Exemple #1
0
 def restart_option(self):
     # this loops while we wait for a restart, if there is one
     self.restartTimer -= 1
     if self.restartTimer <= 0:
         self.restartFlag = False
         self.end_multiball()
     else:
         if self.restartTimer == 2:
             self.game.sound.play_music(self.game.assets.music_tensePiano2,
                                        loops=-1)
         print "RESTART DISPLAY"
         backdrop = dmd.FrameLayer(
             opaque=True,
             frame=self.game.assets.dmd_mineEntranceBorder.frames[0])
         awardTextTop = ep.EP_TextLayer(128 / 2,
                                        5,
                                        self.game.assets.font_5px_bold_AZ,
                                        justify="center",
                                        opaque=False)
         awardTextBottom = ep.EP_TextLayer(128 / 2,
                                           11,
                                           self.game.assets.font_5px_AZ,
                                           justify="center",
                                           opaque=False)
         timeText = ep.EP_TextLayer(64,
                                    17,
                                    self.game.assets.font_9px_az,
                                    justify="center",
                                    opaque=False)
         timeText.composite_op = "blacksrc"
         awardTextTop.set_text("SHOOT THE MINE", color=ep.GREEN)
         awardTextBottom.set_text("TO RESTART MULTIBALL", color=ep.YELLOW)
         if self.restartTimer == 1:
             textLine = "1 SECOND"
         else:
             textLine = str(self.restartTimer) + " SECONDS"
         timeText.set_text(textLine, blink_frames=4, color=ep.RED)
         combined = dmd.GroupedLayer(
             128, 32, [backdrop, awardTextTop, awardTextBottom, timeText])
         self.layer = combined
         self.delay(name="Restart Timer",
                    delay=1.0,
                    handler=self.restart_option)
 def dude_escaped(self, amount):
     backdrop = dmd.FrameLayer(opaque=True,
                               frame=self.game.assets.dmd_escaped.frames[0])
     backdrop.composite_op = "blacksrc"
     if amount <= 0:
         textString = "THEY GOT AWAY - YOU LOSE"
     else:
         textString = str(amount) + " MORE AND YOU LOSE"
     textLine2 = dmd.TextLayer(128 / 2,
                               18,
                               self.game.assets.font_5px_AZ,
                               "center",
                               opaque=False).set_text(textString,
                                                      blink_frames=8)
     textLine2.composite_op = "blacksrc"
     combined = dmd.GroupedLayer(128, 32, [backdrop, textLine2])
     combined.composite_op = "blacksrc"
     self.layer = combined
     self.delay(name="Display", delay=1, handler=self.clear_layer)
Exemple #3
0
 def __init__(self, game, priority):
     super(Quickdraw, self).__init__(game, priority)
     self.myID = "QuickDraw"
     # default
     self.side = 0
     self.target = 0
     # build the pause view
     script = []
     # set up the text layer
     textString = "< QUICKDRAW PAUSED >"
     textLayer = ep.EP_TextLayer(128 / 2,
                                 24,
                                 self.game.assets.font_6px_az_inverse,
                                 "center",
                                 opaque=False).set_text(textString,
                                                        color=ep.YELLOW)
     script.append({'seconds': 0.3, 'layer': textLayer})
     # set up the alternating blank layer
     blank = dmd.FrameLayer(opaque=False,
                            frame=self.game.assets.dmd_blank.frames[0])
     blank.composite_op = "blacksrc"
     script.append({'seconds': 0.3, 'layer': blank})
     # make a script layer with the two
     self.pauseView = dmd.ScriptedLayer(128, 32, script)
     self.pauseView.composite_op = "blacksrc"
     self.eb_wins = self.game.user_settings['Gameplay (Feature)'][
         'Quickdraw Wins for EB']
     self.taunting = False
     self.keys_index = {
         'taunt':
         list(
             range(
                 len(self.game.sound.sounds[
                     self.game.assets.quote_quickdrawTaunt]))),
         'hit':
         list(
             range(
                 len(self.game.sound.sounds[
                     self.game.assets.quote_quickdrawWin])))
     }
     self.counts_index = {'taunt': 0, 'hit': 0}
     random.shuffle(self.keys_index['hit'])
     random.shuffle(self.keys_index['taunt'])
Exemple #4
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 def mode_started(self):
     duration = self.game.sound.play(self.game.assets.sfx_dinnerBell)
     self.delay("Music",
                delay=duration,
                handler=self.music_on,
                param=self.game.assets.music_beans)
     self.game.modes.add(self.game.franks_switches)
     self.game.set_tracking('farted', True)
     self.running = True
     self.time = self.game.user_settings['Gameplay (Feature)'][
         'Franks N Beans Time'] + 1
     # build the display
     background = dmd.FrameLayer(
         opaque=True, frame=self.game.assets.dmd_franksBackdrop.frames[0])
     self.scoreLine = ep.EP_TextLayer(48,
                                      1,
                                      self.game.assets.font_7px_az,
                                      "center",
                                      opaque=False)
     titleLine = ep.EP_TextLayer(48,
                                 12,
                                 self.game.assets.font_9px_az,
                                 "center",
                                 opaque=False).set_text("FRANKS N BEANS",
                                                        color=ep.ORANGE)
     infoLine = ep.EP_TextLayer(48,
                                24,
                                self.game.assets.font_5px_AZ,
                                "center",
                                opaque=False).set_text(
                                    "SWITCHES + " + ep.format_score(20000),
                                    color=ep.RED)
     self.timeLine = ep.EP_TextLayer(126,
                                     1,
                                     self.game.assets.font_5px_AZ,
                                     "right",
                                     opaque=False)
     self.timer_loop()
     self.update_display()
     combined = dmd.GroupedLayer(
         128, 32,
         [background, titleLine, infoLine, self.scoreLine, self.timeLine])
     self.layer = combined
Exemple #5
0
    def drunk_bonus(self):
        print "DMB Disabled, Drunk bonus"
        # grab the point values
        points = self.game.show_tracking('drunkBonusValue')
        # show a screen
        mug = dmd.FrameLayer(opaque=False,
                             frame=self.game.assets.dmd_beerMug1.frames[0])
        mug.composite_op = "blacksrc"
        words = ep.EP_TextLayer(51,
                                3,
                                self.game.assets.font_9px_az,
                                "center",
                                opaque=False).set_text("DRUNK BONUS",
                                                       color=ep.YELLOW)
        score = ep.EP_TextLayer(51,
                                15,
                                self.game.assets.font_9px_az,
                                "center",
                                opaque=False).set_text(ep.format_score(points),
                                                       blink_frames=8,
                                                       color=ep.GREEN)
        combined = dmd.GroupedLayer(128, 32, [words, score, mug])
        self.layer = combined
        self.game.sound.play(self.game.assets.sfx_pour)
        # unload after 2 seconds
        self.delay("Operational", delay=2, handler=self.unload)

        # score some points
        self.game.score(points)
        # increase the text award
        self.game.set_tracking('drunkBonusValue', (points + 100000))
        # reset the mug hits for next time
        self.game.set_tracking('beerMugHits', 0)
        # tick up the shots needed for next time
        self.game.increase_tracking(
            'mug_shots', self.game.user_settings['Gameplay (Feature)']
            ['Beer Mug Hits Boost'])

        # Eject the ball
        self.game.saloon.kick()
        # reset the DMB status
        self.game.set_tracking('drunkMultiballStatus', "OPEN")
    def __init__(self, game, priority):
        super(BankRobbery, self).__init__(game, priority)
        self.myID = "Bank Robbery"
        self.position = [-49, -4, 43]
        self.y_pos = 7
        self.isActive = [True, True, True]
        self.shots = [
            self.game.left_ramp, self.game.center_ramp, self.game.right_ramp
        ]
        self.won = False
        self.flashers = [
            self.game.coils.backLeftFlasher, self.game.coils.backRightFlasher,
            self.game.coils.middleRightFlasher
        ]

        script = []
        # set up the text layer
        textString = "< SAVE POLLY PAUSED >"
        textLayer = ep.EP_TextLayer(128 / 2,
                                    24,
                                    self.game.assets.font_6px_az_inverse,
                                    "center",
                                    opaque=False).set_text(textString,
                                                           color=ep.GREEN)
        script.append({'seconds': 0.3, 'layer': textLayer})
        # set up the alternating blank layer
        blank = dmd.FrameLayer(opaque=False,
                               frame=self.game.assets.dmd_blank.frames[0])
        blank.composite_op = "blacksrc"
        script.append({'seconds': 0.3, 'layer': blank})
        # make a script layer with the two
        self.pauseView = dmd.ScriptedLayer(128, 32, script)
        self.pauseView.composite_op = "blacksrc"
        self.keys_index = {
            'start':
            list(
                range(
                    len(self.game.sound.sounds[
                        self.game.assets.quote_hatbIntro])))
        }
        self.counts_index = {'start': 0}
        random.shuffle(self.keys_index['start'])
Exemple #7
0
    def tumbleweed_display(self,value,combo):
        banner = dmd.FrameLayer(opaque=True, frame=self.game.assets.dmd_tumbleweedBanner.frames[0])
        scoreLayer = dmd.TextLayer(64,22,self.game.assets.font_9px_az,justify="center",opaque=False).set_text(str(ep.format_score(value)),blink_frames=6)
        # load up the animation
        anim = self.game.assets.dmd_tumbleweedLeft
        # start the full on animation
        myWait = len(anim.frames) / 15.0 + 0.5
        # setup the animated layer
        animLayer = ep.EP_AnimatedLayer(anim)
        animLayer.hold=True
        animLayer.frame_time = 4
        animLayer.opaque=False

        animLayer.composite_op = "blacksrc"
        combined = dmd.GroupedLayer(128,32,[banner,scoreLayer,animLayer])
        self.layer = combined
        self.game.sound.play(self.game.assets.sfx_tumbleWind)
        self.delay(name="Display",delay=myWait,handler=self.clear_layer)
        if combo:
            self.delay(name="Display",delay=myWait,handler=self.game.combos.display)
    def display_frogs(self,mode=None,num=None,fade=False):
        if not self.won:
            self.cancel_delayed("Display")
            # set the frogs
            for n in self.availFrogs:
                if n != num:
                    # grab the last frame from the first slot animation
                    self.frogLayers[n] = dmd.FrameLayer(opaque=False,frame=self.liveFrogs[n][4].frames[5])
                    # set the composite op
                    self.frogLayers[n].composite_op = "blacksrc"
                    # adjust the position
                    self.frogLayers[n].set_target_position(self.offsets[n],0)

            if mode == "jump":
                anim = self.liveFrogs[num][0]
                myWait = len(anim.frames) / 10.0
                self.frogLayers[num] = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=False,repeat=False,frame_time=6)
                self.frogLayers[num].composite_op = "blacksrc"
                self.frogLayers[num].set_target_position(self.offsets[num],0)
                # reverse the order of that frog for next jump
                self.liveFrogs[num].reverse()
            else:
                # if we didn't get a cue to change cousin it, we don't mess with him
                pass

            # build the layer
            layers = []
            layers.append(self.titleLine)
            layers.append(self.leftTimerLine)
            layers.append(self.rightTimerLine)
            layers.append(self.scoreLine)
            for layer in self.frogLayers:
                layers.append(layer)
            combined = dmd.GroupedLayer(128,32,layers)
            # turn on the layer - crossfade at startup
            self.layer = combined
            # set the delay for fixing it after a hit or a miss
            if mode == "jump" and len(self.availFrogs) > 0:
                choices = [0.65,0.8,1.0,1.2,1.4]
                self.game.sound.play(self.game.assets.sfx_ssRibbit)
                self.delay("Display",delay=random.choice(choices),handler=lambda: self.display_frogs(mode="jump",num=random.choice(self.availFrogs)))
Exemple #9
0
 def polly_died(self):
     self.game.peril = False
     self.running = False
     self.wipe_delays()
     backdrop = dmd.FrameLayer(
         opaque=True, frame=self.game.assets.dmd_poutySheriff.frames[0])
     textLine1 = ep.EP_TextLayer(25,
                                 8,
                                 self.game.assets.font_12px_az,
                                 justify="center",
                                 opaque=False).set_text("TOO", color=ep.RED)
     textLine2 = ep.EP_TextLayer(98,
                                 8,
                                 self.game.assets.font_12px_az,
                                 justify="center",
                                 opaque=False).set_text("LATE!",
                                                        color=ep.RED)
     combined = dmd.GroupedLayer(128, 32, [backdrop, textLine1, textLine2])
     self.layer = combined
     self.game.sound.play(self.game.assets.sfx_glumRiff)
     self.delay("Operational", delay=1.5, handler=self.end_river_chase)
    def polly_died(self, drain=False):
        self.game.peril = False
        self.cancel_delayed("Mode Timer")
        backdrop = dmd.FrameLayer(opaque=True, frame=self.game.assets.dmd_poutySheriff.frames[0])
        textLine1 = ep.EP_TextLayer(25, 8, self.game.assets.font_12px_az, justify="center", opaque=False)
        if drain:
            string = "OH"
        else:
            string = "TOO"
        textLine1.set_text(string, color=ep.RED)
        textLine2 = ep.EP_TextLayer(98, 8, self.game.assets.font_12px_az, justify="center", opaque=False)
        if drain:
            string = "NO!"
        else:
            string = "LATE!"
        textLine2.set_text(string, color=ep.RED)
        combined = dmd.GroupedLayer(128, 32, [backdrop, textLine1, textLine2])
        self.layer = combined
        self.game.sound.play(self.game.assets.sfx_glumRiff)

        self.delay("Operational", delay=1.5, handler=self.end_bank_robbery)
Exemple #11
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 def gunfight_release(self):
     # play the draw quote
     self.game.base.play_quote(self.game.assets.quote_gunfightDraw)
     text = ep.EP_TextLayer(28,8,self.game.assets.font_12px_az,"center",opaque=False).set_text("DRAW!",blink_frames=2,color=ep.RED)
     backdrop = dmd.FrameLayer(opaque=True, frame=self.game.assets.dmd_gunfightBoots.frames[8])
     self.layer = dmd.GroupedLayer(128,32,[backdrop,text])
     # turn the GI back on
     self.game.set_tracking('lampStatus', "ON")
     self.game.gi_control("ON")
     self.lamp_update()
     # kill the starting flag
     self.starting = False
     print "DROP THE POST"
     self.posts[self.activeSide].disable()
     # if there was ball save time left, put that back
     if self.save_timer > 0:
         self.game.trough.start_ball_save(self.save_timer,1)
     # set the shooting flag
     self.shooting = True
     # set a named timer for gunfight lost
     self.delay("Gunfight Lost",delay=4,handler=self.lost)
Exemple #12
0
    def jackpot_score(self, points=0):
        if self.showDub:
            double = True
            self.showDub = False
        else:
            double = False
        self.game.sound.play(self.game.assets.sfx_orchestraSpike)
        scoreString = str(ep.format_score(points))
        print "Score string: " + scoreString
        backdrop = dmd.FrameLayer(
            opaque=False, frame=self.game.assets.dmd_dmbJackpot.frames[17])
        if double:
            scoreLine1 = ep.EP_TextLayer(64,
                                         2,
                                         self.game.assets.font_12px_az_outline,
                                         "center",
                                         opaque=False)
            scoreLine1.composite_op = "blacksrc"
            scoreLine1.set_text("DOUBLE", color=ep.GREEN)
            scoreLine2 = ep.EP_TextLayer(64,
                                         15,
                                         self.game.assets.font_12px_az_outline,
                                         "center",
                                         opaque=False)
            scoreLine2.composite_op = "blacksrc"
            scoreLine2.set_text(scoreString, color=ep.GREEN)
            combined = dmd.GroupedLayer(128, 32,
                                        [backdrop, scoreLine1, scoreLine2])
        else:
            scoreLine = ep.EP_TextLayer(64,
                                        8,
                                        self.game.assets.font_15px_az_outline,
                                        "center",
                                        opaque=False)
            scoreLine.composite_op = "blacksrc"
            scoreLine.set_text(scoreString, color=ep.GREEN)
            combined = dmd.GroupedLayer(128, 32, [backdrop, scoreLine])

        self.layer = combined
        self.delay(name="Display", delay=1, handler=self.main_display)
 def finish_trolls(self):
     # kill the delays
     self.wipe_delays()
     # drop the targets
     self.game.bad_guys.drop_targets()
     border = dmd.FrameLayer(
         opaque=True,
         frame=self.game.assets.dmd_mmTrollFinalFrame.frames[0])
     textLayer1 = ep.EP_TextLayer(64,
                                  8,
                                  self.game.assets.font_5px_AZ,
                                  "center",
                                  opaque=False)
     if self.won:
         textLayer1.set_text("TROLLS DESTROYED", color=ep.DARK_GREEN)
         # add some extra points if won - to make it a cool 1.5 million
         self.game.score(450000)
         self.totalPoints += 450000
     else:
         textLayer1.set_text("TROLLS ESCAPED", color=ep.DARK_GREEN)
     textLayer2 = ep.EP_TextLayer(64,
                                  14,
                                  self.game.assets.font_9px_az,
                                  "center",
                                  opaque=False).set_text(str(
                                      ep.format_score(self.totalPoints)),
                                                         color=ep.GREEN)
     combined = dmd.GroupedLayer(128, 32, [border, textLayer1, textLayer2])
     self.layer = combined
     # play a final quote ?
     if self.won:
         self.delay(delay=1,
                    handler=self.game.base.priority_quote,
                    param=self.game.assets.quote_mmFatality)
     elif self.leftHitsSoFar == 0 and self.rightHitsSoFar == 0:
         self.game.base.priority_quote(self.game.assets.quote_mmYouSuck)
     else:
         self.game.sound.play(self.game.assets.sfx_cheers)
     myWait = 2
     self.delay(delay=myWait, handler=self.done)
    def start_bank_robbery(self, step=1):
        if step == 1:
            # audit
            self.game.game_data['Feature']['Right Polly Started'] += 1
            # set the level 1 stack flag
            self.game.stack_level(2, True)

            # set the running flag
            self.running = True
            self.lamp_update()

            # start the music
            self.music_on(self.game.assets.music_altPeril)
            # run the animation
            anim = self.game.assets.dmd_pollyIntro
            myWait = len(anim.frames) / 30.0
            animLayer = dmd.AnimatedLayer(frames=anim.frames,
                                          hold=True,
                                          opaque=True,
                                          repeat=False,
                                          frame_time=2)
            self.layer = animLayer

            # loop back for the title card
            self.delay(delay=myWait, handler=self.start_bank_robbery, param=2)
        if step == 2:
            # pick a shoot delay
            self.set_shot_target()
            # set up the title card
            titleCard = dmd.FrameLayer(
                opaque=False, frame=self.game.assets.dmd_hatbTitle.frames[0])
            # transition to the title card
            self.transition = ep.EP_Transition(self, self.layer, titleCard,
                                               ep.EP_Transition.TYPE_WIPE,
                                               ep.EP_Transition.PARAM_EAST)
            # delay the start process
            self.delay("Get Going", delay=2, handler=self.in_progress)
            self.delay(delay=2,
                       handler=lambda: self.play_ordered_quote(
                           self.game.assets.quote_hatbIntro, 'start'))
 def bumpers_increased(self, value):
     backdrop = dmd.FrameLayer(
         opaque=True,
         frame=self.game.assets.dmd_singleCactusBorder.frames[0])
     topLine = dmd.TextLayer(60,
                             1,
                             self.game.assets.font_5px_AZ,
                             "center",
                             opaque=False).set_text("JET BUMPERS VALUE")
     increasedLine1 = dmd.TextLayer(60,
                                    8,
                                    self.game.assets.font_12px_az,
                                    "center",
                                    opaque=False).set_text("INCREASED")
     increasedLine2 = dmd.TextLayer(60,
                                    8,
                                    self.game.assets.font_15px_az_outline,
                                    "center",
                                    opaque=False)
     increasedLine1.composite_op = "blacksrc"
     increasedLine2.composite_op = "blacksrc"
     increasedLine2.set_text("INCREASED")
     pointsLine = dmd.TextLayer(60,
                                18,
                                self.game.assets.font_12px_az_outline,
                                "center",
                                opaque=False)
     pointsLine.composite_op = "blacksrc"
     pointsLine.set_text(str(ep.format_score(value)))
     script = []
     layer1 = dmd.GroupedLayer(
         128, 32, [backdrop, topLine, increasedLine1, pointsLine])
     layer2 = dmd.GroupedLayer(
         128, 32, [backdrop, topLine, pointsLine, increasedLine2])
     script.append({'seconds': 0.3, 'layer': layer1})
     script.append({'seconds': 0.3, 'layer': layer2})
     self.game.base.play_quote(self.game.assets.quote_yippie)
     self.layer = dmd.ScriptedLayer(128, 32, script)
     self.delay("Display", delay=2, handler=self.clear_layer)
Exemple #16
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 def display_multiplier(self):
     multiplier = self.game.show_tracking('motherlodeMultiplier')
     # and do a display thing
     backdrop = dmd.FrameLayer(
         opaque=True,
         frame=self.game.assets.dmd_mineEntranceBorder.frames[0])
     awardTextTop = ep.EP_TextLayer(128 / 2,
                                    5,
                                    self.game.assets.font_5px_bold_AZ,
                                    justify="center",
                                    opaque=False)
     awardTextBottom = ep.EP_TextLayer(128 / 2,
                                       11,
                                       self.game.assets.font_15px_az,
                                       justify="center",
                                       opaque=False)
     awardTextTop.set_text("MOTHERLODE", color=ep.YELLOW)
     awardTextBottom.set_text(str(multiplier) + "X", color=ep.GREEN)
     combined = dmd.GroupedLayer(128, 32,
                                 [backdrop, awardTextTop, awardTextBottom])
     self.layer = combined
     self.delay(name="Display", delay=1.5, handler=self.main_display)
Exemple #17
0
    def __init__(self, game, priority):
        super(RiverChase, self).__init__(game, priority)
        self.myID = "River Chase"
        self.shotsToWin = self.game.user_settings['Gameplay (Feature)'][
            'Save Polly Shots - River']
        self.shotsSoFar = 0
        self.running = False
        self.halted = False
        self.won = False
        self.distance_value = int(30.0 / self.shotsToWin)
        self.valueMultiplier = 1  # shot value multiplier

        script = []
        # set up the text layer
        textString = "< SAVE POLLY PAUSED >"
        textLayer = ep.EP_TextLayer(128 / 2,
                                    24,
                                    self.game.assets.font_6px_az_inverse,
                                    "center",
                                    opaque=False).set_text(textString,
                                                           color=ep.BLUE)
        script.append({'seconds': 0.3, 'layer': textLayer})
        # set up the alternating blank layer
        blank = dmd.FrameLayer(opaque=False,
                               frame=self.game.assets.dmd_blank.frames[0])
        blank.composite_op = "blacksrc"
        script.append({'seconds': 0.3, 'layer': blank})
        # make a script layer with the two
        self.pauseView = dmd.ScriptedLayer(128, 32, script)
        self.pauseView.composite_op = "blacksrc"
        self.keys_index = {
            'start':
            list(
                range(
                    len(self.game.sound.sounds[
                        self.game.assets.quote_rotrIntro])))
        }
        self.counts_index = {'start': 0}
        random.shuffle(self.keys_index['start'])
Exemple #18
0
    def end_showdown(self):
        # drop all teh targets
        self.game.bad_guys.drop_targets()
        # turn off the level 1 flag
        self.game.stack_level(1,False)
        # kill the music - if nothing else is running
        # start up the main theme again if a higher level mode isn't running
        #self.stop_music(slice=2)
        # tally some score?
        # award the badge light - showdown/ambush is 3
        self.game.badge.update(3)
        # grab the showdown points before resetting
        totalPoints = self.game.show_tracking('showdownPoints')
        self.update_tracking()

        self.lamp_update()
        # start up the main theme again if a higher level mode isn't running
        if self.game.trough.num_balls_in_play > 0:
            self.music_on(self.game.assets.music_mainTheme,mySlice=2)
        # setup a display frame
        backdrop = dmd.FrameLayer(opaque=False, frame=self.game.assets.dmd_singleCowboySidewaysBorder.frames[0])
        textLine1 = ep.EP_TextLayer(74, 1, self.game.assets.font_7px_bold_az, "center", opaque=False)
        textString = "SHOWDOWN: " + str(self.deathTally) + " KILLS"
        textLine1.set_text(textString,color=ep.RED)
        textLine1.composite_op = "blacksrc"
        textLine2 = ep.EP_TextLayer(74,11, self.game.assets.font_12px_az, "center", opaque=False)
        textLine2.set_text(ep.format_score(totalPoints),color=ep.GREEN)
        combined = dmd.GroupedLayer(128,32,[backdrop,textLine1,textLine2])
        self.layer = combined
        # play a quote
        self.game.base.play_quote(self.game.assets.quote_mobEnd)
        self.delay("Display",delay=2,handler=self.clear_layer)
        # see if the death tally beats previous/existing and store in tracking if does - for showdown champ
        # unset the base busy flag
        self.game.base.busy = False
        self.game.base.queued -= 1
        # unload the mode
        self.delay(delay=2.1,handler=self.unload)
    def jackpot_hit(self,step=1):
        if step == 1:
        # log the hit in audits
            self.game.game_data['Feature']['Stampede Jackpots'] += 1

            # play an animation
            anim = self.game.assets.dmd_stampedeJackpot
            myWait = len(anim.frames) / 15.0
            animLayer = dmd.AnimatedLayer(frames=anim.frames,hold=True,opaque=True,repeat=False,frame_time=4)
            self.layer = animLayer
            self.game.base.play_quote(self.game.assets.quote_jackpot)
            # and some sounds
            self.game.sound.play(self.game.assets.sfx_revRicochet)
            # loop back to do the next part
            self.delay(name="Display",delay=myWait+0.5,handler=self.jackpot_hit,param=2)
        # second pass layers the score over the text
        if step == 2:
            self.backdrop = dmd.FrameLayer(opaque=True, frame=self.game.assets.dmd_stampedeJackpot.frames[42])
            self.scoreLine = ep.EP_TextLayer(64, 8, self.game.assets.font_17px_score, "center", opaque=True).set_text(str(ep.format_score(self.scored)),color=ep.YELLOW)
#            self.scoreLine.composite_op = "blacksrc"
#            self.layer = dmd.GroupedLayer(128,32,[self.backdrop,self.scoreLine])
            # loop back to cleear
            # transition to the score
            transition = ep.EP_Transition(self,self.backdrop,self.scoreLine,ep.EP_Transition.TYPE_CROSSFADE)
            self.delay(name="Display",delay=2,handler=self.jackpot_hit,param=3)
        # third pass plays the wipe
        if step == 3:
            anim = self.game.assets.dmd_burstWipe
            myWait = len(anim.frames) / 15.0
            animLayer = ep.EP_AnimatedLayer(anim)
            animLayer.hold = True
            animLayer.frame_time = 4
            animLayer.composite_op = "blacksrc"
            self.layer = dmd.GroupedLayer(128,32,[self.backdrop,self.scoreLine,animLayer])
            # play a sound on delay
            self.delay(name="Display",delay=myWait,handler=self.game.sound.play,param=self.game.assets.sfx_explosion1)
            # then do the main display
            self.delay(name="Display",delay=myWait,handler=self.main_display)
Exemple #20
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    def award_match(self):
        # check the scores to see if anybody won
        print "Number of players = " + str(len(self.game.players))
        for i in range(0, len(self.game.players), 1):
            print "Award processing Player " + str((i + 1))
            if str(self.playerDigits[i]) == self.selection:
                # set the text on that layer to blink
                self.playerLayers[i].set_text(str(self.playerDigits[i]) + "0",
                                              blink_frames=8,
                                              color=ep.GREEN)
                # and tick the winner count to true
                self.winners += 1
                # store a list of winning players
                print("Player " + str(i) + " gets last call")
                # check to make sure they're not in last call already
                if i not in self.lastCall:
                    self.lastCall.append(i)

        # if we had any winners there's stuff to do
        if self.winners > 0:
            self.digitLayer.set_text(self.selection,
                                     blink_frames=8,
                                     color=ep.GREEN)
            self.zeroLayer.set_text("0", blink_frames=8, color=ep.GREEN)
            bottlesLayer = dmd.FrameLayer(
                opaque=False, frame=self.game.assets.dmd_match.frames[20])
            bottlesLayer.composite_op = "blacksrc"
            combined = dmd.GroupedLayer(128, 32, [
                self.digitLayer, self.zeroLayer, self.p1Layer, self.p2Layer,
                self.p3Layer, self.p4Layer, bottlesLayer
            ])
            self.layer = combined
            self.game.interrupter.knock(self.winners)
            self.game.sound.play(self.game.assets.sfx_matchRiff)

        # Then delay for 2 seconds and shut 'er down
        self.delay(delay=2, handler=self.finish_up)
    def __init__(self,game,priority):
        super(SS_Tribute, self).__init__(game,priority)
        self.myID = "SS Tribute"
        # for timer halting in saloon/jets
        self.halted = False
        self.running = False
        self.hitsToWin = 4
        self.hitsSoFar = 0
        self.beerHit = False
        self.won = False

        script = []
        # set up the pause text layer
        textString = "< LEAPERS PAUSED >"
        textLayer = ep.EP_TextLayer(128/2, 24, self.game.assets.font_6px_az_inverse, "center", opaque=False).set_text(textString,color=ep.ORANGE)
        script.append({'seconds':0.3,'layer':textLayer})
        # set up the alternating blank layer
        blank = dmd.FrameLayer(opaque=False, frame=self.game.assets.dmd_blank.frames[0])
        blank.composite_op = "blacksrc"
        script.append({'seconds':0.3,'layer':blank})
        # make a script layer with the two
        self.pauseView = dmd.ScriptedLayer(128,32,script)
        self.pauseView.composite_op = "blacksrc"

        self.titleLine = ep.EP_TextLayer(64,0,self.game.assets.font_7px_bold_az, "center", opaque=True).set_text("LEAPER MANIA",color=ep.GREEN)
        self.leftTimerLine = ep.EP_TextLayer(0,26,self.game.assets.font_5px_AZ, "left",False)
        self.rightTimerLine = ep.EP_TextLayer(128,26,self.game.assets.font_5px_AZ,"right",False)
        self.scoreLine = ep.EP_TextLayer(64,8,self.game.assets.font_9px_az,"center",opaque=False)
        self.infoLine = ep.EP_TextLayer(0,1,self.game.assets.font_5px_AZ,"center", opaque=False)
        # offset position for the frog layers based on index position
        self.offsets = [0,-9,-18,-28]
        self.keys_index = {'hit':list(range(len(self.game.sound.sounds[self.game.assets.quote_ssHit]))),
                           'urge':list(range(len(self.game.sound.sounds[self.game.assets.quote_ssUrge])))}
        self.counts_index = {'hit':0,
                             'urge':0}
        random.shuffle(self.keys_index['hit'])
        random.shuffle(self.keys_index['urge'])
Exemple #22
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    def start_highNoon(self, step=1):
        if step == 1:
            # audit
            self.game.game_data['Feature']['High Noon Started'] += 1
            # turn off ball search because this takes a while
            self.game.ball_search.disable()
            # kill the music
            self.stop_music()
            # turn off the lights
            self.game.set_tracking('lampStatus', "OFF")
            self.lamp_update()

            self.game.stack_level(6, True)
            self.game.set_tracking('highNoonStatus', "RUNNING")
            self.running = True
            # church bell
            anim = self.game.assets.dmd_bellTower
            myWait = len(anim.frames) / 10.0
            animLayer = ep.EP_AnimatedLayer(anim)
            animLayer.hold = True
            animLayer.frame_time = 6
            # ding the bell on frame 5
            animLayer.add_frame_listener(5, self.church_bell, param=12)
            self.layer = animLayer
            # loop back to step 2
            self.delay(delay=myWait, handler=self.start_highNoon, param=2)
        if step == 2:
            # show a 'high noon' banner or animation
            self.banner = dmd.FrameLayer(
                opaque=False, frame=self.game.assets.dmd_highNoon.frames[0])
            self.layer = self.banner
            # play the opening quote
            duration = self.game.base.play_quote(
                self.game.assets.quote_highNoon)
            # after the quote, start the intro
            self.delay(delay=duration, handler=self.intro)
Exemple #23
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    def hit(self, Saloon=False):
        # cancel any other displays
        for mode in self.game.ep_modes:
            if getattr(mode, "abort_display", None):
                mode.abort_display()
        # pick a random banner to use
        banner = random.choice(self.banners)
        # set up the banner layer
        self.bannerLayer = dmd.FrameLayer(opaque=False, frame=banner.frames[0])

        # lookup the status
        status = self.game.show_tracking('bartStatus')
        print "BART STATUS: " + status
        print "CURRENT BART: " + str(self.game.show_tracking('currentBart'))
        # if no bart is currently running, a new challenger appears
        bionic = self.game.show_tracking('bionicStatus')
        if bionic == "READY" or bionic == "RUNNING":
            self.game.saloon.busy = False
        if status == "OPEN":
            # if boss is the brother coming up - we don't activate him if other things are running
            if self.game.show_tracking(
                    'currentBart') == 3 and True in self.game.show_tracking(
                        'stackLevel'):
                self.dead_bart_hit(Saloon)
            else:
                self.game.set_tracking('bartStatus', "RUNNING")
                self.activate()
        # else, register the hit
        elif status == "RUNNING":
            self.damage()
        # if there is one active and it's the last hit, defeat
        elif status == "LAST":
            self.defeat()
        # not running? do this
        else:
            self.dead_bart_hit(Saloon)
Exemple #24
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 def light_lock(self):
     # set the lock status
     self.game.set_tracking('mineStatus', "LOCK")
     # clear the hits to light lock
     self.game.set_tracking('mineHits', 0)
     backdrop = dmd.FrameLayer(
         opaque=True,
         frame=self.game.assets.dmd_mineEntranceBorder.frames[0])
     textLine = ep.EP_TextLayer(56,
                                9,
                                self.game.assets.font_12px_az,
                                "center",
                                opaque=False).set_text("LOCK IS LIT",
                                                       color=ep.GREEN)
     composite = dmd.GroupedLayer(128, 32, [backdrop, textLine])
     self.layer = composite
     self.delay(name="Display", delay=1.5, handler=self.clear_layer)
     # play a quote
     duration = self.game.base.priority_quote(
         self.game.assets.quote_lockLit)
     print "LOCK IS LIT ... AND SO AM I"
     ## then kick the ball
     self.lamp_update()
     self.delay(delay=duration + 0.5, handler=self.game.mountain.eject)
Exemple #25
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    def light_gunfight(self, callback=None):
        print "GUNFIGHT IS LIT"
        # turn on the lights
        # show the display
        backdrop = dmd.FrameLayer(
            opaque=False,
            frame=self.game.assets.dmd_singleCowboyBorder.frames[0])
        textString1 = "GUNFIGHT"
        textLayer1 = ep.pulse_text(self, 77, 2, textString1, size="12px")
        textString2 = "IS LIT"
        textLayer2 = ep.pulse_text(self,
                                   77,
                                   15,
                                   textString2,
                                   size="12px",
                                   color=ep.GREEN)
        self.layer = dmd.GroupedLayer(128, 32,
                                      [backdrop, textLayer1, textLayer2])
        # play a quote
        self.game.sound.play(self.game.assets.sfx_flourish6)
        self.play_ordered_quote(self.game.assets.quote_gunfightLit,
                                'gunfight',
                                priority=True)
        # set the tracking
        self.game.set_tracking('gunfightStatus', "READY")
        self.lamp_update()
        self.game.coils.leftGunFlasher.schedule(0x11111111, cycle_seconds=1)
        self.game.coils.rightGunFlasher.schedule(0x11111111, cycle_seconds=1)

        if callback != None:
            print "I GOT A GUNFIGHT CALLBACK"
            self.delay("Callback", delay=2, handler=callback)
        self.delay(delay=2, handler=self.clear_layer)
        if self.busy:
            print "Light Gunfight - Delay timer for unbusy"
            self.delay(delay=2, handler=self.unbusy)
Exemple #26
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 def no_layer(self):
     blank = dmd.FrameLayer(opaque=False,
                            frame=self.game.assets.dmd_blank.frames[0])
     blank.composite_op = "blacksrc"
     return blank
Exemple #27
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 def __init__(self, game):
     super(Bogey, self).__init__(game=game,
                                 priority=12,
                                 mode_type=AdvancedMode.Manual)
     self.myID = "Bogey"
     self.running = False
     self.bogey_lamps = [
         self.game.lamps['leftRamp100k'], self.game.lamps['leftRamp200k'],
         self.game.lamps['leftRamp300k'], self.game.lamps['leftRamp400k'],
         self.game.lamps['rightRamp100k'], self.game.lamps['rightRamp200k'],
         self.game.lamps['rightRamp300k'], self.game.lamps['rightRamp400k'],
         self.game.lamps['leftOrbitArrow'],
         self.game.lamps['leftRampArrow'],
         self.game.lamps['rightRampArrow'],
         self.game.lamps['rightOrbitArrow']
     ]
     self.bogey_clips = [
         'bogey_hit_1',
         'bogey_hit_2',
         'bogey_hit_3',
         'bogey_hit_4',
         'bogey_hit_5',
         'bogey_hit_6',
         'bogey_hit_7',
         'bogey_hit_8',
         'bogey_hit_9',
         'bogey_hit_10',
         'bogey_hit_11',
         'bogey_hit_12',
         'bogey_hit_13',
         'bogey_hit_14',
         'bogey_hit_15',
         'bogey_hit_16',
         'bogey_hit_17',
         'bogey_hit_18',
         'bogey_hit_19',
     ]
     back = dmd.FrameLayer(
         opaque=True,
         frame=self.game.animations['bogey_backdrop'].frames[0])
     top1 = dmd.HDTextLayer(930,
                            110,
                            self.game.fonts['bebas180'],
                            "center",
                            line_color=[64, 64, 64],
                            line_width=6,
                            interior_color=[192, 192, 192])
     top1.set_text("WE'VE")
     top2 = dmd.HDTextLayer(930,
                            285,
                            self.game.fonts['bebas180'],
                            "center",
                            line_color=[64, 64, 64],
                            line_width=6,
                            interior_color=[192, 192, 192])
     top2.set_text("GOT  A")
     top3 = dmd.HDTextLayer(930,
                            460,
                            self.game.fonts['bebas180'],
                            "center",
                            line_color=[64, 64, 64],
                            line_width=6,
                            interior_color=[192, 192, 192])
     top3.set_text("BOGEY")
     self.timer_layer = dmd.HDTextLayer(1800,
                                        110,
                                        self.game.fonts['bebas500'],
                                        "right",
                                        line_color=[64, 64, 64],
                                        line_width=4,
                                        interior_color=[192, 192, 192])
     bottom1 = dmd.HDTextLayer(930,
                               110,
                               self.game.fonts['bebas180'],
                               "center",
                               line_color=[64, 0, 0],
                               line_width=6,
                               interior_color=[192, 0, 0])
     bottom1.set_text("SHOOT")
     bottom2 = dmd.HDTextLayer(930,
                               285,
                               self.game.fonts['bebas180'],
                               "center",
                               line_color=[64, 0, 0],
                               line_width=6,
                               interior_color=[192, 0, 0])
     bottom2.set_text("LIT")
     bottom3 = dmd.HDTextLayer(930,
                               460,
                               self.game.fonts['bebas180'],
                               "center",
                               line_color=[64, 0, 0],
                               line_width=6,
                               interior_color=[192, 0, 0])
     bottom3.set_text("ARROWS")
     page1 = dmd.GroupedLayer(1920, 800,
                              [back, top1, top2, top3, self.timer_layer])
     page2 = dmd.GroupedLayer(1920, 800,
                              [back, top2, top3, self.timer_layer])
     page3 = dmd.GroupedLayer(1920, 800, [back, top3, self.timer_layer])
     page4 = dmd.GroupedLayer(1920, 800, [back, self.timer_layer])
     page5 = dmd.GroupedLayer(1920, 800, [back, bottom1, self.timer_layer])
     page6 = dmd.GroupedLayer(1920, 800,
                              [back, bottom1, bottom2, self.timer_layer])
     page7 = dmd.GroupedLayer(
         1920, 800, [back, bottom1, bottom2, bottom3, self.timer_layer])
     page8 = dmd.GroupedLayer(1920, 800,
                              [back, bottom2, bottom3, self.timer_layer])
     page9 = dmd.GroupedLayer(1920, 800, [back, bottom3, self.timer_layer])
     page10 = dmd.GroupedLayer(1920, 800, [back, top1, self.timer_layer])
     page11 = dmd.GroupedLayer(1920, 800,
                               [back, top1, top2, self.timer_layer])
     self.main_layer = dmd.ScriptedLayer(1920, 800, [{
         'seconds': 1,
         'layer': page1
     }, {
         'seconds': 0.2,
         'layer': page2
     }, {
         'seconds': 0.2,
         'layer': page3
     }, {
         'seconds': 0.5,
         'layer': page4
     }, {
         'seconds': 0.2,
         'layer': page5
     }, {
         'seconds': 0.2,
         'layer': page6
     }, {
         'seconds': 1,
         'layer': page7
     }, {
         'seconds': 0.2,
         'layer': page8
     }, {
         'seconds': 0.2,
         'layer': page9
     }, {
         'seconds': 0.5,
         'layer': page4
     }, {
         'seconds': 0.2,
         'layer': page10
     }, {
         'seconds': 0.2,
         'layer': page11
     }])
     self.bogey_award_text = dmd.HDTextLayer(1920 / 2,
                                             150,
                                             self.game.fonts['default'],
                                             "center",
                                             line_color=[64, 0, 0],
                                             line_width=6,
                                             interior_color=[192, 0, 0])
     self.bogey_award_score = dmd.HDTextLayer(1920 / 2,
                                              300,
                                              self.game.fonts['main_score'],
                                              "center",
                                              line_color=[64, 64, 0],
                                              line_width=6,
                                              interior_color=[192, 192, 0])
     self.bogey_award_score_dim = dmd.HDTextLayer(
         1920 / 2,
         300,
         self.game.fonts['main_score'],
         "center",
         line_color=[16, 16, 0],
         line_width=6,
         interior_color=[64, 64, 0])
     self.flash_text = dmd.ScriptedLayer(
         1920, 800, [{
             'seconds': 0.2,
             'layer': self.bogey_award_score
         }, {
             'seconds': 0.2,
             'layer': self.bogey_award_score_dim
         }])
Exemple #28
0
    def __init__(self, game, priority, left_text, right_text, entered_handler):
        super(HD_InitialEntryMode_ML, self).__init__(game, priority)
        
        self.entered_handler = entered_handler
        
        # self.init_font = dmd.font_named('Font09Bx7.dmd')
        # self.font = dmd.font_named('Font07x5.dmd')
        # self.letters_font = dmd.font_named('Font07x5.dmd')

        ## YOU almost CERTAINLY need to change these...
        self.init_font = self.game.fonts['large']
        self.text_font = self.game.fonts['small']
        self.letters_font = self.game.fonts['mono-tiny']
        self.letters_font_mini = self.game.fonts['mono-micro']

        self.init_font_height = self.init_font.size("Z")[1]
        
        self.text_font_height = self.text_font.size(left_text)[1]

        self.layer = dmd.GroupedLayer(self.display_width, self.display_height)
        self.layer.opaque = True
        self.layer.layers = []
        
        if type(right_text) != list:
            right_text = [right_text]
        if type(left_text) != list:
            left_text = [left_text]
        
        seconds_per_text = 1.5
        
        script = []
        mh = 0
        for text in left_text:
            words = text.split()
            h = self.text_font_height*len(words)
            mh = max(h, mh)
            frame = dmd.Frame(width=self.display_width, height=h)
            i = 0
            for w in words:
                self.text_font.draw(frame, w, 0, i*self.text_font_height)
                i+=1
            script.append({'seconds':seconds_per_text, 'layer':dmd.FrameLayer(frame=frame)})
        topthird_left_layer = dmd.ScriptedLayer(width=self.display_width, height=mh, script=script)
        topthird_left_layer.composite_op = 'blacksrc'
        topthird_left_layer.target_y = self.display_height/2 - mh/2
        topthird_left_layer.target_x = 10
        self.layer.layers += [topthird_left_layer]
        
        script = []
        mh = 0
        for text in right_text:
            words = text.split()
            h = self.text_font_height*len(words)
            mh = max(h, mh)
            frame = dmd.Frame(width=self.display_width, height=h)
            i = 0
            for w in words:
                self.text_font.draw(frame, w, self.display_width-(self.text_font.size(w)[0]), i*self.text_font_height)
                i+=1
            script.append({'seconds':seconds_per_text, 'layer':dmd.FrameLayer(frame=frame)})
        topthird_right_layer = dmd.ScriptedLayer(width=self.display_width, height=mh, script=script)
        topthird_right_layer.composite_op = 'blacksrc'
        topthird_right_layer.target_y = self.display_height/2 - mh/2
        topthird_right_layer.target_x = -10
        self.layer.layers += [topthird_right_layer]

        # the entered initials so far       
        self.inits_layer = dmd.HDTextLayer(self.display_width/2, self.init_font_height/2+5, self.init_font, "center", vert_justify="center", line_color=(128,128,255), line_width=1, interior_color=(0,0,192),fill_color=(0,0,0)).set_text("")
        self.inits_layer.set_target_position(0, self.text_font_height+2)
        self.layer.layers += [self.inits_layer]

        
        self.letters = []
        for idx in range(26):
            self.letters += [chr(ord('A')+idx)]
        self.letters += [' ', '.', self.char_back, self.char_done]
        self.current_letter_index = 0
        self.inits = self.letters[self.current_letter_index]

        # Draw my fancy rows
        w = self.space_per_char*(self.columns_of_chars_in_palette+1)
        h = self.space_per_char*(30/self.columns_of_chars_in_palette+1.5)
        print("About to create a frame with w=" + str(w) + "; h=" + str(h))
        self.char_optsF = dmd.Frame(width=w, height=h)
        for index in range(30):
            x = index % self.columns_of_chars_in_palette 
            y = index / self.columns_of_chars_in_palette 
            (w,h) = self.letters_font.size(self.letters[index])
            if(index<28):
                self.letters_font.draw(self.char_optsF, self.letters[index], (x+1) * self.space_per_char - w/2, (y+1) * self.space_per_char - h/2)
            elif(index==28):
                (w,h) = self.letters_font_mini.size("DEL")
                self.letters_font_mini.draw(self.char_optsF, "DEL", (x+1) * self.space_per_char - w/2, (y+1) * self.space_per_char - h/2)
            elif(index==29):
                (w,h) = self.letters_font_mini.size("END")
                self.letters_font_mini.draw(self.char_optsF, "END", (x+1) * self.space_per_char - w/2, (y+1) * self.space_per_char - h/2)

        fbox = dmd.Frame(width=self.space_per_char+2, height=self.space_per_char+2)
        fbox.fill_rect(0, 0, self.space_per_char+2, self.space_per_char+2, (128,128,255))
        fbox.fill_rect(2, 2, self.space_per_char-4+2, self.space_per_char-4+2, (0,64,128))
        self.selection_box_layer = dmd.FrameLayer(opaque=False, frame=fbox)
        self.selection_box_layer.composite_op = "max"
        self.layer.layers += [self.selection_box_layer]

        self.char_opts_layer = dmd.FrameLayer(opaque=False, frame=self.char_optsF)
        self.char_opts_layer.set_target_position((self.display_width-(self.columns_of_chars_in_palette+1) * self.space_per_char)/2, self.init_font_height)
        # self.char_opts_layer.composite_op = "blacksrc"
        self.layer.layers += [self.char_opts_layer]


        self.animate_to_index(0)
Exemple #29
0
    def __init__(self, game, priority, left_text, right_text, entered_handler):
        super(HD_InitialEntryMode_ML, self).__init__(game, priority)
        
        self.entered_handler = entered_handler
        
        # self.init_font = dmd.font_named('Font09Bx7.dmd')
        # self.font = dmd.font_named('Font07x5.dmd')
        # self.letters_font = dmd.font_named('Font07x5.dmd')

        self.init_font = self.game.fonts['small']
        self.text_font = self.game.fonts['large']
        self.letters_font = self.game.fonts['med']

        self.init_font_height = self.init_font.size("Z")[1]
        self.text_font_height = self.text_font.size("Z")[1]

        self.layer = dmd.GroupedLayer(480, 240)
        self.layer.opaque = True
        self.layer.layers = []
        
        if type(right_text) != list:
            right_text = [right_text]
        if type(left_text) != list:
            left_text = [left_text]
        
        seconds_per_text = 1.5
        
        script = []
        for text in left_text:
            frame = dmd.Frame(width=450, height=self.text_font_height)
            self.text_font.draw(frame, text, 0, 0)
            script.append({'seconds':seconds_per_text, 'layer':dmd.FrameLayer(frame=frame)})
        topthird_left_layer = dmd.ScriptedLayer(width=480, height=self.text_font_height, script=script)
        topthird_left_layer.composite_op = 'blacksrc'
        self.layer.layers += [topthird_left_layer]
        
        script = []
        for text in right_text:
            frame = dmd.Frame(width=480, height=self.text_font_height)
            self.text_font.draw(frame, text, 480-(self.text_font.size(text)[0]), 0)
            script.append({'seconds':seconds_per_text, 'layer':dmd.FrameLayer(frame=frame)})
        topthird_right_layer = dmd.ScriptedLayer(width=480, height=self.text_font_height, script=script)
        topthird_right_layer.composite_op = 'blacksrc'
        self.layer.layers += [topthird_right_layer]
        
        self.inits_frame = dmd.Frame(width=480, height=self.init_font_height)
        inits_layer = dmd.FrameLayer(opaque=False, frame=self.inits_frame)
        inits_layer.set_target_position(0, self.text_font_height+2)
        self.layer.layers += [inits_layer]
        
        self.lowerhalf_layer = dmd.FrameQueueLayer(opaque=False, hold=True)
        self.lowerhalf_layer.set_target_position(0, self.init_font_height+self.text_font_height)
        self.layer.layers += [self.lowerhalf_layer]
        
        self.letters = []
        for idx in range(26):
            self.letters += [chr(ord('A')+idx)]
        self.letters += [' ', '.', self.char_back, self.char_done]
        self.current_letter_index = 0
        self.inits = self.letters[self.current_letter_index]
        self.animate_to_index(0)
Exemple #30
0
 def __init__(self, game):
     super(IronMonger, self).__init__(game=game,
                                      priority=17,
                                      mode_type=AdvancedMode.Game)
     self.myID = "IronMonger"
     self.monger_lamps = [
         self.game.lamps['mongerM'], self.game.lamps['mongerO'],
         self.game.lamps['mongerN'], self.game.lamps['mongerG'],
         self.game.lamps['mongerE'], self.game.lamps['mongerR']
     ]
     self.orbit_lamps = [
         self.game.lamps['leftOrbitMonger'],
         self.game.lamps['centerShotMonger'],
         self.game.lamps['rightOrbitMonger']
     ]
     self.grunts = [
         'monger_grunt_1', 'monger_grunt_2', 'monger_grunt_3',
         'monger_grunt_4', 'monger_grunt_5', 'monger_grunt_6'
     ]
     self.grunt_index = 0
     self.delay_names = [
         'leftSpinner', 'centerSpinner', 'rightSpinner', 'leftOrbit',
         'rightOrbit'
     ]
     layer0 = dmd.FrameLayer(
         frame=self.game.animations['monger_logo_0'].frames[0])
     layer0.set_target_position(367, 0)
     layer1 = dmd.FrameLayer(
         frame=self.game.animations['monger_logo_1'].frames[0])
     layer1.set_target_position(367, 0)
     layer2 = dmd.FrameLayer(
         frame=self.game.animations['monger_logo_2'].frames[0])
     layer2.set_target_position(367, 0)
     layer3 = dmd.FrameLayer(
         frame=self.game.animations['monger_logo_3'].frames[0])
     layer3.set_target_position(367, 0)
     layer4 = dmd.FrameLayer(
         frame=self.game.animations['monger_logo_4'].frames[0])
     layer4.set_target_position(367, 0)
     layer5 = dmd.FrameLayer(
         frame=self.game.animations['monger_logo_5'].frames[0])
     layer5.set_target_position(367, 0)
     layer6 = dmd.FrameLayer(
         frame=self.game.animations['monger_logo_6'].frames[0])
     layer6.set_target_position(367, 0)
     layer7 = dmd.FrameLayer(
         frame=self.game.animations['monger_logo_7'].frames[0])
     layer7.set_target_position(367, 0)
     layer8 = dmd.FrameLayer(
         frame=self.game.animations['monger_logo_8'].frames[0])
     layer8.set_target_position(367, 0)
     layer9 = dmd.FrameLayer(
         frame=self.game.animations['monger_logo_9'].frames[0])
     layer9.set_target_position(367, 0)
     layer10 = dmd.FrameLayer(
         frame=self.game.animations['monger_logo_10'].frames[0])
     layer10.set_target_position(367, 0)
     self.logo_layers = [
         layer0, layer1, layer2, layer3, layer4, layer5, layer6, layer7,
         layer8, layer9, layer10
     ]
     self.points_layer = dmd.HDTextLayer(1920 / 2,
                                         570,
                                         self.game.fonts['bebas200'],
                                         "center",
                                         line_color=(96, 96, 86),
                                         line_width=3,
                                         interior_color=(224, 224, 224))
     self.monger_base_value = 100000
     self.spinner_points = [0, 0, 0]
     self.spinner_names = ['left', 'right', 'center']
     self.current_monger_value = 100000
     # which spinner has the live display
     self.last_spinner = 0
     self.cold = True
     self.spinner_anim = self.game.animations['monger_minigun_firing']
     self.spinner_text_layer = dmd.HDTextLayer(1870,
                                               30,
                                               self.game.fonts['bebas200'],
                                               "right",
                                               line_color=(96, 96, 86),
                                               line_width=3,
                                               interior_color=(224, 224,
                                                               224))
     self.spinner_display = dmd.GroupedLayer(
         1920,
         800, [self.spinner_anim, self.spinner_text_layer],
         opaque=True)
     self.valid = [True, True, True, True, True, True]
     self.status = "OPEN"
     self.letters = 0
     self.toy_letters = 0
     # script sets for the orbit shots
     script0 = ['im_script0a', 'spinner_tutorial', 'im_script0b']
     script1 = ['im_script1a', 'spinner_tutorial', 'im_script1b']
     script2 = [
         'im_script2a', 'spinner_tutorial', 'im_script2b', 'im_script2c'
     ]
     script3 = [
         'im_script3a', 'spinner_tutorial', 'im_script3b', 'im_script3c'
     ]
     script4 = [
         'im_script4a', 'spinner_tutorial', 'im_script4b', 'im_script4c'
     ]
     script5 = ['spinner_tutorial', 'im_script5a', 'im_script5b']
     self.first_scripts = [
         script0, script1, script2, script3, script4, script5
     ]
     self.first_scripts_index = 0
     script1b = [
         'im_script7a', 'im_script7b', 'im_script7c', 'im_script7d',
         'im_script7e'
     ]
     script2b = [
         'im_script8a', 'im_script8b', 'im_script8c', 'im_script8d',
         'im_script8e'
     ]
     script3b = [
         'im_script9a', 'im_script9b', 'im_script9c', 'im_script9d',
         'im_script9e', 'im_script9f', 'im_script9g'
     ]
     self.second_scripts = [script1b, script2b, script3b]
     self.second_scripts_index = 0