Exemple #1
0
    def init_level(self):
        from levels.loading_screen import LoadingScreen

        if CONST.debug:
            level_manager.switch_level(LoadingScreen())
        else:
            Engine.init_level(self)
Exemple #2
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    def loop(self, screen):
        img_manager.draw_rect(screen, Vector2(), Rect(Vector2(0, 0), engine.get_screen_size()), (255, 255, 255))
        self.cat.loop(screen)
        self.ferret.loop(screen)

        if not self.dialog:
            img_manager.show_image(self.img,screen,Vector2(0,-48))


            if (self.time % 20) > 10:
                img_manager.buffer.draw(self.text)

            self.time += 1
        if not self.dialog and (input_manager.get_button("A") or input_manager.get_button("B")):
            snd_manager.set_playlist(["data/music/intro_BOSS1_gbjam.ogg","data/music/BOSS1_gbjam.ogg"])
            self.dialog = 1
            engine.show_dialog = True
            engine.textbox.set_text("Fury", "General Meow, you are still alive")
        if self.dialog == 1 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 2
                engine.textbox.set_text("General Meow", "I'm not easy to kill. Don't forget it")
        if self.dialog == 2 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 3
                engine.textbox.set_text("Fury","I won't miss you next time")
        if self.dialog == 3 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                engine.show_dialog = False
                from engine.level_manager import switch_level
                switch_level(GameState(CONST.startup))
        snd_manager.update_music_status()
Exemple #3
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 def loop(self, screen):
     img_manager.draw_rect(screen,Vector2(),Rect(Vector2(0,0),engine.get_screen_size()),(255,255,255))
     self.text.loop(screen)
     if snd_manager.get_music_status():
         from engine.level_manager import switch_level
         switch_level(Dorian())
     snd_manager.update_music_status()
Exemple #4
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    def loop(self,screen):
        log("LOLOLO")
        if self.get_loading_state():
            switch_level(GameState(CONST.startup))
            return

        img_manager.draw_rect(engine.screen,Vector2(),Rect(Vector2(), engine.get_screen_size()),(255,255,255))
        self.counter = (self.counter + 1) % self.anim_length
        if self.counter == 0:
            self.text_points += "."
            if self.text_points == '....':
                self.text_points = ""
            self.loading_text.set_text("Loading"+self.text_points)
        self.loading_text.loop(screen,Vector2())
Exemple #5
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    def loop(self):
        add_button('quit', ['LCTRL+q'])
        add_button('reset', ['r'])
        while not self.finish:
            self.pre_update()
            update_event()

            self.finish = get_button('quit')

            f = level_manager.update_level()

            if f == 0:
                log("No scene loaded",1)
                break
            else:
                f(self.screen)
            if get_button('reset'):
                from levels.gamestate import GameState
                level_manager.switch_level(GameState(CONST.startup))
            self.post_update()
Exemple #6
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    def init(self, loading=False):

        physics_manager.init_world()
        self.objects = [ [] for i in range(CONST.layers) ]
        self.screen_pos = Vector2()
        self.show_mouse = False
        if self.filename != "":
            log("Loading level " + self.filename)
            if not load_level(self):
                from engine.level_manager import switch_level
                switch_level(Scene())
        self.lock = False
        self.click = False

        log("INIT NETWORK")
        NetworkGamestate.init(self)

        if not loading:
            log("EXECUTE INIT EVENT")
            self.execute_event('on_init')
        log("GAMESTATE INIT OVER")
Exemple #7
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    def loop(self, screen):
        img_manager.draw_rect(screen, Vector2(), Rect(Vector2(0, 0), engine.get_screen_size()), (255, 255, 255))
        self.cat.loop(screen)
        self.ferret.loop(screen)
        if not self.dialog:
            snd_manager.set_playlist(["data/music/intro_BOSS1_gbjam.ogg","data/music/BOSS1_gbjam.ogg"])
            self.dialog = 1
            engine.show_dialog = True
            engine.textbox.set_text("Fury", "I'm coming for you, General Meow")
        if self.dialog == 1 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 3
                engine.textbox.set_text("General Meow", "I have a surprise for you, Fury")

        if self.dialog == 3 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                engine.show_dialog = False
                from levels.gamestate import GameState
                boss_level = GameState("data/json/boss_level.json")
                boss_level.last_checkpoint = self.last_checkpoint
                level_manager.switch_level(boss_level)
        snd_manager.update_music_status()
Exemple #8
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    def loop(self):
        input_manager.add_button('quit', ['LCTRL+q', "LCMD+q"])
        input_manager.add_button('reset', ['r', "JOY_0_BUTTON_6"])
        while not self.finish:
            self.pre_update()


            self.finish = input_manager.get_button('quit')
            engine.update_event()
            f = level_manager.update_level()

            if f == 0:
                log("No scene loaded",1)
                break
            else:
                f(self.screen)
            if input_manager.get_button('reset'):
                from levels.gamestate import GameState
                new_level = GameState(CONST.startup)
                new_level.last_checkpoint = level_manager.level.last_checkpoint
                log(new_level.last_checkpoint.get_tuple())
                level_manager.switch_level(new_level)
            self.post_update()
    def update_state(self):
        lock = level_manager.level.lock
        RIGHT = input_manager.get_button('RIGHT')
        LEFT = input_manager.get_button('LEFT')
        UP = input_manager.get_button('UP')
        DOWN = input_manager.get_button('DOWN')
        A_BUTTON = input_manager.get_button('A')
        B_BUTTON = input_manager.get_button('B')
        if lock or self.life == 0:
            RIGHT = False
            LEFT = False
            UP = False
            DOWN = False
            A_BUTTON = False
            B_BUTTON = False


        
        horizontal = RIGHT-LEFT
        vertical = UP-DOWN
        
        physics_events = get_physics_event()
        
        for event in physics_events:
            #log("Physics collision: "+str(event.a.userData)+" "+str(event.b.userData)+" "+str(event.begin) +" "+str(physics_manager.get_body_position(self.obj.body).get_tuple()))
            if (event.a.userData == 2 and 15 >= event.b.userData >= 11 ) or \
                    ( event.b.userData == 2 and 15 >= event.a.userData >= 11):
                if event.begin:
                    self.foot += 1
                else:
                    self.foot -= 1
            elif (event.a.userData == 3 and event.b.userData == 11 ) or \
                    ( event.b.userData == 3  and event.a.userData == 11):
                if event.begin:
                    self.wall = 1
                else:
                    self.wall = 0

            elif (event.a.userData == 4 and event.b.userData == 11 ) or \
                    ( event.b.userData == 4  and event.a.userData == 11):
                if event.begin:
                    self.wall = 2
                else:
                    self.wall = 0
            elif (event.a.userData == 3 and event.b.userData == 12 ) or \
                    ( event.b.userData == 3  and 15 >= event.a.userData == 12):
                log("Physics: "+str(event.a.userData)+" "+str(event.b.userData))
                if event.begin:
                    self.not_sliding_wall = 1
                else:
                    self.not_sliding_wall = 0

            elif (event.a.userData == 4 and event.b.userData == 12 ) or \
                    ( event.b.userData == 4  and event.a.userData == 12):
                log("Physics: "+str(event.a.userData)+" "+str(event.b.userData))
                if event.begin:
                    self.not_sliding_wall = 2
                else:
                    self.not_sliding_wall = 0
            elif (event.a.userData == 1 and event.b.userData >= 20 and event.b.userData % 10 == 0) or \
                    ( event.b.userData == 1 and event.a.userData >= 20 and event.a.userData % 10 == 0):
                log("Touched by cat")
                if event.begin:
                    self.touched = True
                    self.cat_touched = True
                else:
                    self.touched = False
            elif (event.a.userData == 1 and event.b.userData >= 20 and event.b.userData %10 != 0) or \
                    ( event.b.userData == 1 and event.a.userData >= 20 and event.a.userData %10 != 0):
                log("Touched by bullet")
                if event.begin:
                    self.touched = True
                else:
                    self.touched = False
            if (event.a.userData == 1 and event.b.userData == 13 ) or \
                    ( event.b.userData == 1 and event.a.userData == 13):
                log("Touched by spike")
                if event.begin:
                    self.touched = True
                else:
                    self.touched = False





        if self.invincibility:
            self.invincibility -= 1

        if A_BUTTON and ((self.foot and self.jump_step) or (not self.foot and self.jump_step and self.wall)):
            if self.wall == 1:
                #going RIGHT because LEFT wall
                physics_manager.move(self.player.body, vx=self.speed)
                self.wall_jump_step = CONST.wall_jump

            elif self.wall == 2:
                physics_manager.move(self.player.body, vx=-self.speed)
                self.wall_jump_step = CONST.wall_jump
            physics_manager.jump(self.player.body)
            snd_manager.play_sound(self.jump_sound)
            self.jump_step -= 1
        elif not self.foot and not self.wall :
            self.jump_step = 0
        elif (self.foot or (not self.foot and self.wall)) and not A_BUTTON:
            self.jump_step = CONST.jump_step



        if horizontal == -1:
            #LEFT
            self.direction = False
            if self.foot:
                self.state = 'move'
            self.player.flip = True

            move_condition = self.wall != 1 and self.wall_jump_step == 0 and self.not_sliding_wall != 1
            if get_value('boss_limit') is not None:
                move_condition = move_condition and (self.player.pos + \
                                                    self.player.screen_relative_pos * \
                                                    engine.screen_size).x > get_value('boss_limit')[0]
            if move_condition:
                physics_manager.move(self.player.body, -self.speed)
        elif horizontal == 1:
            #RIGHT
            self.direction = True
            if self.foot:
                self.state = 'move'
            self.player.flip = False

            move_condition = self.wall != 2 and self.wall_jump_step == 0 and self.not_sliding_wall != 2
            if get_value('boss_limit') is not None:
                move_condition = move_condition and (self.player.pos + \
                                                    self.player.screen_relative_pos * \
                                                    engine.screen_size ).x < get_value('boss_limit')[1]
            if move_condition:
                physics_manager.move(self.player.body, self.speed)
        else:
            if self.foot:
                if self.direction:
                    self.state = 'still'
                    self.player.flip = False
                else:
                    self.state = 'still'
                    self.player.flip = True
            if self.wall_jump_step == 0:
                physics_manager.move(self.player.body, 0)

        if not self.foot:
            if self.direction:
                self.state = 'jump'
                self.player.flip = False
            else:
                self.state = 'jump'
                self.player.flip = True



        #"gravity" effect like nes game
        velocity = physics_manager.get_body_velocity(self.player.body)
        delta = self.gravity
        if self.wall and self.wall_jump_step == 0:
            velocity.y = self.wall_speed
            self.state = 'slide'
            if self.direction:
                self.player.flip = False
            else:
                self.player.flip = True
        elif self.foot:
            pass
        else:
            velocity.y += delta
        physics_manager.set_body_velocity(self.player.body, velocity)

        physics_pos = physics_manager.get_body_position(self.player.body)
        
        if physics_pos:
            pos = physics_pos-self.player.size/2
        else:
            pos = self.player.pos
        if self.player.screen_relative_pos:
            pos = pos-self.player.screen_relative_pos*engine.get_screen_size()
        self.player.pos = pos

        self.set_screen_pos()

        if self.wall_jump_step != 0:
            self.wall_jump_step -= 1

        for i in range(self.life):
            img_manager.show_image(self.heart,img_manager.buffer,pos=Vector2(i*18,0),new_size=Vector2(16,16))

        if self.move_deal:
            if self.deal_delta.y < 0:
                self.deal_delta = Vector2(0,self.deal_delta.y+1)
            elif self.dialog == 0:
                self.deal_delta = Vector2()
                if engine.textbox.finished:
                    if input_manager.get_button('A') or input_manager.get_button('B'):
                        snd_manager.set_playlist(["data/music/menu_gbjam.ogg"])
                        self.dialog = -1
                        engine.textbox.set_text("Furbrawl", "A game by Team KwaKwa")

            if not self.direction:
                self.deal_delta = Vector2(-20,self.deal_delta.y)
            else:
                self.deal_delta = Vector2(0, self.deal_delta.y)

        if self.dialog == -1 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 1
                engine.textbox.set_text("Lead designer", "Elias Farhan")
        if self.dialog == 1 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 2
                engine.textbox.set_text("Programmer", """Hamza "Tenchi" Haiken""")
        if self.dialog == 2 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 3
                engine.textbox.set_text("Artist", """Josh Grilli""")
        if self.dialog == 3 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 4
                engine.textbox.set_text("Artist", """Austin Lewis""")
        if self.dialog == 4 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 5
                engine.textbox.set_text("Music", """Dorian SRed""")
        if self.dialog == 5 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 6
                engine.textbox.set_text("THANKS", """For playing the game""")
        if self.dialog == 6 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                engine.show_dialog = False
                from levels.logo_kwakwa import Kwakwa
                level_manager.switch_level(Kwakwa())
        if self.touched and not self.invincibility and self.life > 0:
            self.life -= 1
            self.invincibility = CONST.invincibility
            self.anim_counter = self.anim_freq-1

            if self.life == 0:
                level_manager.level.game_over = True
                self.invincibility = 1000
            if self.cat_touched:
                self.touched = False
                self.cat_touched = False
        if self.invincibility > CONST.invincibility - 20 or level_manager.level.game_over:
            self.state = 'hit'

        if self.invincibility %20 > 10:
            self.player.show = False
        else:
            self.player.show = True

        if B_BUTTON and self.attacking == 0:
            self.state = 'attack'
            self.attacking = self.attack_time
        if self.attacking > 1:
            self.state = 'attack'
            self.attacking -= 1
            self.slash.update_animation(state='slash')
            slash_pos = Vector2()
            if self.direction:
                slash_pos = self.player.pos + engine.screen_size * self.player.screen_relative_pos + Vector2(self.player.size.x/1.5,0)
            else:
                slash_pos = self.player.pos + engine.screen_size * self.player.screen_relative_pos - Vector2(self.player.size.x/1.5,0)
            img_manager.show_image(self.slash.img, engine.screen, pos=slash_pos-level_manager.level.screen_pos,new_size=Vector2(36,36),flip=not self.direction)
        elif not B_BUTTON:
            self.attacking = 0
        if ( self.player.pos + engine.screen_size * self.player.screen_relative_pos ).x > 2500:
            from levels.dialog import Dialog
            boss_level = Dialog()
            boss_level.last_checkpoint = level_manager.level.last_checkpoint
            level_manager.switch_level(boss_level)
Exemple #10
0
 def init_level(self):
     if not CONST.debug:
         from levels.logo_kwakwa import Kwakwa
         level_manager.switch_level(Kwakwa())