def read_a_ship(lengths,ask = True):
        
        shipX = input("give a letter : A-H: ")
        shipY = input("give a number : 1-8: ")
        if(ask == True):
            print("remaining lengths are:")
            print(lengths.keys())
            length = input("enter a length : 2 , 3 or 4: ")
            direction = input("enter a direction : 1(up), 2(right), 3(down), 4(left): ")
            return create_ship(shipX,shipY,length,direction)
        return create_ship(shipX,shipY,1,1)
def computer_hit_2(computerHits, computerMisses, playerDeadShips):
    letters = {
        0: "a",
        1: "A",
        2: "B",
        3: "C",
        4: "D",
        5: "E",
        6: "F",
        7: "G",
        8: "H",
        9: "J"
    }
    choises = [[-1, 0], [1, 0], [0, 1], [0, -1]]
    increment = choises[random.randint(0, 3)]
    newX = computerHits.objectList[len(computerHits.objectList) -
                                   1][0] + increment[0]
    newY = computerHits.objectList[len(computerHits.objectList) -
                                   1][1] + increment[1]
    if (newX == 0 or newX == 9 or newY > 8 or newY < 1):
        return computer_hit_2(computerHits, computerMisses, playerDeadShips)
    newTarget = create_ship(letters[newX], newY, 1, 1)
    if (in_grid(newTarget, {1: 1}) == False
            or ([newX, newY] in computerMisses.objectList == True)
            or ([newX, newY] in playerDeadShips.objectList == True)
            or ([newX, newY] in computerHits.objectList) == True):
        return computer_hit_2(computerHits, computerMisses, playerDeadShips)
    newTarget = transform(newTarget)
    return newTarget
Example #3
0
    def run_in_event(self, event):
        if self.config["pos"] == "random":
            pos_x = self.root.state_manager.states[
                "game"].player.rigidbody.x + random.uniform(
                    -self.config["random_within_x"][0],
                    self.config["random_within_x"][1])
            pos_y = self.root.state_manager.states[
                "game"].player.rigidbody.y + random.uniform(
                    -self.config["random_within_y"][0],
                    self.config["random_within_y"][1])

        entity = ship.create_ship(self.root, self.config["ship_id"], pos_x,
                                  pos_y)

        self.root.state_manager.states["game"].entities.append(entity)

        if "internal_id" in self.config:
            event.database["ship_mappings"][
                self.config["internal_id"]] = entity.hash_id

        if "add_triggers" in self.config:
            for group in self.config["add_triggers"]:
                entity.add_trigger(group["group"], group["primitive"])

        if "join_factions" in self.config:
            for faction_ in self.config["join_factions"]:
                faction.get_faction(faction_).do_join(entity)
Example #4
0
	def run_in_dialog(self, dialog, speech):
		ship_b=ship.create_ship(absroot, "cardassian_freighter_UNI_wreck", *self.config["worldpos"])
		ship_b.rigidbody._vector.magnitude=75
		ship_b.rigidbody._vector.angle=22
		faction.get_faction("cardassianunion").do_join(ship_b)
		absroot.savegame.database["sector_data"][self.config["secid"]]["packed_entities"].append(
			ship_b.save_to_config_node()
		)
Example #5
0
 def run_in_dialog(self, dialog, speech):
     ship_b = ship.create_ship(absroot, "cardassian_freighter_UNI_wreck",
                               *self.config["worldpos"])
     ship_b.rigidbody._vector.magnitude = 75
     ship_b.rigidbody._vector.angle = 22
     faction.get_faction("cardassianunion").do_join(ship_b)
     absroot.savegame.database["sector_data"][
         self.config["secid"]]["packed_entities"].append(
             ship_b.save_to_config_node())
Example #6
0
    def process_events(self, events):
        for event in events:
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    self.finish()
                if self.selected_item:
                    if event.key == pygame.K_x:
                        self.selected_item.dequip()
                        self.first_start()
                    if event.key == pygame.K_d:
                        if self.selected_item.equipped == -1:
                            self.root.state_manager.states[
                                "game"].entities.append(
                                    ship.create_ship(
                                        self.root, "cargo_pod_generic",
                                        self.selected_item.parent.rigidbody.x,
                                        self.selected_item.parent.rigidbody.y,
                                        1, 1))
                            self.root.state_manager.states["game"].entities[
                                -1].pick_up(self.selected_item)
                            del self.selected_item.parent.inventory[
                                self.selected_item.parent.inventory.index(
                                    self.selected_item)]
                            self.first_start()
                        else:
                            ui_states.interdict_ok(
                                self.root,
                                title="Error",
                                text=
                                "Cannot drop equipped item!%nDequip with X first",
                                button="OK")

                    if event.key == pygame.K_u:
                        self.selected_item.fire()
                    if event.key == pygame.K_e:
                        self.root.state_manager.start_interdicting(
                            "hardpoint_select", {
                                "inv_id": self.sm_id,
                                "item": self.selected_item
                            })
                    if event.key == pygame.K_s:
                        self.selected_item.parent.try_stack(self.selected_item)
                        self.first_start()
                    if event.key == pygame.K_a:
                        self.selected_item.parent.try_split(
                            self.selected_item,
                            int(
                                inputbox.ask(self.root.screen.screen,
                                             "Number to take >> ")))
                        self.first_start()

            if event.type == pygame.MOUSEBUTTONDOWN:
                for _, _, rect, item in self.cache_items:
                    if rect.collidepoint(pygame.mouse.get_pos()):
                        self.selected_item = item
Example #7
0
 def run_in_ship(self, ship):
     if (len(ship.inventory) > 0) or 1:
         absroot.state_manager.states["game"].entities.append(
             ship_module.create_ship(self.root, "cargo_pod_generic",
                                     ship.rigidbody.x, ship.rigidbody.y, 1,
                                     1))
         for item in ship.inventory:
             if item.config.get("is_dropped", True):
                 item.reparent(None)
                 absroot.state_manager.states["game"].entities[-1].pick_up(
                     item)
def computer_create_a_ship(lengths):
    shipX = chr(random.randint(65, 72))
    shipY = random.randint(1, 8)
    ok = False
    while (ok == False):
        ok = True
        shipLength = random.randint(2, 4)
        if (shipLength not in lengths.values()):
            ok = False
    shipDirection = random.randint(1, 4)
    return create_ship(shipX, shipY, shipLength, shipDirection)
Example #9
0
	def first_start(self):
		self.player=ship.create_ship(self.root, "cargo_transport_test", 100, 100)
		self.ship2=ship.create_ship(self.root, "destroyer_transport_test", 100, 100)
		self.player.targeted=self.ship2
		self.ship2.rigidbody.x=0
		self.ship2.rigidbody.y=0
		self.stars=pygame.transform.scale(pygame.image.load("stars-1.png").convert_alpha(), (500,500))
		nebulae=[
			pygame.image.load("extentions/stock/image/bg-elements/nebula-1.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/bg-elements/nebula-2.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/bg-elements/nebula-3.png").convert_alpha()
		]
		planets=[
			pygame.image.load("extentions/stock/image/planets/planet-1.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-2.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-3.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-4.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-5.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-6.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-7.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-8.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-9.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-10.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-11.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-12.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-13.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-14.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-15.png").convert_alpha(),
			pygame.image.load("extentions/stock/image/planets/planet-16.png").convert_alpha(),
		]

		self.generated=[]

		random.seed(0)
		for i in range(random.randint(30,60)):
			self.generated.append([[random.randint(-8000,8000), random.randint(-6000,6000)],nebulae[random.randint(0,len(nebulae)-1)]])
		for i in range(random.randint(5,10)):
			self.generated.append([[random.randint(-8000,8000), random.randint(-6000,6000)],planets[random.randint(0,len(planets)-1)]])
		self.ship2.rigidbody.x=0
		self.ship2.rigidbody.y=0
Example #10
0
 def process_events(self, events):
     for e in events:
         if e.type == pygame.KEYDOWN:
             if e.key == self.root.settings["keybindings"]["prev_item"]:
                 self.player.selected_wep -= 1
                 if self.player.selected_wep == -1:
                     self.player.selected_wep = len(
                         self.player.hardpoints) - 1
             elif e.key == self.root.settings["keybindings"]["next_item"]:
                 self.player.selected_wep += 1
                 if self.player.selected_wep == len(self.player.hardpoints):
                     self.player.selected_wep = 0
             elif e.key == pygame.K_HOME:
                 self.entities.append(
                     ship.create_ship(self.root, "destroyer_transport_test",
                                      1000, 1000))
                 self.entities[-1].targeted = self.player
                 self.entities[-1].rigidbody.x = 0
                 self.entities[-1].rigidbody.y = 0
                 self.player.targeted = self.entities[-1]
             elif e.key == pygame.K_i:
                 self.root.state_manager.start_interdicting(
                     "inventory", {"ship": self.player})
             elif e.key == pygame.K_BACKQUOTE:
                 pass  #hiding window
             elif e.key == pygame.K_ESCAPE:
                 self.root.state_manager.start_interdicting(
                     "generic_ui", self.root.gamedb("sgcui_settings"))
             elif e.key == pygame.K_F5:
                 serialize.save_game(self.root, "saves/quicksave.sgs")
                 tasks.display_hanging_message("Quicksaving...")
             elif e.key == pygame.K_F9:
                 serialize.load_game(self.root, "saves/quicksave.sgs")
                 tasks.display_hanging_message("Quickloading...")
         elif e.type == pygame.VIDEORESIZE:
             print e
             print "gsresize"
             print
             debug("GameState resize")
             self.parralax_scroller.bindall(self.root.renderspace_size)
         elif e.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed(
         )[0]:
             for entitiy in self.entities:
                 if entitiy.can_be_targeted:
                     if self.root.screen.get_t_rect(
                             entitiy.rotated_rect).collidepoint(
                                 pygame.mouse.get_pos()):
                         self.player.targeted = entitiy
         for ext in self.root.extentions:
             self.root.extentions[ext].event_state("game", e)
Example #11
0
def new_game(root, start, player_name, ship_name):
	import extention_loader, sectors
	root.savegame=SaveGame(root, player_name, ship_name)
	root.dialog_manager.init_each_game()
	root.faction_manager=faction.FactionManager(root)
	root.faction_manager.update_newgame()
	root.galaxy=sectors.Galaxy(root)
	root.galaxy.gamestate=root.state_manager.states["game"]
	root.state_manager.states["game"].entities=[ship.create_ship(root, start["ship"], *start.get("wspos", [0,0]), ai=False)]
	root.state_manager.states["game"].player=root.state_manager.states["game"].entities[0]
	root.quest_manager=quests.QuestManager(root, root.state_manager.states["game"].player)
	sectors.install_galaxy()
	root.galaxy.preprocess_statics()
	root.galaxy.goto_sector(*start.get("sector", [0,0]))
	root.state_manager.goto_state("game")
	root.state_manager.run_tick()
Example #12
0
	def run_in_dialog(self, dialog, speech):
		mapping={
			"klingonempire":"klingon_warbird",
			"federation":"federation_galaxy"
		}
		sid=False
		for faction in absroot.state_manager.states["game"].player.faction_memberships:
			if faction in mapping:
				sid=mapping[faction]
				break
		ship_b=ship.create_ship(absroot, sid, *self.config["worldpos"])
		ship_b.config["dialog_topic"]="UNI_wounded_pheonix_hail"
		ship_b.rigidbody._vector.magnitude=75
		ship_b.rigidbody._vector.angle=22
		absroot.savegame.database["sector_data"][self.config["secid"]]["packed_entities"].append(
			ship_b.save_to_config_node()
		)
Example #13
0
 def run_in_dialog(self, dialog, speech):
     mapping = {
         "klingonempire": "klingon_warbird",
         "federation": "federation_galaxy"
     }
     sid = False
     for faction in absroot.state_manager.states[
             "game"].player.faction_memberships:
         if faction in mapping:
             sid = mapping[faction]
             break
     ship_b = ship.create_ship(absroot, sid, *self.config["worldpos"])
     ship_b.config["dialog_topic"] = "UNI_wounded_pheonix_hail"
     ship_b.rigidbody._vector.magnitude = 75
     ship_b.rigidbody._vector.angle = 22
     absroot.savegame.database["sector_data"][
         self.config["secid"]]["packed_entities"].append(
             ship_b.save_to_config_node())
Example #14
0
	def process_events(self, events):
		for e in events:
			if e.type==pygame.KEYDOWN:
				if e.key == self.root.settings["keybindings"]["prev_item"]:
					self.player.selected_wep-=1
					if self.player.selected_wep==-1:
						self.player.selected_wep=len(self.player.hardpoints)-1
				elif e.key == self.root.settings["keybindings"]["next_item"]:
					self.player.selected_wep+=1
					if self.player.selected_wep==len(self.player.hardpoints):
						self.player.selected_wep=0
				elif e.key == pygame.K_HOME:
					self.entities.append(ship.create_ship(self.root, "destroyer_transport_test", 1000, 1000))
					self.entities[-1].targeted=self.player
					self.entities[-1].rigidbody.x=0
					self.entities[-1].rigidbody.y=0
					self.player.targeted=self.entities[-1]
				elif e.key == pygame.K_i:
					self.root.state_manager.start_interdicting("inventory", {"ship":self.player})
				elif e.key == pygame.K_BACKQUOTE: pass #hiding window
				elif e.key == pygame.K_ESCAPE:
					self.root.state_manager.start_interdicting("generic_ui", self.root.gamedb("sgcui_settings"))
				elif e.key == pygame.K_F5:
					serialize.save_game(self.root, "saves/quicksave.sgs")
					tasks.display_hanging_message("Quicksaving...")
				elif e.key == pygame.K_F9:
					serialize.load_game(self.root, "saves/quicksave.sgs")
					tasks.display_hanging_message("Quickloading...")
			elif e.type==pygame.VIDEORESIZE:
				print e
				print "gsresize"
				print
				debug("GameState resize")
				self.parralax_scroller.bindall(self.root.renderspace_size)
			elif e.type==pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]:
				for entitiy in self.entities:
					if entitiy.can_be_targeted:
						if self.root.screen.get_t_rect(entitiy.rotated_rect).collidepoint(pygame.mouse.get_pos()):
							self.player.targeted=entitiy
			for ext in self.root.extentions:
				self.root.extentions[ext].event_state("game", e)
Example #15
0
	def process_events(self, events):
		for event in events:
			if event.type==pygame.KEYDOWN:
				if event.key==pygame.K_ESCAPE:
					self.finish()
				if self.selected_item:
					if event.key==pygame.K_x:
						self.selected_item.dequip()
						self.first_start()
					if event.key==pygame.K_d:
						if self.selected_item.equipped==-1:
							self.root.state_manager.states["game"].entities.append(
								ship.create_ship(self.root, "cargo_pod_generic", self.selected_item.parent.rigidbody.x, self.selected_item.parent.rigidbody.y, 1,1)
								)
							self.root.state_manager.states["game"].entities[-1].pick_up(self.selected_item)
							del self.selected_item.parent.inventory[self.selected_item.parent.inventory.index(self.selected_item)]
							self.first_start()
						else:
							ui_states.interdict_ok(self.root, title="Error", text="Cannot drop equipped item!%nDequip with X first", button = "OK")

					if event.key==pygame.K_u:
						self.selected_item.fire()
					if event.key==pygame.K_e:
						self.root.state_manager.start_interdicting("hardpoint_select", {
							"inv_id":self.sm_id,
							"item":self.selected_item
						})
					if event.key==pygame.K_s:
						self.selected_item.parent.try_stack(self.selected_item)
						self.first_start()
					if event.key==pygame.K_a:
						self.selected_item.parent.try_split(self.selected_item,
							int(inputbox.ask(self.root.screen.screen, "Number to take >> "))
							)
						self.first_start()

			if event.type==pygame.MOUSEBUTTONDOWN:
				for _,_,rect,item in self.cache_items:
					if rect.collidepoint(pygame.mouse.get_pos()):
						self.selected_item=item
Example #16
0
def new_game(root, start, player_name, ship_name):
    import extention_loader, sectors
    root.savegame = SaveGame(root, player_name, ship_name)
    root.dialog_manager.init_each_game()
    root.faction_manager = faction.FactionManager(root)
    root.faction_manager.update_newgame()
    root.galaxy = sectors.Galaxy(root)
    root.galaxy.gamestate = root.state_manager.states["game"]
    root.state_manager.states["game"].entities = [
        ship.create_ship(root,
                         start["ship"],
                         *start.get("wspos", [0, 0]),
                         ai=False)
    ]
    root.state_manager.states["game"].player = root.state_manager.states[
        "game"].entities[0]
    root.quest_manager = quests.QuestManager(
        root, root.state_manager.states["game"].player)
    sectors.install_galaxy()
    root.galaxy.preprocess_statics()
    root.galaxy.goto_sector(*start.get("sector", [0, 0]))
    root.state_manager.goto_state("game")
    root.state_manager.run_tick()
Example #17
0
	def run_in_event(self, event):
		if self.config["pos"]=="random":
			pos_x=self.root.state_manager.states["game"].player.rigidbody.x+random.uniform(-self.config["random_within_x"][0],self.config["random_within_x"][1])
			pos_y=self.root.state_manager.states["game"].player.rigidbody.y+random.uniform(-self.config["random_within_y"][0],self.config["random_within_y"][1])

		entity=ship.create_ship(
				self.root,
				self.config["ship_id"],
				pos_x,
				pos_y
			)

		self.root.state_manager.states["game"].entities.append(entity)

		if "internal_id" in self.config:
			event.database["ship_mappings"][self.config["internal_id"]]=entity.hash_id

		if "add_triggers" in self.config:
			for group in self.config["add_triggers"]:
				entity.add_trigger(group["group"], group["primitive"])

		if "join_factions" in self.config:
			for faction_ in self.config["join_factions"]:
				faction.get_faction(faction_).do_join(entity)
Example #18
0
 def g_ss(name, a=True, w=True, k=False):
     g.entities.append(
         ship.create_ship(root, name, g.player.rigidbody.x,
                          g.player.rigidbody.y, w, a))
     g.entities[-1].keep_in_save = k
Example #19
0
	def process_events(self, events):
		for event in events:
			if event.type==pygame.KEYDOWN:
				if event.key==pygame.K_ESCAPE:
					self.finish()
				if self.selected_item:
					if event.key==pygame.K_x:
						if self.selected_item_is_owned:
							self.selected_item.dequip()
							self.first_start()
						else:
							ui_states.interdict_ok(self.root, title="Error", text="Not yours!", button = "OK")
					if event.key==pygame.K_d:
						if self.selected_item_is_owned and self.shop_editable:
							if self.selected_item.equipped==-1:
								self.root.state_manager.states["game"].entities.append(
									ship.create_ship(self.root, "cargo_pod_generic", self.selected_item.parent.rigidbody.x, self.selected_item.parent.rigidbody.y, 1,1)
									)
								self.root.state_manager.states["game"].entities[-1].pick_up(self.selected_item)
								del self.selected_item.parent.inventory[self.selected_item.parent.inventory.index(self.selected_item)]
								self.first_start()
							else:
								ui_states.interdict_ok(self.root, title="Error", text="Cannot drop equipped item!%nDequip with X first", button = "OK")
						elif not self.shop_editable:
							ui_states.interdict_ok(self.root, title="Error", text="Not Editable", button = "OK")
						else:
							ui_states.interdict_ok(self.root, title="Error", text="Not yours!", button = "OK")
					if event.key==pygame.K_u:
						if self.selected_item_is_owned and self.shop_editable:
							self.selected_item.fire()
						elif not self.shop_editable:
							ui_states.interdict_ok(self.root, title="Error", text="Not Editable", button = "OK")
						else:
							ui_states.interdict_ok(self.root, title="Error", text="Not yours!", button = "OK")
					if event.key==pygame.K_e:
						if self.selected_item_is_owned and self.shop_editable:
							self.root.state_manager.start_interdicting("hardpoint_select", {
								"inv_id":self.sm_id,
								"item":self.selected_item
							})
						elif not self.shop_editable:
							ui_states.interdict_ok(self.root, title="Error", text="Not Editable", button = "OK")
						else:
							ui_states.interdict_ok(self.root, title="Error", text="Not yours!", button = "OK")
					if event.key==pygame.K_s:
						if self.shop_editable:
							if self.selected_item.equipped==-1:
								self.selected_item.parent.try_stack(self.selected_item)
								self.first_start()
							else:
								ui_states.interdict_ok(self.root, title="Error", text="Dequip first", button = "OK")
						else:
							ui_states.interdict_ok(self.root, title="Error", text="Not Editable", button = "OK")
					if event.key==pygame.K_a:
						if self.shop_editable:
							text=inputbox.ask(self.root.screen.screen, "Number to take >> ")
							if text=="meme man 2k14" and self.selected_item.id_str=="money":
								self.ship.inventory.append(item.create_item(absroot, "moneygun", self.ship))
								self.first_start()
								critical("Paul Blart Mode Enabled")
							try:
								self.selected_item.parent.try_split(self.selected_item,
								int(text)
								)
							except AssertionError as e:
								ui_states.interdict_ok(absroot, title="Failure", text=str(e), button = "OK")
							self.first_start()
						else:
							ui_states.interdict_ok(self.root, title="Error", text="Not Editable", button = "OK")
					if event.key==pygame.K_t and self.is_shop:
						if self.selected_item_is_owned and self.shop_editable:
							if overlaps(self.selected_item.tags, self.shop_other.config.get("buys", ["_all"])) and self.selected_item.can_sell:
								cost=self.selected_item.get_cost()*absroot.galaxy.get_sector().get_sell_price(self.selected_item)
								def _yes(*a,**k):
									self.shop_other.pick_up(self.selected_item)
									del self.selected_item.parent.inventory[self.selected_item.parent.inventory.index(self.selected_item)]
									self.selected_item.reparent(self.shop_other)
									
									
									self.ship.inventory.append(item.create_item(absroot, "money", self.ship))
									self.ship.inventory[-1].count=cost
									self.ship.try_stack(self.ship.inventory[-1])
									self.selected_item=None
									self.first_start()
								if absroot.settings["gameplay"]["buysell_confirm"]:
									ui_states.interdict_yn(self.root, title="Confirm", text="Are you sure you want to sell "+str(self.selected_item.count)+" "+self.selected_item.name+" for "+str(cost),
									 button_y = "SELL", button_n="NO", callback_y=_yes)
								else:
									_yes()
							elif not self.selected_item.can_sell:
								ui_states.interdict_ok(self.root, title="Sorry...", text="You can't sell that", button = "OK")
							else:
								ui_states.interdict_ok(self.root, title="Sorry...", text="I don't buy that", button = "OK")

						elif not self.shop_editable:
							ui_states.interdict_ok(self.root, title="Error", text="Not Editable", button = "OK")
						else:
							if self.selected_item.can_buy:
								if self.ship.get_item("money"):
									cost=self.selected_item.get_cost()*absroot.galaxy.get_sector().get_buy_price(self.selected_item)
									if self.ship.get_item("money").count>cost:
										def _yes(*a, **k):
											self.ship.pick_up(self.selected_item)

											del self.selected_item.parent.inventory[self.selected_item.parent.inventory.index(self.selected_item)]
											
											self.selected_item.reparent(self.ship)
											
											self.ship.get_item("money").consume(cost)
											self.first_start()
											self.selected_item=None
										if absroot.settings["gameplay"]["buysell_confirm"]:
											ui_states.interdict_yn(self.root, title="Confirm", text="Are you sure you want to buy "+str(self.selected_item.count)+" "+self.selected_item.name+" for "+str(cost),
								 			 button_y = "BUY", button_n="NO", callback_y=_yes)
										else:
											_yes()
									else:
										ui_states.interdict_ok(self.root, title="Sorry...", text="You don't have enough money.%nNeed "+str(cost), button = "OK")
								else:
									ui_states.interdict_ok(self.root, title="Sorry...", text="You don't even have 1 money!", button = "OK")
							else:
								ui_states.interdict_ok(self.root, title="Sorry...", text="You can't buy that", button = "OK")

			if event.type==pygame.MOUSEBUTTONDOWN:
				adj_pos=list(pygame.mouse.get_pos())
				#adj_pos[1]+=self.OFFSET
				if event.button==1:	
					for l in self.tiles:
						if l[1].collidepoint(adj_pos):
							self.selected_item=l[0]
							self.selected_item_is_owned=l[3]
				if event.button==4:
					for l in self.tiles:
						l[1].move_ip(0,64)
					self.initial_offset+=64
				if event.button==5:
					for l in self.tiles:
						l[1].move_ip(0,-64)
					self.initial_offset-=64
def computer_choose_a_random_target():
    shipX = random.randint(1, 8)
    shipY = random.randint(1, 8)
    return create_ship(shipX, shipY, 1, 1)
Example #21
0
    def process_events(self, events):
        for event in events:
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    self.finish()
                if self.selected_item:
                    if event.key == pygame.K_x:
                        if self.selected_item_is_owned:
                            self.selected_item.dequip()
                            self.first_start()
                        else:
                            ui_states.interdict_ok(self.root,
                                                   title="Error",
                                                   text="Not yours!",
                                                   button="OK")
                    if event.key == pygame.K_d:
                        if self.selected_item_is_owned and self.shop_editable:
                            if self.selected_item.equipped == -1:
                                self.root.state_manager.states[
                                    "game"].entities.append(
                                        ship.create_ship(
                                            self.root, "cargo_pod_generic",
                                            self.selected_item.parent.
                                            rigidbody.x, self.selected_item.
                                            parent.rigidbody.y, 1, 1))
                                self.root.state_manager.states[
                                    "game"].entities[-1].pick_up(
                                        self.selected_item)
                                del self.selected_item.parent.inventory[
                                    self.selected_item.parent.inventory.index(
                                        self.selected_item)]
                                self.first_start()
                            else:
                                ui_states.interdict_ok(
                                    self.root,
                                    title="Error",
                                    text=
                                    "Cannot drop equipped item!%nDequip with X first",
                                    button="OK")
                        elif not self.shop_editable:
                            ui_states.interdict_ok(self.root,
                                                   title="Error",
                                                   text="Not Editable",
                                                   button="OK")
                        else:
                            ui_states.interdict_ok(self.root,
                                                   title="Error",
                                                   text="Not yours!",
                                                   button="OK")
                    if event.key == pygame.K_u:
                        if self.selected_item_is_owned and self.shop_editable:
                            self.selected_item.fire()
                        elif not self.shop_editable:
                            ui_states.interdict_ok(self.root,
                                                   title="Error",
                                                   text="Not Editable",
                                                   button="OK")
                        else:
                            ui_states.interdict_ok(self.root,
                                                   title="Error",
                                                   text="Not yours!",
                                                   button="OK")
                    if event.key == pygame.K_e:
                        if self.selected_item_is_owned and self.shop_editable:
                            self.root.state_manager.start_interdicting(
                                "hardpoint_select", {
                                    "inv_id": self.sm_id,
                                    "item": self.selected_item
                                })
                        elif not self.shop_editable:
                            ui_states.interdict_ok(self.root,
                                                   title="Error",
                                                   text="Not Editable",
                                                   button="OK")
                        else:
                            ui_states.interdict_ok(self.root,
                                                   title="Error",
                                                   text="Not yours!",
                                                   button="OK")
                    if event.key == pygame.K_s:
                        if self.shop_editable:
                            if self.selected_item.equipped == -1:
                                self.selected_item.parent.try_stack(
                                    self.selected_item)
                                self.first_start()
                            else:
                                ui_states.interdict_ok(self.root,
                                                       title="Error",
                                                       text="Dequip first",
                                                       button="OK")
                        else:
                            ui_states.interdict_ok(self.root,
                                                   title="Error",
                                                   text="Not Editable",
                                                   button="OK")
                    if event.key == pygame.K_a:
                        if self.shop_editable:
                            text = inputbox.ask(self.root.screen.screen,
                                                "Number to take >> ")
                            if text == "meme man 2k14" and self.selected_item.id_str == "money":
                                self.ship.inventory.append(
                                    item.create_item(absroot, "moneygun",
                                                     self.ship))
                                self.first_start()
                                critical("Paul Blart Mode Enabled")
                            try:
                                self.selected_item.parent.try_split(
                                    self.selected_item, int(text))
                            except AssertionError as e:
                                ui_states.interdict_ok(absroot,
                                                       title="Failure",
                                                       text=str(e),
                                                       button="OK")
                            self.first_start()
                        else:
                            ui_states.interdict_ok(self.root,
                                                   title="Error",
                                                   text="Not Editable",
                                                   button="OK")
                    if event.key == pygame.K_t and self.is_shop:
                        if self.selected_item_is_owned and self.shop_editable:
                            if overlaps(
                                    self.selected_item.tags,
                                    self.shop_other.config.get(
                                        "buys",
                                        ["_all"
                                         ])) and self.selected_item.can_sell:
                                cost = self.selected_item.get_cost(
                                ) * absroot.galaxy.get_sector().get_sell_price(
                                    self.selected_item)

                                def _yes(*a, **k):
                                    self.shop_other.pick_up(self.selected_item)
                                    del self.selected_item.parent.inventory[
                                        self.selected_item.parent.inventory.
                                        index(self.selected_item)]
                                    self.selected_item.reparent(
                                        self.shop_other)

                                    self.ship.inventory.append(
                                        item.create_item(
                                            absroot, "money", self.ship))
                                    self.ship.inventory[-1].count = cost
                                    self.ship.try_stack(
                                        self.ship.inventory[-1])
                                    self.selected_item = None
                                    self.first_start()

                                if absroot.settings["gameplay"][
                                        "buysell_confirm"]:
                                    ui_states.interdict_yn(
                                        self.root,
                                        title="Confirm",
                                        text="Are you sure you want to sell " +
                                        str(self.selected_item.count) + " " +
                                        self.selected_item.name + " for " +
                                        str(cost),
                                        button_y="SELL",
                                        button_n="NO",
                                        callback_y=_yes)
                                else:
                                    _yes()
                            elif not self.selected_item.can_sell:
                                ui_states.interdict_ok(
                                    self.root,
                                    title="Sorry...",
                                    text="You can't sell that",
                                    button="OK")
                            else:
                                ui_states.interdict_ok(self.root,
                                                       title="Sorry...",
                                                       text="I don't buy that",
                                                       button="OK")

                        elif not self.shop_editable:
                            ui_states.interdict_ok(self.root,
                                                   title="Error",
                                                   text="Not Editable",
                                                   button="OK")
                        else:
                            if self.selected_item.can_buy:
                                if self.ship.get_item("money"):
                                    cost = self.selected_item.get_cost(
                                    ) * absroot.galaxy.get_sector(
                                    ).get_buy_price(self.selected_item)
                                    if self.ship.get_item(
                                            "money").count > cost:

                                        def _yes(*a, **k):
                                            self.ship.pick_up(
                                                self.selected_item)

                                            del self.selected_item.parent.inventory[
                                                self.selected_item.parent.
                                                inventory.index(
                                                    self.selected_item)]

                                            self.selected_item.reparent(
                                                self.ship)

                                            self.ship.get_item(
                                                "money").consume(cost)
                                            self.first_start()
                                            self.selected_item = None

                                        if absroot.settings["gameplay"][
                                                "buysell_confirm"]:
                                            ui_states.interdict_yn(
                                                self.root,
                                                title="Confirm",
                                                text=
                                                "Are you sure you want to buy "
                                                +
                                                str(self.selected_item.count) +
                                                " " + self.selected_item.name +
                                                " for " + str(cost),
                                                button_y="BUY",
                                                button_n="NO",
                                                callback_y=_yes)
                                        else:
                                            _yes()
                                    else:
                                        ui_states.interdict_ok(
                                            self.root,
                                            title="Sorry...",
                                            text=
                                            "You don't have enough money.%nNeed "
                                            + str(cost),
                                            button="OK")
                                else:
                                    ui_states.interdict_ok(
                                        self.root,
                                        title="Sorry...",
                                        text="You don't even have 1 money!",
                                        button="OK")
                            else:
                                ui_states.interdict_ok(
                                    self.root,
                                    title="Sorry...",
                                    text="You can't buy that",
                                    button="OK")

            if event.type == pygame.MOUSEBUTTONDOWN:
                adj_pos = list(pygame.mouse.get_pos())
                #adj_pos[1]+=self.OFFSET
                if event.button == 1:
                    for l in self.tiles:
                        if l[1].collidepoint(adj_pos):
                            self.selected_item = l[0]
                            self.selected_item_is_owned = l[3]
                if event.button == 4:
                    for l in self.tiles:
                        l[1].move_ip(0, 64)
                    self.initial_offset += 64
                if event.button == 5:
                    for l in self.tiles:
                        l[1].move_ip(0, -64)
                    self.initial_offset -= 64
Example #22
0
        p = t.data[1]
        n = t.data[0]
        r.screen.draw_line(n["color"], p.get_center(),
                           ship2.rotated_rect.center, n["thickness"])

    tasks.add_task(r, "render_last",
                   tasks.Task(_internal, n["duration"], (n, p)))
    return True


primitives.register_primitive(root, "render_laser_beam", test)

item.load_dir(root, "extentions/stock/items")
ship.load_dir(root, "extentions/stock/ships")

player = ship.create_ship(root, "cargo_transport_test", 100, 100)
ship2 = ship.create_ship(root, "destroyer_transport_test", 200, 200)
ship2.velocity = 3.5
stars = pygame.transform.scale(
    pygame.image.load("stars-1.png").convert_alpha(), (500, 500))
nebulae = [
    pygame.image.load(
        "extentions/stock/image/bg-elements/nebula-1.png").convert_alpha(),
    pygame.image.load(
        "extentions/stock/image/bg-elements/nebula-2.png").convert_alpha(),
    pygame.image.load(
        "extentions/stock/image/bg-elements/nebula-3.png").convert_alpha()
]
planets = [
    pygame.image.load(
        "extentions/stock/image/planets/planet-1.png").convert_alpha(),
Example #23
0
root.font=pygame.font.Font("kenvector_future_thin.ttf", 15)
root.screen=scrollingscreen

def test(r, n, p):
	def _internal(t, r):
		p=t.data[1]
		n=t.data[0]
		r.screen.draw_line(n["color"], p.get_center(), ship2.rotated_rect.center, n["thickness"])
	tasks.add_task(r, "render_last", tasks.Task(_internal, n["duration"], (n, p)))
	return True
primitives.register_primitive(root, "render_laser_beam", test)

item.load_dir(root, "extentions/stock/items")
ship.load_dir(root, "extentions/stock/ships")

player=ship.create_ship(root, "cargo_transport_test", 100, 100)
ship2=ship.create_ship(root, "destroyer_transport_test", 200, 200)
ship2.velocity=3.5
stars=pygame.transform.scale(pygame.image.load("stars-1.png").convert_alpha(), (500,500))
nebulae=[
	pygame.image.load("extentions/stock/image/bg-elements/nebula-1.png").convert_alpha(),
	pygame.image.load("extentions/stock/image/bg-elements/nebula-2.png").convert_alpha(),
	pygame.image.load("extentions/stock/image/bg-elements/nebula-3.png").convert_alpha()
]
planets=[
	pygame.image.load("extentions/stock/image/planets/planet-1.png").convert_alpha(),
	pygame.image.load("extentions/stock/image/planets/planet-2.png").convert_alpha(),
	pygame.image.load("extentions/stock/image/planets/planet-3.png").convert_alpha(),
	pygame.image.load("extentions/stock/image/planets/planet-4.png").convert_alpha(),
	pygame.image.load("extentions/stock/image/planets/planet-5.png").convert_alpha(),
	pygame.image.load("extentions/stock/image/planets/planet-6.png").convert_alpha(),