Exemple #1
0
    def initialize_state(self):
        if self.level_file in tutorial.tutorials:
            self.sm = states.Machine(
                levelstates.Tutorial(self,
                                     tutorial.tutorials[self.level_file]()))

        else:
            self.sm = states.Machine(self.get_starting_state())
Exemple #2
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    def start(self):
        self.background_group = pygame.sprite.LayeredDirty()
        self.game_group = pygame.sprite.LayeredDirty()
        self.ui_group = pygame.sprite.LayeredDirty()

        self.bg = newgamebackground.NewGameBackground(V2(0, 0))
        self.background_group.add(self.bg)

        self.launch = None
        self.loading = False
        self.time = 0

        backtext = "BACK"
        if self.game.input_mode == "joystick": backtext = "[*circle*] BACK"
        self.back = button.Button(V2(5, 5),
                                  backtext,
                                  "big",
                                  self.on_back,
                                  color=PICO_ORANGE)
        self.ui_group.add(self.back)

        self.msg = tutorialmessage.TutorialMessage("")
        #self.msg.offset = (0.5, 1)
        self.msg.pos = V2(self.game.game_resolution.x / 2,
                          self.game.game_resolution.y - 5)
        self.msg.add_all_to_group(self.ui_group)
        self.msg._reposition_children()
        self.msg.set_visible(False)
        #self.msg.fade_in()

        self.sm = states.Machine(states.UIEnabledState(self))
Exemple #3
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    def start(self):
        self.background_group = pygame.sprite.Group()
        self.game_group = pygame.sprite.LayeredDirty()
        self.ui_group = pygame.sprite.LayeredDirty()
        self.sm = states.Machine(states.UIEnabledState(self))
        self.bg = simplesprite.SimpleSprite(self.game.game_offset,
                                            "assets/intro-sm-1.png")
        self.bg.image = upscale.pixel(self.bg.image, 4)
        self.bg.pos = V2(
            self.game.game_resolution.x / 2 - self.bg.image.get_width() / 2,
            self.game.game_resolution.y / 2 - self.bg.image.get_height() / 2)
        self.background_group.add(self.bg)
        self.mockup = text.Text("Mockup Art", "big", V2(30, 30))
        self.ui_group.add(self.mockup)
        self.stage = 0

        self.time = 0
        self.tutorial_speed = 1
        self.tut = TutorialMessage("")
        self.tut.pos = V2(self.game.game_resolution.x / 2 - 172,
                          self.game.game_resolution.y - 54)
        self.tut._reposition_children()
        self.ui_group.add(self.tut)
        self.tut.add_all_to_group(self.ui_group)
        self.tut.set_visible(False)
Exemple #4
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    def start(self):
        self.background_group = pygame.sprite.LayeredDirty()
        self.game_group = pygame.sprite.LayeredDirty()
        self.ui_group = pygame.sprite.LayeredDirty()

        self.game.player_inputs = []
        
        self.player_index = 0

        res = self.game.game_resolution
        self.instructions = text.Text(
            "Click or press START to join the battle!",
            "small",
            V2(res.x/2, 40),
            multiline_width=400,
        )
        self.instructions.offset = (0.5, 0)

        self.ui_group.add(self.instructions)

        self.back = button.Button(V2(10,10), "[*circle*] Back", "big", self.on_back)
        self.ui_group.add(self.back)

        self.start_btn = button.Button(V2(res.x/2,res.y - 40), "[*x*] Ready", "big", None)
        self.start_btn.disabled = True
        self.start_btn.offset = (0.5, 0)
        self.start_btn.visible = False
        self.ui_group.add(self.start_btn)

        self.sm = states.Machine(MultiplayerUIState(self))
        self.game.input_mode = game.Game.INPUT_MULTIPLAYER
        self.player_panels = []
        self.mode = "add_players"
Exemple #5
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 def start(self):
     self.background_group = pygame.sprite.LayeredDirty()
     self.game_group = pygame.sprite.LayeredDirty()
     self.ui_group = pygame.sprite.LayeredDirty()
     s = intelstate.IntelStateBase(self)
     s.on_back = self.on_back
     self.sm = states.Machine(s)
Exemple #6
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    def start(self):
        self.background_group = pygame.sprite.LayeredDirty()
        self.game_group = pygame.sprite.LayeredDirty()
        self.ui_group = pygame.sprite.LayeredDirty()
        self.ignore_next_resize_event = False

        self.selected_item_index = 0

        self.items = {}

        x = self.game.game_resolution.x / 2 - 120
        y = self.game.game_resolution.y / 2 - 120

        if not self.game.save.get_setting("fullscreen"):
            self.game.make_resizable(True)

        self.menumanager = menu.Menu(self, V2(x, y))
        self.setup_menu()

        self.sm = states.Machine(states.UIEnabledState(self))

        self.drag_notice = text.Text("Drag window corner to resize",
                                     "small",
                                     V2(self.game.game_resolution.x / 2 - 70,
                                        self.game.game_resolution.y - 20),
                                     PICO_YELLOW,
                                     multiline_width=300)
        self.ui_group.add(self.drag_notice)
        self.drag_notice.visible = not self.game.save.get_setting("fullscreen")
Exemple #7
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    def start(self):
        self.background_group = pygame.sprite.Group()
        self.game_group = pygame.sprite.LayeredDirty()
        self.ui_group = pygame.sprite.LayeredDirty()
        self.tutorial_group = pygame.sprite.Group()
        self.sm = states.Machine(None)

        self.rewards = self.game.run_info.get_path_galaxy()['rewards'][::]
        if self.game.run_info.bonus_credits > 0:
            self.rewards.append("credits")
        self.num_rewards = len(self.rewards)
        self.setup_next_reward()
Exemple #8
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    def start(self):
        self.background_group = pygame.sprite.Group()
        self.game_group = pygame.sprite.LayeredDirty()
        self.ui_group = pygame.sprite.LayeredDirty()
        self.sm = states.Machine(states.UIEnabledState(self))

        ups = {}
        for cat in ['buildings', 'ships', 'tech']:
            ups[cat] = {}
            for res in ['iron', 'ice', 'gas']:
                ups[cat][res] = {}

        for uc in upgrades.UPGRADE_CLASSES.values():
            if uc.alien:
                continue
            f = ups[uc.category][uc.resource_type]
            ft = uc.family['tree']
            if ft in f:
                f[ft].append(uc)
            else:
                f[ft] = [uc]

        for ci, cat in enumerate(ups.keys()):
            category = ups[cat]
            self.game_group.add(
                Text(cat, "big", V2(ci * 180 + 10, 5), PICO_BLACK))
            y = 25
            for res in category.keys():
                resource = category[res]
                self.game_group.add(
                    Text(res, "small", V2(ci * 180 + 10, y), PICO_BLACK))
                y += 10
                for fam in ups[cat][res]:
                    family = resource[fam]
                    x = 0
                    for up in sorted(family,
                                     key=lambda x: int("".join(
                                         [i for i in x.name if i.isdigit()]))):
                        self.game_group.add(
                            UpgradeIcon(V2(ci * 180 + 10 + x, y),
                                        up.name,
                                        tooltip=True))
                        x += 25
                    y += 25
                y += 10
Exemple #9
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    def start(self):
        self.joy = joyresolver.JoyResolver(self.on_joy_press)
        self.set_starting_button = False
        self.background_group = pygame.sprite.LayeredDirty()
        self.game_group = pygame.sprite.LayeredDirty()
        self.ui_group = pygame.sprite.LayeredDirty()
        self.parallax = []
        self.stars = []

        self.choices = []
        self.current_choice = 2
        self.using_joy = True
        self.mode = MODE_START
        self.takeoff_time = 0

        self.run_challenges = []
        self.run_modifiers = []

        minx = -200
        miny = -200
        maxx = self.game.game_resolution.x + 200
        maxy = self.game.game_resolution.y + 200
        for i in range(320):
            s = framesprite.FrameSprite(
                V2(random.randint(minx, maxx), random.randint(miny, maxy)),
                "assets/bgstar.png", 11)
            s.frame = 4 + random.randint(0, 1)
            self.background_group.add(s)
            self.parallax.append(Parallaxed(s, 0.05))
            self.stars.append(s)
        for i in range(90):
            s = framesprite.FrameSprite(
                V2(random.randint(minx, maxx), random.randint(miny, maxy)),
                "assets/bgstar.png", 11)
            s.frame = 2 + random.randint(0, 1)
            self.background_group.add(s)
            self.parallax.append(Parallaxed(s, 0.1))
            self.stars.append(s)
        for i in range(40):
            s = framesprite.FrameSprite(
                V2(random.randint(minx, maxx), random.randint(miny, maxy)),
                "assets/bgstar.png", 11)
            s.frame = 0 + random.randint(0, 1)
            self.background_group.add(s)
            self.parallax.append(Parallaxed(s, 0.2))
            self.stars.append(s)

        earth_pos = self.game.game_offset + V2(120, 140)
        self.bg_earth = simplesprite.SimpleSprite(earth_pos,
                                                  "assets/title-earth.png")
        self.game_group.add(self.bg_earth)
        self.parallax.append(Parallaxed(self.bg_earth, 1))

        self.bg_enemies = IntelOption(self,
                                      earth_pos + V2(-165, 7),
                                      "assets/title-enemies.png",
                                      251,
                                      onclick=self.click_intel)
        self.game_group.add(self.bg_enemies)
        self.bg_enemies.visible = False
        self.choices.append(self.bg_enemies)

        res = self.game.game_resolution

        self.bg_multiplayer = MultiplayerOption(self,
                                                V2(res.x * 0.2, res.y / 8),
                                                "assets/title-multiplayer.png",
                                                58,
                                                onclick=self.click_multiplayer)
        self.parallax.append(Parallaxed(self.bg_multiplayer, 0.15))
        self.game_group.add(self.bg_multiplayer)
        self.choices.append(self.bg_multiplayer)
        self.bg_multiplayer.visible = False

        self.bg_continue = None
        if self.game.run_info.started:
            self.bg_continue = ContinueOption(self,
                                              V2(res.x * 0.4, res.y / 8),
                                              "assets/title-continue.png",
                                              frame_width=109,
                                              onclick=self.click_continue)
            self.parallax.append(Parallaxed(self.bg_continue, 0.05))
            self.game_group.add(self.bg_continue)
            self.choices.append(self.bg_continue)

        self.bg_newgame_path = simplesprite.SimpleSprite(
            earth_pos + V2(150, -32), "assets/title-newgame-path.png")
        self.bg_newgame_path.visible = False
        self.game_group.add(self.bg_newgame_path)

        self.bg_newgame = NewGameOption(self,
                                        earth_pos + V2(265, -39),
                                        "assets/title-newgame-ship.png",
                                        onclick=self.click_new)
        self.bg_newgame.visible = False
        self.game_group.add(self.bg_newgame)
        self.choices.append(self.bg_newgame)

        self.bg_options = OptionsOption(self,
                                        V2(res.x * 3 / 4, res.y * 0.55),
                                        "assets/title-options.png",
                                        onclick=self.click_options)
        self.parallax.append(Parallaxed(self.bg_options, 1.5))
        self.game_group.add(self.bg_options)
        self.choices.append(self.bg_options)
        self.bg_options.visible = False

        self.bg_exit = ExitOption(self,
                                  V2(res.x * 0.7, res.y * 0.8),
                                  "assets/title-exit.png",
                                  onclick=self.click_exit)
        self.parallax.append(Parallaxed(self.bg_exit, 5))
        self.game_group.add(self.bg_exit)
        self.choices.append(self.bg_exit)
        self.bg_exit.visible = False

        self.logo = hqlogo.HQLogo(earth_pos + V2(89, 103), delay=6.25)
        self.logo.offset = (0.5, 0.5)
        self.game_group.add(self.logo)

        l = MenuOptionLabel(
            self.bg_enemies.pos + V2(78, -2) + V2(22, -6) + V2(-4, -4),
            self.bg_enemies.pos + V2(78, -2) + V2(-4, -4), "Intel")
        self.bg_enemies.label = l
        self.ui_group.add(l)

        l = MenuOptionLabel(
            self.bg_multiplayer.pos + V2(-28, -2) + V2(-22, -6) + V2(-4, -4),
            self.bg_multiplayer.pos + V2(-28, -2) + V2(-4, -4), "Multiplayer")
        self.bg_multiplayer.label = l
        self.ui_group.add(l)

        if self.bg_continue:
            l = MenuOptionLabel(
                self.bg_continue.pos + V2(18, 22) + V2(42, -24) + V2(-4, -4),
                self.bg_continue.pos + V2(18, 22) + V2(-4, -4), "Continue")
            self.bg_continue.label = l
            self.ui_group.add(l)

        t = "New Game"
        if self.game.save.victories > 0:
            t = "New Game [^+]"
        l = MenuOptionLabel(
            self.bg_newgame.pos + V2(38, 26) + V2(22, 6) + V2(-4, -4),
            self.bg_newgame.pos + V2(38, 26) + V2(-4, -4), t)
        self.bg_newgame.label = l
        self.ui_group.add(l)

        l = MenuOptionLabel(
            self.bg_options.pos + V2(-30, 2) + V2(-22, -3) + V2(-4, -4),
            self.bg_options.pos + V2(-30, 2) + V2(-4, -4), "Options")
        self.bg_options.label = l
        self.ui_group.add(l)

        l = MenuOptionLabel(
            self.bg_exit.pos + V2(9, 16) + V2(22, 1) + V2(-4, -4),
            self.bg_exit.pos + V2(9, 16) + V2(-4, -4), "Exit")
        self.bg_exit.label = l
        self.ui_group.add(l)

        x = 340 * (self.game.game_resolution.x / game.RES[0])
        y = self.game.game_resolution.y / 2 - 50

        if self.game.first_load:
            self.game.first_load = False
            self.time = 0
        else:
            self.skip_intro()

        self.sm = states.Machine(states.UIEnabledState(self))
Exemple #10
0
 def initialize_state(self):
     self.sm = states.Machine(self.get_starting_state())
Exemple #11
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    def start(self):
        self.time = 0
        self.game.save.set_run_state(self.game.run_info)
        self.game.save.save()

        self.background_group = pygame.sprite.Group()
        self.game_group = pygame.sprite.LayeredDirty()
        self.ui_group = pygame.sprite.LayeredDirty()
        self.display_group = pygame.sprite.LayeredDirty()
        self.tutorial_group = pygame.sprite.Group()

        if self.game.run_info.reward_list:
            rewards_width = len(self.game.run_info.reward_list) * 23 + 200
        else:
            rewards_width = 160

        self.background = starmapbackground.StarmapBackground(
            V2(0, 0), rewards_width)
        self.background_group.add(self.background)

        backtext = "BACK"
        if self.game.input_mode == "joystick": backtext = "[*circle*] BACK"
        self.back = button.Button(V2(5, 5),
                                  backtext,
                                  "big",
                                  self.on_back,
                                  color=PICO_WHITE)
        self.ui_group.add(self.back)

        run_path = self.game.run_info.path
        res = self.game.game_resolution

        self.grid = []
        self.nodes = []
        x = 30 + self.game.game_offset.x
        base_y = self.background.center_y / 2
        max_per_row = max([len(row) for row in self.game.run_info.data])
        for r, row in enumerate(self.game.run_info.data):
            self.grid.append([])
            for i, column in enumerate(row):
                scaling = 54 - (max_per_row * 8)
                y = base_y - scaling * (len(row) - 1) + (scaling * 2) * i
                obj = None
                reward = None
                if column['node_type'] == 'galaxy':
                    alien = ALIENS[column['alien']]
                    img = "assets/si-alien.png"
                    if column['mods']:
                        img = "assets/si-alien-mod.png"
                    if r == len(self.game.run_info.data) - 1:
                        img = "assets/si-signal.png"
                    obj = NodeSprite(self.game.run_info, (r, i), V2(x, y), img)
                    obj.offset = (0.5, 0.5)
                    rdx = 0
                    if len(column['rewards']) > 1:
                        rdx = -13
                    rewards = []
                    for rew in column['rewards']:
                        reward = FrameSprite(V2(x + 7 + rdx, y + 15),
                                             "assets/reward_icons.png", 23)
                        reward.frame = REWARD_ICONS_ORDER[rew]
                        reward.offset = (0.5, 0.5)
                        rdx += 16
                        rewards.append(reward)

                elif column['node_type'] == 'store':
                    obj = NodeSprite(self.game.run_info, (r, i), V2(x, y),
                                     "assets/si-shop.png")
                    obj.offset = (0.5, 0.5)

                self.grid[-1].append(obj)
                for j in column['links']:
                    p2 = obj.pos
                    p1 = self.grid[-2][j].pos
                    prev_obj = self.grid[-2][j]
                    path = StarPath(
                        p1, p2,
                        obj.is_travelled() and prev_obj.is_travelled(),
                        obj.is_pickable() and prev_obj.is_travelled())
                    self.game_group.add(path)
                if obj.is_travelled():
                    if r < len(run_path) - 1:
                        o = SimpleSprite(obj.pos, "assets/si-traveled.png")
                        o.offset = (0.5, 0.5)
                        self.game_group.add(o)
                else:
                    self.nodes.append(obj)
                    self.game_group.add(obj)
                    if rewards:
                        for reward in rewards:
                            self.ui_group.add(reward)

            x += 60

        p = self.grid[run_path[-1][0]][run_path[-1][1]].pos
        self.colonist = SimpleSprite(p, 'assets/si-player.png')
        self.colonist.offset = (0.5, 0.5)
        self.game_group.add(self.colonist)
        ry = self.background.center_y
        t1 = text.Text("Credits | [>%d]" % self.game.run_info.credits,
                       "small",
                       V2(res.x / 2 + rewards_width / 2 - 64, ry - 3),
                       PICO_DARKBLUE,
                       multiline_width=150)
        t1.offset = (1, 0)
        self.ui_group.add(t1)

        t2 = text.Text("O2 | [>%s]" %
                       helper.get_time_string(self.game.run_info.o2),
                       "small",
                       V2(res.x / 2 + rewards_width / 2 - 5, ry - 3),
                       PICO_DARKBLUE,
                       multiline_width=150)
        t2.offset = (1, 0)
        self.ui_group.add(t2)

        if self.game.run_info.reward_list:
            t3 = text.Text("Acquired |", "small",
                           V2(res.x / 2 - rewards_width / 2 + 8, ry - 3),
                           PICO_BLACK)
            self.ui_group.add(t3)
            rx = t3.x + 61
            for r in self.game.run_info.reward_list:
                reward = RewardWithBackground(V2(rx, ry + 1), r['name'])
                reward.offset = (0.5, 0.5)
                self.game_group.add(reward)
                rx += 23
        else:
            t1.offset = (0.5, 0)
            t1.x = res.x / 2 - 30
            t2.offset = (0.5, 0)
            t2.x = res.x / 2 + 30

        self.sm = states.Machine(StarMapState(self))
Exemple #12
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 def start(self):
     self.background_group = pygame.sprite.Group()
     self.game_group = pygame.sprite.LayeredDirty()
     self.ui_group = pygame.sprite.LayeredDirty()
     self.build_shop()
     self.sm = states.Machine(StoreState(self))
Exemple #13
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    def setup_players(self):
        self.meters = {}
        # Make a civ for each player
        for i in range(self.num_players):
            uipos = UI_POSITIONS[self.num_players][i]
            if uipos.x == 1:
                uipos.x = self.game.game_resolution.x - 104
            if uipos.y == 1:
                uipos.y = self.game.game_resolution.y - 60
            c = civ.MultiplayerCiv(self, uipos)
            c.worker_loss = 1
            c.color = PLAYER_COLORS[i]
            c.name = PLAYER_NAMES[i]
            self.player_civs.append(c)
            self.player_input_sms[i] = states.Machine(
                inputstates.CursorState(self, c,
                                        self.game.player_inputs[i].input_type))
            self.player_game_speed_inputs[c] = 0

            self.meters[c] = {}
            for j, r in enumerate(['iron', 'ice', 'gas']):
                self.meters[c][r] = meter.Meter(V2(uipos.x + 19,
                                                   uipos.y + 3 + j * 14),
                                                80,
                                                9,
                                                economy.RESOURCE_COLORS[r],
                                                c.upgrade_limits.data[r],
                                                tick_x=120)
                self.meters[c][r].stay = True
                self.ui_group.add(
                    simplesprite.SimpleSprite(
                        V2(uipos.x + 6, uipos.y + 2 + j * 14),
                        "assets/i-%s.png" % r))
                self.ui_group.add(self.meters[c][r])

            bp = None
            if uipos.x < self.game.game_resolution.x / 2:
                bp = V2(uipos.x + 110, uipos.y + 5)
            else:
                bp = V2(uipos.x - 50, uipos.y + 5)

            ub = button.Button(
                bp,
                "Up",
                "small",
                (lambda c: (lambda: self.player_mouse_click_upgrade(c))
                 )(c),  # Closure to capture civ
                None,
                None,
                "assets/i-iron.png",
                PICO_LIGHTGRAY,
                fixed_width=46)
            ub.visible = False
            self.ui_group.add(ub)
            self.player_upgrade_buttons[i] = ub
            ut = text.Text("", "small", bp + V2(24, 22), shadow=PICO_BLACK)
            ut.offset = (0.5, 0)
            self.ui_group.add(ut)
            self.player_upgrade_texts[i] = ut

            # target
            target = text.Text("",
                               "small",
                               uipos + V2(6, 44),
                               shadow=PICO_BLACK,
                               multiline_width=200)
            self.ui_group.add(target)
            self.player_targets[i] = target

        self.radar = Explosion(V2(300, 180), [PICO_GREEN], 1.25,
                               self.game.game_resolution.x)
        self.ui_group.add(self.radar)