Esempio n. 1
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    def _setup(self):
        self.SCREEN_WIDTH = 80
        self.SCREEN_HEIGHT = 50
        self.LIMIT_FPS = 20

        tdl.set_font('arial10x10.png', greyscale=True, altLayout=True)
        self.root = tdl.init(self.SCREEN_WIDTH, self.SCREEN_HEIGHT, title='AsciiRPG', fullscreen=False)
        tdl.setFPS(self.LIMIT_FPS)

        # Create an offscreen console
        self.console = tdl.Console(self.SCREEN_WIDTH, self.SCREEN_HEIGHT)

        # Map
        self.map = Map()
        self.map.create(self.SCREEN_HEIGHT, self.SCREEN_WIDTH)

        try:
            player_y = 1
            player_x = 1
            while self.map.tiles[player_y][player_x].blocked:
                player_y = randint(0, self.map.WIDTH - 1)
                player_x = randint(0, self.map.HEIGHT - 1)
        except:
            print("out of range")


        # Spawn player, first specify Y (which of the top tiles to start at), then X (which of the horizontal tiles to start at)
        self.player = Player(player_y, player_x, (255,255,255))
        #self.cat = Cat(self.SCREEN_WIDTH + 4, self.SCREEN_HEIGHT, (255,255,255))
        self.entities = [self.player]
Esempio n. 2
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 def play(self):
     if self.player is None:
         self.score = 0
         self.player = Player(self.sprites)
         self.sprites.add(self.player)
         self.draw_score()
     self.sound_service.play_soundtrack('game_soundtrack.ogg')
     self.window_service.load_background('space.jpg')
     return GameStatus.GAME_START
Esempio n. 3
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    def __init__(self, playerName="Player"):
        """
        Constructor that initializes instance variables

        :param PlayerName: name of the player
        """

        self._player = Player(name=playerName)
        self._player.add_observer(self)
        self._playerLoc = (0, 0)
        self._neighborhood = Neighborhood()
        self._isPlaying = True
Esempio n. 4
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    def spawn_player(self):
        """ Spawns player onto the map """
        # Add Sprites to group

        # Place player where spawn tile is, searching from bottom left first
        self.player = None
        spawned_player = False

        for i in range(0, GameMap.map_data.width):
            for j in range(GameMap.map_data.height - 1, -1, -1):
                tile_property = GameMap.get_tile_properties(i, j)

                if tile_property and tile_property.get(MapInfo.SPAWN.value):
                    spawned_player = True
                    print('in: ' + str((i, j)))
                    spawn_point_x = i * GameMap.map_data.tilewidth + (
                        GameMap.map_data.tilewidth / 2)
                    spawn_point_y = j * GameMap.map_data.tileheight
                    print('spawn: ' + str((spawn_point_x, spawn_point_y)))
                    self.player = Player(position=(spawn_point_x,
                                                   spawn_point_y))
                    print('body: ' + str(self.player.rect))

                if spawned_player: break
            if spawned_player: break

        self.group.add(self.player)
Esempio n. 5
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 def parse_players(self):
     try:
         dict_list = self.gen_dict["Data"]["Player"]
         for dict_item in dict_list:
             new_object = Player(dict_item, world_id=self.world_id)
             self.data["player"][new_object.id] = new_object
     except KeyError:
         pass
Esempio n. 6
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 def create_player(self):
     player_number = len(self.app.game_controller.players)
     player = Player(name=f"Player {player_number + 1}")
     self.app.game_controller.players.append(player)
     player_button = Button(self.frame,
                            text=player.name,
                            bg="#303030",
                            fg="#ffffff",
                            command=lambda player_number=player_number: self
                            .switch_player(player_number))
     self.player_buttons.append(player_button)
     player_button.grid(column=player_number + 2, row=0)
Esempio n. 7
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    def init_entities(self, entities):
        for key in entities.keys():
            if key == "players":
                for player in entities[key]:
                    column = player['x']
                    row = player['y']
                    pos = (self.world[row][column], player['width'], player['height'])

                    player = Player(*pos, 255, player['id'], self.tile_size)
                    self.entities.append(player)
            
            elif key == 'balls':
                for ball in entities[key]:
                    column = ball['x']
                    row = ball['y']
                    pos = (self.world[row][column], ball['width'], ball['height'])

                    ball = Ball(*pos, 100, self.tile_size)
                    self.entities.append(ball)
Esempio n. 8
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    def _get_alliance_ids(self):
        player_id = self.account.header_info['playerID']

        for player in self.account.login_result["Data"]["Player"]:
            if player["id"] == player_id:
                player_dict = player
                break
            else:
                self.logger.warning(self.account, "get_alliance_ids", "Player is not in the info with players, consider loading by request")
                return []

        player = Player(player_dict, "202")
        if not player.alliance:
            self.logger.warning(self.account, "get_alliance_ids", "Player has not alliance")
            return []

        for alliance in self.account.login_result["Data"]["Alliance"]:
            if alliance["id"] == player.alliance:
                this_player_alliance = Alliance(alliance, "202")
                break

        this_player_alliance.extract_diplomacy(self.account.login_result["Data"]["Diplomacy"])
        return this_player_alliance.get_diplomacy_by_color("orange") + [this_player_alliance.id]
Esempio n. 9
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from Entities.Entity import Entity
from Entities.Player import Player

A = Player(1, 100, "Player", (50, 50), [], 5, None, None, [], 0)
B = Entity(1, 50, "Undead", (50, 51), [], 5, None, None, [(None, 100)], 1000)
Esempio n. 10
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class Game:
    def __init__(self):
        self._setup()
        self._gameloop()

    def _setup(self):
        self.SCREEN_WIDTH = 80
        self.SCREEN_HEIGHT = 50
        self.LIMIT_FPS = 20

        tdl.set_font('arial10x10.png', greyscale=True, altLayout=True)
        self.root = tdl.init(self.SCREEN_WIDTH, self.SCREEN_HEIGHT, title='AsciiRPG', fullscreen=False)
        tdl.setFPS(self.LIMIT_FPS)

        # Create an offscreen console
        self.console = tdl.Console(self.SCREEN_WIDTH, self.SCREEN_HEIGHT)

        # Map
        self.map = Map()
        self.map.create(self.SCREEN_HEIGHT, self.SCREEN_WIDTH)

        try:
            player_y = 1
            player_x = 1
            while self.map.tiles[player_y][player_x].blocked:
                player_y = randint(0, self.map.WIDTH - 1)
                player_x = randint(0, self.map.HEIGHT - 1)
        except:
            print("out of range")


        # Spawn player, first specify Y (which of the top tiles to start at), then X (which of the horizontal tiles to start at)
        self.player = Player(player_y, player_x, (255,255,255))
        #self.cat = Cat(self.SCREEN_WIDTH + 4, self.SCREEN_HEIGHT, (255,255,255))
        self.entities = [self.player]



    def _render(self):
        self.map.render(self.console)

        for entity in self.entities:
            entity.render(self.console)

    def _gameloop(self):
        while not tdl.event.isWindowClosed():

            self._render()

            self.root.blit(self.console, 0, 0, self.SCREEN_WIDTH, self.SCREEN_HEIGHT, 0, 0)
            tdl.flush() # present changes to the screen

            for entity in self.entities:
                entity.clear(self.console)

            #handle keys and exit game if needed
            exit = self._handle_keys()
            if exit:
                break

    def _handle_keys(self):
        user_input = tdl.event.key_wait()

        if user_input.key == 'ENTER' and user_input.alt:
            # Alt+Enter: toggle fullscreen
            tdl.set_fullscreen(not tdl.get_fullscreen())
        elif user_input.key == '0':
            return True  # exit game

        if user_input.key == 'KP8':
            if self._is_legal_move(0, -1):
                self.player.move(0, -1)
        elif user_input.key == 'KP9':
            if self._is_legal_move(1, -1):
                self.player.move(1, -1)
        elif user_input.key == 'KP6':
            if self._is_legal_move(1, 0):
                self.player.move(1, 0)
        elif user_input.key == 'KP3':
            if self._is_legal_move(1, 1):
                self.player.move(1, 1)
        elif user_input.key == 'KP2':
            if self._is_legal_move(0, 1):
                self.player.move(0, 1)
        elif user_input.key == 'KP1':
            if self._is_legal_move(-1, 1):
                self.player.move(-1, 1)
        elif user_input.key == 'KP4':
            if self._is_legal_move(-1, 0):
                self.player.move(-1, 0)
        elif user_input.key == 'KP7':
            if self._is_legal_move(-1, -1):
                self.player.move(-1, -1)
        elif user_input.key == 'KP5':
            print(str(self.player.x) + ', ' + str(self.player.y))

    def _is_legal_move(self, x, y):
        return False if self.map.tiles[add(self.player.x, x)][add(self.player.y, y)].blocked else True
Esempio n. 11
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    def init_ui(self):
        self.init_window()
        self.init_aliens()
        self.init_shield()

        if self.player_spacecraft == "SILVER_X 177p":
            self.player1 = Player(self, 'images/silver.png',
                                  cfg.PLAYER_START_X, cfg.PLAYER_START_Y,
                                  cfg.SPACESHIP_WIDTH, cfg.SPACESHIP_HEIGHT,
                                  self.player_id, 3)
        elif self.player_spacecraft == "purpleZ AAx9":
            self.player1 = Player(self, 'images/purple.png',
                                  cfg.PLAYER_START_X, cfg.PLAYER_START_Y,
                                  cfg.SPACESHIP_WIDTH, cfg.SPACESHIP_HEIGHT,
                                  self.player_id, 3)
        elif self.player_spacecraft == "military-aircraft-POWER":
            self.player1 = Player(self, 'images/military.png',
                                  cfg.PLAYER_START_X, cfg.PLAYER_START_Y,
                                  cfg.SPACESHIP_WIDTH, cfg.SPACESHIP_HEIGHT,
                                  self.player_id, 3)
        else:
            self.player1 = Player(self, 'images/spacex.png',
                                  cfg.PLAYER_START_X, cfg.PLAYER_START_Y,
                                  cfg.SPACESHIP_WIDTH, cfg.SPACESHIP_HEIGHT,
                                  self.player_id, 3)

        if self.multiplayer_mode:
            if self.player2_spacecraft == "SILVER_X 177p":
                self.player2 = Player(self, 'images/silver.png',
                                      cfg.PLAYER2_START_X, cfg.PLAYER_START_Y,
                                      cfg.SPACESHIP_WIDTH,
                                      cfg.SPACESHIP_HEIGHT, self.player2_id, 3)
            elif self.player2_spacecraft == "purpleZ AAx9":
                self.player2 = Player(self, 'images/purple.png',
                                      cfg.PLAYER2_START_X, cfg.PLAYER_START_Y,
                                      cfg.SPACESHIP_WIDTH,
                                      cfg.SPACESHIP_HEIGHT, self.player2_id, 3)
            elif self.player2_spacecraft == "military-aircraft-POWER":
                self.player2 = Player(self, 'images/military.png',
                                      cfg.PLAYER2_START_X, cfg.PLAYER_START_Y,
                                      cfg.SPACESHIP_WIDTH,
                                      cfg.SPACESHIP_HEIGHT, self.player2_id, 3)
            elif self.player2_spacecraft == "SpaceX-air4p66":
                self.player2 = Player(self, 'images/spacex.png',
                                      cfg.PLAYER2_START_X, cfg.PLAYER_START_Y,
                                      cfg.SPACESHIP_WIDTH,
                                      cfg.SPACESHIP_HEIGHT, self.player2_id, 3)
        else:
            self.winner = self.player1

        self.players.append(self.player1)

        self.deus_ex.add_player(self.player1.avatar)
        self.shield_destruct.add_player(self.player1.avatar)

        if self.multiplayer_mode:
            self.players.append(self.player2)
            self.deus_ex.add_player(self.player2.avatar)
            self.shield_destruct.add_player(self.player2.avatar)

        self.labels()
Esempio n. 12
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class Game(Observer):
    """
    A simple class that hold the player and the Neighborhood and provides
    functionality to interact with them
    """
    def __init__(self, playerName="Player"):
        """
        Constructor that initializes instance variables

        :param PlayerName: name of the player
        """

        self._player = Player(name=playerName)
        self._player.add_observer(self)
        self._playerLoc = (0, 0)
        self._neighborhood = Neighborhood()
        self._isPlaying = True

    def receiveUpdate(self, info=None):
        """
        override abstract method from Observer.
        when an update is recieved the player has died so end the game

        :param info: info to process
        """
        self._isPlaying = False

    def getStatus(self):
        """
        :return: if the game is still going
        """
        return self._isPlaying

    def getPlayer(self):
        """
        :return: the player of the game
        """
        return self._player

    def getNeighborhood(self):
        """
        :return: the neighborhood of the game
        """
        return self._neighborhood

    def getPlayerLoc(self):
        """
        :return: the players location in (x, y)
        """
        return self._playerLoc

    def move(self, dir):
        """
        move the player. must be a valid move(1 square away including diagonals)

        :param dir: direction to move in a tuple of length 2 with values of
        -1 to 1

        :return: True if move was successful or False if it was not.
        """

        # if the game is over return
        if not self._isPlaying:
            return False

        # valid values for moves
        valid = [-1, 0, 1]

        # if the direction is in the valid range calculat the new location
        if dir[0] in valid and dir[1] in valid:
            newLoc = (self._playerLoc[0] + dir[0], self._playerLoc[1] + dir[1])

            # if the new location is in bounds move player and return true
            if self._neighborhood.inBounds(newLoc):
                self._playerLoc = newLoc
                return True
        # otherwise return false
        return False

    def attackHouse(self, loc, weaponNum):
        """
        helper function that tells the player to attack all the monsters in a
        house

        :param loc: houses position in tuple
        :param weaponNum: weapon id to use
        """

        # if game is over return
        if not self._isPlaying:
            return

        # give the player the monsters from the house to attack
        self._player.attackAll(self._neighborhood.getHouse(loc), weaponNum)
        # tell the monsters in the house to attack the player back
        self._neighborhood.getHouse(loc).dealDamage(self._player)

        if self.getNeighborhood().isClear():
            self._isPlaying = False
Esempio n. 13
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class Game(QMainWindow):
    def __init__(self,
                 player_id: str,
                 player_spacecraft: str,
                 player2_id: str = "",
                 player2_spacecraft: str = ""):
        super().__init__()
        self.player_id = player_id
        self.player_spacecraft = player_spacecraft

        self.player2_id = player2_id
        self.player2_spacecraft = player2_spacecraft

        self.players = []
        self.winner = 0

        self.multiplayer_mode = False
        self.tournament_mode = False

        if not self.player2_id == "":
            self.multiplayer_mode = True

        self.total_point = 0
        self.total_point2 = 0
        self.current_level = 0
        self.current_lives = 0
        self.max_player_score = 0
        self.max_hiscore = []
        self.player = ""
        self.broj = 0

        self.queue1 = Queue()
        self.deus_ex_proc = CalculateDeusExX(self.queue1)
        self.deus_ex_proc.start()

        # arch
        self.mynumbers = []
        self.powers = []
        self.bullets = []
        self.bullets_enemy = []
        self.aliens = []
        self.remove_aliens = []
        self.shields = []

        self.shootingThread = ShootBullet()
        self.alien_movement_thread = AlienMovement()
        self.alien_attack_thread = AlienAttack()
        self.alien_shoot_bullet_thread = BulletMove()
        self.collision_bullet_alien = CollisionPlayerBullet()
        self.key_notifier = KeyNotifier()
        self.shield_destruct = CollisionAlienBullet()
        self.deus_ex = DeusEx()
        self.level_handle = NextLevel()
        self.deus_ex_worker = Worker(self.queue1)
        self.status_bar = StatusBar()
        self.player_explosion = PlayerExplosion()

        self.threads_connect()
        self.start_threads()

        self.init_ui()

        # logika za citanje najboljeg rezultata
        file = open("players.txt", "r")
        lines = file.readlines()
        for line in lines:
            self.mynumbers.append(str(n) for n in line.strip().split(" "))

        for a, b in self.mynumbers:
            self.max_hiscore.append(int(b))

        for i in range(len(self.max_hiscore)):
            if self.broj < self.max_hiscore[i]:
                self.broj = self.max_hiscore[i]

        print("Najbolji rezultat ima  : " + str(self.broj))

        self.hi_score = QLabel(self)
        self.hi_score.setText(str(self.broj))
        self.hi_score.setGeometry(QRect(510, 5, 111, 20))
        self.hi_score.setStyleSheet("color: rgb(255, 255, 255);\n"
                                    "font: 75 13pt \"Rockwell\";")

    def hide_explosion(self):
        self.explode.hide()

    def clear_status(self):
        self._status.setText('')

    def init_ui(self):
        self.init_window()
        self.init_aliens()
        self.init_shield()

        if self.player_spacecraft == "SILVER_X 177p":
            self.player1 = Player(self, 'images/silver.png',
                                  cfg.PLAYER_START_X, cfg.PLAYER_START_Y,
                                  cfg.SPACESHIP_WIDTH, cfg.SPACESHIP_HEIGHT,
                                  self.player_id, 3)
        elif self.player_spacecraft == "purpleZ AAx9":
            self.player1 = Player(self, 'images/purple.png',
                                  cfg.PLAYER_START_X, cfg.PLAYER_START_Y,
                                  cfg.SPACESHIP_WIDTH, cfg.SPACESHIP_HEIGHT,
                                  self.player_id, 3)
        elif self.player_spacecraft == "military-aircraft-POWER":
            self.player1 = Player(self, 'images/military.png',
                                  cfg.PLAYER_START_X, cfg.PLAYER_START_Y,
                                  cfg.SPACESHIP_WIDTH, cfg.SPACESHIP_HEIGHT,
                                  self.player_id, 3)
        else:
            self.player1 = Player(self, 'images/spacex.png',
                                  cfg.PLAYER_START_X, cfg.PLAYER_START_Y,
                                  cfg.SPACESHIP_WIDTH, cfg.SPACESHIP_HEIGHT,
                                  self.player_id, 3)

        if self.multiplayer_mode:
            if self.player2_spacecraft == "SILVER_X 177p":
                self.player2 = Player(self, 'images/silver.png',
                                      cfg.PLAYER2_START_X, cfg.PLAYER_START_Y,
                                      cfg.SPACESHIP_WIDTH,
                                      cfg.SPACESHIP_HEIGHT, self.player2_id, 3)
            elif self.player2_spacecraft == "purpleZ AAx9":
                self.player2 = Player(self, 'images/purple.png',
                                      cfg.PLAYER2_START_X, cfg.PLAYER_START_Y,
                                      cfg.SPACESHIP_WIDTH,
                                      cfg.SPACESHIP_HEIGHT, self.player2_id, 3)
            elif self.player2_spacecraft == "military-aircraft-POWER":
                self.player2 = Player(self, 'images/military.png',
                                      cfg.PLAYER2_START_X, cfg.PLAYER_START_Y,
                                      cfg.SPACESHIP_WIDTH,
                                      cfg.SPACESHIP_HEIGHT, self.player2_id, 3)
            elif self.player2_spacecraft == "SpaceX-air4p66":
                self.player2 = Player(self, 'images/spacex.png',
                                      cfg.PLAYER2_START_X, cfg.PLAYER_START_Y,
                                      cfg.SPACESHIP_WIDTH,
                                      cfg.SPACESHIP_HEIGHT, self.player2_id, 3)
        else:
            self.winner = self.player1

        self.players.append(self.player1)

        self.deus_ex.add_player(self.player1.avatar)
        self.shield_destruct.add_player(self.player1.avatar)

        if self.multiplayer_mode:
            self.players.append(self.player2)
            self.deus_ex.add_player(self.player2.avatar)
            self.shield_destruct.add_player(self.player2.avatar)

        self.labels()

    def init_window(self):
        self.setFixedSize(cfg.PLAY_WINDOW_WIDTH, cfg.PLAY_WINDOW_HEIGHT)
        self.setWindowIcon(QIcon('images/icon.png'))
        self.setWindowTitle('Space Invaders [singleplayer mode] v1.0')

        self.bgLabel = QLabel(self)
        self.background = QPixmap('images/game_background.png')
        self.bgLabel.setPixmap(self.background)
        self.bgLabel.setGeometry(0, 0, cfg.PLAY_WINDOW_WIDTH,
                                 cfg.PLAY_WINDOW_HEIGHT)

    def init_aliens(self):
        for i in range(11):
            self.aliens.append(
                Alien(self, 'images/alien_mother.png',
                      cfg.ALIEN_START_X - 8 + cfg.ALIEN_OFFSET_X * i,
                      cfg.ALIEN_START_Y, cfg.FIRST_ROW_ALIEN_WIDTH,
                      cfg.FIRST_ROW_ALIEN_HEIGHT, 500))
            self.aliens.append(
                Alien(self, 'images/alien_child.png',
                      cfg.ALIEN_START_X + cfg.ALIEN_OFFSET_X * i,
                      cfg.ALIEN_START_Y + cfg.ALIEN_OFFSET_Y,
                      cfg.SECOND_ROW_ALIEN_WIDTH, cfg.SECOND_ROW_ALIEN_HEIGHT,
                      200))
            self.aliens.append(
                Alien(self, 'images/alien_grandchild.png',
                      cfg.ALIEN_START_X + cfg.ALIEN_OFFSET_X * i,
                      cfg.ALIEN_START_Y + cfg.ALIEN_OFFSET_Y + 60,
                      cfg.THIRD_ROW_ALIEN_WIDTH, cfg.THIRD_ROW_ALIEN_HEIGHT,
                      100))
            self.aliens.append(
                Alien(self, 'images/alien_middle.png',
                      cfg.ALIEN_START_X + cfg.ALIEN_OFFSET_X * i,
                      cfg.ALIEN_START_Y + cfg.ALIEN_OFFSET_Y + 120,
                      cfg.FOURTH_ROW_ALIEN_WIDTH, cfg.FOURTH_ROW_ALIEN_HEIGHT,
                      50))
            self.aliens.append(
                Alien(self, 'images/alien111.png',
                      cfg.ALIEN_START_X + cfg.ALIEN_OFFSET_X * i,
                      cfg.ALIEN_START_Y + cfg.ALIEN_OFFSET_Y + 180,
                      cfg.FIFTH_ROW_ALIEN_WIDTH, cfg.FIFTH_ROW_ALIEN_HEIGHT,
                      10))

        self.level_handle.alien_number = len(self.aliens)

        for i in range(55):
            self.alien_movement_thread.add_alien(self.aliens[i].avatar)
            self.alien_attack_thread.add_alien(self.aliens[i].avatar)
            self.shootingThread.add_alien((self.aliens[i]).avatar)
            self.collision_bullet_alien.add_alien(self.aliens[i].avatar)

    def init_shield(self):
        for i in range(4):
            self.shields.append(
                Shield(self, 'images/shield.png',
                       cfg.SHIELD_START_X + cfg.SHIELD_OFFSET_X * i,
                       cfg.SHIELD_START_Y, cfg.SHIELD_WIDTH,
                       cfg.SHIELD_HEIGHT))

        for i in range(4):
            self.shield_destruct.add_shield(self.shields[i].avatar)

    def start_threads(self):
        self.shootingThread.start()
        self.alien_movement_thread.start()
        self.alien_attack_thread.start()
        self.alien_shoot_bullet_thread.start()
        self.collision_bullet_alien.start()
        self.key_notifier.start()
        self.shield_destruct.start()
        self.deus_ex.start()
        self.level_handle.start()
        self.deus_ex_worker.start()
        self.status_bar.start()
        self.player_explosion.start()

    def threads_connect(self):
        self.shootingThread.updated_position.connect(self.update_bullet)
        self.alien_movement_thread.updated.connect(self.alien_movement)
        self.alien_attack_thread.init_bullet.connect(self.alien_attack)
        self.alien_shoot_bullet_thread.update_position.connect(
            self.shoot_bullet)
        self.collision_bullet_alien.collision_occured.connect(
            self.destroy_enemy_collision)
        self.key_notifier.key_signal.connect(self.__update_position__)
        self.shield_destruct.collision_with_shield_occured.connect(
            self.update_shield)
        self.shield_destruct.collision_with_player.connect(self.remove_life)
        self.shield_destruct.game_over.connect(self.game_over)
        self.shield_destruct.armour_broke.connect(self.remove_armour)
        self.shield_destruct.player_dead.connect(self.kill_player)
        self.shield_destruct.player_dead_bullet.connect(
            self.kill_player_bullet)
        self.deus_ex.empower.connect(self.remove_power_object)
        self.deus_ex.collision_occured.connect(self.apply_power)
        self.level_handle.next_level.connect(self.update_level)
        self.deus_ex_worker.calc_done.connect(self.show_power)
        self.status_bar.status_updated.connect(self.clear_status)
        self.player_explosion.explosion_detected.connect(self.hide_explosion)

    def start_new_threads(self):
        self.shootingThread = ShootBullet()

        self.shootingThread.updated_position.connect(self.update_bullet)
        self.shootingThread.start()

        self.alien_movement_thread = AlienMovement()
        self.alien_movement_thread.updated.connect(self.alien_movement)
        self.alien_movement_thread.start()

        self.alien_attack_thread = AlienAttack()
        self.alien_attack_thread.init_bullet.connect(self.alien_attack)
        self.alien_attack_thread.start()

        self.alien_shoot_bullet_thread = BulletMove()
        self.alien_shoot_bullet_thread.update_position.connect(
            self.shoot_bullet)
        self.alien_shoot_bullet_thread.start()

        self.collision_bullet_alien = CollisionPlayerBullet()
        self.collision_bullet_alien.collision_occured.connect(
            self.destroy_enemy_collision)
        self.collision_bullet_alien.start()

        # self.key_notifier = KeyNotifier()
        # self.key_notifier.key_signal.connect(self.__update_position__)
        # self.key_notifier.start()

        self.shield_destruct = CollisionAlienBullet()
        self.shield_destruct.collision_with_shield_occured.connect(
            self.update_shield)
        self.shield_destruct.collision_with_player.connect(self.remove_life)
        self.shield_destruct.game_over.connect(self.game_over)
        self.shield_destruct.player_dead.connect(self.kill_player)
        self.shield_destruct.player_dead_bullet.connect(
            self.kill_player_bullet)
        self.shield_destruct.armour_broke.connect(self.remove_armour)
        self.shield_destruct.start()

        self.deus_ex = DeusEx()
        self.deus_ex.empower.connect(self.remove_power_object)
        self.deus_ex.collision_occured.connect(self.apply_power)
        self.deus_ex.start()

        self.level_handle = NextLevel()
        self.level_handle.current_level = int(self.current_level_value.text())
        self.level_handle.next_level.connect(self.update_level)
        self.level_handle.start()

        self.queue1 = Queue()

        self.deus_ex_proc = CalculateDeusExX(self.queue1)
        self.deus_ex_proc.start()

        self.deus_ex_worker = Worker(self.queue1)
        self.deus_ex_worker.calc_done.connect(self.show_power)
        self.deus_ex_worker.start()

        self.status_bar = StatusBar()
        self.status_bar.status_updated.connect(self.clear_status)
        self.status_bar.start()

        self.player_explosion = PlayerExplosion()
        self.player_explosion.explosion_detected.connect(self.hide_explosion)
        self.player_explosion.start()

        if self.multiplayer_mode:
            if not self.player1.is_dead:
                self.player1.lives = 3
                self.player1.username = self.player_id
                if self.player1.armour:
                    self.player1.armour = False
                    self.player1.armour_label.hide()
                self.deus_ex.add_player(self.player1.avatar)
                self.shield_destruct.add_player(self.player1.avatar)

            if not self.player2.is_dead:
                self.player2.lives = 3
                self.player2.username = self.player2_id
                if self.player2.armour:
                    self.player2.armour = False
                    self.player2.armour_label.hide()
                self.deus_ex.add_player(self.player2.avatar)
                self.shield_destruct.add_player(self.player2.avatar)

            if not self.player1.is_dead:
                self.player1.add_life_label(self.lives1_label)
                self.player1.add_life_label(self.lives2_label)
                self.player1.add_life_label(self.lives3_label)

                for life in self.player1.lives_labels:
                    life.show()

            if not self.player2.is_dead:
                self.player2.add_life_label(self.lives1_label_p2)
                self.player2.add_life_label(self.lives2_label_p2)
                self.player2.add_life_label(self.lives3_label_p2)

                for life in self.player2.lives_labels:
                    life.show()
        else:
            # ADD PLAYER
            self.deus_ex.add_player(self.player1.avatar)
            self.shield_destruct.add_player(self.player1.avatar)
            self.player1.lives = 3

            if self.player1.armour:
                self.player1.armour_label.hide()
                self.player1.armour = False

            self.player1.add_life_label(self.lives1_label)
            self.player1.add_life_label(self.lives2_label)
            self.player1.add_life_label(self.lives3_label)

            for life in self.player1.lives_labels:
                life.show()

    def update_level(self, level: int):
        self.current_level_value.setText(str(level))

        if cfg.ALIEN_X_VELOCITY + 1 < 15:
            cfg.ALIEN_X_VELOCITY += 1

        if cfg.ALIEN_SHOOT_INTERVAL - 0.3 > 0:
            cfg.ALIEN_SHOOT_INTERVAL -= 0.3

        if cfg.ALIEN_BULLET_VELOCITY + 1 < 15:
            cfg.ALIEN_BULLET_VELOCITY += 1

        if cfg.SPACESHIP_VELOCITY + 1 < 25:
            cfg.SPACESHIP_VELOCITY += 1

        self.kill_threads()
        self.deus_ex_proc.terminate()
        self.free_resources()
        self.start_new_threads()

        self.init_aliens()
        self.init_shield()

    def free_resources(self):
        self.aliens = []

        for life in self.player1.lives_labels:
            life.hide()
        self.player1.lives_labels.clear()

        if self.multiplayer_mode:
            for life in self.player2.lives_labels:
                life.hide()
            self.player2.lives_labels.clear()

        for bullet in self.bullets:
            bullet.hide()
        self.bullets.clear()

        for shield in self.shields:
            shield.avatar.hide()
        self.shields.clear()

        for shield in self.shield_destruct.shields:
            shield.hide()
        self.shield_destruct.shields.clear()

        for bullet in self.shootingThread.bullets:
            bullet.hide()
        self.shootingThread.bullets.clear()

        for bullet in self.collision_bullet_alien.bullets:
            bullet.hide()
        self.collision_bullet_alien.bullets.clear()

        self.alien_movement_thread.aliens = []
        self.alien_attack_thread.aliens = []
        self.shootingThread.aliens = []
        self.collision_bullet_alien.aliens = []

        for bullet in self.alien_attack_thread.bullets:
            bullet.hide()
        self.alien_attack_thread.bullets.clear()

        for bullet in self.alien_shoot_bullet_thread.bullets:
            bullet.hide()
        self.alien_shoot_bullet_thread.bullets.clear()

        for bullet in self.shield_destruct.alien_bullets:
            bullet.hide()
        self.shield_destruct.alien_bullets.clear()

        for power in self.powers:
            power.hide()
        self.powers.clear()

        for power in self.deus_ex.powers:
            power.hide()
        self.deus_ex.powers.clear()

        self._status.setText('')

    def kill_threads(self):
        self.shootingThread.terminate()
        self.alien_movement_thread.terminate()
        self.alien_attack_thread.terminate()
        self.alien_shoot_bullet_thread.terminate()
        self.collision_bullet_alien.terminate()
        # self.key_notifier.die()
        self.shield_destruct.terminate()
        self.deus_ex.terminate()
        self.level_handle.terminate()
        self.deus_ex_worker.terminate()
        self.status_bar.terminate()
        self.player_explosion.terminate()

    @pyqtSlot(QLabel)
    def kill_player(self, player: QLabel):
        player.hide()

        for p in self.players:
            if p.avatar == player:
                p.is_dead = True
                p.lives_labels[0].hide()
                self.players.remove(p)
                self.deus_ex.rem_player(player)

        if self.multiplayer_mode:
            if len(self.players) == 1:
                self.winner = self.players[0]

    @pyqtSlot(QLabel, QLabel)
    def kill_player_bullet(self, player: QLabel, bullet: QLabel):
        player.hide()
        bullet.hide()

        for p in self.players:
            if p.avatar == player:
                self._status.setText(f'player {p.username} died')
                self.status_bar.update_status('go')
                p.is_dead = True
                p.lives_labels[0].hide()
                self.explode = QLabel(self)
                self.explode.setGeometry(player.geometry().x(),
                                         player.geometry().y() - 20, 100, 100)
                movie = QMovie('images/resized-expl.gif')
                self.explode.setMovie(movie)
                movie.start()
                self.explode.show()
                self.player_explosion.add_effect('die')
                self.players.remove(p)
                self.deus_ex.rem_player(player)

        if self.multiplayer_mode:
            if len(self.players) == 1:
                self.winner = self.players[0]

    @pyqtSlot(int, int)
    def alien_attack(self, bullet_x, bullet_y):
        bullet = Bullet(self, 'images/final_bullet.png', bullet_x, bullet_y,
                        12, 50).avatar

        self.alien_attack_thread.add_bullet(bullet)
        self.alien_shoot_bullet_thread.add_bullet(bullet)
        self.shield_destruct.add_bullet(bullet)

    @pyqtSlot(QLabel, int, int)
    def alien_movement(self, alien: QLabel, new_x, new_y):
        alien.move(new_x, new_y)

    @pyqtSlot(QLabel, QLabel)
    def remove_armour(self, player: QLabel, bullet: QLabel):
        bullet.hide()
        for p in self.players:
            if p.avatar == player:
                player_index = self.players.index(p)
                p.armour = False
                self.shield_destruct.player_armour[player_index] = False
                p.armour_label.hide()
                self._status.setText(f'player {p.username} lost armour')
                self.status_bar.update_status('go')

    @pyqtSlot(QLabel, QLabel, int)
    def apply_power(self, player: QLabel, power: QLabel, index: int):
        power.hide()

        for p in self.players:
            if p.avatar == player:
                player_index = self.players.index(p)
                if index == 0:
                    # REMOVE 1 LIFE
                    if not p.armour:
                        self.shield_destruct.counter_lives[player_index] += 1
                        p.remove_life()
                        p.rem_life_label()
                        self._status.setText(
                            f'player {p.username} lost a life')
                        self.status_bar.update_status('go')
                    else:
                        p.armour_label.hide()
                        p.armour = False
                        self.shield_destruct.player_armour[
                            player_index] = False
                        self._status.setText(
                            f'player {p.username} lost armour')
                        self.status_bar.update_status('go')
                elif index == 1:
                    # ADD 1 LIFE
                    if p.lives == 1:
                        p.add_life()
                        self.shield_destruct.counter_lives[player_index] -= 1
                        if p.username == self.player_id:
                            p.add_life_label(self.lives2_label)
                        elif p.username == self.player2_id:
                            p.add_life_label(self.lives2_label_p2)
                        self._status.setText(
                            f'extra life - player {p.username}')
                        self.status_bar.update_status('go')
                    elif p.lives == 2:
                        p.add_life()
                        self.shield_destruct.counter_lives[player_index] -= 1
                        if p.username == self.player_id:
                            p.add_life_label(self.lives3_label)
                        elif p.username == self.player2_id:
                            p.add_life_label(self.lives3_label_p2)
                        self._status.setText(
                            f'extra life - player {p.username}')
                        self.status_bar.update_status('go')
                    p.lives_labels[len(p.lives_labels) - 1].show()
                elif index == 2:
                    # ADD ARMOUR
                    if not p.armour:
                        p.armour = True
                        p.armour_label = QLabel(self)
                        p.armour_label.setPixmap(QPixmap('images/armour.png'))
                        p.armour_label.setGeometry(
                            p.avatar.geometry().x() - 10,
                            p.avatar.geometry().y() - 10, 100, 100)
                        p.armour_label.show()

                        self.shield_destruct.player_armour[player_index] = True
                        self._status.setText(
                            f'extra armour - player {p.username}')
                        self.status_bar.update_status('go')

    @pyqtSlot(QLabel)
    def remove_power_object(self, power: QLabel):
        if power in self.powers:
            self.powers.remove(power)

        power.hide()

    @pyqtSlot(int)
    def show_power(self, x_axis: int):
        rand_power_index = randint(0, 2)
        self.empower = QLabel(self)
        if rand_power_index == 0:
            movie = QMovie("images/skull-resized.gif")
            self.empower.setMovie(movie)
            movie.start()
        elif rand_power_index == 1:
            self.empower.setPixmap(QPixmap('images/lives.png'))
        elif rand_power_index == 2:
            movie = QMovie("images/armor-resized.gif")
            self.empower.setMovie(movie)
            movie.start()

        self.empower.setGeometry(x_axis, 660, 45, 45)
        self.empower.show()

        self.powers.append(self.empower)
        self.deus_ex.add_power(self.empower, rand_power_index)

    @pyqtSlot(QLabel, QLabel, int)
    def remove_life(self, player: QLabel, bullet: QLabel, counter: int):
        bullet.hide()

        for p in self.players:
            if p.avatar == player:
                self.explode = QLabel(self)
                self.explode.setGeometry(player.geometry().x() + 20,
                                         player.geometry().y() - 20, 35, 35)
                movie = QMovie('images/bullet-hit.gif')
                self.explode.setMovie(movie)
                movie.start()
                self.explode.show()
                self.player_explosion.add_effect('hit')
                p.remove_life()
                if p.lives == 2:
                    p.rem_life_label()
                elif p.lives == 1:
                    p.rem_life_label()

    def __update_position__(self, key):
        player_position = self.player1.avatar.geometry()

        if not self.player1.is_dead:
            if key == Qt.Key_D:
                if self.player1.armour:
                    if not player_position.x() + player_position.width(
                    ) + 10 > 950:
                        self.player1.avatar.setGeometry(
                            player_position.x() + cfg.SPACESHIP_VELOCITY,
                            player_position.y(), player_position.width(),
                            player_position.height())
                        self.player1.armour_label.setGeometry(
                            self.player1.avatar.geometry().x() - 13,
                            self.player1.avatar.geometry().y() - 10, 100, 100)
                else:
                    if not player_position.x() + player_position.width(
                    ) + 10 > 950:
                        self.player1.avatar.setGeometry(
                            player_position.x() + cfg.SPACESHIP_VELOCITY,
                            player_position.y(), player_position.width(),
                            player_position.height())
            if key == Qt.Key_A:
                if self.player1.armour:
                    if not player_position.x() - 10 < 0:
                        self.player1.avatar.setGeometry(
                            player_position.x() - cfg.SPACESHIP_VELOCITY,
                            player_position.y(), player_position.width(),
                            player_position.height())
                        self.player1.armour_label.setGeometry(
                            self.player1.avatar.geometry().x() - 13,
                            self.player1.avatar.geometry().y() - 10, 100, 100)

                else:
                    if not player_position.x() - 10 < 0:
                        self.player1.avatar.setGeometry(
                            player_position.x() - cfg.SPACESHIP_VELOCITY,
                            player_position.y(), player_position.width(),
                            player_position.height())
            if key == Qt.Key_Space:
                bullet = Bullet(
                    self, 'images/blue-fire.png',
                    player_position.x() + player_position.width() / 2 - 5,
                    player_position.y() - 22, 12, 55).avatar

                self.shootingThread.add_bullet(bullet)
                d = {'space': bullet}
                self.collision_bullet_alien.dict_list.append(d)

        if self.multiplayer_mode:
            player2_position = self.player2.avatar.geometry()

            if not self.player2.is_dead:
                if key == Qt.Key_Right:
                    if self.player2.armour:
                        if not player2_position.x() + player2_position.width(
                        ) + 10 > 950:
                            self.player2.avatar.setGeometry(
                                player2_position.x() + cfg.SPACESHIP_VELOCITY,
                                player2_position.y(), player2_position.width(),
                                player2_position.height())
                            self.player2.armour_label.setGeometry(
                                self.player2.avatar.geometry().x() - 13,
                                self.player2.avatar.geometry().y() - 10, 100,
                                100)
                    else:
                        if not player2_position.x() + player2_position.width(
                        ) + 10 > 950:
                            self.player2.avatar.setGeometry(
                                player2_position.x() + cfg.SPACESHIP_VELOCITY,
                                player2_position.y(), player2_position.width(),
                                player2_position.height())
                if key == Qt.Key_Left:
                    if self.player2.armour:
                        if not player2_position.x() - 10 < 0:
                            self.player2.avatar.setGeometry(
                                player2_position.x() - cfg.SPACESHIP_VELOCITY,
                                player2_position.y(), player2_position.width(),
                                player2_position.height())
                            self.player2.armour_label.setGeometry(
                                self.player2.avatar.geometry().x() - 13,
                                self.player2.avatar.geometry().y() - 10, 100,
                                100)

                    else:
                        if not player2_position.x() - 10 < 0:
                            self.player2.avatar.setGeometry(
                                player2_position.x() - cfg.SPACESHIP_VELOCITY,
                                player2_position.y(), player2_position.width(),
                                player2_position.height())
                if key == Qt.Key_K:
                    bullet = Bullet(
                        self, 'images/blue-fire.png',
                        player2_position.x() + player2_position.width() / 2 -
                        5,
                        player2_position.y() - 22, 12, 55).avatar

                    self.shootingThread.add_bullet(bullet)
                    d = {'k': bullet}
                    self.collision_bullet_alien.dict_list.append(d)

    def destroy_enemy_collision(self, alien: QLabel, bullet: QLabel, key: str):
        bullet.hide()
        for a in self.aliens:
            if a.avatar == alien:
                alien.hide()
                self.aliens.remove(a)
                self.alien_movement_thread.remove_alien(alien)
                self.alien_attack_thread.remove_alien(alien)
                self.level_handle.alien_number -= 1
                if key == 'space':
                    self.total_point += a.worth
                    self.player1.score = self.total_point
                    self.score.setText(str(self.total_point))
                elif key == 'k':
                    self.total_point2 += a.worth
                    self.player2.score = self.total_point2
                    self.score2.setText(str(self.total_point2))

    @pyqtSlot(QLabel, QLabel, int)
    def update_shield(self, shield: QLabel, bullet: QLabel, counter: int):
        if counter == 1:
            shield.setPixmap(QPixmap("images/shield2"))
        elif counter == 2:
            shield.setPixmap(QPixmap("images/shield3"))
        elif counter == 3:
            shield.setPixmap(QPixmap("images/shield4"))
        elif counter == 4:
            shield.hide()
            if shield in self.shields:
                self.shields.remove(shield)
            self.shield_destruct.rem_shield(shield)

        bullet.hide()

    @pyqtSlot(QLabel, int, int)
    def shoot_bullet(self, bullet: QLabel, bullet_x, bullet_y):
        bullet.move(bullet_x, bullet_y)

    @pyqtSlot(QLabel, int, int)
    def update_bullet(self, bullet: QLabel, new_x, new_y):
        if new_y > 0:
            bullet.move(new_x, new_y)
        else:
            bullet.hide()
            self.shootingThread.remove_bullet(bullet)

    def keyPressEvent(self, event):
        self.key_notifier.add_key(event.key())

    def keyReleaseEvent(self, event):
        self.key_notifier.rem_key(event.key())

    def labels(self):

        font = QtGui.QFont()
        font.setFamily("Rockwell")
        font.setPointSize(15)

        self.player1_name = QLabel(self)
        self.player1_name.setText(self.player_id)
        self.player1_name.setGeometry(5, 10, 75, 30)
        self.player1_name.setStyleSheet("color: blue")
        self.player1_name.setFont(font)

        self.lives1_label = QLabel(self)
        self.lives1_label.setPixmap(QPixmap('images/lives-blue.png'))
        self.lives1_label.setGeometry(QRect(80, 10, 31, 31))

        self.lives2_label = QLabel(self)
        self.lives2_label.setPixmap(QPixmap('images/lives-blue.png'))
        self.lives2_label.setGeometry(QRect(110, 10, 31, 31))

        self.lives3_label = QLabel(self)
        self.lives3_label.setPixmap(QPixmap('images/lives-blue.png'))
        self.lives3_label.setGeometry(QRect(140, 10, 31, 31))

        self.player1.add_life_label(self.lives1_label)
        self.player1.add_life_label(self.lives2_label)
        self.player1.add_life_label(self.lives3_label)

        if self.multiplayer_mode:
            self.player2_name = QLabel(self)
            self.player2_name.setText(self.player2_id)
            self.player2_name.setGeometry(780, 10, 75, 30)
            self.player2_name.setStyleSheet("color: red")
            self.player2_name.setFont(font)

            self.lives1_label_p2 = QLabel(self)
            self.lives1_label_p2.setPixmap(QPixmap('images/lives.png'))
            self.lives1_label_p2.setGeometry(QRect(855, 10, 31, 31))

            self.lives2_label_p2 = QLabel(self)
            self.lives2_label_p2.setPixmap(QPixmap('images/lives.png'))
            self.lives2_label_p2.setGeometry(QRect(885, 10, 31, 31))

            self.lives3_label_p2 = QLabel(self)
            self.lives3_label_p2.setPixmap(QPixmap('images/lives.png'))
            self.lives3_label_p2.setGeometry(QRect(915, 10, 31, 31))

            self.player2.add_life_label(self.lives1_label_p2)
            self.player2.add_life_label(self.lives2_label_p2)
            self.player2.add_life_label(self.lives3_label_p2)

            self.score_label2 = QLabel(self)
            self.score_label2.setText("score: ")
            self.score_label2.setGeometry(QRect(780, 35, 61, 16))
            self.score_label2.setStyleSheet("color: red;\n"
                                            "font: 75 13pt \"Rockwell\";")

            self.score2 = QLabel(self)
            self.score2.setText(str(self.total_point2))
            self.score2.setGeometry(QRect(830, 35, 111, 16))
            self.score2.setStyleSheet("color: red;\n"
                                      "font: 75 13pt \"Rockwell\";")

        font.setPointSize(13)

        self.score_label = QLabel(self)
        self.score_label.setText("score: ")
        self.score_label.setGeometry(QRect(5, 35, 61, 16))
        self.score_label.setStyleSheet("color: blue")
        self.score_label.setFont(font)

        self.score = QLabel(self)
        self.score.setText(str(self.total_point))
        self.score.setGeometry(QRect(55, 35, 111, 16))
        self.score.setStyleSheet("color: blue")
        self.score.setFont(font)

        self.hiscore_label = QLabel(self)
        self.hiscore_label.setText("highscore: ")
        self.hiscore_label.setGeometry(QRect(-20, 5, cfg.PLAY_WINDOW_WIDTH,
                                             20))
        self.hiscore_label.setStyleSheet("color: rgb(255, 255, 255)")
        self.hiscore_label.setFont(font)
        self.hiscore_label.setAlignment(Qt.AlignCenter)

        self.current_level = QLabel(self)
        self.current_level.setText("current level: ")
        self.current_level.setGeometry(QRect(0, 30, cfg.PLAY_WINDOW_WIDTH, 20))
        self.current_level.setStyleSheet("color: rgb(255, 255, 255)")
        self.current_level.setFont(font)
        self.current_level.setAlignment(Qt.AlignCenter)

        self.current_level_value = QLabel(self)
        self.current_level_value.setText("1")
        self.current_level_value.setGeometry(QRect(540, 30, 111, 20))
        self.current_level_value.setStyleSheet("color: rgb(255, 255, 255)")
        self.current_level_value.setFont(font)

        self._status = QLabel(self)
        self._status.setGeometry(QRect(0, 745, cfg.PLAY_WINDOW_WIDTH, 16))
        self._status.setStyleSheet("color: rgb(255, 255, 255)")
        self._status.setFont(font)
        self._status.setAlignment(Qt.AlignCenter)

    def game_over(self):
        print("GAME OVER")
        # print("SCORE: ", self.winner.score)
        self.kill_threads()

        self.deus_ex_proc.terminate()
        self.key_notifier.terminate()

        font = QtGui.QFont()
        font.setFamily("Rockwell")
        font.setPointSize(60)

        self.game_over_label = QLabel(self)
        self.bg = QPixmap('images/bg-resized.jpg')
        self.game_over_label.setPixmap(self.bg)
        self.game_over_label.setGeometry(0, 0, cfg.PLAY_WINDOW_WIDTH,
                                         cfg.PLAY_WINDOW_HEIGHT)
        self.game_over_label.show()

        self.end_label = QLabel(self)
        self.end_label.setText('GAME OVER')
        self.end_label.setFont(font)
        self.end_label.setStyleSheet("color: rgb(255, 255, 255);")
        self.end_label.setGeometry(0, 100, 950, 100)
        self.end_label.setAlignment(Qt.AlignCenter)
        self.end_label.show()

        font.setPointSize(20)

        self.winner_label = QLabel(self)
        self.winner_label.setFont(font)
        self.winner_label.setText('winner: ' + self.winner.username)
        self.winner_label.setStyleSheet("color: rgb(255, 255, 255);")
        self.winner_label.setGeometry(0, 300, 950, 30)
        self.winner_label.setAlignment(Qt.AlignCenter)
        self.winner_label.show()

        self.end_score = QLabel(self)
        self.end_score.setFont(font)
        self.end_score.setText('total score: ' + str(self.winner.score))
        self.end_score.setStyleSheet("color: rgb(255, 255, 255);")
        self.end_score.setGeometry(0, 340, 950, 30)
        self.end_score.setAlignment(Qt.AlignCenter)
        self.end_score.show()

        self.free_resources()

        self.write_in_base()

    def write_in_base(self):
        self.file = open("players.txt", "a")
        self.file.write(
            str(self.winner.username) + " " + str(self.winner.score) + "\n")
        self.file.close()

    def closeEvent(self, event):
        self.kill_threads()
        self.deus_ex_proc.terminate()
        self.key_notifier.terminate()
        exit()
Esempio n. 14
0
def insert_new_player(player: Player.Player):
    player_serialized = player.serialize()
    return EichState.EichState.player_col.insert_one(player_serialized)
Esempio n. 15
0
	def __init__(self, main):
		self.main = main

		self.current_frame = long(0)
		self.paused = False

		self.grid = Grid(main, (1,1))

		self.transition = None
		self.silent_transitions = False
		self.fade = FadeFromBlack(self.main)
		self.fade.pre_delay = 30
		self.fade.fade_length = 30

		self.earthquake_amount = 0
		self.earthquake_sound = pygame.mixer.Sound("snds/sfx/earthquake.wav")
		self.earthquake_sound_channel = pygame.mixer.Channel(0)

		self.visible_grid = VisibleGrid(main)

		self.player = Player(main, [(self.grid.gridsize[0]*TILE_SIZE)/2, (self.grid.gridsize[1]*TILE_SIZE)/2], [28,28])
		self.player_is_alive = True

		self.npcs = []
		self.particles = []
		self.drops = []

		self.preferred_offset = (-((self.grid.gridsize[0]*TILE_SIZE*0.5) - (self.main.screen_size[0]/2)), -((self.grid.gridsize[1]*TILE_SIZE*0.5) - (self.main.screen_size[1]/2)))
		self.current_offset = list(self.preferred_offset)
		self.disable_update_offset = False

		#new_offset = ((0) - (self.main.screen_size[0]/2), (0) - (self.main.screen_size[1]/2))
		self.visible_grid.set_offset(self.preferred_offset)

		self.sounds = {}

		self.sounds["enemy_death"] = pygame.mixer.Sound("snds/sfx/enemy_death.wav")
		self.sounds["enemy_hurt"] = pygame.mixer.Sound("snds/sfx/enemy_hurt.wav")
		self.sounds["falling"] = pygame.mixer.Sound("snds/sfx/falling.wav")
		self.sounds["player_hurt"] = pygame.mixer.Sound("snds/sfx/player_hurt.wav")
		self.sounds["player_death"] = pygame.mixer.Sound("snds/sfx/player_death.wav")
		self.sounds["gained_health"] = pygame.mixer.Sound("snds/sfx/gained_health.wav")
		self.sounds["sword_swing"] = pygame.mixer.Sound("snds/sfx/sword_swing.wav")
		self.sounds["cut_bush"] = pygame.mixer.Sound("snds/sfx/cut_bush.wav")
		self.sounds["tile_change"] = pygame.mixer.Sound("snds/sfx/tile_change.wav")
		self.sounds["tile_change_color"] = pygame.mixer.Sound("snds/sfx/tile_change_color.wav")
		self.sounds["death_music"] = pygame.mixer.Sound("snds/songs/death_music.ogg")
		self.sounds["pause_sound"] = pygame.mixer.Sound("snds/misc/pause_sound.wav")

		self.sounds["room1"] = pygame.mixer.Sound("snds/vo/room1.ogg")
		self.sounds["room2"] = pygame.mixer.Sound("snds/vo/room2.ogg")
		self.sounds["room3"] = pygame.mixer.Sound("snds/vo/room3.ogg")
		self.sounds["room4"] = pygame.mixer.Sound("snds/vo/room4.ogg")
		self.sounds["room5"] = pygame.mixer.Sound("snds/vo/room5.ogg")
		self.sounds["roomlaugh1"] = pygame.mixer.Sound("snds/vo/roomlaugh1.ogg")
		self.sounds["roomlonglaugh"] = pygame.mixer.Sound("snds/vo/roomlonglaugh.ogg")
		self.sounds["roomgrowl1"] = pygame.mixer.Sound("snds/vo/roomgrowl1.ogg")
		self.sounds["roomgrowl2"] = pygame.mixer.Sound("snds/vo/roomgrowl2.ogg")
		self.sounds["roompain1"] = pygame.mixer.Sound("snds/vo/roompain1.ogg")
		self.sounds["roompain2"] = pygame.mixer.Sound("snds/vo/roompain2.ogg")

		self.scripts = []

		self.load_startup_script()
Esempio n. 16
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class World(object):
	"""
	This is the World! It contains all entities, sprites, particles, tiles, and many other things.
	"""
	def __init__(self, main):
		self.main = main

		self.current_frame = long(0)
		self.paused = False

		self.grid = Grid(main, (1,1))

		self.transition = None
		self.silent_transitions = False
		self.fade = FadeFromBlack(self.main)
		self.fade.pre_delay = 30
		self.fade.fade_length = 30

		self.earthquake_amount = 0
		self.earthquake_sound = pygame.mixer.Sound("snds/sfx/earthquake.wav")
		self.earthquake_sound_channel = pygame.mixer.Channel(0)

		self.visible_grid = VisibleGrid(main)

		self.player = Player(main, [(self.grid.gridsize[0]*TILE_SIZE)/2, (self.grid.gridsize[1]*TILE_SIZE)/2], [28,28])
		self.player_is_alive = True

		self.npcs = []
		self.particles = []
		self.drops = []

		self.preferred_offset = (-((self.grid.gridsize[0]*TILE_SIZE*0.5) - (self.main.screen_size[0]/2)), -((self.grid.gridsize[1]*TILE_SIZE*0.5) - (self.main.screen_size[1]/2)))
		self.current_offset = list(self.preferred_offset)
		self.disable_update_offset = False

		#new_offset = ((0) - (self.main.screen_size[0]/2), (0) - (self.main.screen_size[1]/2))
		self.visible_grid.set_offset(self.preferred_offset)

		self.sounds = {}

		self.sounds["enemy_death"] = pygame.mixer.Sound("snds/sfx/enemy_death.wav")
		self.sounds["enemy_hurt"] = pygame.mixer.Sound("snds/sfx/enemy_hurt.wav")
		self.sounds["falling"] = pygame.mixer.Sound("snds/sfx/falling.wav")
		self.sounds["player_hurt"] = pygame.mixer.Sound("snds/sfx/player_hurt.wav")
		self.sounds["player_death"] = pygame.mixer.Sound("snds/sfx/player_death.wav")
		self.sounds["gained_health"] = pygame.mixer.Sound("snds/sfx/gained_health.wav")
		self.sounds["sword_swing"] = pygame.mixer.Sound("snds/sfx/sword_swing.wav")
		self.sounds["cut_bush"] = pygame.mixer.Sound("snds/sfx/cut_bush.wav")
		self.sounds["tile_change"] = pygame.mixer.Sound("snds/sfx/tile_change.wav")
		self.sounds["tile_change_color"] = pygame.mixer.Sound("snds/sfx/tile_change_color.wav")
		self.sounds["death_music"] = pygame.mixer.Sound("snds/songs/death_music.ogg")
		self.sounds["pause_sound"] = pygame.mixer.Sound("snds/misc/pause_sound.wav")

		self.sounds["room1"] = pygame.mixer.Sound("snds/vo/room1.ogg")
		self.sounds["room2"] = pygame.mixer.Sound("snds/vo/room2.ogg")
		self.sounds["room3"] = pygame.mixer.Sound("snds/vo/room3.ogg")
		self.sounds["room4"] = pygame.mixer.Sound("snds/vo/room4.ogg")
		self.sounds["room5"] = pygame.mixer.Sound("snds/vo/room5.ogg")
		self.sounds["roomlaugh1"] = pygame.mixer.Sound("snds/vo/roomlaugh1.ogg")
		self.sounds["roomlonglaugh"] = pygame.mixer.Sound("snds/vo/roomlonglaugh.ogg")
		self.sounds["roomgrowl1"] = pygame.mixer.Sound("snds/vo/roomgrowl1.ogg")
		self.sounds["roomgrowl2"] = pygame.mixer.Sound("snds/vo/roomgrowl2.ogg")
		self.sounds["roompain1"] = pygame.mixer.Sound("snds/vo/roompain1.ogg")
		self.sounds["roompain2"] = pygame.mixer.Sound("snds/vo/roompain2.ogg")

		self.scripts = []

		self.load_startup_script()

	def autosave(self):
		f = open("save.dat", 'w')
		data = [self.scripts[0].filename]
		if self.main.music.songname != None and self.main.music.current != None:
			data.append(self.main.music.songname)
			data.append(str(self.main.music.current))
		data = string.join(data,"\n")
		#print "AUTOSAVE: "
		#print data
		f.write(data)
		f.close()

	def check_for_save(self):
		return os.path.exists("save.dat")

	def load_startup_script(self):
		#This is the script that's loaded when the program is started.
		if self.check_for_save():
			self.scripts.insert(0, Script(self, "startscreen/continue_screen"))
		else:
			self.scripts.insert(0, Script(self, "startscreen/newgame_screen"))

	def start_new_game(self):
		self.scripts.insert(0, Script(self, "level1/main_script"))

	def continue_saved_game(self):
		f = open("save.dat")
		data = f.read().split("\n")
		f.close()
		self.scripts = [Script(self, data[0])]
		if len(data) > 1:
			self.main.music.load_music(data[1])
			self.main.music.begin()
			self.main.music.cue(int(data[2]), True)
			self.main.music.play_next()

	def play_sound(self, soundname, offset = None, volume = 1.0):
		#first we check if the sound exists
		if soundname in self.sounds:
			sound = self.sounds[soundname]
			if offset:
				x_pos = self.visible_grid.offset[0]+offset[0]
				x_pos = min(max(x_pos,0), self.main.screen_size[0])
				p = x_pos/float(self.main.screen_size[0])
				L_vol = max(min((1-p)*2,1.0),0.0)
				R_vol = max(min(p*2,1.0),0.0)
			else:
				L_vol = 1.0
				R_vol = 1.0

			L_vol *= volume
			R_vol *= volume

			channel = sound.play()
			if channel:
				channel.set_volume(L_vol, R_vol)
		else:
			print "That sound doesn't exist: ", soundname

	def load_grid(self, filename):
		f = open("data/grids/"+filename+".txt")
		data = f.read().split("\n")
		f.close()
		line = data.pop(0)
		parts = line.split(",")
		size = (int(parts[0]), int(parts[1]))

		grid = Grid(self.main)
		grid.gridsize = size
		grid.tiles = []

		for y in xrange(size[1]):
			row = []
			line = list(data.pop(0))
			for s in line:
				if s in "_-wpef":
					row.append(Tile(self.main))
					if s == "-":
						row[-1].color = lerp_colors(TILE_FLATTENED_COLOR, TILE_FLOOR_COLOR, TILE_HINT_COLOR_STRENGTH)
					elif s == "w":
						row[-1].color = lerp_colors(TILE_FLATTENED_COLOR, TILE_WALLTILE_COLOR, TILE_HINT_COLOR_STRENGTH)
					elif s == "p":
						row[-1].color = lerp_colors(TILE_FLATTENED_COLOR, TILE_PIT_COLOR, TILE_HINT_COLOR_STRENGTH)
					elif s == "e":
						row[-1].color = lerp_colors(TILE_FLATTENED_COLOR, TILE_SPAWNER1TILE_COLOR, TILE_HINT_COLOR_STRENGTH)
					elif s == "f":
						row[-1].color = lerp_colors(TILE_FLATTENED_COLOR, TILE_SPAWNER2TILE_COLOR, TILE_HINT_COLOR_STRENGTH)
				elif s in "123456789":
					row.append(TriggerTile(self.main))
					row[-1].id = s
				elif s == "g":
					row.append(GrassTile(self.main))
				elif s == "d":
					row.append(DirtFloorTile(self.main))
				elif s == "D":
					row.append(DirtWallTile(self.main))
				elif s == "W":
					row.append(WallTile(self.main))
				elif s == "P":
					row.append(PitTile(self.main))
				elif s == "E":
					row.append(Spawner1Tile(self.main))
				elif s == "F":
					row.append(Spawner2Tile(self.main))
				elif s == "%":
					row.append(CrackedTile(self.main))
				elif s == "#":
					row.append(CrackedWallTile(self.main))
				elif s == "b":
					row.append(BushTile(self.main))
			grid.tiles.append(row)

		return grid

	def update(self):
		"""
		World.update - Called by Main.
		Updates all entities and handles/performs events.
		Dead entities are pruned in this function.
		"""
		for e in self.main.events:
			if not self.player.dead and not self.player.controls_disabled:
				if e.type == KEYDOWN and e.key == K_ESCAPE:
					self.paused = not self.paused
					self.play_sound("pause_sound", volume=0.5)
					if self.paused:
						self.main.music.set_volume(0.025)
					else:
						self.main.music.set_volume()
		if not self.paused or self.player.dead:
			#Updates the fade
			if self.fade != None:
				self.fade.update()
				if self.fade.dead:
					if self.player.dead:
						self.main.reset()
					else:
						self.fade = None
			else:
				#Death-screen fade-away.
				if self.player.dead:
					self.fade = FadeToBlackOnDeath(self.main)


			if not self.player.dead:
				#Updates the script
				i = 0
				while i < len(self.scripts):
					self.scripts[i].parse_script()
					if self.scripts[i].dead:
						del self.scripts[i]
					else:
						i += 1

				#Manage Transitions
				if self.transition != None:
					self.transition.update()
					#Checks out the changed tiles.
					changes = []
					for change in self.transition.changed_tiles:
						if change[1].solid != change[2].solid or change[1].is_a_pit != change[2].is_a_pit:
							#we play a rumble sound for this tile.
							match = False
							for ch in changes:
								if ch[0] == change[0][0] and ch[1] == "tile_change":
									match = True
									break
							if not match:
								changes.append((change[0][0], "tile_change"))
						elif change[1].color != change[2].color:
							#we play a magical sound for this tile.
							match = False
							for ch in changes:
								if ch[0] == change[0][0] and ch[1] == "tile_change_color":
									match = True
									break
							if not match:
								changes.append((change[0][0], "tile_change_color"))
						t = type(change[2])
						if t in (Spawner1Tile, Spawner2Tile):
							pos = ((change[0][0]+0.5)*TILE_SIZE, (change[0][1]+0.5)*TILE_SIZE)
							if t == Spawner1Tile:
								self.npcs.append(Baddie1(self.main, pos))
							elif t == Spawner2Tile:
								self.npcs.append(Baddie2(self.main, pos))
					if len(changes) > 0:
						volume = 1.0 / len(changes)
						for ch in changes:
							pos = ((ch[0]+0.5)*TILE_SIZE, 0) #the y doesn't matter.
							self.play_sound(ch[1], pos, volume)
					#Finally, we check if the transition has finished.
					if self.transition.done_transitioning:
						self.transition = None
					"""
					if not self.transition.done_transitioning:
						if self.transition.stage == 2 and self.transition.delay == 0:
							for x in xrange(5):
								pos = ((random.randint(0,self.grid.gridsize[0])*0.5)*TILE_SIZE,
									   (random.randint(0,self.grid.gridsize[1])*0.5)*TILE_SIZE)
								self.npcs.append(Baddie1(self.main, pos))
							self.player.is_hurt = True
							self.player.hurt = self.player.hurt_length

						if self.transition.stage >= 2 or self.transition.stage == 0:
							if len(self.npcs) == 0:
								if self.main.music.current == 2:
									self.main.music.cue(3)
							else:
								if self.main.music.current == 3:
									self.main.music.cue(2)
					else:
						next_grid = self.prep_next_grid()
						self.transition = HintedTransition(self.main, self.grid, next_grid, self.visible_grid, flat_delay=400)
				else:
					if self.main.music.current == 1 and self.main.music.sound_pos >= self.main.music.intro_trans_beats-1:
						next_grid = self.prep_next_grid()
						self.transition = HintedTransition(self.main, self.grid, next_grid, self.visible_grid, flat_delay=0, flat_len=1)
				"""

			#Updates the player.
			self.player.update()

			if not self.player.dead:
				#Then updates/prunes NPCs.
				i = len(self.npcs) - 1
				while i >= 0:
					self.npcs[i].update()
					npc = self.npcs[i]
					if npc.dead and not (npc.is_dying or npc.falling):
						if npc.is_bad and npc.fall == 0:
							if self.player.health < self.player.max_health:
								self.drops.append(Heart(self.main, list(npc.pos)))
						del self.npcs[i]
					i -= 1

				#Then updates/prunes particles.
				i = len(self.particles) - 1
				while i >= 0:
					self.particles[i].update()
					if self.particles[i].dead:
						del self.particles[i]
					i -= 1

				#Then updates/prunes drops.
				i = len(self.drops) - 1
				while i >= 0:
					self.drops[i].update()
					if self.drops[i].dead:
						del self.drops[i]
					i -= 1
			else:
				if self.player_is_alive:
					self.player_is_alive = False
					self.visible_grid.apply_filter((255,0,0), BLEND_RGB_MIN)
					self.main.music.stop()
					self.main.world.play_sound("player_death", self.player.pos)

	def move(self):
		"""
		World.move - Called by Main.
		Calls 'move' on all entities.
		"""
		if not self.paused or self.player.dead:
			self.player.move()
			if not self.player.dead:
				for npc in self.npcs:
					npc.move()
				for particle in self.particles:
					particle.move()
				for drop in self.drops:
					drop.move()

			# === MOVES THE 'CAMERA' ===
			#first we center it.
			new_offset = [float(self.preferred_offset[0]), float(self.preferred_offset[1])]
			if not self.disable_update_offset:
				#then we check if the player is almost going off of the screen.
				pl = self.player
				offset = [0,0]
				inset = 200
				rect = pygame.Rect([-new_offset[0]+inset,
									-new_offset[1]+inset,
									self.main.screen_size[0]-inset-inset,
									self.main.screen_size[1]-inset-inset])
				left = pl.rect.left - rect.right
				top = pl.rect.top - rect.bottom
				right = rect.left - pl.rect.right
				bottom = rect.top - pl.rect.bottom
				m = max(left,top,right,bottom)
				if m > 0:
					if abs(offset[0]) < left: offset[0] = left
					if abs(offset[1]) < top: offset[1] = top
					if abs(offset[0]) < right: offset[0] = -right
					if abs(offset[1]) < bottom: offset[1] = -bottom

					new_offset = [new_offset[0]-offset[0],
									new_offset[1]-offset[1]]
			#finally, we apply the new offset.
			new_offset = lerp_pos(self.current_offset, new_offset, 0.1)
			self.current_offset = new_offset
			if self.earthquake_amount > 0:
				new_offset = [new_offset[0] + random.randint(-1,1) * self.earthquake_amount,
								new_offset[1] + random.randint(-1,1) * self.earthquake_amount]
			self.visible_grid.set_offset(new_offset)

	def render(self):
		"""
		World.render - Called by Main.
		Renders the world and it's contents to the screen.
		"""
		if self.fade == None or not self.fade.is_covering_screen:
			#first we render the background.
			self.visible_grid.render()
			for npc in self.npcs:
				npc.render()
			for particle in self.particles:
				particle.render()
			self.player.render()
			for drop in self.drops:
				drop.render()

			offset = self.visible_grid.offset

			"""
			for npc in self.npcs:
				#Draws it's path
				if len(npc.path) > 2:
					new_path = []
					for pos in npc.path:
						new_path.append((pos[0]+offset[0], pos[1]+offset[1]))

					pygame.draw.lines(self.main.screen, (255,255,0), False, new_path, 2)

				#Draws it's current target position
				if npc.target_pos != None:
					pos = (npc.target_pos[0]+offset[0], npc.target_pos[1]+offset[1])
					pygame.draw.circle(self.main.screen, (255,255,0), pos, 4)

				#Draws it's coordinates
				if npc.target_pos != None:
					pos = (int((npc.coords[0]+0.5)*TILE_SIZE+offset[0]), int((npc.coords[1]+0.5)*TILE_SIZE+offset[1]))
					pygame.draw.circle(self.main.screen, (255,255,255), pos, 4)

			#Draws players's coordinates
			pos = (int(self.player.pos[0]+offset[0]), int(self.player.pos[1]+offset[1]))
			pygame.draw.circle(self.main.screen, (255,255,255), pos, 4)
			"""

			#we do letter-boxes for when the player doesn't have control.
			if self.player.controls_disabled:
				size = 75
				color = (160,160,160)
				self.main.screen.fill(color, (0,0,self.main.screen_size[0],size), special_flags=BLEND_RGB_MULT)
				self.main.screen.fill(color, (0,self.main.screen_size[1]-size,self.main.screen_size[0],size), special_flags=BLEND_RGB_MULT)

		if self.fade != None:
			self.fade.render()

		#We increment the current frame number.
		if not self.paused:
			self.current_frame += 1
Esempio n. 17
0
class GamePhaseService:
    def __init__(self):
        pygame.font.init()
        self.score = 0
        self.window_service = None
        self.sprites = pygame.sprite.Group()
        self.player = None
        self.ufo = None
        self.rocks = pygame.sprite.Group()
        self.rocks_bullets_colision = None
        self.laser_player_colision = None
        self.ufo_bullets_colision = None
        self.sound_service = SoundService()

    def init_window(self, width, height):
        self.window_service = WindowService(width, height)

    def main_menu(self):
        if self.player is not None:
            self.player.delete()
        self.sound_service.play_soundtrack('menu_soundtrack.ogg')
        self.window_service.load_background('menu.jpg')
        return GameStatus.MAIN_MENU

    def pause(self):
        self.sound_service.play_soundtrack('menu_soundtrack.ogg')
        self.window_service.load_background('pause.jpg')
        return GameStatus.PAUSE

    def play(self):
        if self.player is None:
            self.score = 0
            self.player = Player(self.sprites)
            self.sprites.add(self.player)
            self.draw_score()
        self.sound_service.play_soundtrack('game_soundtrack.ogg')
        self.window_service.load_background('space.jpg')
        return GameStatus.GAME_START

    def game(self):
        self.generate_rocks()
        self.generate_ufo()
        self.rocks_player_colision = pygame.sprite.spritecollide(
            self.player, self.rocks, True, pygame.sprite.collide_circle)
        self.rocks_bullets_colision = pygame.sprite.groupcollide(
            self.rocks, self.player.bullets(), True, True)
        self.player_rocks_events()
        self.rocks_players_bullets_events()

        if self.ufo is not None:
            self.ufo_bullets_colision = pygame.sprite.spritecollide(
                self.ufo, self.player.bullets(), True,
                pygame.sprite.collide_circle)
            self.laser_player_colision = pygame.sprite.spritecollide(
                self.player, self.ufo.laser_group(), True)
            self.ufo_bullets_events()
            self.player_ufo_lasers_events()

    def generate_rocks(self):
        if self.rocks.__len__() < 10:
            for i in range(2):
                self.new_rock()

    def generate_ufo(self):
        if self.ufo is None and self.score % 20 == 0:
            self.ufo = UFO(self.sprites)
            self.sprites.add(self.ufo)

    def player_rocks_events(self):
        for hit in self.rocks_player_colision:
            self.player_hit()

    def rocks_players_bullets_events(self):
        for hit in self.rocks_bullets_colision.items():
            self.sound_service.play_sound('expl6.wav')
            self.score += 1
            self.new_rock()

    def player_ufo_lasers_events(self):
        for hit in self.laser_player_colision:
            self.player_hit()

    def player_hit(self):
        if self.player.lives >= 1:
            self.sound_service.play_sound('expl3.wav')
            self.player.hit()

    def ufo_bullets_events(self):
        for hit in self.ufo_bullets_colision:
            self.sound_service.play_sound('expl6.wav')
            self.score += 4
            self.ufo.kill()
            self.ufo = None

    def game_over(self):
        if self.ufo is not None:
            self.ufo.kill()
            self.ufo = None
        ScoreService().save_best_result(self.score)
        self.sound_service.play_soundtrack('menu_soundtrack.ogg')
        self.window_service.load_background('game_over.jpg')
        return GameStatus.PLAYER_DOWN

    def draw_sprites(self):
        self.sprites.update()
        self.sprites.draw(self.window_service.get__window())
        self.draw_score()

    def new_rock(self):
        rock = Rock()
        self.sprites.add(rock)
        self.rocks.add(rock)

    def life(self):
        if self.player is not None:
            return self.player.lives

    def draw_score(self):
        self.window_service.draw(self.score, (255, 255, 255), (450, 10), 40)

    def draw_lives(self):
        self.window_service.draw("Life:" + str(self.player.lives), (255, 0, 0),
                                 (50, 10), 40)

    def draw_best_results(self, results):
        self.window_service.draw("Best result:", (255, 2, 2), (350, 300))
        self.window_service.draw(results, (255, 2, 2), (450, 330))

    def draw_end_results(self, results):
        self.window_service.draw(results, (255, 2, 2), (450, 330))
Esempio n. 18
0
 def __init__(self, human_name, stone_amount, human_turn):
     self.human_player = Player(human_name, BoardPositions.Player, stone_amount)
     self.ai_player = Player("AI", BoardPositions.Computer, stone_amount)
     self.human_turn = human_turn
Esempio n. 19
0
    def __init__(self, main):
        self.main = main

        self.current_frame = long(0)
        self.paused = False

        self.grid = Grid(main, (1, 1))

        self.transition = None
        self.silent_transitions = False
        self.fade = FadeFromBlack(self.main)
        self.fade.pre_delay = 30
        self.fade.fade_length = 30

        self.earthquake_amount = 0
        self.earthquake_sound = pygame.mixer.Sound("snds/sfx/earthquake.wav")
        self.earthquake_sound_channel = pygame.mixer.Channel(0)

        self.visible_grid = VisibleGrid(main)

        self.player = Player(main, [(self.grid.gridsize[0] * TILE_SIZE) / 2,
                                    (self.grid.gridsize[1] * TILE_SIZE) / 2],
                             [28, 28])
        self.player_is_alive = True

        self.npcs = []
        self.particles = []
        self.drops = []

        self.preferred_offset = (-((self.grid.gridsize[0] * TILE_SIZE * 0.5) -
                                   (self.main.screen_size[0] / 2)),
                                 -((self.grid.gridsize[1] * TILE_SIZE * 0.5) -
                                   (self.main.screen_size[1] / 2)))
        self.current_offset = list(self.preferred_offset)
        self.disable_update_offset = False

        #new_offset = ((0) - (self.main.screen_size[0]/2), (0) - (self.main.screen_size[1]/2))
        self.visible_grid.set_offset(self.preferred_offset)

        self.sounds = {}

        self.sounds["enemy_death"] = pygame.mixer.Sound(
            "snds/sfx/enemy_death.wav")
        self.sounds["enemy_hurt"] = pygame.mixer.Sound(
            "snds/sfx/enemy_hurt.wav")
        self.sounds["falling"] = pygame.mixer.Sound("snds/sfx/falling.wav")
        self.sounds["player_hurt"] = pygame.mixer.Sound(
            "snds/sfx/player_hurt.wav")
        self.sounds["player_death"] = pygame.mixer.Sound(
            "snds/sfx/player_death.wav")
        self.sounds["gained_health"] = pygame.mixer.Sound(
            "snds/sfx/gained_health.wav")
        self.sounds["sword_swing"] = pygame.mixer.Sound(
            "snds/sfx/sword_swing.wav")
        self.sounds["cut_bush"] = pygame.mixer.Sound("snds/sfx/cut_bush.wav")
        self.sounds["tile_change"] = pygame.mixer.Sound(
            "snds/sfx/tile_change.wav")
        self.sounds["tile_change_color"] = pygame.mixer.Sound(
            "snds/sfx/tile_change_color.wav")
        self.sounds["death_music"] = pygame.mixer.Sound(
            "snds/songs/death_music.ogg")
        self.sounds["pause_sound"] = pygame.mixer.Sound(
            "snds/misc/pause_sound.wav")

        self.sounds["room1"] = pygame.mixer.Sound("snds/vo/room1.ogg")
        self.sounds["room2"] = pygame.mixer.Sound("snds/vo/room2.ogg")
        self.sounds["room3"] = pygame.mixer.Sound("snds/vo/room3.ogg")
        self.sounds["room4"] = pygame.mixer.Sound("snds/vo/room4.ogg")
        self.sounds["room5"] = pygame.mixer.Sound("snds/vo/room5.ogg")
        self.sounds["roomlaugh1"] = pygame.mixer.Sound(
            "snds/vo/roomlaugh1.ogg")
        self.sounds["roomlonglaugh"] = pygame.mixer.Sound(
            "snds/vo/roomlonglaugh.ogg")
        self.sounds["roomgrowl1"] = pygame.mixer.Sound(
            "snds/vo/roomgrowl1.ogg")
        self.sounds["roomgrowl2"] = pygame.mixer.Sound(
            "snds/vo/roomgrowl2.ogg")
        self.sounds["roompain1"] = pygame.mixer.Sound("snds/vo/roompain1.ogg")
        self.sounds["roompain2"] = pygame.mixer.Sound("snds/vo/roompain2.ogg")

        self.scripts = []

        self.load_startup_script()
Esempio n. 20
0
class World(object):
    """
	This is the World! It contains all entities, sprites, particles, tiles, and many other things.
	"""
    def __init__(self, main):
        self.main = main

        self.current_frame = long(0)
        self.paused = False

        self.grid = Grid(main, (1, 1))

        self.transition = None
        self.silent_transitions = False
        self.fade = FadeFromBlack(self.main)
        self.fade.pre_delay = 30
        self.fade.fade_length = 30

        self.earthquake_amount = 0
        self.earthquake_sound = pygame.mixer.Sound("snds/sfx/earthquake.wav")
        self.earthquake_sound_channel = pygame.mixer.Channel(0)

        self.visible_grid = VisibleGrid(main)

        self.player = Player(main, [(self.grid.gridsize[0] * TILE_SIZE) / 2,
                                    (self.grid.gridsize[1] * TILE_SIZE) / 2],
                             [28, 28])
        self.player_is_alive = True

        self.npcs = []
        self.particles = []
        self.drops = []

        self.preferred_offset = (-((self.grid.gridsize[0] * TILE_SIZE * 0.5) -
                                   (self.main.screen_size[0] / 2)),
                                 -((self.grid.gridsize[1] * TILE_SIZE * 0.5) -
                                   (self.main.screen_size[1] / 2)))
        self.current_offset = list(self.preferred_offset)
        self.disable_update_offset = False

        #new_offset = ((0) - (self.main.screen_size[0]/2), (0) - (self.main.screen_size[1]/2))
        self.visible_grid.set_offset(self.preferred_offset)

        self.sounds = {}

        self.sounds["enemy_death"] = pygame.mixer.Sound(
            "snds/sfx/enemy_death.wav")
        self.sounds["enemy_hurt"] = pygame.mixer.Sound(
            "snds/sfx/enemy_hurt.wav")
        self.sounds["falling"] = pygame.mixer.Sound("snds/sfx/falling.wav")
        self.sounds["player_hurt"] = pygame.mixer.Sound(
            "snds/sfx/player_hurt.wav")
        self.sounds["player_death"] = pygame.mixer.Sound(
            "snds/sfx/player_death.wav")
        self.sounds["gained_health"] = pygame.mixer.Sound(
            "snds/sfx/gained_health.wav")
        self.sounds["sword_swing"] = pygame.mixer.Sound(
            "snds/sfx/sword_swing.wav")
        self.sounds["cut_bush"] = pygame.mixer.Sound("snds/sfx/cut_bush.wav")
        self.sounds["tile_change"] = pygame.mixer.Sound(
            "snds/sfx/tile_change.wav")
        self.sounds["tile_change_color"] = pygame.mixer.Sound(
            "snds/sfx/tile_change_color.wav")
        self.sounds["death_music"] = pygame.mixer.Sound(
            "snds/songs/death_music.ogg")
        self.sounds["pause_sound"] = pygame.mixer.Sound(
            "snds/misc/pause_sound.wav")

        self.sounds["room1"] = pygame.mixer.Sound("snds/vo/room1.ogg")
        self.sounds["room2"] = pygame.mixer.Sound("snds/vo/room2.ogg")
        self.sounds["room3"] = pygame.mixer.Sound("snds/vo/room3.ogg")
        self.sounds["room4"] = pygame.mixer.Sound("snds/vo/room4.ogg")
        self.sounds["room5"] = pygame.mixer.Sound("snds/vo/room5.ogg")
        self.sounds["roomlaugh1"] = pygame.mixer.Sound(
            "snds/vo/roomlaugh1.ogg")
        self.sounds["roomlonglaugh"] = pygame.mixer.Sound(
            "snds/vo/roomlonglaugh.ogg")
        self.sounds["roomgrowl1"] = pygame.mixer.Sound(
            "snds/vo/roomgrowl1.ogg")
        self.sounds["roomgrowl2"] = pygame.mixer.Sound(
            "snds/vo/roomgrowl2.ogg")
        self.sounds["roompain1"] = pygame.mixer.Sound("snds/vo/roompain1.ogg")
        self.sounds["roompain2"] = pygame.mixer.Sound("snds/vo/roompain2.ogg")

        self.scripts = []

        self.load_startup_script()

    def autosave(self):
        f = open("save.dat", 'w')
        data = [self.scripts[0].filename]
        if self.main.music.songname != None and self.main.music.current != None:
            data.append(self.main.music.songname)
            data.append(str(self.main.music.current))
        data = string.join(data, "\n")
        #print "AUTOSAVE: "
        #print data
        f.write(data)
        f.close()

    def check_for_save(self):
        return os.path.exists("save.dat")

    def load_startup_script(self):
        #This is the script that's loaded when the program is started.
        if self.check_for_save():
            self.scripts.insert(0, Script(self, "startscreen/continue_screen"))
        else:
            self.scripts.insert(0, Script(self, "startscreen/newgame_screen"))

    def start_new_game(self):
        self.scripts.insert(0, Script(self, "level1/main_script"))

    def continue_saved_game(self):
        f = open("save.dat")
        data = f.read().split("\n")
        f.close()
        self.scripts = [Script(self, data[0])]
        if len(data) > 1:
            self.main.music.load_music(data[1])
            self.main.music.begin()
            self.main.music.cue(int(data[2]), True)
            self.main.music.play_next()

    def play_sound(self, soundname, offset=None, volume=1.0):
        #first we check if the sound exists
        if soundname in self.sounds:
            sound = self.sounds[soundname]
            if offset:
                x_pos = self.visible_grid.offset[0] + offset[0]
                x_pos = min(max(x_pos, 0), self.main.screen_size[0])
                p = x_pos / float(self.main.screen_size[0])
                L_vol = max(min((1 - p) * 2, 1.0), 0.0)
                R_vol = max(min(p * 2, 1.0), 0.0)
            else:
                L_vol = 1.0
                R_vol = 1.0

            L_vol *= volume
            R_vol *= volume

            channel = sound.play()
            if channel:
                channel.set_volume(L_vol, R_vol)
        else:
            print "That sound doesn't exist: ", soundname

    def load_grid(self, filename):
        f = open("data/grids/" + filename + ".txt")
        data = f.read().split("\n")
        f.close()
        line = data.pop(0)
        parts = line.split(",")
        size = (int(parts[0]), int(parts[1]))

        grid = Grid(self.main)
        grid.gridsize = size
        grid.tiles = []

        for y in xrange(size[1]):
            row = []
            line = list(data.pop(0))
            for s in line:
                if s in "_-wpef":
                    row.append(Tile(self.main))
                    if s == "-":
                        row[-1].color = lerp_colors(TILE_FLATTENED_COLOR,
                                                    TILE_FLOOR_COLOR,
                                                    TILE_HINT_COLOR_STRENGTH)
                    elif s == "w":
                        row[-1].color = lerp_colors(TILE_FLATTENED_COLOR,
                                                    TILE_WALLTILE_COLOR,
                                                    TILE_HINT_COLOR_STRENGTH)
                    elif s == "p":
                        row[-1].color = lerp_colors(TILE_FLATTENED_COLOR,
                                                    TILE_PIT_COLOR,
                                                    TILE_HINT_COLOR_STRENGTH)
                    elif s == "e":
                        row[-1].color = lerp_colors(TILE_FLATTENED_COLOR,
                                                    TILE_SPAWNER1TILE_COLOR,
                                                    TILE_HINT_COLOR_STRENGTH)
                    elif s == "f":
                        row[-1].color = lerp_colors(TILE_FLATTENED_COLOR,
                                                    TILE_SPAWNER2TILE_COLOR,
                                                    TILE_HINT_COLOR_STRENGTH)
                elif s in "123456789":
                    row.append(TriggerTile(self.main))
                    row[-1].id = s
                elif s == "g":
                    row.append(GrassTile(self.main))
                elif s == "d":
                    row.append(DirtFloorTile(self.main))
                elif s == "D":
                    row.append(DirtWallTile(self.main))
                elif s == "W":
                    row.append(WallTile(self.main))
                elif s == "P":
                    row.append(PitTile(self.main))
                elif s == "E":
                    row.append(Spawner1Tile(self.main))
                elif s == "F":
                    row.append(Spawner2Tile(self.main))
                elif s == "%":
                    row.append(CrackedTile(self.main))
                elif s == "#":
                    row.append(CrackedWallTile(self.main))
                elif s == "b":
                    row.append(BushTile(self.main))
            grid.tiles.append(row)

        return grid

    def update(self):
        """
		World.update - Called by Main.
		Updates all entities and handles/performs events.
		Dead entities are pruned in this function.
		"""
        for e in self.main.events:
            if not self.player.dead and not self.player.controls_disabled:
                if e.type == KEYDOWN and e.key == K_ESCAPE:
                    self.paused = not self.paused
                    self.play_sound("pause_sound", volume=0.5)
                    if self.paused:
                        self.main.music.set_volume(0.025)
                    else:
                        self.main.music.set_volume()
        if not self.paused or self.player.dead:
            #Updates the fade
            if self.fade != None:
                self.fade.update()
                if self.fade.dead:
                    if self.player.dead:
                        self.main.reset()
                    else:
                        self.fade = None
            else:
                #Death-screen fade-away.
                if self.player.dead:
                    self.fade = FadeToBlackOnDeath(self.main)

            if not self.player.dead:
                #Updates the script
                i = 0
                while i < len(self.scripts):
                    self.scripts[i].parse_script()
                    if self.scripts[i].dead:
                        del self.scripts[i]
                    else:
                        i += 1

                #Manage Transitions
                if self.transition != None:
                    self.transition.update()
                    #Checks out the changed tiles.
                    changes = []
                    for change in self.transition.changed_tiles:
                        if change[1].solid != change[2].solid or change[
                                1].is_a_pit != change[2].is_a_pit:
                            #we play a rumble sound for this tile.
                            match = False
                            for ch in changes:
                                if ch[0] == change[0][0] and ch[
                                        1] == "tile_change":
                                    match = True
                                    break
                            if not match:
                                changes.append((change[0][0], "tile_change"))
                        elif change[1].color != change[2].color:
                            #we play a magical sound for this tile.
                            match = False
                            for ch in changes:
                                if ch[0] == change[0][0] and ch[
                                        1] == "tile_change_color":
                                    match = True
                                    break
                            if not match:
                                changes.append(
                                    (change[0][0], "tile_change_color"))
                        t = type(change[2])
                        if t in (Spawner1Tile, Spawner2Tile):
                            pos = ((change[0][0] + 0.5) * TILE_SIZE,
                                   (change[0][1] + 0.5) * TILE_SIZE)
                            if t == Spawner1Tile:
                                self.npcs.append(Baddie1(self.main, pos))
                            elif t == Spawner2Tile:
                                self.npcs.append(Baddie2(self.main, pos))
                    if len(changes) > 0:
                        volume = 1.0 / len(changes)
                        for ch in changes:
                            pos = ((ch[0] + 0.5) * TILE_SIZE, 0
                                   )  #the y doesn't matter.
                            self.play_sound(ch[1], pos, volume)
                    #Finally, we check if the transition has finished.
                    if self.transition.done_transitioning:
                        self.transition = None
                    """
					if not self.transition.done_transitioning:
						if self.transition.stage == 2 and self.transition.delay == 0:
							for x in xrange(5):
								pos = ((random.randint(0,self.grid.gridsize[0])*0.5)*TILE_SIZE,
									   (random.randint(0,self.grid.gridsize[1])*0.5)*TILE_SIZE)
								self.npcs.append(Baddie1(self.main, pos))
							self.player.is_hurt = True
							self.player.hurt = self.player.hurt_length

						if self.transition.stage >= 2 or self.transition.stage == 0:
							if len(self.npcs) == 0:
								if self.main.music.current == 2:
									self.main.music.cue(3)
							else:
								if self.main.music.current == 3:
									self.main.music.cue(2)
					else:
						next_grid = self.prep_next_grid()
						self.transition = HintedTransition(self.main, self.grid, next_grid, self.visible_grid, flat_delay=400)
				else:
					if self.main.music.current == 1 and self.main.music.sound_pos >= self.main.music.intro_trans_beats-1:
						next_grid = self.prep_next_grid()
						self.transition = HintedTransition(self.main, self.grid, next_grid, self.visible_grid, flat_delay=0, flat_len=1)
				"""

            #Updates the player.
            self.player.update()

            if not self.player.dead:
                #Then updates/prunes NPCs.
                i = len(self.npcs) - 1
                while i >= 0:
                    self.npcs[i].update()
                    npc = self.npcs[i]
                    if npc.dead and not (npc.is_dying or npc.falling):
                        if npc.is_bad and npc.fall == 0:
                            if self.player.health < self.player.max_health:
                                self.drops.append(
                                    Heart(self.main, list(npc.pos)))
                        del self.npcs[i]
                    i -= 1

                #Then updates/prunes particles.
                i = len(self.particles) - 1
                while i >= 0:
                    self.particles[i].update()
                    if self.particles[i].dead:
                        del self.particles[i]
                    i -= 1

                #Then updates/prunes drops.
                i = len(self.drops) - 1
                while i >= 0:
                    self.drops[i].update()
                    if self.drops[i].dead:
                        del self.drops[i]
                    i -= 1
            else:
                if self.player_is_alive:
                    self.player_is_alive = False
                    self.visible_grid.apply_filter((255, 0, 0), BLEND_RGB_MIN)
                    self.main.music.stop()
                    self.main.world.play_sound("player_death", self.player.pos)

    def move(self):
        """
		World.move - Called by Main.
		Calls 'move' on all entities.
		"""
        if not self.paused or self.player.dead:
            self.player.move()
            if not self.player.dead:
                for npc in self.npcs:
                    npc.move()
                for particle in self.particles:
                    particle.move()
                for drop in self.drops:
                    drop.move()

            # === MOVES THE 'CAMERA' ===
            #first we center it.
            new_offset = [
                float(self.preferred_offset[0]),
                float(self.preferred_offset[1])
            ]
            if not self.disable_update_offset:
                #then we check if the player is almost going off of the screen.
                pl = self.player
                offset = [0, 0]
                inset = 200
                rect = pygame.Rect([
                    -new_offset[0] + inset, -new_offset[1] + inset,
                    self.main.screen_size[0] - inset - inset,
                    self.main.screen_size[1] - inset - inset
                ])
                left = pl.rect.left - rect.right
                top = pl.rect.top - rect.bottom
                right = rect.left - pl.rect.right
                bottom = rect.top - pl.rect.bottom
                m = max(left, top, right, bottom)
                if m > 0:
                    if abs(offset[0]) < left: offset[0] = left
                    if abs(offset[1]) < top: offset[1] = top
                    if abs(offset[0]) < right: offset[0] = -right
                    if abs(offset[1]) < bottom: offset[1] = -bottom

                    new_offset = [
                        new_offset[0] - offset[0], new_offset[1] - offset[1]
                    ]
            #finally, we apply the new offset.
            new_offset = lerp_pos(self.current_offset, new_offset, 0.1)
            self.current_offset = new_offset
            if self.earthquake_amount > 0:
                new_offset = [
                    new_offset[0] +
                    random.randint(-1, 1) * self.earthquake_amount,
                    new_offset[1] +
                    random.randint(-1, 1) * self.earthquake_amount
                ]
            self.visible_grid.set_offset(new_offset)

    def render(self):
        """
		World.render - Called by Main.
		Renders the world and it's contents to the screen.
		"""
        if self.fade == None or not self.fade.is_covering_screen:
            #first we render the background.
            self.visible_grid.render()
            for npc in self.npcs:
                npc.render()
            for particle in self.particles:
                particle.render()
            self.player.render()
            for drop in self.drops:
                drop.render()

            offset = self.visible_grid.offset
            """
			for npc in self.npcs:
				#Draws it's path
				if len(npc.path) > 2:
					new_path = []
					for pos in npc.path:
						new_path.append((pos[0]+offset[0], pos[1]+offset[1]))

					pygame.draw.lines(self.main.screen, (255,255,0), False, new_path, 2)

				#Draws it's current target position
				if npc.target_pos != None:
					pos = (npc.target_pos[0]+offset[0], npc.target_pos[1]+offset[1])
					pygame.draw.circle(self.main.screen, (255,255,0), pos, 4)

				#Draws it's coordinates
				if npc.target_pos != None:
					pos = (int((npc.coords[0]+0.5)*TILE_SIZE+offset[0]), int((npc.coords[1]+0.5)*TILE_SIZE+offset[1]))
					pygame.draw.circle(self.main.screen, (255,255,255), pos, 4)

			#Draws players's coordinates
			pos = (int(self.player.pos[0]+offset[0]), int(self.player.pos[1]+offset[1]))
			pygame.draw.circle(self.main.screen, (255,255,255), pos, 4)
			"""

            #we do letter-boxes for when the player doesn't have control.
            if self.player.controls_disabled:
                size = 75
                color = (160, 160, 160)
                self.main.screen.fill(color,
                                      (0, 0, self.main.screen_size[0], size),
                                      special_flags=BLEND_RGB_MULT)
                self.main.screen.fill(color,
                                      (0, self.main.screen_size[1] - size,
                                       self.main.screen_size[0], size),
                                      special_flags=BLEND_RGB_MULT)

        if self.fade != None:
            self.fade.render()

        #We increment the current frame number.
        if not self.paused:
            self.current_frame += 1