Esempio n. 1
0
def main():
    gameStateObj = GameStateObj.GameStateObj()
    metaDataObj = {}
    gameStateObj.build_new()
    scripts = [
        'preBase', 'in_base_', 'narration', 'intro', 'prep', 'turnChange',
        'move', 'menu', 'attack', 'interact'
    ]
    for num in range(0, GC.cf.CONSTANTS['num_levels']):
        print('Level: %s' % num)
        levelfolder = 'Data/Level' + str(num)
        SaveLoad.load_level(levelfolder, gameStateObj, metaDataObj)
        print('Num Units: %s  Map Size: %s' %
              (len(gameStateObj.allunits),
               gameStateObj.map.width * gameStateObj.map.height))
        if num == 3:
            for script in scripts:
                fp = levelfolder + '/' + script + 'Script.txt'
                run(gameStateObj, metaDataObj, fp)
            for _ in range(20):
                gameStateObj.turncount += 1
                fp = levelfolder + '/turnChangeScript.txt'
                run(gameStateObj, metaDataObj, fp)
            fp = levelfolder + '/outroScript.txt'
            run(gameStateObj, metaDataObj, fp)
        gameStateObj.clean_up()
        print('Num Units Remaining: %s' % (len(gameStateObj.allunits)))
def main():
    gameStateObj = GameStateObj.GameStateObj()
    metaDataObj = {}
    gameStateObj.build_new()
    gameStateObj.set_generic_mode()
    scripts = [
        'preBase', 'in_base_', 'narration', 'intro', 'prep', 'turnChange',
        'move', 'menu', 'attack', 'interact'
    ]
    num = 0
    while True:
        levelfolder = 'Assets/Lex-Talionis/Data/Level' + str(num)
        if not os.path.exists(levelfolder):
            break
        print('Level: %s' % num)
        SaveLoad.load_level(levelfolder, gameStateObj, metaDataObj)
        print('Num Units: %s  Map Size: %s' %
              (len(gameStateObj.allunits),
               gameStateObj.map.width * gameStateObj.map.height))
        if num == 10:
            for script in scripts:
                fp = levelfolder + '/' + script + 'Script.txt'
                run(gameStateObj, metaDataObj, fp)
            for _ in range(20):
                gameStateObj.turncount += 1
                fp = levelfolder + '/turnChangeScript.txt'
                run(gameStateObj, metaDataObj, fp)
            fp = levelfolder + '/outroScript.txt'
            run(gameStateObj, metaDataObj, fp)
        gameStateObj.clean_up()
        print('Num Units Remaining: %s' % (len(gameStateObj.allunits)))
        num += 1
Esempio n. 3
0
def main():
    gameStateObj = GameStateObj.GameStateObj()
    metaDataObj = {}
    gameStateObj.build_new()
    wait_for = 1
    for num in range(0, GC.cf.CONSTANTS['num_levels']):
        time1 = time.clock()
        print('Level: %s' % num)
        SaveLoad.load_level('Data/Level' + str(num), gameStateObj, metaDataObj)
        print('Time to Load: %s' % (time.clock() - time1))
        print('Num Units: %s  Map Size: %s' %
              (len(gameStateObj.allunits),
               gameStateObj.map.width * gameStateObj.map.height))
        for unit in gameStateObj.allunits:
            CustomObjects.handle_info_key(gameStateObj, metaDataObj, unit)
            info_menu = InfoMenu.InfoMenu()
            info_menu.begin(gameStateObj, metaDataObj)
            for _ in range(wait_for):
                run(gameStateObj, metaDataObj, info_menu)
            # Move right
            info_menu.move_right(gameStateObj, metaDataObj)
            for _ in range(wait_for):
                run(gameStateObj, metaDataObj, info_menu)
            info_menu.move_right(gameStateObj, metaDataObj)
            for _ in range(wait_for):
                run(gameStateObj, metaDataObj, info_menu)
            info_menu.move_right(gameStateObj, metaDataObj)
            for _ in range(wait_for):
                run(gameStateObj, metaDataObj, info_menu)

        gameStateObj.clean_up()
        print('Num Units Remaining: %s' % (len(gameStateObj.allunits)))
Esempio n. 4
0
def main():
    gameStateObj = GameStateObj.GameStateObj()
    metaDataObj = {}
    gameStateObj.build_new()
    levelfolder = 'Data/Level0'
    SaveLoad.load_level(levelfolder, gameStateObj, metaDataObj)
    run(gameStateObj, metaDataObj)
    gameStateObj.clean_up()
    print('Num Units Remaining: %s'%(len(gameStateObj.allunits)))
Esempio n. 5
0
def main():
    gameStateObj = GameStateObj.GameStateObj()
    metaDataObj = {}
    gameStateObj.build_new()
    for num in range(0, GC.cf.CONSTANTS['num_levels']):
        time1 = time.clock()
        print('Level: %s'%num)
        SaveLoad.load_level('Data/Level' + str(num), gameStateObj, metaDataObj)
        print('Time to Load: %s'%(time.clock() - time1))
        print('Num Units: %s  Map Size: %s'%(len(gameStateObj.allunits), gameStateObj.map.width*gameStateObj.map.height))
        gameStateObj.clean_up()
        print('Num Units Remaining: %s'%(len(gameStateObj.allunits)))
Esempio n. 6
0
def main():
    gameStateObj = GameStateObj.GameStateObj()
    metaDataObj = {}
    gameStateObj.build_new()
    for num in range(0, GC.cf.CONSTANTS['num_levels']):
        print('Level: %s'%num)
        levelfolder = 'Data/Level' + str(num)
        SaveLoad.load_level(levelfolder, gameStateObj, metaDataObj)
        print('Num Units: %s  Map Size: %s'%(len(gameStateObj.allunits), gameStateObj.map.width*gameStateObj.map.height))
        for unit in gameStateObj.allunits:
            run(gameStateObj, metaDataObj, unit)
        gameStateObj.clean_up()
        print('Num Units Remaining: %s'%(len(gameStateObj.allunits)))
Esempio n. 7
0
def main():
    gameStateObj = GameStateObj.GameStateObj()
    metaDataObj = {}
    gameStateObj.build_new()
    scripts = ['base', 'village', 'unlock', 'switch', 'talk', 'search']
    for num in range(0, GC.cf.CONSTANTS['num_levels']):
        print('Level: %s' % num)
        levelfolder = 'Data/Level' + str(num)
        SaveLoad.load_level(levelfolder, gameStateObj, metaDataObj)
        print('Num Units: %s  Map Size: %s' %
              (len(gameStateObj.allunits),
               gameStateObj.map.width * gameStateObj.map.height))
        if num >= 0:
            for script in scripts:
                fp = levelfolder + '/' + script + 'Script.txt'
                run(gameStateObj, metaDataObj, fp)
        gameStateObj.clean_up()
        print('Num Units Remaining: %s' % (len(gameStateObj.allunits)))
def main():
    gameStateObj = GameStateObj.GameStateObj()
    metaDataObj = {}
    gameStateObj.build_new()
    gameStateObj.set_generic_mode()
    num = 0
    while True:
        levelfolder = 'Assets/Lex-Talionis/Data/Level' + str(num)
        if not os.path.exists(levelfolder):
            break
        print('Level: %s' % num)
        SaveLoad.load_level(levelfolder, gameStateObj, metaDataObj)
        print('Num Units: %s  Map Size: %s' % (len(gameStateObj.allunits), gameStateObj.map.width*gameStateObj.map.height))
        for unit in gameStateObj.allunits:
            run(gameStateObj, metaDataObj, unit)
        gameStateObj.clean_up()
        print('Num Units Remaining: %s' % (len(gameStateObj.allunits)))
        num += 1
Esempio n. 9
0
def main():
    gameStateObj = GameStateObj.GameStateObj()
    metaDataObj = {}
    gameStateObj.build_new()
    gameStateObj.set_generic_mode()
    num = 0
    while True:
        levelfolder = 'Data/Level' + str(num)
        if not os.path.exists(levelfolder):
            break
        time1 = time.clock()
        print('Level: %s' % num)
        SaveLoad.load_level(levelfolder, gameStateObj, metaDataObj)
        print('Time to Load: %s' % (time.clock() - time1))
        print('Num Units: %s  Map Size: %s' %
              (len(gameStateObj.allunits),
               gameStateObj.map.width * gameStateObj.map.height))
        gameStateObj.clean_up()
        print('Num Units Remaining: %s' % (len(gameStateObj.allunits)))
        num += 1
def main():
    gameStateObj = GameStateObj.GameStateObj()
    metaDataObj = {}
    gameStateObj.build_new()
    gameStateObj.set_generic_mode()
    scripts = ['base', 'village', 'unlock', 'switch', 'talk', 'search']
    num = 0
    while True:
        levelfolder = 'Data/Level' + str(num)
        if not os.path.exists(levelfolder):
            break
        print('Level: %s' % num)
        SaveLoad.load_level(levelfolder, gameStateObj, metaDataObj)
        print('Num Units: %s  Map Size: %s' % (len(gameStateObj.allunits), gameStateObj.map.width*gameStateObj.map.height))
        if num >= 0:
            for script in scripts:
                fp = levelfolder + '/' + script + 'Script.txt'
                run(gameStateObj, metaDataObj, fp)
        gameStateObj.clean_up()
        print('Num Units Remaining: %s'%(len(gameStateObj.allunits)))
        num += 1
Esempio n. 11
0
def main():
    gameStateObj = GameStateObj.GameStateObj()
    metaDataObj = {}
    gameStateObj.build_new()
    gameStateObj.set_generic_mode()
    wait_for = 1
    num = 0
    while True:
        levelfolder = 'Assets/Lex-Talionis/Data/Level' + str(num)
        if not os.path.exists(levelfolder):
            break
        print('Level: %s' % num)
        time1 = time.clock()
        SaveLoad.load_level('Assets/Lex-Talionis/Data/Level' + str(num),
                            gameStateObj, metaDataObj)
        print('Time to Load: %s' % (time.clock() - time1))
        print('Num Units: %s  Map Size: %s' %
              (len(gameStateObj.allunits),
               gameStateObj.map.width * gameStateObj.map.height))
        for unit in gameStateObj.allunits:
            CustomObjects.handle_info_key(gameStateObj, metaDataObj, unit)
            info_menu = InfoMenu.InfoMenu()
            info_menu.begin(gameStateObj, metaDataObj)
            for _ in range(wait_for):
                run(gameStateObj, metaDataObj, info_menu)
            # Move right
            info_menu.move_right(gameStateObj, metaDataObj)
            for _ in range(wait_for):
                run(gameStateObj, metaDataObj, info_menu)
            info_menu.move_right(gameStateObj, metaDataObj)
            for _ in range(wait_for):
                run(gameStateObj, metaDataObj, info_menu)
            info_menu.move_right(gameStateObj, metaDataObj)
            for _ in range(wait_for):
                run(gameStateObj, metaDataObj, info_menu)

        gameStateObj.clean_up()
        print('Num Units Remaining: %s' % (len(gameStateObj.allunits)))

        num += 1
Esempio n. 12
0
def main():
    gameStateObj = GameStateObj.GameStateObj()
    metaDataObj = {}
    gameStateObj.build_new()
    done = False
    for num in range(0, 12):
        if hasattr(gameStateObj, 'saving_thread'):
            gameStateObj.saving_thread.join()
        gameStateObj.save_slots = Transitions.load_saves()
        print('Level: %s' % num)
        gameStateObj.build_new() # Make the gameStateObj ready for a new game
        gameStateObj.set_generic_mode()
        gameStateObj.save_slot = 0
        levelfolder = 'Assets/Lex-Talionis/Data/Level' + str(num)
        # Create a save for the first game
        gameStateObj.stateMachine.clear()
        gameStateObj.stateMachine.changeState('turn_change')
        SaveLoad.suspendGame(gameStateObj, "Start", slot=gameStateObj.save_slot)
        # Load the first level
        SaveLoad.load_level(levelfolder, gameStateObj, metaDataObj)
        # Set Casual Mode
        gameStateObj.mode['death'] = 0
        # Run
        counter = 0
        suspended_yet, dead_yet = False, False
        while not done:
            Engine.update_time()
            current_state = gameStateObj.stateMachine.getState()
            if current_state == 'free':
                units = [unit for unit in gameStateObj.allunits if unit.team == 'player' and
                         not unit.dead and unit.name not in {'Sam', 'Ophie', 'Prim', 'Renae'}]
                if not dead_yet and units:
                    unit = units[0]
                    print(unit.name)
                    unit.isDying = True
                    gameStateObj.stateMachine.changeState('dying')
                    gameStateObj.message.append(Dialogue.Dialogue_Scene(metaDataObj['death_quotes'], unit=unit))
                    gameStateObj.stateMachine.changeState('dialogue')
                    dead_yet = True
                elif suspended_yet:
                    gameStateObj.statedict['levelIsComplete'] = 'win'
                    gameStateObj.message.append(Dialogue.Dialogue_Scene('Assets/Lex-Talionis/Data/seizeScript.txt'))
                    gameStateObj.stateMachine.changeState('dialogue')
                    suspended_yet = False
                else:
                    SaveLoad.suspendGame(gameStateObj, 'Suspend', hard_loc='Suspend')
                    gameStateObj.save_slots = None # Reset save slots
                    gameStateObj.stateMachine.clear()
                    gameStateObj.stateMachine.changeState('start_start')
                    suspended_yet = True
            elif current_state == 'start_save' or current_state == 'start_start' or current_state == 'start_option':
                pyautogui.press('x')
                if current_state == 'start_save':
                    dead_yet = False
            elif current_state == 'move':
                pyautogui.press('z')
            counter += 1
            if not counter%20:
                pyautogui.press('s')
            eventList = Engine.build_event_list()
            mapSurf, repeat = gameStateObj.stateMachine.update(eventList, gameStateObj, metaDataObj)
            while repeat:
                mapSurf, repeat = gameStateObj.stateMachine.update(eventList, gameStateObj, metaDataObj)
            GC.DISPLAYSURF.blit(mapSurf, (0, 0))
            pygame.display.update()
            gameStateObj.playtime += GC.FPSCLOCK.tick(GC.FPS)