def input(self, i):
        if self.done:
            return
        if i.release:
            return
        if i.translated == input.ABORT:
            self.aborted = 1
            self.done = 1
            self.current[0] = -1
            self.clearlist()
            self.moveto((2, 2))
            snd.play('select_choose')
        if i.translated == input.PRESS:
            return self.pressed()

        if i.translated in (input.DOWN, input.UP, input.LEFT, input.RIGHT):
            if i.translated == input.DOWN:
                self.current[0] = (self.current[0] + 1) % len(self.gamelist)
                self.current[1] = min(self.current[1],
                                      len(self.gamelist[self.current[0]]) - 1)
            elif i.translated == input.UP:
                self.current[0] = (self.current[0] - 1) % len(self.gamelist)
                self.current[1] = min(self.current[1],
                                      len(self.gamelist[self.current[0]]) - 1)
            elif i.translated == input.LEFT:
                self.current[1] = (self.current[1] - 1) % len(
                    self.gamelist[self.current[0]])
            else:
                self.current[1] = (self.current[1] + 1) % len(
                    self.gamelist[self.current[0]])
            snd.play('select_move')
            x = self.gamelist[self.current[0]][self.current[1]][1].left
            y = self.gamelist[self.current[0]][self.current[1]][1].top
            self.moveto((x, y))
Exemple #2
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    def gameover_start(self):
        snd.play("gameover")
        self.ticks = 0
        if not self.gamewon:
            if self.curwave:
                for wave in self.curwave:
                    for baddy in wave.enemies:
                        baddy.dead = 1
                        self.background(baddy.lastrect)
                        gfx.dirty(baddy.rect)

        for x in self.popobjs:
            x.dead = 1
        for x in self.powerupobjs:
            x.dead = 1

        B = self.background
        for l in self.objlists:
            for o in l:
                o.erase(B)
        if self.map:
            self.map.erase(B)
        if self.curwave:
            [wave.erase(B) for wave in self.curwave]
        self.runobjects(self.objlists)
        self.cleanup()
Exemple #3
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 def quit(self):
     snd.play('select_choose')
     game.handler = self.prevhandler
     self.done = 1
     if not game.player.name:
         game.player.name = 'NONAME'
     game.player.newguid()
Exemple #4
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    def input(self, i):
        if self.done:
            return
        if i.release:
            return
        if i.translated == input.ABORT:
            self.aborted = 1
            self.done = 1
            self.current[0] = -1
            self.clearlist()
            self.moveto((2, 2))
            snd.play('select_choose')
        if i.translated == input.PRESS:
            return self.pressed()

        if i.translated in (input.DOWN, input.UP, input.LEFT, input.RIGHT):
            if i.translated == input.DOWN:
                self.current[0] = (self.current[0] + 1) % len(self.gamelist)
            elif i.translated == input.UP:
                self.current[0] = (self.current[0] - 1) % len(self.gamelist)
            elif i.translated == input.LEFT or i.translated == input.RIGHT:
                self.current[1] = not self.current[1]

            if self.current[1] and len(self.gamelist[self.current[0]]) <= 2:
                self.current[1] = 0
            snd.play('select_move')
            x = self.gamelist[self.current[0]][1 + self.current[1]][1].left
            y = self.gamelist[self.current[0]][1][1].top + self.current[1] * 10
            self.moveto((x, y))
            self.buildlist()
Exemple #5
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 def playerstart_start(self):
     snd.play('startlife', 1.0, self.startpos[0])
     self.hud.drawlives(self.lives_left)
     self.powerupcount = max(0.0, self.powerupcount - 15.0)
     self.teleport = objtele.Tele(self.startpos)
     self.popobjs.append(self.teleport)
     self.grabbedboxes = 0
Exemple #6
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 def playerstart_start(self):
     snd.play("startlife", 1.0, self.startpos[0])
     self.hud.drawlives(self.lives_left)
     self.powerupcount = max(0.0, self.powerupcount - 15.0)
     self.teleport = objtele.Tele(self.startpos)
     self.popobjs.append(self.teleport)
     self.grabbedboxes = 0
Exemple #7
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 def quit(self):
     snd.play('select_choose')
     game.handler = self.prevhandler
     self.done = 1
     if not game.player.name:
         game.player.name = 'NONAME'
     game.player.newguid()
Exemple #8
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    def input(self, i):
        if self.done:
            return
        if i.release:
            return
        if i.translated == input.ABORT:
            self.aborted = 1
            self.done = 1
            self.current[0] = -1
            self.clearlist()
            self.moveto((2, 2))
            snd.play("select_choose")
        if i.translated == input.PRESS:
            return self.pressed()

        if i.translated in (input.DOWN, input.UP, input.LEFT, input.RIGHT):
            if i.translated == input.DOWN:
                self.current[0] = (self.current[0] + 1) % len(self.gamelist)
                self.current[1] = min(self.current[1], len(self.gamelist[self.current[0]]) - 1)
            elif i.translated == input.UP:
                self.current[0] = (self.current[0] - 1) % len(self.gamelist)
                self.current[1] = min(self.current[1], len(self.gamelist[self.current[0]]) - 1)
            elif i.translated == input.LEFT:
                self.current[1] = (self.current[1] - 1) % len(self.gamelist[self.current[0]])
            else:
                self.current[1] = (self.current[1] + 1) % len(self.gamelist[self.current[0]])
            snd.play("select_move")
            x = self.gamelist[self.current[0]][self.current[1]][1].left
            y = self.gamelist[self.current[0]][self.current[1]][1].top
            self.moveto((x, y))
Exemple #9
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 def input(self, i):
     if i.release:
         return
     if i.type == pygame.KEYDOWN:
         if i.unicode and i.unicode.upper() in charset:
             return
         elif i.key in (pygame.K_DELETE, pygame.K_BACKSPACE, pygame.K_RETURN, pygame.K_KP_ENTER):
             return
     if i.translated == input.ABORT:
         return self.quit()
     if i.translated == input.PRESS:
         letter = self.letter[2]
         if letter == '<':
             self.rub()
         elif letter == '>':
             self.quit()
         else:
             self.addletter(self.letter[2])
         return
     change = 0
     if i.translated == input.LEFT: change = -1
     elif i.translated == input.RIGHT: change = 1
     elif i.translated == input.UP: change = -10
     elif i.translated == input.DOWN: change = 10
     if not change:
         return
     snd.play('select_move')
     current = self.fontimages.index(self.letter) + change
     if current < 0:
         current = len(self.fontimages) + current
     if current >= len(self.fontimages):
         current = current - len(self.fontimages)
     self.selectletter(self.fontimages[current])
Exemple #10
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 def __init__(self, prevhandler):
     """
     Parametros:
     prevhandler - handler previamente ativo do jogo.
     """
     self.prevhandler = prevhandler
     font = txt.Font(None, 20)
     self.font = txt.Font(None, 22)
     self.rect = Rect(50, 450, 700, 22)
     self.text = font.render('Loading Resources...', 1, (250, 255, 255))
     self.img_powered = gfx.load('pygame_powered.gif')
     self.img_logo = gfx.load('1945.png')
     self.textrect = self.text.get_rect()
     self.textrect.center = self.rect.center
     self.lastcurrent = -1
     snd.play('startup')
     self.top = 120
     self.left = 100
     self.blocks = []
     self.starttime = pygame.time.get_ticks()
     #self.gatherinfo()
     self.handlederror = 0
     self.thread = threading.Thread(None, loadresources)
     game.threadstop = 0
     game.thread = self.thread
     self.thread.start()
Exemple #11
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 def input(self, i):
     if i.release:
         return
     if i.type == KEYDOWN:
         if i.unicode and i.unicode.upper() in charset:
             return
         elif i.key in (K_DELETE, K_BACKSPACE, K_RETURN, K_KP_ENTER):
             return
     if i.translated == input.ABORT:
         return self.quit()
     if i.translated == input.PRESS:
         letter = self.letter[2]
         if letter == '<':
             self.rub()
         elif letter == '>':
             self.quit()
         else:
             self.addletter(self.letter[2])
         return
     change = 0
     if i.translated == input.LEFT: change = -1
     elif i.translated == input.RIGHT: change = 1
     elif i.translated == input.UP: change = -10
     elif i.translated == input.DOWN: change = 10
     if not change:
         return
     snd.play('select_move')
     current = self.fontimages.index(self.letter) + change
     if current < 0:
         current = len(self.fontimages) + current
     if current >= len(self.fontimages):
         current = current - len(self.fontimages)
     self.selectletter(self.fontimages[current])
Exemple #12
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 def __init__(self, prevhandler):
     """
     Parametros:
     prevhandler - handler previamente ativo do jogo.
     """
     self.prevhandler = prevhandler
     font = txt.Font(None, 20)
     self.font = txt.Font(None, 22)
     self.rect = Rect(50, 450, 700, 22)
     self.text = font.render('Loading Resources...', 1, (250, 255, 255))
     self.img_powered = gfx.load('pygame_powered.gif')
     self.img_logo = gfx.load('1945.png')
     self.textrect = self.text.get_rect()
     self.textrect.center = self.rect.center
     self.lastcurrent = -1
     snd.play('startup')
     self.top = 120
     self.left = 100
     self.blocks = []
     self.starttime = pygame.time.get_ticks()
     #self.gatherinfo()
     self.handlederror = 0
     self.thread = threading.Thread(None, loadresources)
     game.threadstop = 0
     game.thread = self.thread
     self.thread.start()
Exemple #13
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 def quit(self):
     """
     Funcao de saida do menu de creditos
     """
     gfx.dirty(self.background(gfx.rect))
     game.handler = self.prevhandler
     self.done = 1
     snd.play('select_choose')
Exemple #14
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 def addletter(self, letter):
     if len(game.player.name) >= game.name_maxlength or letter not in charset:
         snd.play('incorrect')
         return
     snd.play('select_choose')
     game.player.name += letter
     self.recalcname()
     self.starinc = -self.starinc
Exemple #15
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 def selectadd(self):
     if len(self.display[input.actions_order[self.currentaction]]) <= 12:
         snd.play('select_choose')
         self.inputstate = ADDING
         self.currentcontrol = len(self.display[input.actions_order[self.currentaction]])
         self.moveto(self.targetcontrol())
     else:
         snd.play('incorrect')
Exemple #16
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 def download_start(self):
     if not self.thread:
         self.success = 0
         thread = threading.Thread(None, downloadfunc, 'FETCHNEWS', [self])
         self.downcur = 1
         thread.start()
         self.thread = thread
         snd.play('startlife')
Exemple #17
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 def download_start(self):
     if not self.thread:
         self.success = 0
         thread = threading.Thread(None, downloadfunc, 'FETCHNEWS', [self])
         self.downcur = 1
         thread.start()
         self.thread = thread
         snd.play('startlife')
Exemple #18
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 def quit(self):
     """
     Funcao de saida do menu de creditos
     """
     gfx.dirty(self.background(gfx.rect))
     game.handler = self.prevhandler
     self.done = 1
     snd.play('select_choose')
Exemple #19
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 def addletter(self, letter):
     if len(game.player.name) >= game.name_maxlength or letter not in charset:
         snd.play('incorrect')
         return
     snd.play('select_choose')
     game.player.name += letter
     self.recalcname()
     self.starinc = -self.starinc
Exemple #20
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 def selectadd(self):
     if len(self.display[input.actions_order[self.currentaction]]) <= 12:
         snd.play('select_choose')
         self.inputstate = ADDING
         self.currentcontrol = len(self.display[input.actions_order[self.currentaction]])
         self.moveto(self.targetcontrol())
     else:
         snd.play('incorrect')
Exemple #21
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 def delete(self):
     snd.play('delete')
     self.clearactionlist()
     del self.display[input.actions_order[self.currentaction]][self.currentcontrol]
     input.setdisplay(self.display)
     self.buildactionlist()
     self.drawactionlist()
     self.inputstate = BUTTONS
     self.moveto(self.targetbutton())
Exemple #22
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 def delete(self):
     snd.play('delete')
     self.clearactionlist()
     del self.display[input.actions_order[self.currentaction]][self.currentcontrol]
     input.setdisplay(self.display)
     self.buildactionlist()
     self.drawactionlist()
     self.inputstate = BUTTONS
     self.moveto(self.targetbutton())
Exemple #23
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 def quit(self):
     snd.play('chimeout')
     if snd.music:
         snd.tweakmusicvolume()
     if self.rect:
         r = self.rect.inflate(2, 2)
         r = self.prevhandler.background(r)
         gfx.dirty(r)
     game.handler = self.prevhandler
     self.done = 1
Exemple #24
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 def playerdie_start(self):
     # Adiciona um objeto de explosao da aeronave do jogador
     # e finaliza o mapa.
     self.player.lives -= 1
     snd.play("explode", 1.0, self.player.rect.centerx)
     self.popobjs.append(objpopshot.PopShot(self.player.rect.center, size="big"))
     self.player.dead = 1
     self.player.active = 0
     self.explodetick = 0
     self.map.cleanup()
Exemple #25
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 def quit(self):
     snd.play('chimeout')
     if snd.music:
         snd.tweakmusicvolume()
     if self.rect:
         r = self.rect.inflate(2, 2)
         r = self.prevhandler.background(r)
         gfx.dirty(r)
     game.handler = self.prevhandler
     self.done = 1
Exemple #26
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 def selectdelete(self):
     def ignoreall(x):
         return x[0] != NOEVENT
     mutable = len(list(filter(ignoreall, self.display[input.actions_order[self.currentaction]])))
     if mutable > 1:
         snd.play('select_choose')
         self.inputstate = DELETING
         self.currentcontrol = 0
         self.moveto(self.targetcontrol())
     else:
         snd.play('incorrect')
 def playerdie_start(self):
     #Adiciona um objeto de explosao da aeronave do jogador
     #e finaliza o mapa.
     self.player.lives -= 1
     snd.play('explode', 1.0, self.player.rect.centerx)
     self.popobjs.append(
         objpopshot.PopShot(self.player.rect.center, size='big'))
     self.player.dead = 1
     self.player.active = 0
     self.explodetick = 0
     self.map.cleanup()
Exemple #28
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 def selectdelete(self):
     def ignoreall(x):
         return x[0] != pygame.NOEVENT
     mutable = len(filter(ignoreall, self.display[input.actions_order[self.currentaction]]))
     if mutable > 1:
         snd.play('select_choose')
         self.inputstate = DELETING
         self.currentcontrol = 0
         self.moveto(self.targetcontrol())
     else:
         snd.play('incorrect')
Exemple #29
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 def selectall(self):
     snd.play('select_choose')
     self.clearactionlist()
     if not input.translations.has_key(pygame.NOEVENT):
         input.translations[pygame.NOEVENT] = {}
     input.translations[pygame.NOEVENT][pygame.KEYDOWN] = input.actions_order[self.currentaction]
     input.translations[pygame.NOEVENT][pygame.JOYBUTTONDOWN] = input.actions_order[self.currentaction]
     self.display = input.getdisplay()
     self.buildactionlist()
     self.drawactionlist()
     self.inputstate = BUTTONS
     self.moveto(self.targetbutton())
Exemple #30
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 def levelskip_start(self):
     snd.play("levelskip")
     game.player.skips += 1
     self.poptime = 2
     if game.clock.get_fps() < 25:
         self.poptime = 1
     if game.comments >= 1:
         self.textobjs.append(objtext.Text("Level Skipped"))
     self.skiptime = 25
     for s in self.spikeobjs:
         s.dead = 1
         self.popobjs.append(objpopshot.PopShot(s.rect.center))
Exemple #31
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 def selectall(self):
     snd.play('select_choose')
     self.clearactionlist()
     if NOEVENT not in input.translations:
         input.translations[NOEVENT] = {}
     input.translations[NOEVENT][KEYDOWN] = input.actions_order[self.currentaction]
     input.translations[NOEVENT][JOYBUTTONDOWN] = input.actions_order[self.currentaction]
     self.display = input.getdisplay()
     self.buildactionlist()
     self.drawactionlist()
     self.inputstate = BUTTONS
     self.moveto(self.targetbutton())
Exemple #32
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 def levelskip_start(self):
     snd.play('levelskip')
     game.player.skips += 1
     self.poptime = 2
     if game.clock.get_fps() < 25:
         self.poptime = 1
     if game.comments >= 1:
         self.textobjs.append(objtext.Text('Level Skipped'))
     self.skiptime = 25
     for s in self.spikeobjs:
         s.dead = 1
         self.popobjs.append(objpopshot.PopShot(s.rect.center))
Exemple #33
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 def add(self, i):
     if not i.release:
         if i.all:
             snd.play('select_choose')
             self.clearactionlist()
             self.display[input.actions_order[self.currentaction]].append((i.type, i.normalized))
             input.setdisplay(self.display)
             self.buildactionlist()
             self.drawactionlist()
         else:
             snd.play('incorrect')
         self.inputstate = BUTTONS
         self.moveto(self.targetbutton())
Exemple #34
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 def gameover_start(self):
     snd.play("gameover")
     self.ticks = 5
     if not self.gamewon:
         self.textobjs.append(objtext.Text("Game Over"))
         for g in self.guardobjs:
             if not g.killed:
                 g.killed = 1
                 explode = objexplode.Explode(g.rect.center)
                 self.staticobjs.append(explode)
                 # argh, force a cleanup
                 self.background(g.lastrect)
                 gfx.dirty(g.lastrect)
Exemple #35
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    def quit(self):
        if not game.player:
            game.player = players.Player("NONAME")
        players.make_winner(game.player)

        game.handler = self.prevhandler
        self.done = 1
        snd.play('select_choose')

        r = self.r[0].get_rect()
        gfx.dirty(self.background(r.move(50, 400)))
        gfx.dirty(self.background(r.move(300, 400)))
        gfx.dirty(self.background(r.move(550, 400)))
Exemple #36
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 def gameover_start(self):
     snd.play('gameover')
     self.ticks = 5
     if not self.gamewon:
         self.textobjs.append(objtext.Text('Game Over'))
         for g in self.guardobjs:
             if not g.killed:
                 g.killed = 1
                 explode = objexplode.Explode(g.rect.center)
                 self.staticobjs.append(explode)
                 #argh, force a cleanup
                 self.background(g.lastrect)
                 gfx.dirty(g.lastrect)
Exemple #37
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 def add(self, i):
     if not i.release:
         if i.all:
             snd.play('select_choose')
             self.clearactionlist()
             self.display[input.actions_order[self.currentaction]].append((i.type, i.normalized))
             input.setdisplay(self.display)
             self.buildactionlist()
             self.drawactionlist()
         else:
             snd.play('incorrect')
         self.inputstate = BUTTONS
         self.moveto(self.targetbutton())
Exemple #38
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    def quit(self):
        if not game.player:
            game.player = players.Player("NONAME")
        players.make_winner(game.player)

        game.handler = self.prevhandler
        self.done = 1
        snd.play('select_choose')

        r = self.r[0].get_rect()
        gfx.dirty(self.background(r.move(50, 400)))
        gfx.dirty(self.background(r.move(300, 400)))
        gfx.dirty(self.background(r.move(550, 400)))
Exemple #39
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 def __init__(self, prevhandler, helpname, helppos):
     self.prevhandler = prevhandler
     self.helpname = helpname
     self.helppos = helppos
     self.time = 0.0
     self.img = None
     self.rect = None
     self.needdraw = 1
     self.done = 0
     if snd.music:
         vol = snd.music.get_volume()
         if vol:
             snd.music.set_volume(vol * 0.6)
     snd.play('chimein')
 def start(self):
     snd.play('explode', 1.0, 350)
     aliveguards = []
     for g in self.state.guardobjs:
         if not g.killed:
             aliveguards.append(g)
     if aliveguards:
         g = random.choice(aliveguards)
         g.killed = 1
         explode = objexplode.Explode(g.rect.center)
         self.state.staticobjs.append(explode)
         #argh, force a cleanup
         self.state.background(g.lastrect)
         gfx.dirty(g.lastrect)
Exemple #41
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 def __init__(self, prevhandler, helpname, helppos):
     self.prevhandler = prevhandler
     self.helpname = helpname
     self.helppos = helppos
     self.time = 0.0
     self.img = None
     self.rect = None
     self.needdraw = 1
     self.done = 0
     if snd.music:
         vol = snd.music.get_volume()
         if vol:
             snd.music.set_volume(vol * 0.6)
     snd.play('chimein')
Exemple #42
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 def input(self, event):
     """
     Detecta os eventos associados a este menu.
     Parametros:
     event - Evento detectado no loop principal do jogo.
     """
     if event.type == KEYUP: return
     if event.key == K_ESCAPE:
         snd.play('select_choose')
         self.quit()
     elif event.key == K_UP or event.key == K_LEFT:
         #Desloca a selecao para cima
         self.current = (self.current - 1)%len(menu)
         self.clearoption()
         self.selectrect.top = menu[self.current].rect.top + 5
         snd.play('select_move')
     elif event.key == K_DOWN or event.key == K_RIGHT:
         #Desloca a selecao para baixo
         self.current = (self.current + 1)%len(menu)
         self.clearoption()
         self.selectrect.top = menu[self.current].rect.top + 5 
         snd.play('select_move')
     elif event.key == K_RETURN:
         #Realiza a acao associada ao item do menu
         self.workbutton()
         snd.play('select_choose')
Exemple #43
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 def playercollide(self, rect):
     if self.touching:
         self.touching = self.rect.colliderect(rect)
         return 0
     elif self.touches and self.rect.colliderect(rect):
         self.touches -= 1
         if self.touches:
             self.firsttouch = 4.0
             self.touching = 1
             snd.play('yboxhit', 1.0, self.rect.centerx)
             return 2
         self.firsttouch = 2.0
         snd.play('boxhit', 1.0, self.rect.centerx)
         return 1
     return 0
Exemple #44
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 def playercollide(self, rect):
     if self.touching:
         self.touching = self.rect.colliderect(rect)
         return 0
     elif self.touches and self.rect.colliderect(rect):
         self.touches -= 1
         if self.touches:
             self.firsttouch = 4.0
             self.touching = 1
             snd.play('yboxhit', 1.0, self.rect.centerx)
             return 2
         self.firsttouch = 2.0
         snd.play('boxhit', 1.0, self.rect.centerx)
         return 1
     return 0
Exemple #45
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 def start(self):
     snd.play('explode', 1.0, 350)
     aliveguards = []
     for g in self.state.guardobjs:
         if not g.killed:
             aliveguards.append(g)
     if aliveguards:
         g = random.choice(aliveguards)
         g.killed = 1
         laser = objlaser.Laser(self.state.player.rect.center, g.rect.center)
         self.state.staticobjs.append(laser)
         explode = objexplode.Explode(g.rect.center)
         self.state.staticobjs.append(explode)
         #argh, force a cleanup
         self.state.background(g.lastrect)
         gfx.dirty(g.lastrect)
 def pressed(self):
     pref, vals = self.prefs[self.current[0]]
     if not pref:
         snd.play('select_choose')
         self.done = 1
     else:
         val = self.current[1]
         oldval = getattr(game, pref)
         if oldval == val:
             return
         setattr(game, pref, val)
         self.buildlist()
         #some of these need callbacks, music/volume/display
         if hasattr(self, "do_" + pref):
             getattr(self, "do_" + pref)()
         snd.play('select_choose')
Exemple #47
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 def pressed(self):
     pref, vals = self.prefs[self.current[0]]
     if not pref:
         snd.play("select_choose")
         self.done = 1
     else:
         val = self.current[1]
         oldval = getattr(game, pref)
         if oldval == val:
             return
         setattr(game, pref, val)
         self.buildlist()
         # some of these need callbacks, music/volume/display
         if hasattr(self, "do_" + pref):
             getattr(self, "do_" + pref)()
         snd.play("select_choose")
Exemple #48
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 def levelend_start(self):
     snd.play('levelfinish')
     self.popobjs.append(objwarp.Warp(self.player.rect.center))
     self.player.dead = 1
     self.player.active = 0
     self.poptime = 2
     for effect in self.powereffects:
         effect.dead = 1
     if game.comments >= 1 and self.grabbedboxes >= 25:
         self.textobjs.append(objtext.Text(game.Complements[self.complement]))
         self.complement = (self.complement + 1) % len(game.Complements)
     for s in self.spikeobjs:
         s.dead = 1
         self.popobjs.append(objpopshot.PopShot(s.rect.center))
     #boxes may be left if the player cheated
     for b in self.boxobjs:
         b.erase(self.background)
     del self.boxobjs[:]
Exemple #49
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 def levelend_start(self):
     snd.play("levelfinish")
     self.popobjs.append(objwarp.Warp(self.player.rect.center))
     self.player.dead = 1
     self.player.active = 0
     self.poptime = 2
     for effect in self.powereffects:
         effect.dead = 1
     if game.comments >= 1 and self.grabbedboxes >= 25:
         self.textobjs.append(objtext.Text(game.Complements[self.complement]))
         self.complement = (self.complement + 1) % len(game.Complements)
     for s in self.spikeobjs:
         s.dead = 1
         self.popobjs.append(objpopshot.PopShot(s.rect.center))
     # boxes may be left if the player cheated
     for b in self.boxobjs:
         b.erase(self.background)
     del self.boxobjs[:]
Exemple #50
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    def input(self, event):
        """
        Detecta os eventos associados a este menu.
        Parametros:
        event - Evento detectado no loop principal do jogo.
        """
        if event.type == KEYUP: return
        if self.done:
            return
        if event.key == K_ESCAPE:
            self.aborted = 1
            self.done = 1
            self.current[0] = -1
            self.clearlist()
            self.moveto((2, 2))
            snd.play('select_choose')

        #Detecta a selecao de uma opcao do menu
        if event.key == K_RETURN:
            return self.pressed()

        if event.key in (K_DOWN, K_UP, K_LEFT, K_RIGHT):
            #Seleciona um item do menu...
            if event.key == K_DOWN:
                self.current[0] = (self.current[0] + 1) % len(self.gamelist)
                self.current[1] = min(self.current[1],
                                      len(self.gamelist[self.current[0]]) - 1)
            elif event.key == K_UP:
                self.current[0] = (self.current[0] - 1) % len(self.gamelist)
                self.current[1] = min(self.current[1],
                                      len(self.gamelist[self.current[0]]) - 1)
            elif event.key == K_LEFT:
                self.current[1] = (self.current[1] - 1) % len(
                    self.gamelist[self.current[0]])
            else:
                self.current[1] = (self.current[1] + 1) % len(
                    self.gamelist[self.current[0]])
            snd.play('select_move')
            x = self.gamelist[self.current[0]][self.current[1]][1].left
            y = self.gamelist[self.current[0]][self.current[1]][1].top

            #e desloca a seta de selecao para a posicao
            #selecionada.
            self.moveto((x, y))
Exemple #51
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 def pressed(self):
     g = self.gamelist[self.current[0]]
     p = players.find_player(g[0])
     if self.current[1] == 0:
         snd.play('select_choose')
         if not p:
             p = players.Player('')
         global lastplayer
         lastplayer = p
         game.player = p
         self.clearlist()
         self.moveto((860, 500))
         self.done = 1
     else:
         snd.play('delete')
         players.players.remove(p)
         self.buildlist()
         self.current = [0, 0]
         self.moveto((120, 110))
Exemple #52
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 def pressed(self):
     """
     Realiza a acao de pressionamento de
     uma opcao do menu, aplicando a prefe
     rencia escolhida pelo usuario
     """
     pref, vals = self.prefs[self.current[0]]
     if not pref:
         snd.play('select_choose')
         self.done = 1
     else:
         val = self.current[1]
         oldval = getattr(game, pref)
         if oldval == val:
             return
         setattr(game, pref, val)
         self.buildlist()
         if hasattr(self, "do_" + pref):
             getattr(self, "do_" + pref)()
         snd.play('select_choose')
Exemple #53
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 def pressed(self):
     """
     Realiza a acao de pressionamento de
     uma opcao do menu, aplicando a prefe
     rencia escolhida pelo usuario
     """
     pref, vals = self.prefs[self.current[0]]
     if not pref:
         snd.play('select_choose')
         self.done = 1
     else:
         val = self.current[1]
         oldval = getattr(game, pref)
         if oldval == val:
             return
         setattr(game, pref, val)
         self.buildlist()
         if hasattr(self, "do_" + pref):
             getattr(self, "do_" + pref)()
         snd.play('select_choose')
Exemple #54
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 def playerdie_start(self):
     game.player.lives += 1
     snd.play('explode', 1.0, self.player.rect.centerx)
     #self.explode = objexplode.Explode(self.player.rect.center, self.player.move)
     #self.staticobjs.append(self.explode)
     self.staticobjs.extend(objexplode.superexplode(self.player.rect.center, self.player.move))
     self.explode = self.staticobjs[-1]
     self.poptime = 3
     self.player.dead = 1
     self.player.active = 0
     self.grabbedboxes = 0
     self.numdeaths += 1
     if game.comments >= 2 and len(self.boxobjs) <= 2:
         self.textobjs.append(objtext.Text('Doh, so close'))
     elif game.comments >= 2 and self.numdeaths > 1:
         self.textobjs.append(objtext.Text(game.Insults[self.complement]))
         self.complement = (self.complement + 1) % len(game.Insults)
     for effect in self.powereffects:
         effect.dead = 1
     for b in self.guardobjs:
         b.nofire()
Exemple #55
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 def playerdie_start(self):
     game.player.lives += 1
     snd.play("explode", 1.0, self.player.rect.centerx)
     # self.explode = objexplode.Explode(self.player.rect.center, self.player.move)
     # self.staticobjs.append(self.explode)
     self.staticobjs.extend(objexplode.superexplode(self.player.rect.center, self.player.move))
     self.explode = self.staticobjs[-1]
     self.poptime = 3
     self.player.dead = 1
     self.player.active = 0
     self.grabbedboxes = 0
     self.numdeaths += 1
     if game.comments >= 2 and len(self.boxobjs) <= 2:
         self.textobjs.append(objtext.Text("Doh, so close"))
     elif game.comments >= 2 and self.numdeaths > 1:
         self.textobjs.append(objtext.Text(game.Insults[self.complement]))
         self.complement = (self.complement + 1) % len(game.Insults)
     for effect in self.powereffects:
         effect.dead = 1
     for b in self.guardobjs:
         b.nofire()
Exemple #56
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 def input(self, event):
     """
     Detecta os eventos associados a este menu.
     Parametros:
     event - Evento detectado no loop principal do jogo.
     """
     if event.type == KEYUP: return
     if self.done:
         return
     if event.key == K_ESCAPE:
         self.aborted = 1
         self.done = 1
         self.current[0] = -1
         self.clearlist()
         self.moveto((2, 2))
         snd.play('select_choose')
     
     #Detecta a selecao de uma opcao do menu    
     if event.key == K_RETURN:
         return self.pressed()
     
     if event.key in (K_DOWN, K_UP, K_LEFT, K_RIGHT):
         #Seleciona um item do menu...
         if event.key == K_DOWN:
             self.current[0] = (self.current[0]+1) % len(self.gamelist)
             self.current[1] = min(self.current[1], len(self.gamelist[self.current[0]])-1)
         elif event.key == K_UP:
             self.current[0] = (self.current[0]-1) % len(self.gamelist)
             self.current[1] = min(self.current[1], len(self.gamelist[self.current[0]])-1)
         elif event.key == K_LEFT:
             self.current[1] = (self.current[1]-1) % len(self.gamelist[self.current[0]])
         else:
             self.current[1] = (self.current[1]+1) % len(self.gamelist[self.current[0]])
         snd.play('select_move')
         x = self.gamelist[self.current[0]][self.current[1]][1].left
         y = self.gamelist[self.current[0]][self.current[1]][1].top
         
         #e desloca a seta de selecao para a posicao
         #selecionada.
         self.moveto((x, y))
Exemple #57
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 def input(self, i):
     if i.release:
         return
     if self.switchclock:
         return
     if i.translated == input.LEFT:
         self.current = (self.current - 1)%len(menu)
         snd.play('select_move')
     elif i.translated == input.RIGHT:
         self.current = (self.current + 1)%len(menu)
         snd.play('select_move')
     elif i.translated == input.PRESS:
         self.workbutton()
         snd.play('select_choose')
     elif i.translated == input.ABORT:
         snd.play('select_choose')
         self.quit()
Exemple #58
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 def input(self, i):
     if i.release:
         return
     if self.switchclock:
         return
     if i.translated == input.LEFT:
         self.current = (self.current - 1)%len(menu)
         snd.play('select_move')
     elif i.translated == input.RIGHT:
         self.current = (self.current + 1)%len(menu)
         snd.play('select_move')
     elif i.translated == input.PRESS:
         self.workbutton()
         snd.play('select_choose')
     elif i.translated == input.ABORT:
         snd.play('select_choose')
         self.quit()
Exemple #59
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    def input(self, i):
        if self.done:
            return
        if i.release:
            return

        if i.translated == input.ABORT:
            self.aborted = 1
            self.done = 1
            snd.play('select_choose')
            self.quit()
        if i.translated == input.PRESS:
            return self.pressed()

        if i.translated in (input.DOWN, input.UP):
            if i.translated == input.DOWN:
                self.current = (self.current+1) % len(self.gamelist)
            else:
                self.current = (self.current-1) % len(self.gamelist)
            snd.play('select_move')
            x = self.gamelist[self.current][1].left
            y = self.gamelist[self.current][1].top
            self.moveto((x, y))
            self.buildlist()
Exemple #60
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    def input(self, i):
        if i.release:
            return
        if self.inputstate == DONE:
            return
        self.displayevent(i)

        #APS switch done to the inputstate
        if self.inputstate == BUTTONS:
            if i.translated == input.ABORT:
                self.quit()
            if i.translated == input.PRESS:
                if self.currentbutton == 0:
                    self.selectadd()
                #elif self.currentbutton == 1:
                #    self.selectall()
                else:
                    self.selectdelete()
            if i.translated in ( input.DOWN, input.UP, input.LEFT, input.RIGHT):
                if i.translated == input.DOWN:
                    self.currentaction = (self.currentaction + 1) % len(self.actionlist)
                elif i.translated == input.UP:
                    self.currentaction = (self.currentaction - 1) % len(self.actionlist)
                elif i.translated == input.LEFT:
                    self.currentbutton = (self.currentbutton - 1) % len(self.buttonlist)
                elif i.translated == input.RIGHT:
                    self.currentbutton = (self.currentbutton + 1) % len(self.buttonlist)
                snd.play('select_move')
                self.moveto(self.targetbutton())
        elif self.inputstate == DELETING:
            if i.translated == input.ABORT:
                snd.play('select_choose')
                self.inputstate = BUTTONS
                self.moveto(self.targetbutton())
            if i.translated == input.PRESS:
                self.delete()
            if i.translated in ( input.DOWN, input.UP, input.LEFT, input.RIGHT):
                if i.translated == input.DOWN or i.translated == input.UP:
                    currentcontrol = (self.currentcontrol + 6) % 12
                    if currentcontrol < len(self.display[input.actions_order[self.currentaction]]):
                        self.currentcontrol = currentcontrol
                elif i.translated == input.LEFT:
                    self.currentcontrol = (self.currentcontrol - 1) % 6 + 6 * (self.currentcontrol / 6)
                    if self.currentcontrol >= len(self.display[input.actions_order[self.currentaction]]):
                        self.currentcontrol = len(self.display[input.actions_order[self.currentaction]]) - 1
                elif i.translated == input.RIGHT:
                    self.currentcontrol = (self.currentcontrol + 1) % 6 + 6 * (self.currentcontrol / 6)
                    if self.currentcontrol >= len(self.display[input.actions_order[self.currentaction]]):
                        self.currentcontrol = 6 * (self.currentcontrol / 6)
                snd.play('select_move')
                self.moveto(self.targetcontrol())
            pass
        elif self.inputstate == ADDING:
            self.add(i)