def init(*args): em = EventManager() screen = pygame.display.get_surface() move_snd = load.sound("select-move.wav") index = 0 # The format is up to three paragraphs per screen, displayed # left, right, left, texts = [ ["In Angry, Drunken Dwarves, you are an angry, drunken dwarf. Why " "are you so angry? Who knows. But you've decided to take your " "aggression out on other dwarves, by dropping gems on their " "heads.", "Multicolored gems will fall from the top of the screen. You " "should try to arrange them into groups by color. The arrow keys " "or a/d and j/l will move them left and right. s or k will make " "then fall faster, and q/e and u/o will rotate them.", "As gems reach the bottom, they will land and sit in place. If you " "put enough gems of the same color in a rectangle shape, they will " "merge and form a crystal." ], ["Less common are break gems. When you drop a break gem on a gem " "or crystal of the same color, it will destroy any gems of that " "color adjacent to it. Crystals are worth much more than an equal " "number of regular gems.", "When you destroy gems on your side, it will drop counter gems " "onto your opponent. These are harder to destroy, but turn into " "regular gems after a few turns. You can try to cancel an incoming " "attack by breaking gems yourself, but you'll need to break twice " "as many as are coming.", "Rarer is the diamond. When you drop a diamond onto something, " "it will destroy all gems of that color on your side, even " "counter gems! Be careful though, because a crystal " "destroyed by a diamond isn't worth any more than normal gems." ], ["Each dwarf has a drop gem pattern, and an attack strength. The drop " "pattern is a display of what kinds of gems will be dropped when " "you attack your opponent. Small attacks will drop the same " "row over and over, which will probably help them!", "The attack strength is a measurement of how strong your drop " "pattern is; drops with weirder patterns are harder to plan " "against. Before gems are dropped, they are multiplied by this " "attack strength, and so the damage is scaled up or down.", "For the most devestating results, try chaining attacks together, " "so breaking some gems results in even more breaking afterwards. " "Breaking many crystals in a chain can result in huge drops." ] ] drop = pygame.Surface([64, 64]) drop.blit(load.block("blue"), [0, 0]) drop.blit(load.block("yellow"), [0, 32]) drop.blit(load.block("green"), [32, 0]) drop.blit(load.block("red"), [32, 32]) crystal = load.gem("green", 4, 3) breaks = pygame.Surface([64, 64]) breaks.blit(load.block("red", "-crash"), [0, 0]) breaks.blit(load.block("green", "-crash"), [0, 32]) breaks.blit(load.block("yellow", "-crash"), [32, 0]) breaks.blit(load.block("blue", "-crash"), [32, 32]) counters = pygame.Surface([64, 64]) counters.blit(textfx.lettered_box("5", "green"), [0, 0]) counters.blit(textfx.lettered_box("4", "blue"), [32, 0]) counters.blit(textfx.lettered_box("3", "red"), [0, 32]) counters.blit(textfx.lettered_box("2", "yellow"), [32, 32]) chain = pygame.Surface([64, 96]) chain.blit(load.block("blue", "-crash"), [0, 64]) chain.blit(load.block("green"), [32, 64]) chain.blit(load.block("green", "-crash"), [32, 32]) chain.blit(load.block("blue"), [32, 0]) # Followed by up to three images per screen, right, left, right. images = [ [None, drop, crystal], [breaks, counters, load.block("diamond")], [Character.arcade[4].drop.render(), None, chain], ] if config.getboolean("unlock", "single"): texts.append([ "In single player mode, rather than competing against someone " "else, you're racing the clock. You have to clear a certain " "number of blocks in a certain number of turns, or the ones " "left get dumped on you.", "Your field is also twice as big. So it sounds easy, right? " "Well, to start with, you've got three new colors of gems to " "contend with: orange, purple, and cyan.", "If that wasn't bad enough, the number of gems you have to clear " "goes up much faster than the number of turns you have " "to do it, so build up those crystals early and save them." ]) newcols = pygame.Surface([64, 64]) newcols.blit(load.block("orange"), [16, 0]) newcols.blit(load.block("cyan"), [0, 32]) newcols.blit(load.block("purple"), [32, 32]) counts = pygame.Surface([130, 100]) box = Character.default.border([40, 40]) text1 = textfx.shadow("new:", 20) text2 = textfx.shadow("turns:", 20) num1 = textfx.shadow("122", 30) num2 = textfx.shadow("10", 30) counts.blit(box, [0, 20]) counts.blit(box, [70, 20]) counts.blit(text1, text1.get_rect(center = [30, 38])) counts.blit(text2, text2.get_rect(center = [100, 38])) counts.blit(num1, [12, 45]) counts.blit(num2, [87, 45]) images.append([None, newcols, counts]) if config.getboolean("unlock", "combat"): texts.append([ "Combat blocks look like normal gems with a special symbol " "in the middle. These gems don't form crystals, but otherwise " "break like normal colored gems. When you break one of these, " "you 'pick up' the special attack in it.", "To use the attack, press start (enter/2). There are five basic " "attacks; from left to right: make your opponent's field blink, " "clear your own field of all blocks,", "flip your opponent's screen upside down, disable the 'next' " "indicator, drop some gray blocks, or reverse your opponent's " "controls. Blink, flip, and reverse last for a few " "seconds. Scramble lasts 10 turns."]) blink = load.block("blue") clear = load.block("red") rev = load.block("yellow") flip = load.block("green") gray = load.block("red") scram = load.block("purple") blink.blit(SpecialSprite.load(BLINK), [6, 6]) flip.blit(SpecialSprite.load(FLIP), [6, 6]) clear.blit(SpecialSprite.load(CLEAR), [6, 6]) rev.blit(SpecialSprite.load(REVERSE), [6, 6]) gray.blit(SpecialSprite.load(GRAY), [6, 6]) scram.blit(SpecialSprite.load(SCRAMBLE), [6, 6]) img1 = pygame.Surface([64, 32]) img2 = pygame.Surface([64, 64]) img1.blit(blink, [0, 0]) img1.blit(clear, [32, 0]) img2.blit(flip, [0, 0]) img2.blit(scram, [32, 0]) img2.blit(gray, [0, 32]) img2.blit(rev, [32, 32]) images.append([None, img1, img2]) wipes.wipe_in(render_help_page(texts[index], images[index])) cont = True screen.blit(render_help_page(texts[index], images[index]), [0, 0]) img = textfx.shadow("Enter: Menu - Left/Right: Turn Page (%d/%d)" % (index + 1, len(images)), 18) screen.blit(img, [785 - img.get_width(), 10]) pygame.display.update() while cont: oldindex = index for ev in em.wait(): if ev.type == QUIT: cont = False elif ev.type == PLAYER: if ev.key == CONFIRM: cont = False elif ev.key == UP or ev.key == LEFT: index = (index - 1) % len(texts) move_snd.play() elif ev.key in [DOWN, RIGHT, ROT_CC, ROT_CW]: index = (index + 1) % len(texts) move_snd.play() if oldindex != index: screen.blit(render_help_page(texts[index], images[index]), [0, 0]) img = textfx.shadow("Enter: Menu - Left/Right: Turn Page (%d/%d)" % (index + 1, len(images)), 18) screen.blit(img, [785 - img.get_width(), 10]) pygame.display.update() return True
def set_size(self, size, field): Box.set_size(self, size, field) self.image = load.gem(self.color, self.size[0], self.size[1]) self.rect = self.image.get_rect(topleft = [self.x * 32, self.y * 32])