Exemple #1
0
    def __init__(self):
        self.loadingscreen = LoadingScreen()
        self.loadingscreen.show()
        self.gameoverscreen = GameOverScreen()
        self.level = Level01()
        self.loadingscreen.setLoadingValue(10)
        self.player = Player()
        self.loadingscreen.setLoadingValue(15)
        self.golem = Golem()
        self.loadingscreen.setLoadingValue(20)
        self.msgWriter = MessageWriter()
        self.loadingscreen.setLoadingValue(25)
        self.hud = PlayerHUD()
        self.loadingscreen.setLoadingValue(30)

        self.musicAmbient = loader.loadMusic("MayanJingle1_Ambient.ogg")
        self.musicAmbient.setLoop(True)
        self.musicAmbient.setVolume(1.0)
        self.musicFight = loader.loadMusic("MayanJingle3_Fight.ogg")
        self.musicFight.setLoop(True)
        self.musicFight.setVolume(1.0)
        self.musicGameOver = loader.loadMusic("MayanJingle5_GameOver.ogg")
        self.musicGameOver.setVolume(1.0)
        self.puzzleSolved = loader.loadSfx("MayanJingle4_PuzzleSolved.ogg")
        self.getItem = loader.loadSfx("MayanJingle2_GetItem.ogg")
        self.loadingscreen.setLoadingValue(40)
Exemple #2
0
    def __init__(self):
        self.loadingscreen = LoadingScreen()
        self.loadingscreen.show()
        self.gameoverscreen = GameOverScreen()
        self.level = Level01()
        self.loadingscreen.setLoadingValue(10)
        self.player = Player()
        self.loadingscreen.setLoadingValue(15)
        self.golem = Golem()
        self.loadingscreen.setLoadingValue(20)
        self.msgWriter = MessageWriter()
        self.loadingscreen.setLoadingValue(25)
        self.hud = PlayerHUD()
        self.loadingscreen.setLoadingValue(30)

        self.musicAmbient = loader.loadMusic("MayanJingle1_Ambient.ogg")
        self.musicAmbient.setLoop(True)
        self.musicAmbient.setVolume(1.0)
        self.musicFight = loader.loadMusic("MayanJingle3_Fight.ogg")
        self.musicFight.setLoop(True)
        self.musicFight.setVolume(1.0)
        self.musicGameOver = loader.loadMusic("MayanJingle5_GameOver.ogg")
        self.musicGameOver.setVolume(1.0)
        self.puzzleSolved = loader.loadSfx("MayanJingle4_PuzzleSolved.ogg")
        self.getItem = loader.loadSfx("MayanJingle2_GetItem.ogg")
        self.loadingscreen.setLoadingValue(40)
Exemple #3
0
class World(DirectObject):
    def __init__(self):
        self.loadingscreen = LoadingScreen()
        self.loadingscreen.show()
        self.gameoverscreen = GameOverScreen()
        self.level = Level01()
        self.loadingscreen.setLoadingValue(10)
        self.player = Player()
        self.loadingscreen.setLoadingValue(15)
        self.golem = Golem()
        self.loadingscreen.setLoadingValue(20)
        self.msgWriter = MessageWriter()
        self.loadingscreen.setLoadingValue(25)
        self.hud = PlayerHUD()
        self.loadingscreen.setLoadingValue(30)

        self.musicAmbient = loader.loadMusic("MayanJingle1_Ambient.ogg")
        self.musicAmbient.setLoop(True)
        self.musicAmbient.setVolume(1.0)
        self.musicFight = loader.loadMusic("MayanJingle3_Fight.ogg")
        self.musicFight.setLoop(True)
        self.musicFight.setVolume(1.0)
        self.musicGameOver = loader.loadMusic("MayanJingle5_GameOver.ogg")
        self.musicGameOver.setVolume(1.0)
        self.puzzleSolved = loader.loadSfx("MayanJingle4_PuzzleSolved.ogg")
        self.getItem = loader.loadSfx("MayanJingle2_GetItem.ogg")
        self.loadingscreen.setLoadingValue(40)

    def start(self):
        helper.hide_cursor()
        self.level.start()
        self.loadingscreen.setLoadingValue(55)
        self.player.start(self.level.getPlayerStartPoint())
        self.loadingscreen.setLoadingValue(65)
        self.hud.show()
        self.hud.updateKeyCount(0)
        self.loadingscreen.setLoadingValue(75)
        self.golem.start(self.level.getGolemStartPoint())
        self.loadingscreen.setLoadingValue(85)

        self.playMusic("Ambient")

        # catch all events that go from one class to another within the world
        # NOTE: events that stay in one class can be catched in the class itself
        #       to not pollute this class to much
        self.accept("Player_Activate", self.level.activateElement)
        self.accept("showMessage", self.msgWriter.setMessageAndShow)
        self.accept("ActionActive", self.hud.showActionKey)
        self.accept("ActionDeactive", self.hud.hideActionKey)
        self.accept("EnterFightMode", self.enterFight)
        self.accept("ExitFightMode", self.playMusic, ["ambient"])
        self.accept("PuzzleSolved", self.playSfx, ["puzzleSolved"])
        self.accept("updateKeyCount", self.hud.updateKeyCount)
        self.accept("player-die", self.player.die)
        self.accept("player-heal", self.player.heal)
        self.accept("setHealth", self.hud.setHealthStatus)
        self.accept("golemSeesPlayer", self.player.enterFightMode)
        self.accept("HitEnemy", self.golem.hit)
        self.accept("HitPlayer", self.player.hit)
        self.accept("GolemDestroyed", self.exitFight)
        self.accept("GameOver", self.gameOver)
        self.accept("Exit", base.messenger.send, ["escape"])
        self.loadingscreen.setLoadingValue(100)
        self.loadingscreen.hide()
        self.startTime = time.time()
        base.messenger.send("showMessage", [
            _("Welcome to path of Kings, follow the signposts and try to survive this dungeon.\nmove with the arrow keys or w a s d\n\nGood luck..."
              )
        ])

    def stop(self):
        helper.show_cursor()
        self.level.stop()
        self.player.stop()
        self.golem.stop()
        self.hud.hide()
        self.msgWriter.hide()
        self.gameoverscreen.hide()
        self.ignoreAll()
        self.musicAmbient.stop()
        self.musicFight.stop()

    def cleanup(self):
        self.player.cleanup()
        del self.player
        self.golem.cleanup()
        del self.golem
        base.cTrav.clearColliders()

    def enterFight(self):
        self.playMusic("Fight")
        self.golem.activate(self.player.player)

    def exitFight(self):
        self.playMusic("Ambient")
        self.level.defeatEnemy("Golem")
        self.player.exitFightMode()

    def audioFade(self, volume, audio):
        audio.setVolume(volume)

    def playMusic(self, music):
        curMusic = None
        nextMusic = None
        # get the current running music
        if self.musicAmbient.status() == self.musicAmbient.PLAYING:
            curMusic = self.musicAmbient
        if self.musicFight.status() == self.musicFight.PLAYING:
            curMusic = self.musicFight
        if self.musicGameOver.status() == self.musicGameOver.PLAYING:
            curMusic = self.musicGameOver

        # check which music we want to play next
        if music == "Fight":
            nextMusic = self.musicFight
        elif music == "Ambient":
            nextMusic = self.musicAmbient
        elif music == "GameOver":
            nextMusic = self.musicGameOver
        else:
            # stop all music
            self.musicFight.stop()
            self.musicAmbient.stop()
            self.musicGameOver.stop()

        fade = None
        if curMusic != None and nextMusic != None:
            # fade from cur to next
            # fade in the new music
            lerpAudioFadeOut = LerpFunc(self.audioFade,
                                        fromData=1,
                                        toData=0,
                                        duration=1.0,
                                        extraArgs=[curMusic])
            lerpAudioFadeIn = LerpFunc(self.audioFade,
                                       fromData=0,
                                       toData=1,
                                       duration=1.0,
                                       extraArgs=[nextMusic])
            fade = Sequence(lerpAudioFadeOut,
                            Func(curMusic.stop),
                            Func(nextMusic.play),
                            lerpAudioFadeIn,
                            name="FadeMusic")

        elif nextMusic != None:
            lerpAudioFadeIn = LerpFunc(self.audioFade,
                                       fromData=0,
                                       toData=1,
                                       duration=1.0,
                                       extraArgs=[nextMusic])
            fade = Sequence(Func(nextMusic.play),
                            lerpAudioFadeIn,
                            name="FadeMusic")
        if fade != None:
            fade.start()

    def gameOver(self, winLoose):
        self.playMusic("GameOver")
        helper.show_cursor()
        self.player.stop()
        self.endTime = time.time()
        self.gameoverscreen.show(winLoose, self.endTime - self.startTime)

    def playSfx(self, sfx):
        if sfx == "puzzleSolved":
            self.puzzleSolved.play()
        elif sfx == "getItem":
            self.getItem.play()
Exemple #4
0
class World(DirectObject):
    def __init__(self):
        self.loadingscreen = LoadingScreen()
        self.loadingscreen.show()
        self.gameoverscreen = GameOverScreen()
        self.level = Level01()
        self.loadingscreen.setLoadingValue(10)
        self.player = Player()
        self.loadingscreen.setLoadingValue(15)
        self.golem = Golem()
        self.loadingscreen.setLoadingValue(20)
        self.msgWriter = MessageWriter()
        self.loadingscreen.setLoadingValue(25)
        self.hud = PlayerHUD()
        self.loadingscreen.setLoadingValue(30)

        self.musicAmbient = loader.loadMusic("MayanJingle1_Ambient.ogg")
        self.musicAmbient.setLoop(True)
        self.musicAmbient.setVolume(1.0)
        self.musicFight = loader.loadMusic("MayanJingle3_Fight.ogg")
        self.musicFight.setLoop(True)
        self.musicFight.setVolume(1.0)
        self.musicGameOver = loader.loadMusic("MayanJingle5_GameOver.ogg")
        self.musicGameOver.setVolume(1.0)
        self.puzzleSolved = loader.loadSfx("MayanJingle4_PuzzleSolved.ogg")
        self.getItem = loader.loadSfx("MayanJingle2_GetItem.ogg")
        self.loadingscreen.setLoadingValue(40)

    def start(self):
        helper.hide_cursor()
        self.level.start()
        self.loadingscreen.setLoadingValue(55)
        self.player.start(self.level.getPlayerStartPoint())
        self.loadingscreen.setLoadingValue(65)
        self.hud.show()
        self.hud.updateKeyCount(0)
        self.loadingscreen.setLoadingValue(75)
        self.golem.start(self.level.getGolemStartPoint())
        self.loadingscreen.setLoadingValue(85)

        self.playMusic("Ambient")

        # catch all events that go from one class to another within the world
        # NOTE: events that stay in one class can be catched in the class itself
        #       to not pollute this class to much
        self.accept("Player_Activate", self.level.activateElement)
        self.accept("showMessage", self.msgWriter.setMessageAndShow)
        self.accept("ActionActive", self.hud.showActionKey)
        self.accept("ActionDeactive", self.hud.hideActionKey)
        self.accept("EnterFightMode", self.enterFight)
        self.accept("ExitFightMode", self.playMusic, ["ambient"])
        self.accept("PuzzleSolved", self.playSfx, ["puzzleSolved"])
        self.accept("updateKeyCount", self.hud.updateKeyCount)
        self.accept("player-die", self.player.die)
        self.accept("player-heal", self.player.heal)
        self.accept("setHealth", self.hud.setHealthStatus)
        self.accept("golemSeesPlayer", self.player.enterFightMode)
        self.accept("HitEnemy", self.golem.hit)
        self.accept("HitPlayer", self.player.hit)
        self.accept("GolemDestroyed", self.exitFight)
        self.accept("GameOver", self.gameOver)
        self.accept("Exit", base.messenger.send, ["escape"])
        self.loadingscreen.setLoadingValue(100)
        self.loadingscreen.hide()
        self.startTime = time.time()
        base.messenger.send(
            "showMessage",
            [_("Welcome to path of Kings, follow the signposts and try to survive this dungeon.\nmove with the arrow keys or w a s d\n\nGood luck...")])

    def stop(self):
        helper.show_cursor()
        self.level.stop()
        self.player.stop()
        self.golem.stop()
        self.hud.hide()
        self.msgWriter.hide()
        self.gameoverscreen.hide()
        self.ignoreAll()
        self.musicAmbient.stop()
        self.musicFight.stop()

    def cleanup(self):
        self.player.cleanup()
        del self.player
        self.golem.cleanup()
        del self.golem
        base.cTrav.clearColliders()

    def enterFight(self):
        self.playMusic("Fight")
        self.golem.activate(self.player.player)

    def exitFight(self):
        self.playMusic("Ambient")
        self.level.defeatEnemy("Golem")
        self.player.exitFightMode()

    def audioFade(self, volume, audio):
        audio.setVolume(volume)

    def playMusic(self, music):
        curMusic = None
        nextMusic = None
        # get the current running music
        if self.musicAmbient.status() == self.musicAmbient.PLAYING:
            curMusic = self.musicAmbient
        if self.musicFight.status() == self.musicFight.PLAYING:
            curMusic = self.musicFight
        if self.musicGameOver.status() == self.musicGameOver.PLAYING:
            curMusic = self.musicGameOver

        # check which music we want to play next
        if music == "Fight":
            nextMusic = self.musicFight
        elif music == "Ambient":
            nextMusic = self.musicAmbient
        elif music == "GameOver":
            nextMusic = self.musicGameOver
        else:
            # stop all music
            self.musicFight.stop()
            self.musicAmbient.stop()
            self.musicGameOver.stop()

        fade = None
        if curMusic != None and nextMusic != None:
            # fade from cur to next
            # fade in the new music
            lerpAudioFadeOut = LerpFunc(
                self.audioFade,
                fromData=1,
                toData=0,
                duration=1.0,
                extraArgs=[curMusic])
            lerpAudioFadeIn = LerpFunc(
                self.audioFade,
                fromData=0,
                toData=1,
                duration=1.0,
                extraArgs=[nextMusic])
            fade = Sequence(
                lerpAudioFadeOut,
                Func(curMusic.stop),
                Func(nextMusic.play),
                lerpAudioFadeIn,
                name="FadeMusic"
            )

        elif nextMusic != None:
            lerpAudioFadeIn = LerpFunc(
                self.audioFade,
                fromData = 0,
                toData = 1,
                duration = 1.0,
                extraArgs = [nextMusic])
            fade = Sequence(
                Func(nextMusic.play),
                lerpAudioFadeIn,
                name="FadeMusic"
            )
        if fade != None:
            fade.start()

    def gameOver(self, winLoose):
        self.playMusic("GameOver")
        helper.show_cursor()
        self.player.stop()
        self.endTime = time.time()
        self.gameoverscreen.show(winLoose, self.endTime - self.startTime)

    def playSfx(self, sfx):
        if sfx == "puzzleSolved":
            self.puzzleSolved.play()
        elif sfx == "getItem":
            self.getItem.play()