Example #1
0
def loop(g,s):
    sprite.apply_gravity(g,s)
    sprite.apply_standing(g,s)
    
    #if s.rect.x == s._prev.x:
    #    s.vx = -s.vx
    #s._prev = pygame.Rect(s.rect)

    if g.player.rect.centerx > s.rect.centerx:
        s.vx += 0.05
    elif g.player.rect.centerx < s.rect.centerx:
        s.vx -= 0.05

    if s.vx > 0.0:
        s.image = 'robo-right'
    elif s.vx < 0.0:
        s.image = 'robo-left'

    if sprite.get_code(g,s,sign(s.vx),0) == CODE_ROBO_TURN:
        s.vx = 0.0

    s.vx = min(2.0, s.vx)
    s.vx = max(-2.0, s.vx)

    s.rect.x += sprite.myinc(g.frame, s.vx)
    s.rect.y += sprite.myinc(g.frame, s.vy)
Example #2
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    # if s.rect.x == s._prev.x:
    #    s.vx = -s.vx
    # s._prev = pygame.Rect(s.rect)

    if g.player.rect.centerx > s.rect.centerx:
        s.vx += 0.05
    elif g.player.rect.centerx < s.rect.centerx:
        s.vx -= 0.05

    if s.vx > 0.0:
        s.image = 'robo-right'
    elif s.vx < 0.0:
        s.image = 'robo-left'

    if sprite.get_code(g, s, sign(s.vx), 0) == CODE_ROBO_TURN:
        s.vx = 0.0

    s.vx = min(2.0, s.vx)
    s.vx = max(-2.0, s.vx)

    s.rect.x += sprite.myinc(g.frame, s.vx)
    s.rect.y += sprite.myinc(g.frame, s.vy)
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    #if s._prev != None:
    #if s.rect.x == s._prev.x or sprite.get_code(g,s,sign(s.vx),0) == CODE_BROBO_TURN:
    if sprite.get_code(g, s, sign(s.vx), 0) == CODE_BROBO_TURN:
        s.vx = -s.vx

    s._prev = pygame.Rect(s.rect)

    if s.vx > 0:
        s.facing = 'right'
    elif s.vx < 0:
        s.facing = 'left'
    s.image = 'brobo-%s-%s' % (s.facing, (g.frame / 10) % 2)

    #if s.shoot == 0:
    #    shot = laser.init(g,s.rect,s)
    #    g.sprites.append(shot)
    #    s.shoot = 60

    #s.shoot -= 1

    s.rect.x += sprite.myinc(g.frame, s.vx)
    s.rect.y += sprite.myinc(g.frame, s.vy)
Example #4
0
def loop(g,s):
    sprite.apply_gravity(g,s)
    sprite.apply_standing(g,s)
    
    #if s._prev != None:
        #if s.rect.x == s._prev.x or sprite.get_code(g,s,sign(s.vx),0) == CODE_BROBO_TURN:
    if sprite.get_code(g,s,sign(s.vx),0) == CODE_BROBO_TURN:
            s.vx = -s.vx

    s._prev = pygame.Rect(s.rect)

    if s.vx > 0:
        s.facing = 'right'
    elif s.vx < 0:
        s.facing = 'left'
    s.image = 'brobo-%s-%s' % (s.facing, (g.frame/10)%2)

    
    #if s.shoot == 0:
    #    shot = laser.init(g,s.rect,s)
    #    g.sprites.append(shot)
    #    s.shoot = 60

    #s.shoot -= 1
    
    s.rect.x += sprite.myinc(g.frame,s.vx)
    s.rect.y += sprite.myinc(g.frame,s.vy)
 def loop(g, s):
     a.timer -= 1
     if a.timer > 0:
         return
     if a.timer == 0:
         g.game.sfx['fally'].play()
     sprite.apply_gravity(g, s)
     s.rect.y += s.vy
Example #6
0
 def loop(g, s):
     a.timer -= 1
     if a.timer > 0:
         return
     if a.timer == 0:
         g.game.sfx['fally'].play()
     sprite.apply_gravity(g, s)
     s.rect.y += s.vy
Example #7
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    if s.rect.x == s._prev.x:
        s.vx = -s.vx
    s._prev = pygame.Rect(s.rect)

    s.rect.x += s.vx * 1
    s.rect.y += s.vy
Example #8
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    if s.rect.x == s._prev.x:
        s.vx = -s.vx
    s._prev = pygame.Rect(s.rect)

    s.rect.x += s.vx * 1
    s.rect.y += s.vy
Example #9
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    # if s.rect.x == s._prev.x:
    # s.vx = -s.vx
    # s._prev = pygame.Rect(s.rect)

    s.rect.x += s.vx
    s.rect.y += sprite.myinc(g.frame, s.vy)
Example #10
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    if s.bounces > 0 and s.standing:
        sprite.stop_standing(g, s)
        s.vy = -s.bounces * 0.75
        s.bounces -= 1
        if s.bounces == 0:
            s.vx = 0

    s.rect.x += sprite.myinc(g.frame, s.vx)
    s.rect.y += sprite.myinc(g.frame, s.vy)

    s.life -= 1
    if s.life == 0:
        s.active = False
Example #11
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    if s.moving and s.rect.x == s._prev.x or sprite.get_code(
            g, s, sign(s.vx), 0) == CODE_SENTINEL_TURN:
        s.vx = -s.vx
        if s.vx < 0:
            s.facing = 'left'
        else:
            s.facing = 'right'
    s._prev = pygame.Rect(s.rect)

    s.rect.x += s.vx
    s.rect.y += s.vy

    if s.idling > 0:
        if s.idling % 40 > 20:
            s.facing = 'left'
        else:
            s.facing = 'right'
        s.idling -= 1
        if s.idling == 0:
            s.moving = 90
            # if g.game.random % 2 == 0:
            if random.randint(0, 1):
                s.vx = -s.speed
                s.facing = 'left'
            else:
                s.vx = s.speed
                s.facing = 'right'
    elif s.moving > 0:
        s.moving -= 1
        if s.moving == 0:
            s.idling = 80
            s.vx = 0
    else:
        s.idling = 80

    if s.vx < 0:
        s.facing = 'left'
    else:
        s.facing = 'right'

    s.image = 'sentinel/sentinel-%s-%s' % (s.facing, (s.frame / 5) % 2)
    s.frame += 1
Example #12
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    if s.moving and s.rect.x == s._prev.x or sprite.get_code(g, s, sign(s.vx), 0) == CODE_SENTINEL_TURN:
        s.vx = -s.vx
        if s.vx < 0:
            s.facing = 'left'
        else:
            s.facing = 'right'
    s._prev = pygame.Rect(s.rect)

    s.rect.x += s.vx
    s.rect.y += s.vy

    if s.idling > 0:
        if s.idling % 40 > 20:
            s.facing = 'left'
        else:
            s.facing = 'right'
        s.idling -= 1
        if s.idling == 0:
            s.moving = 90
            # if g.game.random % 2 == 0:
            if random.randint(0, 1):
                s.vx = -s.speed
                s.facing = 'left'
            else:
                s.vx = s.speed
                s.facing = 'right'
    elif s.moving > 0:
        s.moving -= 1
        if s.moving == 0:
            s.idling = 80
            s.vx = 0
    else:
        s.idling = 80

    if s.vx < 0:
        s.facing = 'left'
    else:
        s.facing = 'right'

    s.image = 'sentinel/sentinel-%s-%s' % (s.facing, (s.frame / 5) % 2)
    s.frame += 1
Example #13
0
def loop(g,s):
    print 'loop'
    sprite.apply_gravity(g,s)
    sprite.apply_standing(g,s)

    print s.vy

    if s.next_jump == 0 and s.standing:
        s.vy = -6.0
        s.next_jump = FPS * 2
        sprite.stop_standing(g,s)
    if s.next_jump > 0:
        s.next_jump -= 1
    
    #if s.rect.x == s._prev.x:
        #s.vx = -s.vx
    s._prev = pygame.Rect(s.rect)
    
    #s.rect.x += s.vx
    s.rect.y += sprite.myinc(g.frame,s.vy)
def loop(g, s):
    # print 'loop'
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    # print s.vy

    if s.next_jump == 0 and s.standing:
        s.vy = -6.0
        s.next_jump = FPS * 2
        sprite.stop_standing(g, s)
    if s.next_jump > 0:
        s.next_jump -= 1

    # if s.rect.x == s._prev.x:
    # s.vx = -s.vx
    s._prev = pygame.Rect(s.rect)

    # s.rect.x += s.vx
    s.rect.y += sprite.myinc(g.frame, s.vy)
Example #15
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    if s.moving and s.rect.x == s._prev.x or sprite.get_code(
            g, s, sign(s.vx), 0) == CODE_SENTINEL_TURN:
        s.vx = -s.vx
        if s.vx < 0:
            s.facing = 'left'
        else:
            s.facing = 'right'
    s._prev = pygame.Rect(s.rect)

    s.rect.x += s.vx
    s.rect.y += s.vy

    if s.idling > 0:
        if s.idling % 220 > 60:
            s.facing = 'left'
        else:
            s.facing = 'right'
        s.idling -= 1
        if s.idling == 0:
            s.moving = 80
            #if g.game.random % 2 == 0:
            if random.randint(0, 1):
                s.vx = -1
                s.facing = 'left'
            else:
                s.vx = 1
                s.facing = 'right'
    elif s.moving > 0:
        s.moving -= 1
        if s.moving == 0:
            s.idling = 240
            s.vx = 0
    else:
        s.idling = 240

    s.image = 'zombie/zombie-%s-%s' % (s.facing, (s.frame / 8) % 4)
    s.frame += 1
Example #16
0
def loop(g,s):
    sprite.apply_gravity(g,s)
    sprite.apply_standing(g,s)
    
    #if s.rect.x == s._prev.x: # or sprite.get_code(g,s,sign(s.vx),0) == CODE_PARASIT_TURN:
    #    s.vx = -s.vx

    s._prev = pygame.Rect(s.rect)

    if g.player.rect.centerx > s.rect.centerx:
        s.vx += 0.02
    elif g.player.rect.centerx < s.rect.centerx:
        s.vx -= 0.02

    if s.vx > 0.0:
        s.facing = 'right'
    elif s.vx < 0.0:
        s.facing = 'left'
    s.image = 'parasit/parasit-%s-%s' % (s.facing, (g.frame / 10) % 4)

    if sprite.get_code(g,s,sign(s.vx),0) == CODE_PARASIT_TURN:
        s.vx = 0.0

    s.vx = min(1.0, s.vx)
    s.vx = max(-1.0, s.vx)
    
    if s.shoot == 0:
        shot = parasitshoot.init(g,s.rect,s)
        #g.sprites.append(shot)
        s.shoot = 120
        s.shooting = 10

    if s.shooting > 0:
        s.image = 'parasit/parasit-%s-shoot' % (s.facing)
        s.shooting -= 1

    s.shoot -= 1
    
    s.rect.x += sprite.myinc(g.frame,s.vx)
    s.rect.y += sprite.myinc(g.frame,s.vy)
Example #17
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    if s.moving and s.rect.x == s._prev.x or sprite.get_code(g, s, sign(s.vx), 0) == CODE_SENTINEL_TURN:
        s.vx = -s.vx
        if s.vx < 0:
            s.facing = 'left'
        else:
            s.facing = 'right'
    s._prev = pygame.Rect(s.rect)

    s.rect.x += s.vx
    s.rect.y += s.vy

    if s.idling > 0:
        if s.idling % 220 > 60:
            s.facing = 'left'
        else:
            s.facing = 'right'
        s.idling -= 1
        if s.idling == 0:
            s.moving = 80
            # if g.game.random % 2 == 0:
            if random.randint(0, 1):
                s.vx = -1
                s.facing = 'left'
            else:
                s.vx = 1
                s.facing = 'right'
    elif s.moving > 0:
        s.moving -= 1
        if s.moving == 0:
            s.idling = 240
            s.vx = 0
    else:
        s.idling = 240

    s.image = 'zombie/zombie-%s-%s' % (s.facing, (s.frame / 8) % 4)
    s.frame += 1
Example #18
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    #if s.rect.x == s._prev.x: # or sprite.get_code(g,s,sign(s.vx),0) == CODE_SHOOTBOT_TURN:
    #    s.vx = -s.vx

    s._prev = pygame.Rect(s.rect)

    if g.player.rect.centerx > s.rect.centerx:
        s.vx += 0.01
    elif g.player.rect.centerx < s.rect.centerx:
        s.vx -= 0.01

    if s.vx > 0.0:
        s.facing = 'right'
    elif s.vx < 0.0:
        s.facing = 'left'
    s.image = 'shootbot-%s-%s' % (s.facing, (g.frame / 10) % 4)

    if sprite.get_code(g, s, sign(s.vx), 0) == CODE_SHOOTBOT_TURN:
        s.vx = 0.0

    s.vx = min(1.0, s.vx)
    s.vx = max(-1.0, s.vx)

    if s.shoot == 0:
        shot = laser.init(g, s.rect, s)
        g.sprites.append(shot)
        s.shoot = 120
        s.shooting = 10

    if s.shooting > 0:
        s.image = 'shootbot-%s-shoot' % (s.facing)
        s.shooting -= 1

    s.shoot -= 1

    s.rect.x += sprite.myinc(g.frame, s.vx)
    s.rect.y += sprite.myinc(g.frame, s.vy)
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    if s.moving and s.rect.x == s._prev.x or sprite.get_code(
            g, s, sign(s.vx), 0) == CODE_FIREGUY_TURN:
        s.vx = -s.vx
        if s.vx < 0:
            s.facing = 'left'
        else:
            s.facing = 'right'
    s._prev = pygame.Rect(s.rect)

    s.rect.x += s.vx
    s.rect.y += s.vy

    if s.idling > 0:
        if s.idling % 120 > 60:
            s.facing = 'left'
        else:
            s.facing = 'right'
        s.idling -= 1
        if s.idling == 0:
            s.moving = 90
            if g.game.random % 2 == 0:
                s.vx = -1
                s.facing = 'left'
            else:
                s.vx = 1
                s.facing = 'right'
    elif s.moving > 0:
        s.moving -= 1
        if s.moving == 0:
            s.idling = 240
            s.vx = 0
    else:
        s.idling = 240

    s.image = 'fireguy-%s-%s' % (s.facing, (s.frame / 5) % 2)
    s.frame += 1
Example #20
0
def loop(g,s):
    sprite.apply_gravity(g,s)
    sprite.apply_standing(g,s)
    
    if s.moving and s.rect.x == s._prev.x or sprite.get_code(g,s,sign(s.vx),0) == CODE_FIREGUY_TURN:
        s.vx = -s.vx
        if s.vx < 0:
            s.facing = 'left'
        else:
            s.facing = 'right'
    s._prev = pygame.Rect(s.rect)
    
    s.rect.x += s.vx
    s.rect.y += s.vy

    if s.idling > 0:
        if s.idling % 120 > 60:
            s.facing = 'left'
        else:
            s.facing = 'right'
        s.idling -= 1
        if s.idling == 0:
            s.moving = 90
            if g.game.random % 2 == 0:
                s.vx = -1
                s.facing = 'left'
            else:
                s.vx = 1
                s.facing = 'right'
    elif s.moving > 0:
        s.moving -= 1
        if s.moving == 0:
            s.idling = 240
            s.vx = 0
    else:
        s.idling = 240
        
    s.image = 'fireguy-%s-%s' % (s.facing, (s.frame / 5) % 2)
    s.frame += 1
Example #21
0
def loop(g,s):
    sprite.apply_gravity(g,s)
    sprite.apply_standing(g,s)
    
    #if s.standing != None and s.vx != 0:
        #next_tile = g.layer[s.standing.pos[1]][s.standing.pos[0] + s.direction]
        #next2_tile = g.layer[s.standing.pos[1]][s.standing.pos[0] + s.direction*2]
        #if (next_tile.standable == 0) or (next2_tile.standable == 0):
            #s.rect.x = s._prev.x    
            #s.direction = - s.direction
            #s.next_frame = 1
    if s.walking:
        if s._prev != None:
            if s.rect.x == s._prev.x or sprite.get_code(g,s,sign(s.vx),0) == CODE_FROG_TURN:
                s.vx = -s.vx
                s.next_frame=1
                
        if s.standing != None and sprite.get_code(g,s,sign(s.vx),1) == CODE_FROG_JUMP:
            #s.vy_jump = -4.0
            s.vy_jump = -1.8
            if sprite.get_code(g,s,sign(s.vx)*2,1) == CODE_FROG_JUMP:
                #s.vy_jump = -6.5
                s.vy_jump = -3.0
                if sprite.get_code(g,s,sign(s.vx)*3,1) == CODE_FROG_JUMP:
                    #s.vy_jump = -8.5
                    s.vy_jump = -4.1
                
            s.jumping = True
            s.walking = False
            s.next_frame = 20
            if s.vx > 0:
                s.image = 'frog/prejump-right'
            elif s.vx < 0:
                s.image = 'frog/prejump-left' 
            
        s._prev = pygame.Rect(s.rect)
        
        s.rect.x += s.vx*1
        s.rect.y += s.vy
    else:
        s._prev = pygame.Rect(s.rect)
        if (s.next_frame <= 0): 
            if (s.standing != None):
                s.walking=True
                s.jumping=False
                s.next_frame=1
            #s.vx*1
            vx = s.vx*1.5
            s.rect.x += sprite.myinc(g.frame,vx)
            s.rect.y += sprite.myinc(g.frame,s.vy)
            
    s.next_frame -= 1
    if s.next_frame == 0:
        if s.jumping:
            sprite.stop_standing(g,s)
            s.vy = s.vy_jump
            if s.vx > 0:
                s.image = 'frog/jump-right'
            elif s.vx < 0:
                s.image = 'frog/jump-left' 
        else: 
            s.next_frame = 6
            s.frame += 1
            if s.frame > 4:
                s.frame = 0
            if s.vx > 0:
                s.image = 'frog/walk-right-' + str(s.frame)
            elif s.vx < 0:
                s.image = 'frog/walk-left-' + str(s.frame)
Example #22
0
def loop(g, s):
    s._prev2 = pygame.Rect(s.rect)

    if s.powered_up == 'cannon':
        s.weapon = 'cannon'
    elif s.powered_up == 'shootgun':
        s.weapon = 'shootgun'
    elif s.powered_up == 'laser':
        s.weapon = 'laser'
    elif s.powered_up == 'granadelauncher':
        s.weapon = 'granadelauncher'
    else:
        s.weapon = 'player'

    inpt = g.game.input

    if s.vy < 0:
        s.image = s.jetpack + "/" + s.weapon + '/%s-jump' % s.facing
    elif s.shooting > 0:
        if s.shooting > 5:
            s.image = s.jetpack + "/" + s.weapon + '/%s-shoot-1' % s.facing
        else:
            s.image = s.jetpack + "/" + s.weapon + '/%s-shoot-2' % s.facing
        s.shooting -= 1
    elif inpt.right or inpt.left and s.standing:
        s.image = s.jetpack + "/" + s.weapon + '/%s-walk-%s' % (
            s.facing, int(s.walk_frame))
        s.walk_frame += 0.2
        if s.walk_frame > 4:
            s.walk_frame = 1
    else:
        s.image = s.jetpack + "/" + s.weapon + '/%s' % s.facing
    if s.vx > 0:
        s.facing = 'right'
    elif s.vx < 0:
        s.facing = 'left'

    if s.image is not None:
        if s.damaged_transition > 0:
            if (s.damaged_transition % 10) > 5:
                s.image = None
            else:
                if s.vy < 0:
                    s.image = s.jetpack + "/" + s.weapon + '/%s-jump' % s.facing

                elif inpt.right or inpt.left and s.standing:
                    s.image = s.jetpack + "/" + s.weapon + '/%s-walk-%s' % (
                        s.facing, int(s.walk_frame))
                else:
                    s.image = s.jetpack + "/" + s.weapon + '/%s' % (s.facing)

            s.damaged_transition -= 1
        """
        elif s.powerup_transition > 0:
            if (s.powerup_transition % 10) > 5:
                s.image = s.image
            s.powerup_transition -= 1
        elif s.powered_up == '':
            s.image = s.image
            """

    if s.got_hit:
        if s.facing == "right":
            s.rect.x -= 2
        else:
            s.rect.x += 2
        s.got_hit -= 1

    if s.death_counter > 0:
        s.groups = set()
        if not s.no_explode:
            s.exploded += 1
            if s.exploded > FPS / 2:
                s.image = None
        else:
            s.image = None
        s.death_counter -= 1
        return
    if s.death_counter == 0:
        g.status = 'dead'
        return

    if s.exploded > 0:
        s.exploded -= 1
        return

    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    if s.door_timer is not None:
        if s.door_timer == 0:
            x, y = s.door_pos  # s.rect.centerx/TW,s.rect.centery/TH
            import door
            # door.hit(g,g.layer[y][x],s)
            door.hit(g, (x, y), s)
            # tiles.t_put(g,(x,y), 0x30)
            # tiles.t_put(g,(x,y-1), 0x20)
            s.door_timer = None
        else:
            s.door_timer -= 1
            return

    # if s.standing: s.rect.bottom = s.standing.rect.top

    # check if we hit the ceiling
    if not s.jumping and s.vy < 0 and s.rect.y == s._prev.y:
        s.vy = 0

    # We have universal input code now (>__>)
    # move by keyboard
    # keys = pygame.key.get_pressed()

    if s.jumping:
        # print s.vy
        s.vy -= s.jumping

        if s.vy < -4:
            s.vy = -4

        if s.jetpack == "double_jump":
            s.jump_timer += 5
            s.jumping = max(0, s.jumping - 0.2)

        elif s.jetpack == 'fly':
            s.jumping = max(0, s.jumping)

        else:
            s.jump_timer += 4
            s.jumping = max(0, s.jumping - 0.2)

    if s.jump_timer and not s.jumping:
        s.jump_timer -= 1
        x_speed = 1.0
    else:
        x_speed = 1.0

    if g.frame % s.speed == 0:
        if inpt.right:
            s.vx = x_speed
            s.fancing = 'right'
        elif not inpt.right and s.vx > 0:
            s.vx = 0
        if inpt.left:
            s.vx = -x_speed
            s.facing = 'left'
        elif not inpt.left and s.vx < 0:
            s.vx = 0

        s._prev = pygame.Rect(s.rect)

        vx, vy = s.vx, s.vy
        s.rect.x += vx
        s.rect.y += sprite.myinc(g.frame, s.vy)

    # if keys[K_UP]: vy -= 1
    # if keys[K_DOWN]: vy += 1

    if s.flash_counter > 0:
        if s.flash_timer < 4:
            s.image = None
        if s.flash_timer == 0:
            s.flash_timer = 8
            s.flash_counter -= 1
        s.flash_timer -= 1

    s.looking = False

    if inpt.up:
        s.view_counter += 1
        if s.view_counter >= 60:
            g.view.y -= 2
            s.looking = True

    elif inpt.down:
        s.view_counter += 1
        if s.view_counter >= 60:
            g.view.y += 2
            s.looking = True
    else:
        s.view_counter = 0

    n = sprite.get_code(g, s, 0, 0)
    if n == CODE_EXIT and (g.game.chips[0] and g.game.chips[1]
                           and g.game.chips[2] and g.game.chips[3]):
        g.status = 'exit'
    if n == CODE_DOOR_AUTO:
        x, y = s.rect.centerx / TW, s.rect.centery / TH
        import door
        door.hit(g, (x, y), s)

    # pan_screen(g,s)

    # if (g.frame%FPS)==0: print 'player vy:',s.vy

    if hasattr(g, 'boss'):
        # print g.boss.phase, g.boss.phase_frames
        if g.boss.phase == 2 and g.boss.phase_frames == 60:
            for y in xrange(len(g.layer)):
                for x in xrange(len(g.layer[y])):
                    if g.data[2][y][x] == CODE_BOSS_PHASE2_BLOCK:
                        tiles.t_put(g, (x, y), 0x01)  # solid tile
        if g.boss.dead:
            g.status = 'exit'
            # pygame.mixer.music.load("
            # g.game.music.play('finish',1)

    if hasattr(s, "shoot"):
        s.shoot.cooldown -= 1
        if s.shoot.cooldown == 0:
            s.canshoot = True

    if g.game.drone is not None and s.drone != g.game.drone:
        s.drone = g.game.drone

        if hasattr(s.drone_sprite, "active"):
            s.drone_sprite.active = False
        s.drone_sprite = sprites.drone.init(g, s.rect, s, s.drone)

        if s.drone == "defender" and s.shield is False:
            s.shield_sprite = sprites.shield.init(g, s.rect, s)
            s.shield = True

    if s.drone != "defender" and s.shield is True:
        s.shield_sprite.active = False
        s.shield = False

    if s.shield is False and s.shield_counter:
        if s.shield_counter > 1:
            s.shield_counter -= 1
        else:
            s.shield_counter = 0
            if s.drone == "defender" and s.shield is False:
                s.shield_sprite = sprites.shield.init(g, s.rect, s)
                s.shield = True

    s.jetpack = g.game.jetpack
    s.strength = g.game.strength
    s.powered_up = g.game.powerup
Example #23
0
def loop(g, s):
    sprite.apply_gravity(g,s)
    sprite.apply_standing(g, s)

    # if s.rect.x == s._prev.x: # or sprite.get_code(g,s,sign(s.vx),0) == CODE_WIBERT_TURN:
    #   s.vx = -s.vx

    s._prev = pygame.Rect(s.rect)

    if g.player.rect.centerx > s.rect.centerx:
        s.vx += 0.02
    elif g.player.rect.centerx < s.rect.centerx:
        s.vx -= 0.02

    if s.vx > 0.0:
        s.facing = 'right'
    elif s.vx < 0.0:
        s.facing = 'left'
    s.image = 'wibert/wibert-%s-%s' % (s.facing, (g.frame / 10) % 4)

    if sprite.get_code(g, s, sign(s.vx), 0) == CODE_WIBERT_TURN:
        s.vx = 0.0

    s.vx = min(1.0, s.vx)
    s.vx = max(-1.0, s.vx)

    if s.idling > 0:
        if s.idling % 40 > 20:
            s.facing = 'left'
        else:
            s.facing = 'right'
        s.idling -= 1
        if s.idling == 0:
            s.moving = 90
            # if g.game.random % 2 == 0:
            if random.randint(0, 1):
                s.vx = -s.speed
                s.facing = 'left'
            else:
                s.vx = s.speed
                s.facing = 'right'
    elif s.moving > 0:
        s.moving -= 1
        if s.moving == 0:
            s.idling = 80
            s.vx = 0
    else:
        s.idling = 80

    if s.vx < 0:
        s.facing = 'left'
    else:
        s.facing = 'right'

    s.image = 'wibert/wibert-%s-%s' % (s.facing, (s.frame / 5) % 2)
    s.frame += 1

    if s.shoot == 0:
        shot = wibertshoot.init(g, s.rect, s)
        # g.sprites.append(shot)
        s.shoot = s.shoot_reload
        s.shooting = 5

    if s.shooting > 0:
        s.image = 'wibert/wibert-%s-shoot' % (s.facing)
        s.shooting -= 1

    s.shoot -= 1

    s.rect.x += sprite.myinc(g.frame, s.vx)
    s.rect.y += sprite.myinc(g.frame, s.vy)
Example #24
0
def loop(g,s):
    s._prev2 = pygame.Rect(s.rect)
    
    if s.death_counter > 0:
        s.groups = set()
        if not s.no_explode:
            s.exploded += 1
            if s.exploded > FPS/2:
                s.image = None
        else:
            s.image = None
        s.death_counter -= 1
        return
    if s.death_counter == 0:
        g.status = 'dead'
        return 
    
    if s.exploded > 0:
        if s.powered_up:
            s.image = 'player/right'
        else:
            s.image = 'splayer/right'
        s.exploded -=1 
        return
        

        
    sprite.apply_gravity(g,s)
    sprite.apply_standing(g,s)

    if s.door_timer != None:
        if s.door_timer == 0:
            x,y = s.door_pos#s.rect.centerx/TW,s.rect.centery/TH
            import door
            #door.hit(g,g.layer[y][x],s)
            door.hit(g,(x,y),s)
            #tiles.t_put(g,(x,y), 0x30)
            #tiles.t_put(g,(x,y-1), 0x20)
            s.door_timer = None
        else:
            s.door_timer -= 1
            return

    inpt = g.game.input
    
    #if s.standing: s.rect.bottom = s.standing.rect.top
    
    #check if we hit the ceiling
    if not s.jumping and s.vy < 0 and s.rect.y == s._prev.y:
        s.vy = 0
        
    # We have universal input code now (>__>)
    #move by keyboard
    #keys = pygame.key.get_pressed()
    
    if s.jumping:
        #print s.vy
        s.vy -= s.jumping
        s.jumping = max(0,s.jumping-0.2)
    
    inc = 0.5
    mx = 1.0
    if inpt.right and s.vx < mx:
        s.vx += inc
        s.facing = 'right'
    elif not inpt.right and s.vx > 0:    s.vx -= inc
    if inpt.left  and s.vx > -mx:
        s.vx -= inc
        s.facing = 'left'
    elif not inpt.left and s.vx < 0:    s.vx += inc

    
    s._prev = pygame.Rect(s.rect)

    vx,vy = s.vx,s.vy
    s.rect.x += vx
    s.rect.y += sprite.myinc(g.frame,s.vy)
    
    
    #if keys[K_UP]: vy -= 1
    #if keys[K_DOWN]: vy += 1
    
    if s.vy < 0:
        s.image = 'player/%s-jump' % (s.facing)
    elif s.shooting > 0:
        if s.shooting > 5:
            s.image = 'player/%s-shoot-1' % (s.facing)
        else:
            s.image = 'player/%s-shoot-2' % (s.facing)
        s.shooting -= 1
    elif inpt.right or inpt.left and s.standing:
        s.image = 'player/%s-walk-%s' % (s.facing, int(s.walk_frame))
        s.walk_frame += 0.2
        if s.walk_frame > 4:
            s.walk_frame = 1
    else:
        s.image = 'player/%s'%(s.facing)
    if s.flash_counter > 0:
        if s.flash_timer < 4:
            s.image = None
        if s.flash_timer == 0:
            s.flash_timer = 8
            s.flash_counter -= 1
        s.flash_timer -= 1
    if s.image != None:
        if s.powerup_transition > 0:
            if (s.powerup_transition % 10) > 5:
                s.image = 's' + s.image
            s.powerup_transition -= 1
        elif not s.powered_up:
            s.image = 's' + s.image
    
    s.looking = False
    if inpt.up:
        g.view.y -= 2
        s.looking = True
    if inpt.down:
        g.view.y += 2
        s.looking = True
    
    n = sprite.get_code(g,s,0,0) 
    if n == CODE_EXIT:
        g.status = 'exit'
    if n == CODE_DOOR_AUTO:
        x,y = s.rect.centerx/TW,s.rect.centery/TH
        import door
        door.hit(g,(x,y),s)

    
    #pan_screen(g,s)
    
    #if (g.frame%FPS)==0: print 'player vy:',s.vy

    if hasattr(g, 'boss'):
        #print g.boss.phase, g.boss.phase_frames
        if g.boss.phase == 2 and g.boss.phase_frames == 60:
            for y in xrange(len(g.layer)):
                for x in xrange(len(g.layer[y])):
                    if g.data[2][y][x] == CODE_BOSS_PHASE2_BLOCK:
                        tiles.t_put(g,(x,y),0x01) # solid tile
        if g.boss.dead:
            g.status = 'exit'
Example #25
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    # if s.standing != None and s.vx != 0:
    # next_tile = g.layer[s.standing.pos[1]][s.standing.pos[0] + s.direction]
    # next2_tile = g.layer[s.standing.pos[1]][s.standing.pos[0] + s.direction*2]
    # if (next_tile.standable == 0) or (next2_tile.standable == 0):
    # s.rect.x = s._prev.x
    # s.direction = - s.direction
    # s.next_frame = 1


    if g.frame % s.speed == 0:
        if s.walking:
            if s._prev != None:
                if s.rect.x == s._prev.x or sprite.get_code(g, s, sign(s.vx), 0) == CODE_ZOMBIE_TURN:
                    s.vx = -s.vx
                    s.next_frame = 1
                    if s.vx < 0:
                        s.facing = 'left'
                    else:
                        s.facing = 'right'

            if s.standing != None and sprite.get_code(g, s, sign(s.vx), 1) == CODE_ZOMBIE_JUMP:
                # s.vy_jump = -3.1
                """
				if sprite.get_code(g,s,sign(s.vx)*2,1) == CODE_ZOMBIE_JUMP:
					s.vy_jump = -3.0
					if sprite.get_code(g,s,sign(s.vx)*3,1) == CODE_ZOMBIE_JUMP:
						s.vy_jump = -4.1
				"""
                s.jumping = True
                s.walking = False
                s.next_frame = 20
                s.image = 'zombie/prejump-%s' % s.facing

            s._prev = pygame.Rect(s.rect)

            s.rect.x += s.vx
            s.rect.y += s.vy
        else:
            s._prev = pygame.Rect(s.rect)
            if (s.next_frame <= 0):
                if (s.standing != None):
                    s.walking = True
                    s.jumping = False
                    s.next_frame = 1
                # s.vx*1
                vx = s.vx
                s.rect.x += sprite.myinc(g.frame, vx)
                s.rect.y += sprite.myinc(g.frame, s.vy)

        s.next_frame -= 1
        if s.next_frame == 0:
            if s.jumping:
                sprite.stop_standing(g, s)
                s.vy = s.vy_jump
                s.image = 'zombie/jump-%s' % s.facing
            else:
                s.next_frame = s.frame_speed
                s.frame += 1
                if s.frame > 3:
                    s.frame = 0
                s.image = 'zombie/walk-%s-%s' % (s.facing, s.frame)
Example #26
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    # if s.standing != None and s.vx != 0:
    # next_tile = g.layer[s.standing.pos[1]][s.standing.pos[0] + s.direction]
    # next2_tile = g.layer[s.standing.pos[1]][s.standing.pos[0] + s.direction*2]
    # if (next_tile.standable == 0) or (next2_tile.standable == 0):
    # s.rect.x = s._prev.x
    # s.direction = - s.direction
    # s.next_frame = 1

    if s.flying:
        if s._prev != None:
            if s.rect.x == s._prev.x or sprite.get_code(g, s, sign(s.vx),
                                                        0) == CODE_BAT_TURN:
                s.vx = -s.vx
                s.next_frame = 1
                if s.vx < 0:
                    s.facing = 'left'
                else:
                    s.facing = 'right'

        if s.standing != None and sprite.get_code(g, s, sign(s.vx),
                                                  1) == CODE_BAT_ATTACK:
            s.vy_attack = -4
            """
			if sprite.get_code(g,s,sign(s.vx)*2,1) == CODE_BAT_ATTACK:
				s.vy_attack = -3.0
				if sprite.get_code(g,s,sign(s.vx)*3,1) == CODE_BAT_ATTACK:
					s.vy_attack = -4.1
			"""
            s.attacking = True
            s.flying = False
            s.next_frame = 20
            s.image = 'bat/preattack-%s' % s.facing

        s._prev = pygame.Rect(s.rect)

        s.rect.x += s.vx
        s.rect.y += s.vy
    else:
        s._prev = pygame.Rect(s.rect)
        if (s.next_frame <= 0):
            if (s.standing != None):
                s.flying = True
                s.attacking = False
                s.next_frame = 1
            # s.vx*1
            vx = s.vx
            s.rect.x += sprite.myinc(g.frame, vx)
            s.rect.y += sprite.myinc(g.frame, s.vy)

    s.next_frame -= 1
    if s.next_frame == 0:
        if s.attacking:
            sprite.stop_standing(g, s)
            s.vy = s.vy_attack
            s.image = 'bat/attack-%s' % s.facing
        else:
            s.next_frame = 6
            s.frame += 1
            if s.frame > 2:
                s.frame = 0
            s.image = 'bat/fly-%s-%s' % (s.facing, s.frame)
Example #27
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    # if s.rect.x == s._prev.x: # or sprite.get_code(g,s,sign(s.vx),0) == CODE_WIBERT_TURN:
    #   s.vx = -s.vx

    s._prev = pygame.Rect(s.rect)

    if g.player.rect.centerx > s.rect.centerx:
        s.vx += 0.02
    elif g.player.rect.centerx < s.rect.centerx:
        s.vx -= 0.02

    if s.vx > 0.0:
        s.facing = 'right'
    elif s.vx < 0.0:
        s.facing = 'left'
    s.image = 'wibert/wibert-%s-%s' % (s.facing, (g.frame / 10) % 4)

    if sprite.get_code(g, s, sign(s.vx), 0) == CODE_WIBERT_TURN:
        s.vx = 0.0

    s.vx = min(1.0, s.vx)
    s.vx = max(-1.0, s.vx)

    if s.idling > 0:
        if s.idling % 40 > 20:
            s.facing = 'left'
        else:
            s.facing = 'right'
        s.idling -= 1
        if s.idling == 0:
            s.moving = 90
            # if g.game.random % 2 == 0:
            if random.randint(0, 1):
                s.vx = -s.speed
                s.facing = 'left'
            else:
                s.vx = s.speed
                s.facing = 'right'
    elif s.moving > 0:
        s.moving -= 1
        if s.moving == 0:
            s.idling = 80
            s.vx = 0
    else:
        s.idling = 80

    if s.vx < 0:
        s.facing = 'left'
    else:
        s.facing = 'right'

    s.image = 'wibert/wibert-%s-%s' % (s.facing, (s.frame / 5) % 2)
    s.frame += 1

    if s.shoot == 0:
        shot = wibertshoot.init(g, s.rect, s)
        # g.sprites.append(shot)
        s.shoot = s.shoot_reload
        s.shooting = 5

    if s.shooting > 0:
        s.image = 'wibert/wibert-%s-shoot' % (s.facing)
        s.shooting -= 1

    s.shoot -= 1

    s.rect.x += sprite.myinc(g.frame, s.vx)
    s.rect.y += sprite.myinc(g.frame, s.vy)
def loop(g, s):
    if s.death_counter > 0:
        s.groups = set()
        s.exploded += 1
        if s.exploded > FPS / 2:
            s.image = None
        s.death_counter -= 1
        return
    if s.death_counter == 0:
        g.status = 'dead'
        return

    if s.exploded > 0:
        if s.powered_up:
            s.image = 'player/right'
        else:
            s.image = 'splayer/right'
        s.exploded -= 1
        return

    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    if s.door_timer != None:
        if s.door_timer == 0:
            x, y = s.door_pos  #s.rect.centerx/TW,s.rect.centery/TH
            import door
            #door.hit(g,g.layer[y][x],s)
            door.hit(g, (x, y), s)
            #tiles.t_put(g,(x,y), 0x30)
            #tiles.t_put(g,(x,y-1), 0x20)
            s.door_timer = None
        else:
            s.door_timer -= 1
            return

    inpt = g.game.input

    #if s.standing: s.rect.bottom = s.standing.rect.top

    #check if we hit the ceiling
    if not s.jumping and s.vy < 0 and s.rect.y == s._prev.y:
        s.vy = 0

    # We have universal input code now (>__>)
    #move by keyboard
    #keys = pygame.key.get_pressed()

    if s.jumping:
        #print s.vy
        s.vy -= s.jumping
        s.jumping = max(0, s.jumping - 0.2)

    inc = 0.5
    mx = 2
    if inpt.right and s.vx < mx:
        s.vx += inc
        s.facing = 'right'
    elif not inpt.right and s.vx > 0:
        s.vx -= inc
    if inpt.left and s.vx > -mx:
        s.vx -= inc
        s.facing = 'left'
    elif not inpt.left and s.vx < 0:
        s.vx += inc

    s._prev = pygame.Rect(s.rect)

    vx, vy = s.vx, s.vy
    s.rect.x += vx
    s.rect.y += sprite.myinc(g.frame, s.vy)

    #if keys[K_UP]: vy -= 1
    #if keys[K_DOWN]: vy += 1

    if s.vy < 0:
        s.image = 'player/%s-jump' % (s.facing)
    elif s.shooting > 0:
        if s.shooting > 5:
            s.image = 'player/%s-shoot-1' % (s.facing)
        else:
            s.image = 'player/%s-shoot-2' % (s.facing)
        s.shooting -= 1
    elif inpt.right or inpt.left and s.standing:
        s.image = 'player/%s-walk-%s' % (s.facing, int(s.walk_frame))
        s.walk_frame += 0.2
        if s.walk_frame > 4:
            s.walk_frame = 1
    else:
        s.image = 'player/%s' % (s.facing)
    if s.flash_counter > 0:
        if s.flash_timer < 4:
            s.image = None
        if s.flash_timer == 0:
            s.flash_timer = 8
            s.flash_counter -= 1
        s.flash_timer -= 1
    if s.image != None:
        if s.powerup_transition > 0:
            if (s.powerup_transition % 10) > 5:
                s.image = 's' + s.image
            s.powerup_transition -= 1
        elif not s.powered_up:
            s.image = 's' + s.image

    if inpt.up:
        g.view.y -= 2
    if inpt.down:
        g.view.y += 2

    n = sprite.get_code(g, s, 0, 0)
    if n == CODE_EXIT:
        g.status = 'exit'
    if n == CODE_DOOR_AUTO:
        x, y = s.rect.centerx / TW, s.rect.centery / TH
        import door
        door.hit(g, (x, y), s)

    #pan_screen(g,s)

    #if (g.frame%FPS)==0: print 'player vy:',s.vy

    if hasattr(g, 'boss'):
        #print g.boss.phase, g.boss.phase_frames
        if g.boss.phase == 2 and g.boss.phase_frames == 60:
            for y in xrange(len(g.layer)):
                for x in xrange(len(g.layer[y])):
                    if g.data[2][y][x] == CODE_BOSS_PHASE2_BLOCK:
                        tiles.t_put(g, (x, y), 0x01)  # solid tile
        if g.boss.dead:
            g.status = 'exit'
Example #29
0
def loop(g, s):
    s._prev2 = pygame.Rect(s.rect)

    if s.powered_up == 'cannon':
        s.weapon = 'cannon'
    elif s.powered_up == 'shootgun':
        s.weapon = 'shootgun'
    elif s.powered_up == 'laser':
        s.weapon = 'laser'
    elif s.powered_up == 'granadelauncher':
        s.weapon = 'granadelauncher'
    else:
        s.weapon = 'player'

    inpt = g.game.input

    if s.vy < 0:
        s.image = s.jetpack + "/" + s.weapon + '/%s-jump' % s.facing
    elif s.shooting > 0:
        if s.shooting > 5:
            s.image = s.jetpack + "/" + s.weapon + '/%s-shoot-1' % s.facing
        else:
            s.image = s.jetpack + "/" + s.weapon + '/%s-shoot-2' % s.facing
        s.shooting -= 1
    elif inpt.right or inpt.left and s.standing:
        s.image = s.jetpack + "/" + s.weapon + '/%s-walk-%s' % (s.facing, int(s.walk_frame))
        s.walk_frame += 0.2
        if s.walk_frame > 4:
            s.walk_frame = 1
    else:
        s.image = s.jetpack + "/" + s.weapon + '/%s' % s.facing
    if s.vx > 0:
        s.facing = 'right'
    elif s.vx < 0:
        s.facing = 'left'

    if s.image is not None:
        if s.damaged_transition > 0:
            if (s.damaged_transition % 10) > 5:
                s.image = None
            else:
                if s.vy < 0:
                    s.image = s.jetpack + "/" + s.weapon + '/%s-jump' % s.facing

                elif inpt.right or inpt.left and s.standing:
                    s.image = s.jetpack + "/" + s.weapon + '/%s-walk-%s' % (s.facing, int(s.walk_frame))
                else:
                    s.image = s.jetpack + "/" + s.weapon + '/%s' % (s.facing)

            s.damaged_transition -= 1
        """
        elif s.powerup_transition > 0:
            if (s.powerup_transition % 10) > 5:
                s.image = s.image
            s.powerup_transition -= 1
        elif s.powered_up == '':
            s.image = s.image
            """

    if s.got_hit:
        if s.facing == "right":
            s.rect.x -= 2
        else:
            s.rect.x += 2
        s.got_hit -= 1

    if s.death_counter > 0:
        s.groups = set()
        if not s.no_explode:
            s.exploded += 1
            if s.exploded > FPS / 2:
                s.image = None
        else:
            s.image = None
        s.death_counter -= 1
        return
    if s.death_counter == 0:
        g.status = 'dead'
        return

    if s.exploded > 0:
        s.exploded -= 1
        return

    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    if s.door_timer is not None:
        if s.door_timer == 0:
            x, y = s.door_pos  # s.rect.centerx/TW,s.rect.centery/TH
            import door
            # door.hit(g,g.layer[y][x],s)
            door.hit(g, (x, y), s)
            # tiles.t_put(g,(x,y), 0x30)
            # tiles.t_put(g,(x,y-1), 0x20)
            s.door_timer = None
        else:
            s.door_timer -= 1
            return

    # if s.standing: s.rect.bottom = s.standing.rect.top

    # check if we hit the ceiling
    if not s.jumping and s.vy < 0 and s.rect.y == s._prev.y:
        s.vy = 0

    # We have universal input code now (>__>)
    # move by keyboard
    # keys = pygame.key.get_pressed()

    if s.jumping:
        # print s.vy
        s.vy -= s.jumping

        if s.vy < -4:
            s.vy = -4

        if s.jetpack == "double_jump":
            s.jump_timer += 5
            s.jumping = max(0, s.jumping - 0.2)

        elif s.jetpack == 'fly':
            s.jumping = max(0, s.jumping)

        else:
            s.jump_timer += 4
            s.jumping = max(0, s.jumping - 0.2)

    if s.jump_timer and not s.jumping:
        s.jump_timer -= 1
        x_speed = 1.0
    else:
        x_speed = 1.0

    if g.frame % s.speed == 0:
        if inpt.right:
            s.vx = x_speed
            s.fancing = 'right'
        elif not inpt.right and s.vx > 0:
            s.vx = 0
        if inpt.left:
            s.vx = -x_speed
            s.facing = 'left'
        elif not inpt.left and s.vx < 0:
            s.vx = 0

        s._prev = pygame.Rect(s.rect)

        vx, vy = s.vx, s.vy
        s.rect.x += vx
        s.rect.y += sprite.myinc(g.frame, s.vy)


    # if keys[K_UP]: vy -= 1
    # if keys[K_DOWN]: vy += 1

    if s.flash_counter > 0:
        if s.flash_timer < 4:
            s.image = None
        if s.flash_timer == 0:
            s.flash_timer = 8
            s.flash_counter -= 1
        s.flash_timer -= 1

    s.looking = False

    if inpt.up:
        s.view_counter += 1
        if s.view_counter >= 60:
            g.view.y -= 2
            s.looking = True

    elif inpt.down:
        s.view_counter += 1
        if s.view_counter >= 60:
            g.view.y += 2
            s.looking = True
    else:
        s.view_counter = 0

    n = sprite.get_code(g, s, 0, 0)
    if n == CODE_EXIT and (g.game.chips[0] and g.game.chips[1] and g.game.chips[2] and g.game.chips[3]):
        g.status = 'exit'
    if n == CODE_DOOR_AUTO:
        x, y = s.rect.centerx / TW, s.rect.centery / TH
        import door
        door.hit(g, (x, y), s)

    # pan_screen(g,s)

    # if (g.frame%FPS)==0: print 'player vy:',s.vy

    if hasattr(g, 'boss'):
        # print g.boss.phase, g.boss.phase_frames
        if g.boss.phase == 2 and g.boss.phase_frames == 60:
            for y in xrange(len(g.layer)):
                for x in xrange(len(g.layer[y])):
                    if g.data[2][y][x] == CODE_BOSS_PHASE2_BLOCK:
                        tiles.t_put(g, (x, y), 0x01)  # solid tile
        if g.boss.dead:
            g.status = 'exit'
            # pygame.mixer.music.load("
            # g.game.music.play('finish',1)

    if hasattr(s, "shoot"):
        s.shoot.cooldown -= 1
        if s.shoot.cooldown == 0:
            s.canshoot = True

    if g.game.drone is not None and s.drone != g.game.drone:
        s.drone = g.game.drone

        if hasattr(s.drone_sprite, "active"):
            s.drone_sprite.active = False
        s.drone_sprite = sprites.drone.init(g, s.rect, s, s.drone)

        if s.drone == "defender" and s.shield is False:
            s.shield_sprite = sprites.shield.init(g, s.rect, s)
            s.shield = True

    if s.drone != "defender" and s.shield is True:
        s.shield_sprite.active = False
        s.shield = False

    if s.shield is False and s.shield_counter:
        if s.shield_counter > 1:
            s.shield_counter -= 1
        else:
            s.shield_counter = 0
            if s.drone == "defender" and s.shield is False:
                s.shield_sprite = sprites.shield.init(g, s.rect, s)
                s.shield = True

    s.jetpack = g.game.jetpack
    s.strength = g.game.strength
    s.powered_up = g.game.powerup
Example #30
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    # if s.standing != None and s.vx != 0:
    # next_tile = g.layer[s.standing.pos[1]][s.standing.pos[0] + s.direction]
    # next2_tile = g.layer[s.standing.pos[1]][s.standing.pos[0] + s.direction*2]
    # if (next_tile.standable == 0) or (next2_tile.standable == 0):
    # s.rect.x = s._prev.x
    # s.direction = - s.direction
    # s.next_frame = 1

    if g.frame % s.speed == 0:
        if s.walking:
            if s._prev != None:
                if s.rect.x == s._prev.x or sprite.get_code(
                        g, s, sign(s.vx), 0) == CODE_ZOMBIE_TURN:
                    s.vx = -s.vx
                    s.next_frame = 1
                    if s.vx < 0:
                        s.facing = 'left'
                    else:
                        s.facing = 'right'

            if s.standing != None and sprite.get_code(g, s, sign(s.vx),
                                                      1) == CODE_ZOMBIE_JUMP:
                # s.vy_jump = -3.1
                """
				if sprite.get_code(g,s,sign(s.vx)*2,1) == CODE_ZOMBIE_JUMP:
					s.vy_jump = -3.0
					if sprite.get_code(g,s,sign(s.vx)*3,1) == CODE_ZOMBIE_JUMP:
						s.vy_jump = -4.1
				"""
                s.jumping = True
                s.walking = False
                s.next_frame = 20
                s.image = 'zombie/prejump-%s' % s.facing

            s._prev = pygame.Rect(s.rect)

            s.rect.x += s.vx
            s.rect.y += s.vy
        else:
            s._prev = pygame.Rect(s.rect)
            if (s.next_frame <= 0):
                if (s.standing != None):
                    s.walking = True
                    s.jumping = False
                    s.next_frame = 1
                # s.vx*1
                vx = s.vx
                s.rect.x += sprite.myinc(g.frame, vx)
                s.rect.y += sprite.myinc(g.frame, s.vy)

        s.next_frame -= 1
        if s.next_frame == 0:
            if s.jumping:
                sprite.stop_standing(g, s)
                s.vy = s.vy_jump
                s.image = 'zombie/jump-%s' % s.facing
            else:
                s.next_frame = s.frame_speed
                s.frame += 1
                if s.frame > 3:
                    s.frame = 0
                s.image = 'zombie/walk-%s-%s' % (s.facing, s.frame)
Example #31
0
def loop(g, s):
    sprite.apply_gravity(g, s)
    sprite.apply_standing(g, s)

    # if s.standing != None and s.vx != 0:
    # next_tile = g.layer[s.standing.pos[1]][s.standing.pos[0] + s.direction]
    # next2_tile = g.layer[s.standing.pos[1]][s.standing.pos[0] + s.direction*2]
    # if (next_tile.standable == 0) or (next2_tile.standable == 0):
    # s.rect.x = s._prev.x
    # s.direction = - s.direction
    # s.next_frame = 1

    if s.flying:
        if s._prev != None:
            if s.rect.x == s._prev.x or sprite.get_code(g, s, sign(s.vx), 0) == CODE_BAT_TURN:
                s.vx = -s.vx
                s.next_frame = 1
                if s.vx < 0:
                    s.facing = 'left'
                else:
                    s.facing = 'right'

        if s.standing != None and sprite.get_code(g, s, sign(s.vx), 1) == CODE_BAT_ATTACK:
            s.vy_attack = -4
            """
			if sprite.get_code(g,s,sign(s.vx)*2,1) == CODE_BAT_ATTACK:
				s.vy_attack = -3.0
				if sprite.get_code(g,s,sign(s.vx)*3,1) == CODE_BAT_ATTACK:
					s.vy_attack = -4.1
			"""
            s.attacking = True
            s.flying = False
            s.next_frame = 20
            s.image = 'bat/preattack-%s' % s.facing

        s._prev = pygame.Rect(s.rect)

        s.rect.x += s.vx
        s.rect.y += s.vy
    else:
        s._prev = pygame.Rect(s.rect)
        if (s.next_frame <= 0):
            if (s.standing != None):
                s.flying = True
                s.attacking = False
                s.next_frame = 1
            # s.vx*1
            vx = s.vx
            s.rect.x += sprite.myinc(g.frame, vx)
            s.rect.y += sprite.myinc(g.frame, s.vy)

    s.next_frame -= 1
    if s.next_frame == 0:
        if s.attacking:
            sprite.stop_standing(g, s)
            s.vy = s.vy_attack
            s.image = 'bat/attack-%s' % s.facing
        else:
            s.next_frame = 6
            s.frame += 1
            if s.frame > 2:
                s.frame = 0
            s.image = 'bat/fly-%s-%s' % (s.facing, s.frame)