shot value multiplier
        self.extendedCount = 0
        self.gotPaused = False  # was the mode paused at any point
        self.lastPoints = 0
        self.winMultiplier = 3
        self.winBonus = 0

        # position for the horse
        self.x_pos = 6
        # point value for shots
        self.shotValue = 100000
        # movement distance value
        self.distance = 0
        self.banner = False
        self.won = False
        # set the timer
        self.modeTimer = self.game.user_settings['Gameplay (Feature)'][
            'Save Polly Timer - River']
        self.modeTimer += 1

        # set up the layers
        anim = self.game.assets.dmd_blankRiverLoop
        self.backdrop = dmd.AnimatedLayer(frames=anim.frames,
                                          repeat=True,
                                          opaque=True,
                                          frame_time=6)
        anim = self.game.assets.dmd_horseLoop
        self.horse = dmd.AnimatedLayer(frames=anim.frames,
                                       repeat=True,
                                       frame_time=6)
        self.horse.composite_op = "blacksrc"
        anim = self.game.assets.dmd_rowboatLoop
        self.boat = dmd.AnimatedLayer(frames=anim.frames,
                                      repeat=True,
                                      frame_time=6)
        self.boat.composite_op = "blacksrc"
Example #16
0
    def update_display(self, killed=99, escaped=99):
        # have to load the animations here so they can be used more than once

        ## setup the shot guys
        shotLayers = []
        shotguy = self.game.assets.dmd_dudeShotFullBody
        escapeLayers = []
        guyShoots = self.game.assets.dmd_dudeShoots
        for position in [-49, -16, 15, 47]:
            # the gets shot animation per position
            deadGuy0 = dmd.AnimatedLayer(frames=shotguy.frames,
                                         hold=True,
                                         opaque=False,
                                         repeat=False,
                                         frame_time=6)
            deadGuy0.set_target_position(position, 0)
            deadGuy0.composite_op = "blacksrc"
            shotLayers.append(deadGuy0)
            # the shoots back animation per position
            eGuy0 = ep.EP_AnimatedLayer(guyShoots)
            eGuy0.hold = True
            eGuy0.frame_time = 6
            eGuy0.set_target_position(position, 0)
            eGuy0.composite_op = "blacksrc"
            eGuy0.add_frame_listener(2,
                                     self.game.sound.play,
                                     param=self.game.assets.sfx_explosion11)
            eGuy0.add_frame_listener(4,
                                     self.game.sound.play,
                                     param=self.game.assets.sfx_explosion11)
            # on any escape other than the last one, taunt the player - the last one would get stepped on by the final quote
            if self.misses != self.LOSE:
                eGuy0.add_frame_listener(5,
                                         self.game.base.play_quote,
                                         param=self.game.assets.quote_gunFail)
            escapeLayers.append(eGuy0)

        # loop through the up bad guys and add them to the display
        activeLayers = []
        for x in self.activatedBadGuys:
            activeLayers.append(self.guyLayers[x])
        # if we're here because someone got killed, add them to the layers to die
        if killed != 99:
            activeLayers.append(shotLayers[killed])
            # play a shot sound
            self.game.sound.play(self.game.assets.sfx_gunfightShot)
        if escaped != 99:
            activeLayers.append(escapeLayers[escaped])
            amount = self.LOSE - self.misses
            self.game.base.red_flasher_flourish()
            self.delay("Ambush",
                       delay=0.5,
                       handler=self.game.interrupter.dude_escaped,
                       param=amount)

        combined = dmd.GroupedLayer(128, 32, activeLayers)
        combined.composite_op = "blacksrc"
        self.layer = combined
Example #17
0
 def mayor_pan(self):
     anim = self.game.assets.dmd_mayorPan
     animLayer = dmd.AnimatedLayer(frames=anim.frames,
                                   hold=True,
                                   opaque=True,
                                   repeat=False)
     self.layer = animLayer
     myWait = len(anim.frames) / 60.0
     # when the pan finishes play the animation to reveal the award
     self.delay(delay=myWait, handler=self.award_bounty)
Example #18
0
 def show_marksman_award(self):
     anim = self.game.assets.dmd_smokingCard
     animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=False,opaque=True,repeat=True,frame_time=7)
     awardTextTop = ep.EP_TextLayer(128/3,3,self.game.assets.font_5px_bold_AZ,justify="center",opaque=False)
     awardTextBottom = ep.EP_TextLayer(128/3,11,self.game.assets.font_15px_az,justify="center",opaque=False)
     awardTextTop.set_text(self.awardString,color=ep.BROWN)
     awardTextBottom.set_text(self.awardPoints,color=ep.RED)
     completeFrame = dmd.GroupedLayer(128, 32, [animLayer,awardTextTop,awardTextBottom])
     self.layer = completeFrame
     self.delay(name="Display",delay=2,handler=self.clear_layer)
Example #19
0
 def gunfight_pan(self,badGuys):
     # the intro animation
     anim = self.game.assets.dmd_gunfightPan
     myWait = len(anim.frames) / 30 + 1.2
     animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=True,repeat=False,frame_time=2)
     self.layer = animLayer
     # Split here for optional HARD setting
     if self.hard:
         handler = self.gunfight_intro_hard
     else:
         handler = self.gunfight_intro_eyes
     self.delay("Operational",delay=myWait,handler=handler,param=badGuys)
Example #20
0
 def __init__(self, game, priority, left_players_justify="right"):
     super(ScoreDisplay, self).__init__(game, priority)
     self.layer = ScoreLayer(128, 32, self)
     self.font_common = self.game.assets.font_07x5
     self.set_left_players_justify(left_players_justify)
     anim = self.game.assets.dmd_1pBurnCycle
     self.burnLayer1p = dmd.AnimatedLayer(frames=anim.frames,
                                          hold=False,
                                          opaque=False,
                                          repeat=True,
                                          frame_time=3)
     self.burnLayer1p.composite_op = "blacksrc"
Example #21
0
    def __init__(self,game,priority):
        super(CvA, self).__init__(game,priority)
        self.myID = "Cowboys VS Aliens"
        # the shots and their modes for ship mode
        self.shotModes = [self.game.left_loop,self.game.right_loop,self.game.left_ramp,self.game.center_ramp,self.game.right_ramp]
        self.shots = ['leftLoopStage','leftRampStage','centerRampStage','rightLoopStage','rightRampStage']
        self.positions = [-58,-31,-4,23,50,77,104]
        self.direction = ["LEFT","RIGHT"]
        self.posts = [self.game.coils.leftGunFightPost,self.game.coils.rightGunFightPost]
        self.giActive = 'Default' == self.game.user_settings['Gameplay (Feature)']['CVA GI Behavior']

        self.targetNames = ['Left','Left Center','Right Center','Right']
        # setup the standing aliens
        anim = self.game.assets.dmd_cvaStandingAlien0
        self.alienLayers = []
        self.alien0 = dmd.AnimatedLayer(frames=anim.frames,hold=False,opaque=False,repeat=True,frame_time=6)
        self.alien0.composite_op = "blacksrc"
        self.alienLayers.append(self.alien0)
        anim = self.game.assets.dmd_cvaStandingAlien1
        self.alien1 = dmd.AnimatedLayer(frames=anim.frames,hold=False,opaque=False,repeat=True,frame_time=6)
        self.alien1.composite_op = "blacksrc"
        self.alienLayers.append(self.alien1)
        anim = self.game.assets.dmd_cvaStandingAlien2
        self.alien2 = dmd.AnimatedLayer(frames=anim.frames,hold=False,opaque=False,repeat=True,frame_time=6)
        self.alien2.composite_op = "blacksrc"
        self.alienLayers.append(self.alien2)
        anim = self.game.assets.dmd_cvaStandingAlien3
        self.alien3 = dmd.AnimatedLayer(frames=anim.frames,hold=False,opaque=False,repeat=True,frame_time=6)
        self.alien3.composite_op = "blacksrc"
        self.alienLayers.append(self.alien3)
        # the small ship layer
        anim = self.game.assets.dmd_cvaSmallShip
        self.smallShip = dmd.AnimatedLayer(frames=anim.frames,hold=False,opaque=False,repeat=True,frame_time=6)

        ## lamps
        self.lamps = [self.game.lamps.badGuyL0,
                      self.game.lamps.badGuyL1,
                      self.game.lamps.badGuyL2,
                      self.game.lamps.badGuyL3]
        self.finishing = False
Example #22
0
 def gunfight_intro_hard(self,badGuys):
     # put the last bad guy in the zero spot
     badGuys[0] = badGuys[3]
     print "Hard mode: Active Target is now: " +str(badGuys[0])
     # set the display to the eyes
     anim = self.game.assets.dmd_gunfightEyes
     animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=True,repeat=False,frame_time=6)
     self.layer = animLayer
     # pick a random wait time between 1 and 4 seconds
     myWait = random.randrange(1,4,1)
     print "Hard Mode: wait time is " + str(myWait)
     # go to the draw after the delay
     self.delay("Operational",delay=myWait,handler=self.gunfight_intro_draw,param=badGuys)
Example #23
0
 def set_train_layer(self, type="idle", offset=0):
     # for switching betwen the three train layers
     if type == "idle":
         self.trainLayer = dmd.AnimatedLayer(frames=self.animIdle.frames,
                                             hold=False,
                                             opaque=False,
                                             repeat=True,
                                             frame_time=6)
     if type == "left":
         self.trainLayer = dmd.AnimatedLayer(frames=self.animLeft.frames,
                                             hold=True,
                                             opaque=False,
                                             repeat=False,
                                             frame_time=6)
     if type == "right":
         self.trainLayer = dmd.AnimatedLayer(frames=self.animRight.frames,
                                             hold=True,
                                             opaque=False,
                                             repeat=False,
                                             frame_time=6)
     # move the layer to the appropriate spot
     self.trainLayer.set_target_position(offset, 0)
     self.trainLayer.composite_op = "blacksrc"
Example #24
0
 def mode_started(self):
     # index for available shots
     self.liveShots = []
     self.availableShots = [0, 1, 2, 3, 4, 5, 6, 7, 8]
     self.moonlightTotal = 0
     self.running = True
     self.starting = True
     self.hd_flair = self.game.user_settings['Gameplay (Feature)'][
         'High Def Flair'] == 'Enabled'
     self.hd_banners = []
     self.shuffle_hd_banners()
     self.tilted = False
     # kill the GI - and all the lights
     self.game.gi_control("OFF")
     self.game.lamp_control.disable_all_lamps()
     # pick a random shot to light to start with
     self.enable = 0
     self.enable += self.shotsAtStart
     self.enable_shots()
     duration = self.game.sound.play(self.game.assets.sfx_churchBell)
     self.delay(delay=1,
                handler=self.game.sound.play,
                param=self.game.assets.sfx_mbHowl)
     # start the intro music
     self.delay(delay=duration - 1, handler=self.launch)
     # throw up an intro display
     anim = self.game.assets.dmd_moonIntro
     backdrop = dmd.AnimatedLayer(frames=anim.frames,
                                  hold=True,
                                  opaque=True,
                                  repeat=False,
                                  frame_time=12)
     topLine = ep.EP_TextLayer(74,
                               5,
                               self.game.assets.font_10px_AZ,
                               "center",
                               opaque=False).set_text("MOONLIGHT",
                                                      color=ep.CYAN)
     topLine.composite_op = "blacksrc"
     bottomLine = ep.EP_TextLayer(74,
                                  18,
                                  self.game.assets.font_10px_AZ,
                                  "center",
                                  opaque=False).set_text("MADNESS",
                                                         color=ep.CYAN)
     bottomLine.composite_op = "blacksrc"
     combined = dmd.GroupedLayer(128, 32, [backdrop, topLine, bottomLine])
     self.layer = combined
     self.delay("Display", delay=duration + 2, handler=self.update_display)
Example #25
0
 def gunfight_intro_hands(self,badGuys):
     # pop the second bad guy and remove it
     enemy = badGuys.pop(0)
     print "POP ENEMY: " + str(enemy)
     self.game.bad_guys.target_up(enemy)
     self.game.base.play_quote(self.game.assets.quote_gunfightReady)
     # play the second orchestra hit
     self.game.sound.play(self.game.assets.sfx_gunfightHit2)
     # show the hands animation
     anim = self.game.assets.dmd_gunfightHands
     myWait = len(anim.frames) / 10.0
     animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=True,repeat=False,frame_time=6)
     self.layer = animLayer
     # after a delay pass to the feet with the pop order
     self.delay("Operational",delay=1.1,handler=self.gunfight_intro_boots,param=badGuys)
     self.delay("Operational",delay=1.1,handler=self.game.bad_guys.target_down,param=enemy)
Example #26
0
 def train_stage_two(self,score):
     self.awardString = "STOP TRAIN"
     self.awardPoints = str(ep.format_score(score))
     self.game.score(score)
     self.game.base.play_quote(self.game.assets.quote_centerRamp2)
     self.game.sound.play(self.game.assets.sfx_trainChugShort)
     self.game.sound.play(self.game.assets.sfx_trainWhistle)
     anim = self.game.assets.dmd_trainRunning
     # math out the wait
     myWait = len(anim.frames) / 10.0
     # set the animation
     animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=True,repeat=False,frame_time=6)
     # turn it on
     self.layer = animLayer
     # set the delay for the award
     self.delay("Display",delay=myWait,handler=self.show_award_text)
Example #27
0
 def gunfight_intro_eyes(self,badGuys):
     # pop up the first bad guy and remove it from the array
     enemy = badGuys.pop(0)
     print "POP ENEMY: " + str(enemy)
     self.game.bad_guys.target_up(enemy)
     # play the orchestra hit sound
     self.game.sound.play(self.game.assets.sfx_gunfightHit1)
     # show the eyes animation
     anim = self.game.assets.dmd_gunfightEyes
     myWait = len(anim.frames) / 10.0
     animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=True,repeat=False,frame_time=6)
     self.layer = animLayer
     # after a delay pass to the hands with the pop order
     self.delay(name="Operational",delay=1.1,handler=self.gunfight_intro_hands,param=badGuys)
     # and drop the current one
     self.delay(delay=1.1,handler=self.game.bad_guys.target_down,param=enemy)
Example #28
0
 def play_ball_one_lock_anim(self,passive=False):
     self.cancel_delayed("Display")
     # quiet the music
     self.game.squelch_music()
     anim = self.game.assets.dmd_lockOne
     # calcuate the wait time to start the next part of the display
     myWait = len(anim.frames) / 10.0
     # play the first sound
     self.game.sound.play(self.game.assets.sfx_ballOneLock)
     # set the animation
     animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=True,repeat=False,frame_time=6)
     # play the animation
     self.layer = animLayer
     self.lockedNumber = 1
     self.delay("Lock Anim",delay=1,handler=self.game.base.play_quote,param=self.game.assets.quote_pollyHelp)
     self.delay("Display",delay=myWait,handler=self.lock_display_text)
Example #29
0
    def award_motherlode(self, times, overlay=None):
        # tick the counter up
        self.counter += 1
        # tick the times down
        times -= 1
        # setup the display
        awardTextTop = ep.EP_TextLayer(128 / 2,
                                       5,
                                       self.game.assets.font_5px_bold_AZ,
                                       justify="center",
                                       opaque=True)
        awardTextTop.set_text(
            str(self.counter) + "X" + " = " +
            ep.format_score(self.displayMotherlodeValue * self.counter),
            color=ep.GREEN)
        motherLayer = dmd.FrameLayer(
            opaque=False, frame=self.game.assets.dmd_motherlode.frames[0])
        motherLayer.composite_op = "blacksrc"

        # if we're on the first counter, finish the wipe
        if self.counter == 1:
            # set up the second part of the wipe
            anim = self.game.assets.dmd_explosionWipe2
            animLayer = dmd.AnimatedLayer(frames=anim.frames,
                                          hold=True,
                                          opaque=False,
                                          repeat=False,
                                          frame_time=6)
            animLayer.composite_op = "blacksrc"
            combined = dmd.GroupedLayer(128, 32,
                                        [awardTextTop, motherLayer, animLayer])
        # otherwise just update the view
        else:
            combined = dmd.GroupedLayer(128, 32, [awardTextTop, motherLayer])

        self.layer = combined
        # loop through the multiplier again if times is not zero
        if times == 0:
            # then go back to the main display
            self.delay(name="Display", delay=1.5, handler=self.main_display)
            # and kick the ball out
            self.game.mountain.kick()
            # false the bandits flag in case it's on
            self.bandits = False
        else:
            self.delay(delay=1, handler=self.award_motherlode, param=times)
Example #30
0
    def win_display(self,step=1):
        if step == 1:
            self.game.base.priority_quote(self.game.assets.quote_victory)
            # frame layer of the dead guy
            self.layer = dmd.FrameLayer(opaque=False, frame=self.game.assets.dmd_ourHero.frames[0])
            self.delay("Win Display",delay=0.5,handler=self.win_display,param=2)
        if step == 2:
            # the pan up
            anim = self.game.assets.dmd_ourHero
            # math out the wait
            myWait = len(anim.frames) / 60.0
            # set the animation
            animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=False,repeat=False,frame_time=1)
            # turn it on
            self.layer = animLayer
            # loop back for the finish animation
            self.delay("Win Display",delay=myWait,handler=self.win_display,param=3)
        if step == 3:
            anim = self.game.assets.dmd_pollyVictory
            myWait = len(anim.frames) / 8.57
            animLayer = ep.EP_AnimatedLayer(anim)
            animLayer.hold=True
            animLayer.frame_time = 7

            animLayer.add_frame_listener(7,self.game.sound.play,param=self.game.assets.sfx_blow)
            animLayer.add_frame_listener(14,self.game.sound.play,param=self.game.assets.sfx_grinDing)
            # play animation
            self.layer = animLayer
            self.delay("Win Display",delay=myWait,handler=self.win_display,param=4)
        if step == 4:
            # saved banner goes here
            awardTextString = "POLLY SAVED BONUS"
            awardScoreString = str(ep.format_score(self.winBonus))
            # combine them
            completeFrame = self.build_display(awardTextString,awardScoreString)
            stackLevel = self.game.show_tracking('stackLevel')
            # if something higher is running, throw the win display in a cut in
            if True in stackLevel[3:]:
                self.game.interrupter.cut_in(completeFrame,1)
            else:
                self.layer = completeFrame
            self.delay(name="Operational",delay=1.5,handler=self.end_bank_robbery)
            # show combo display if the chain is high enough
            if self.game.combos.chain > 1:
                self.delay(name="Display",delay=1.5,handler=self.game.combos.display)