Exemple #1
0
class MassBattle(Story):
      storybook_path = "demos"
      def __init__(self, *args):
          Story.__init__(self, *args)

          self.default_scenery()
          world = self.world
          for i in xrange(50):
            d = world.new_actor(self.dragon,   200.0 + random() * 400.0)
            v = world.new_actor(self.villager, 800.0 - random() * 400.0)
            d.controller.set_waypoint(800.0)
            v.controller.set_waypoint(200.0)
          world.camera.goto(400.0)
          
      def get_player(self):
          return None
      def update(self):
          pass

class MassHunting(MassBattle):
      story_title = "Massive FSM Battle"
      dragon = actors.HuntingDragon
      villager = actors.HuntingVillager
storybook.add(MassHunting)
class MassBehaving(MassBattle):
      story_title = "Massive Planner Battle"
      dragon = actors.BehavingDragon
      villager = actors.BehavingVillager
storybook.add(MassBehaving)
Exemple #2
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            self.batch_narrate((
              (0.0, "...13, 14, 15!"),
              (2.0, "That's the last one!"),
              (6.0, "So, if I can make a Wind Magic Ball [press 'x']..."),
              (2.0, "I can change the speed and direction of the wind ['w' and 's' keys]..."),
              (2.0, "And move it close to my rabbits ['a' and 'd' keys]..."),
              (3.0, "I should have them gathered between the posts in no time!"),
              (5.0, "Of course, I must be careful not to hurt them."),
              ))

            if self.narrated() and self.time_passed(30):
              self.narrate("I should use a Wind Magic Ball [press 'x']...", duration = 10.0)
              self.narrate("...change it's wind direction ['w' and 's' keys]...", duration = 10.0)
              self.narrate("...and move it close to rabbits ['a' and 'd' keys]...", duration = 10.0)
              self.narrate("...to guide them between the posts [to the right].", duration = 10.0)
storybook.add(Shepherd)

class Massacre(Story):
      story_title  = "Fiery Massacre"
      storybook_path = "campaign"
      themesong = "warmarch2"
      def __init__(self, *args):
          Story.__init__(self, *args)

          world = self.world
          self.default_scenery()

          # paint the destination
          world.new_actor(actors.Post, 0.0)
          world.new_actor(actors.Post, 50.0)
Exemple #3
0
from lib.stories import Story, storybook
from lib import actors


class TestBed(Story):
    storybook_path = "demos"

    def __init__(self, *args):
        Story.__init__(self, *args)

        world = self.world
        for i in xrange(2):
            d = world.new_actor(actors.BehavingDragon, 75.0)
        for i in xrange(1):
            d = world.new_actor(actors.BehavingVillager, 125.0)
            # d.controller.set_waypoint(-100.0)
        self.dude = world.new_actor(actors.Dude, 125.0)
        world.camera.follow(self.dude)

    def get_player(self):
        return self.dude

    def update(self):
        pass


storybook.add(TestBed)
Exemple #4
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from lib.stories import Story, storybook
from lib import actors

class PlannerSkirmish(Story):
      storybook_path = "demos"
      def __init__(self, *args):
          Story.__init__(self, *args)

          world = self.world
          for i in xrange(2):
            d = world.new_actor(actors.BehavingDragon, 75.0)
            d = world.new_actor(actors.BehavingVillager, 100.0)
            #d.controller.set_waypoint(-100.0)
          world.camera.follow(d)

      def get_player(self):
          return None
      def update(self):
          pass
storybook.add(PlannerSkirmish)
Exemple #5
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      def update(self):
          story_time, state_time = self.times()
          if not self.game_over:
            alldead = True
            for p in self.prey:
              if not p.dead:
                alldead = False
                break
            if alldead:
              self.set_state("prey-killed")
              self.set_result(True, exit_now = True)
            elif story_time > self.max_time:
              self.set_state("prey-survived")
              self.set_result(False, exit_now = True)
storybook.add(Kill)

class TripleKill(Kill):
      enemies = 3
      max_time = 60.0
storybook.add(TripleKill)

class MultiKill(Kill):
      enemies = 10
      max_time = 120.0
storybook.add(MultiKill)

class Evasion(TestBase):
      subj_class = actors.BehavingVillager
      enemy_class = actors.HuntingDragon
      enemies = 1