Esempio n. 1
0
class Decoration(GameObject):
    """
    An entity that does nothing other than act as a background decoration.
    """

    def __init__(self, x, y, image, screen):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param image: pygame.Surface, the image of the wall.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        """
        self.screen = screen
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"
        self.rect = pg.Rect(x, y, 0, 0)

    def __str__(self):
        return "decoration"

    def update(self):
        self.render.update()

    def draw(self, camera=None):
        self.render.draw(camera)
Esempio n. 2
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class Spike(GameObject):
    """
    A spike entity that kills the player.
    """

    def __init__(self, x, y, blocks, orientation, image, screen):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param image: pygame.Surface, the image of the wall.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        """
        self.screen = screen

        image = replicate(blocks, orientation, image)
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"
        self.rect = pg.Rect(x, y, 0, 0)

    def update(self):
        self.render.update()

    def draw(self, camera=None):
        self.render.draw(camera)
Esempio n. 3
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class IntroMenu(BaseMenu):
    """
    The intro screen of the game after the splash screen.
    """
    def __init__(self, screen):
        super().__init__(screen)
        self.effect = FadeEffect(screen)
        self.effect.timeEndDarken += 1.0

        ICONS = ICON_RESOURCES["assets"]
        self.render = RenderComponent(self)
        self.render.add("red", ICONS["red"][0])
        self.render.add("black", ICONS["black"][0])
        self.render.state = "black"

        w, h = ICONS["red"][0].get_size()
        offsetX = (settings.WIDTH - w) / 2
        offsetY = (settings.HEIGHT - h) / 2
        self.rect.center = (offsetX, offsetY)

        self.audio = AudioComponent(self, isRepeat=True, isAutoPlay=True)
        self.audio.add("intro_1", SFX_RESOURCES["menu_intro_1"])
        self.audio.add("intro_2", SFX_RESOURCES["menu_intro_2"])
        self.audio.state = "intro_1"

    def __str__(self):
        return "intro_menu"

    def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self._sendMessage()

    def update(self):
        self.audio.update()
        self.render.update()

        if not self.effect.isComplete:
            self.effect.update()
            if self.effect.time > self.effect.timeStartDarken + 2.0:
                self.render.state = "red"
                self.audio.state = "intro_2"
        else:
            self._sendMessage()

    def draw(self, camera=None):
        self.render.draw(camera)
        self.effect.draw()

    def _sendMessage(self):
        """
        Sends a message to start the next menu.
        """
        self.messageMenu("transition", "main_menu")
        pg.mixer.stop()
Esempio n. 4
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class SplashMenu(BaseMenu):
    """
    The splash screen of the game.
    """
    def __init__(self, screen):
        super().__init__(screen)
        self.effect = FadeEffect(screen)

        background = MENU_RESOURCES["screens"]["splash"][0]
        background = addBackground(background)
        self.render = RenderComponent(self)
        self.render.add("background", background)
        self.render.state = "background"

        self.audio = AudioComponent(self)
        self.audio.add("door_knock", SFX_RESOURCES["splash_door_knock"])
        self.audio.add("door_open", SFX_RESOURCES["splash_door_open"])
        self.audio.add("door_close", SFX_RESOURCES["splash_door_close"])
        self.audio.add("meow", SFX_RESOURCES["splash_meow"])
        self.audio.link("door_knock", "door_open", delay=1000)
        self.audio.link("door_open", "meow")
        self.audio.link("meow", "door_close")
        self.audio.state = "door_knock"

    def __str__(self):
        return "splash_menu"

    def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self._sendMessage()

    def update(self):
        self.audio.update()
        self.render.update()

        if not self.effect.isComplete:
            self.effect.update()
        else:
            self._sendMessage()

    def draw(self, camera=None):
        self.render.draw(camera)
        self.effect.draw()

    def _sendMessage(self):
        """
        Sends a message to start the next menu.
        """
        self.messageMenu("transition", "intro_menu")
        pg.mixer.stop()
Esempio n. 5
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class Switch(GameObject):
    """
    A switch entity that the player can turn on and off.
    """

    def __init__(self, x, y, switchNum, screen, zoneArtwork=1):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param switchNum: Integer, identifying the number of the button.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        :param zoneArtwork: Integer, choosing the image based on zone.
        """
        self.screen = screen
        self.num = switchNum
        self.isOn = True

        # REFACTOR: Clumsy implementation to change image of the renderer
        # - Causes instantiating argument to be needlessly long.
        # - The code below does not scale well.
        if zoneArtwork == 1:
            button = ZONE1_RESOURCES["buttons"]
        if zoneArtwork == 2:
            button = ZONE2_RESOURCES["buttons"]
        self.render = RenderComponent(self, enableRepeat=False)
        self.render.add("on", [button["switch"][0]])
        self.render.add("off", button["switch"], 500)
        self.render.state = "on"
        self.rect = pg.Rect(x, y, 0, 0)

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("click", SFX_RESOURCES["scene_switch"])

    def __str__(self):
        return "switch " + str(self.num)

    def update(self):
        self.render.update()
        self.audio.update()

    def draw(self, camera=None):
        self.render.draw(camera)

    def turnOff(self):
        """
        Changes the state of the button to off and sends out an event.
        """
        self.isOn = False
        self.render.state = "off"
        self.audio.state = "click"
        self.messageScene("switch", (self.num, self.isOn))
Esempio n. 6
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class PauseMenu(BaseMenu):
    """
    The pause menu of the game.
    """
    def __init__(self, screen):
        super().__init__(screen)
        self.fontSize = 50
        self.fontColour = "orange"
        self.x = 270
        self.y = 225

        self.pauseText = TextLabel("Pause",
                                   self.fontSize,
                                   self.fontColour,
                                   self.x,
                                   self.y,
                                   self.screen,
                                   isItalic=True)

        image = MENU_RESOURCES["screens"]["fade"][0]
        self.render = RenderComponent(self)
        self.render.add("background", image)
        self.render.state = "background"

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("pause", SFX_RESOURCES["menu_pause"])
        self.audio.state = "pause"

        # Need to draw once only otherwise it overrides what is already drawn
        # by the Scene Engine
        self.render.update()
        self.pauseText.update()
        self.pauseText.draw()
        self.render.draw()

    def __str__(self):
        return "pause_menu"

    def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_ESCAPE:
                self.audio.state = "pause"

    def update(self):
        self.audio.update()

    def draw(self, camera=None):
        pass
Esempio n. 7
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class WinMenu(BaseMenu):
    """
    The win menu of the game.
    """
    def __init__(self, screen):
        super().__init__(screen)
        self.screen = screen
        self.fontSize = 18
        self.fontColour = "white"
        self.x = 150
        self.y = 320

        self.enterText = TextLabel("Enter para salir", self.fontSize,
                                   self.fontColour, self.x, self.y,
                                   self.screen)
        self.Text2 = TextLabel("NIVEL 3 COMING SOON...", 32, self.fontColour,
                               100, 100, self.screen)

        image = MENU_RESOURCES["screens"]["fade"][0]
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"

        self.audio = AudioComponent(self, isAutoPlay=False, isRepeat=True)
        self.audio.add("win", SFX_RESOURCES["scene_win"])
        self.audio.state = "win"

    def __str__(self):
        return "win_menu"

    def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self.messageMenu("transition", "main_menu")
                self.messageScene("no_mode")

    def update(self):
        self.render.update()
        self.audio.update()
        self.enterText.update()
        self.Text2.update()

    def draw(self, camera=None):
        self.render.draw(camera)
        self.enterText.draw()
        self.Text2.draw()
Esempio n. 8
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class DPlatform(GameObject):
    """
    A directional platform entity that requires the player to jump from below
    to pass through.
    """

    def __init__(self, x, y, blocks, screen, zoneArtwork=1):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param blocks: Integer, the number of times to replicate the wall.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        :param zoneArtwork: Integer, choosing the image based on zone.
        """
        self.screen = screen

        # REFACTOR: Clumsy implementation to change image of the renderer.
        # - Causes instantiating argument to be needlessly long.
        # - The code below does not scale well.
        if zoneArtwork == 1:
            left = ZONE1_RESOURCES["platforms"]["platform_1"][0]
            mid = ZONE1_RESOURCES["platforms"]["platform_2"][0]
            right = ZONE1_RESOURCES["platforms"]["platform_3"][0]
        if zoneArtwork == 2:
            left = ZONE2_RESOURCES["platforms"]["platform_1"][0]
            mid = ZONE2_RESOURCES["platforms"]["platform_2"][0]
            right = ZONE2_RESOURCES["platforms"]["platform_3"][0]
        image = buildParts(blocks, "h", [left, mid, right])

        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"
        self.rect = pg.Rect(x, y, 0, 0)

    def __str__(self):
        return "directional_platform"

    def update(self):
        self.render.update()

    def draw(self, camera=None):
        self.render.draw(camera)
Esempio n. 9
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class LoseMenu(BaseMenu):
    """
    The game over menu of the game.
    """
    def __init__(self, screen):
        super().__init__(screen)
        self.fontSize = 18
        self.fontColour = "white"
        self.x = 150
        self.y = 320

        self.enterText = TextLabel("Enter para salir", self.fontSize,
                                   self.fontColour, self.x, self.y,
                                   self.screen)

        image = MENU_RESOURCES["screens"]["lose"][0]
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("meow", SFX_RESOURCES["menu_lose"])
        self.audio.state = "meow"

    def __str__(self):
        return "lose_menu"

    def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self.messageMenu("transition", "splash_menu")
                self.messageScene("no_mode")

    def update(self):
        self.render.update()
        self.audio.update()
        self.enterText.update()

    def draw(self, camera=None):
        self.render.draw()
        self.enterText.draw()
Esempio n. 10
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class DeathMenu(BaseMenu):
    """
    The death screen of the game.
    """
    def __init__(self, screen):
        super().__init__(screen)

        self.effect = FadeEffect(screen)
        self.effect.timeStartLighten = 0.0
        self.effect.timeEndLighten = 1.0
        self.effect.timeStartDarken = 1.0
        self.effect.timeEndDarken = 1.5

        image = pg.Surface((settings.WIDTH, settings.HEIGHT))
        image.fill(settings.COLOURS["dark_red"])
        image = image.convert()
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"

        self.audio = AudioComponent(self, isAutoPlay=True, isRepeat=False)
        self.audio.add("death", SFX_RESOURCES["menu_death"])
        self.audio.state = "death"

    def __str__(self):
        return "death_menu"

    def handleEvent(self, event):
        print("'{}' safely ignored event {}".format(self.__str__(), event))

    def update(self):
        self.render.update()
        self.audio.update()
        self.effect.update()

        if self.effect.isComplete:
            self.messageScene("revive")

    def draw(self, camera=None):
        self.render.draw()
        self.effect.draw()
Esempio n. 11
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class Wall(GameObject):
    """
    A wall entity that obstructs the player.
    """

    def __init__(self, x, y, blocks, orientation, images, screen):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param blocks: Integer, the number of times to replicate the wall.
        :param orientation: String, either 'v' or 'h' for vertical or horizontal.
        :param images: Tuple, containing either a single or three
        pygame.Surfaces to build the platform.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        """
        self.screen = screen

        if len(images) == 3:
            image = buildParts(blocks, orientation, images)
        elif len(images) == 1:
            image = replicate(blocks, orientation, images[0])
        else:
            raise ValueError("A wall must have one or three images only!")

        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"
        self.rect = pg.Rect(x, y, 0, 0)

    def __str__(self):
        return "wall"

    def update(self):
        self.render.update()

    def draw(self, camera=None):
        self.render.draw(camera)
Esempio n. 12
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class Spear(GameObject):
    """
    A spear entity that kills the player.
    """

    def __init__(self, x, y, screen):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        """
        self.screen = screen

        assets = ZONE2_RESOURCES["traps"]["spear"]
        self.render = RenderComponent(self)
        self.render.add("idle", assets)
        self.render.state = "idle"
        self.rect = pg.Rect(x, y, 0, 0)

    def update(self):
        self.render.update()

    def draw(self, camera=None):
        self.render.draw(camera)
Esempio n. 13
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class Door(GameObject):
    """
    A door entity that the player can enter.
    """

    def __init__(self, x, y, num, screen, zoneArtwork=1):
        """
        :param x: Integer, the x-position of the wall.
        :param y: Integer, the y-position of the wall.
        :param num: Integer, identifying the number of the button.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        :param zoneArtwork: Integer, choosing the image based on zone.
        """
        self.screen = screen
        self.num = num
        self.switchesWaiting = []
        self.isClosed = True

        # REFACTOR: Clumsy implementation to change image of the renderer.
        # - Causes instantiating argument to be needlessly long.
        # - The code below does not scale well.
        if zoneArtwork == 1:
            door = ZONE1_RESOURCES["doors"]
        if zoneArtwork == 2:
            door = ZONE2_RESOURCES["doors"]

        self.render = RenderComponent(self, enableRepeat=False)
        self.render.add("open", door["open"])
        self.render.add("closed", door["close"])
        self.render.state = "closed"
        self.rect = pg.Rect(x, y, 0, 0)

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("open", SFX_RESOURCES["scene_door"])

    def __str__(self):
        return "door_{}".format(self.num)

    def handleEvent(self, event):
        if event.type == self.SCENE_EVENT:
            if event.category == "switch":

                try:
                    switchNum, isOn = event.data
                    self.switchesWaiting.remove(switchNum)
                    if not self.switchesWaiting:
                        self.openDoor()
                except ValueError:
                    print("'{}' is safely ignoring switch number {}"
                          .format(self.__str__(), switchNum))
                except AttributeError:
                    print("'{}' is not a valid switch number!".format(switchNum))

    def update(self):
        self.render.update()
        self.audio.update()

    def draw(self, camera=None):
        self.render.draw(camera)

    def openDoor(self):
        """
        Changes the state of the door to open and sends out an event.
        """
        self.isClosed = False
        self.render.state = "open"
        self.audio.state = "open"
        self.messageScene("door", (self.num, self.isClosed))
Esempio n. 14
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class MPlatform(GameObject):
    """
    A moving platform entity that constantly moves between two points.
    """

    def __init__(self, A, B, dx, dy, screen, image):
        """
        :param A: 2-Tuple, containing coordinates of a point A.
        :param B: 2-Tuple, containing coordinates of a point B.
        :param dx: Number, pixels moved in the x-axis every physics tick.
        :param dy: Number, pixels moved in the y-axis every physics tick.
        :param screen: pygame.Surface, the screen to draw the wall onto.
        :param image: pygame.Surface, the image of the platform.
        """
        self.screen = screen
        self.A = A
        self.B = B
        self.dx = dx
        self.dy = dy
        self.isDirectionX = True
        self.isDirectionY = True

        self.physics = PhysicsComponent(self)
        self.physics.isGravity = False

        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"
        self.rect = pg.Rect(A[0], A[1], 0, 0)

    def __str__(self):
        return "moving_platform"

    def update(self):
        # Physics update at start because it seems there is a mismatch of clock
        # between moving platform and the player; the proper solution involves
        # coding a physics engine that synchronises all physics updates.
        # Try moving the physics update post the change in self.dx variables
        # and the bug of the player standing on the moving platform appears.
        self.physics.update()

        xBoundA, yBoundA = self.A
        xBoundB, yBoundB = self.B

        if self.rect.x > xBoundB and self.isDirectionX:
            self.dx *= -1
            self.isDirectionX = False
        if self.rect.x < xBoundA and not self.isDirectionX:
            self.dx *= -1
            self.isDirectionX = True

        if self.rect.y > yBoundB and self.isDirectionY:
            self.dy *= -1
            self.isDirectionY = False
        if self.rect.y < yBoundA and not self.isDirectionY:
            self.dy *= -1
            self.isDirectionY = True

        self.physics.addDisplacementX("move", self.dx)
        self.physics.addDisplacementY("move", self.dy)

        self.render.update()

    def draw(self, camera=None):
        self.render.draw(camera)
Esempio n. 15
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class ForestScene01(BaseScene):

    LEVEL_NUM = 5

    def __init__(self, screen):
        super().__init__(screen)

        self.players = self.addPlayers()

        self.walls = self.addWalls()
        self.mPlatforms = self.addMPlatforms()
        self.switches = self.addSwitches()
        self.doors = self.addDoors()
        self.spikes = self.addSpikes()
        self.spears = self.addSpears()
        self.dPlatforms = self.addDPlatforms()
        self.decorations = self.addDecorations()

        self.elapsed = 0
        self.origin = pg.time.get_ticks()

        image = ZONE2_RESOURCES["levels"]["solo_forest_01"]
        self.render = RenderComponent(self)
        self.render.add("background", image)
        self.render.state = "background"

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.JAIL_SOLO_1, 10, 410, "caption")

    def __str__(self):
        return "solo_forest_scene_01"

    def handleEvent(self, event):
        [p.handleEvent(event) for p in self.players]

        if event.type == self.SCENE_EVENT:
            [d.handleEvent(event) for d in self.doors]

    def update(self):
        self.elapsed = pg.time.get_ticks() - self.origin
        self.render.update()

        [d.update() for d in self.decorations]
        [w.update() for w in self.walls]
        [s.update() for s in self.switches]
        [d.update() for d in self.doors]
        [s.update() for s in self.spikes]
        [s.update() for s in self.spears]
        [p.update() for p in self.dPlatforms]
        [p.update() for p in self.mPlatforms]
        [p.update() for p in self.players]
        [b.update() for b in self.bosses]

        self.dialogue.update()
        if 5000 > self.elapsed >= 0:
            self.dialogue.index = 0
        else:
            self.dialogue.index = None

    def draw(self, camera=None):
        self.screen.fill(settings.COLOURS["dark_blue"])
        self.render.draw(camera)

        [d.draw(camera) for d in self.decorations]
        [w.draw(camera) for w in self.walls]
        [s.draw(camera) for s in self.switches]
        [d.draw(camera) for d in self.doors]
        [s.draw(camera) for s in self.spikes]
        [s.draw(camera) for s in self.spears]
        [p.draw(camera) for p in self.dPlatforms]
        [p.draw(camera) for p in self.mPlatforms]
        [p.draw(camera) for p in self.players]
        [b.draw(camera) for b in self.bosses]
        self.dialogue.draw()

    def addPlayers(self):
        spawn = (400, 900)
        player = [PlayerOne(self.screen)]
        player[0].rect.center = spawn
        return player

    def addWalls(self):
        wall = ZONE2_RESOURCES["walls"]
        pillar = ZONE2_RESOURCES["pillars"]
        platWall = [
            wall["plat_top"][0], wall["plat_mid"][0], wall["plat_bot"][0]
        ]
        pillarWall = [
            pillar["steel_top"][0], pillar["steel_mid"][0],
            pillar["steel_bot"][0]
        ]

        boundaries = \
        [
            Wall(0, 962, 4, "h", wall["ground"], self.screen),
            Wall(0, 1074, 4, "h", wall["ground_clean"], self.screen),

            Wall(675, 962, 4, "h", wall["ground"], self.screen),
            Wall(1550, 962, 5, "h", wall["ground"], self.screen),

            Wall(675, 1074, 12, "h", wall["ground_clean"], self.screen),
            # Wall(0, 500, 6, "v", pillarWall, self.screen),
        ]
        boundaries[0].render.shrinkBy = (0, -50)

        obstacles = \
        [
            Wall(0, 898, 1, "h", wall["single_plat"], self.screen),
            Wall(160, 898, 1, "h", wall["single_plat"], self.screen),
            Wall(288, 770, 1, "h", wall["single_plat"], self.screen),

            Wall(-32, 770, 4, "h", wall["block_mid"], self.screen),
            Wall(224, 770, 1, "h", wall["block_right"], self.screen),

            Wall(288, 898, 1, "h", wall["corner_top_right"], self.screen),
            Wall(224, 898, 1, "h", wall["corner_top_left"], self.screen),
            Wall(224, 834, 1, "h", wall["corner_bot_right"], self.screen),
            Wall(288, 834, 1, "h", wall["corner_bot_left"], self.screen),

            Wall(192, 738, 1, "h", wall["block_small"], self.screen),
            Wall(96, 930, 1, "h", wall["block_small"], self.screen),

            Wall(875, 850, 1, "h", wall["block_small"], self.screen),
            Wall(1050, 750, 1, "h", wall["block_small"], self.screen),
            Wall(1325, 1010, 1, "h", wall["block_small"], self.screen),

            Wall(1815, 706, 2, "v", platWall, self.screen),
            #Wall(210, 300, 1, "h", wall["block_left"], self.screen),
            #Wall(265, 300, 1, "h", wall["block_right"], self.screen),

            #Wall(435, 490, 1, "h", wall["block_left"], self.screen),
            #Wall(490, 490, 1, "h", wall["block_right"], self.screen),

            #Wall(655, 300, 1, "h", wall["block_left"], self.screen),
            #Wall(710, 300, 1, "h", wall["block_right"], self.screen),

            #Wall(770, 105, 2, "v", platWall, self.screen),
        ]

        return boundaries + obstacles

    def addDPlatforms(self):
        platforms = \
        [
            DPlatform(1550, 800, 1, self.screen, zoneArtwork=2),
            #DPlatform(60, 330, 0, self.screen, zoneArtwork=2),
        ]
        return platforms

    def addMPlatforms(self):
        vImage = ZONE2_RESOURCES["platforms"]["moving_vertical"]
        hImage = ZONE2_RESOURCES["platforms"]["moving_horizontal"]

        platforms = \
        [
            MPlatform((1000, 710), (1300, 260), 9, 0, self.screen, hImage),
            #MPlatform((1000, 450), (600, 450), 8, 0, self.screen, hImage),
            #MPlatform((340, 300), (600, 300), 8, 0, self.screen, hImage),
            #MPlatform((660, 350), (660, 435), 0, 0, self.screen, vImage),
            #MPlatform((660, 435), (660, 530), 0, 0, self.screen, vImage),
        ]
        return platforms

    def addSwitches(self):
        switches = \
        [
            Switch(1070, 650, 1, self.screen, zoneArtwork=2),
            Switch(1070, 900, 2, self.screen, zoneArtwork=2),
            Switch(1600, 750, 3, self.screen, zoneArtwork=2),
            #Switch(1600, 900, 3, self.screen, zoneArtwork=2),
            #Switch(700, 200, 4, self.screen, zoneArtwork=2),
        ]
        return switches

    def addDoors(self):
        door1 = Door(1710, 854, 1, self.screen, zoneArtwork=2)
        door1.switchesWaiting = [1, 2, 3]
        return [door1]

    def addSpikes(self):
        assets = ZONE2_RESOURCES["traps"]
        spikes = \
        [
            Spike(1175, 1050, 18, "h", assets["spike_up"][0], self.screen),
            Spear(1340, 963, self.screen),
            #Spike(550, 525, 5, "h", assets["spike_up"][0], self.screen),
        ]
        x_axis = 798
        for x in range(4):
            spikes.append(Spear(x_axis, 915, self.screen))
            x_axis += 64
        return spikes

    def addDecorations(self):
        deco = ZONE2_RESOURCES["decorations"]
        x_axis = 0
        x_axis2 = 675
        x_axis3 = 1550

        decorations = \
        [
            Decoration(732, 456, deco["moon"][0], self.screen)
        ]
        for x in range(4):
            decorations.append(
                Decoration(x_axis, 950, deco["grass"][0], self.screen))
            x_axis += 125
        for x in range(4):
            decorations.append(
                Decoration(x_axis2, 950, deco["grass"][0], self.screen))
            x_axis2 += 125
        for x in range(5):
            decorations.append(
                Decoration(x_axis3, 950, deco["grass"][0], self.screen))
            x_axis3 += 125
        return decorations

    def addSpears(self):
        spears = \
        [
            #Spear(1370, 946, self.screen),
            #Spear(862, 915, self.screen),
            #Spear(926, 915, self.screen),
            #Spear(0, 915, self.screen),
        ]

        return spears
Esempio n. 16
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class MainMenu(BaseMenu):
    """
    The main menu of the game.
    """
    def __init__(self, screen):
        super().__init__(screen)
        self.totalOptions = 4
        self.fontSize = 22
        self.fontColour = "white"
        self.x = 250
        self.y = 155
        self.dx = 0
        self.dy = 38

        self.option1 = TextLabel("1 Jugador", self.fontSize, self.fontColour,
                                 self.x, self.y + 1 * self.dy, self.screen)
        self.option2 = TextLabel("2 Jugadores", self.fontSize, self.fontColour,
                                 self.x, self.y + 2 * self.dy, self.screen)
        self.option3 = TextLabel("Opciones", self.fontSize, self.fontColour,
                                 self.x, self.y + 3 * self.dy, self.screen)
        self.option4 = TextLabel("Salir", self.fontSize, self.fontColour,
                                 self.x, self.y + 4 * self.dy, self.screen)
        self.title = ImageLabel(MENU_RESOURCES["assets"]["title"][0], 60, 55,
                                self.screen)
        self.arrow = _Arrow(self.x - 40, self.y + 28, self.dx, self.dy,
                            self.totalOptions, self.screen)

        background = MENU_RESOURCES["screens"]["main"][0]
        self.render = RenderComponent(self)
        self.render.add("background", background)
        self.render.state = "background"

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("enter", SFX_RESOURCES["menu_enter"])

    def __str__(self):
        return "main_menu"

    def handleEvent(self, event):
        if event.type == pg.KEYDOWN:

            if event.key == pg.K_UP:
                self.arrow.moveUp()
            if event.key == pg.K_DOWN:
                self.arrow.moveDown()

            if event.key == pg.K_RETURN:
                self.audio.state = "enter"
                if self.arrow.index == 0:
                    self.messageMenu("transition", "blank_menu")
                    self.messageCutScene("transition", "office_cutscene")
                if self.arrow.index == 1:
                    self.messageMenu("transition", "blank_menu")
                    self.messageScene("start_game", "coop")
                if self.arrow.index == 2:
                    self.messageMenu("transition", "options_menu")
                if self.arrow.index == 3:
                    quit()

    def update(self):
        self.render.update()
        self.audio.update()

        self.option1.update()
        self.option2.update()
        self.option3.update()
        self.option4.update()
        self.title.update()
        self.arrow.update()

    def draw(self, camera=None):
        self.render.draw(camera)
        self.title.draw()
        self.option1.draw()
        self.option2.draw()
        self.option3.draw()
        self.option4.draw()
        self.arrow.draw()
Esempio n. 17
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class ForestScene02(BaseScene):

    LEVEL_NUM = 6

    def __init__(self, screen):
        super().__init__(screen)

        self.players = self.addPlayers()

        self.walls = self.addWalls()
        self.mPlatforms = self.addMPlatforms()
        self.switches = self.addSwitches()
        self.doors = self.addDoors()
        self.spikes = self.addSpikes()
        self.spears = self.addSpears()
        self.dPlatforms = self.addDPlatforms()
        self.decorations = self.addDecorations()

        self.elapsed = 0
        self.origin = pg.time.get_ticks()

        image = ZONE2_RESOURCES["levels"]["solo_forest_01"]
        self.render = RenderComponent(self)
        self.render.add("background", image)
        self.render.state = "background"

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.FOREST_SOLO_2, 10, 410, "caption")

    def __str__(self):
        return "solo_forest_scene_02"

    def handleEvent(self, event):
        [p.handleEvent(event) for p in self.players]

        if event.type == self.SCENE_EVENT:
            [d.handleEvent(event) for d in self.doors]

    def update(self):
        self.elapsed = pg.time.get_ticks() - self.origin
        self.render.update()

        [d.update() for d in self.decorations]
        [w.update() for w in self.walls]
        [s.update() for s in self.switches]
        [d.update() for d in self.doors]
        [s.update() for s in self.spikes]
        [s.update() for s in self.spears]
        [p.update() for p in self.dPlatforms]
        [p.update() for p in self.mPlatforms]
        [p.update() for p in self.players]
        [b.update() for b in self.bosses]

        self.dialogue.update()
        if 5000 > self.elapsed >= 0:
            self.dialogue.index = 0
        else:
            self.dialogue.index = None

    def draw(self, camera=None):
        self.screen.fill(settings.COLOURS["dark_blue"])
        self.render.draw(camera)

        [d.draw(camera) for d in self.decorations]
        [w.draw(camera) for w in self.walls]
        [s.draw(camera) for s in self.switches]
        [d.draw(camera) for d in self.doors]
        [s.draw(camera) for s in self.spikes]
        [s.draw(camera) for s in self.spears]
        [p.draw(camera) for p in self.dPlatforms]
        [p.draw(camera) for p in self.mPlatforms]
        [p.draw(camera) for p in self.players]
        [b.draw(camera) for b in self.bosses]
        self.dialogue.draw()

    def addPlayers(self):
        spawn = (400, 900)
        player = [PlayerOne(self.screen)]
        player[0].rect.center = spawn
        return player

    def addWalls(self):
        wall = ZONE2_RESOURCES["walls"]
        pillar = ZONE2_RESOURCES["pillars"]
        platWall = [
            wall["plat_top"][0], wall["plat_mid"][0], wall["plat_bot"][0]
        ]
        pillarWall = [
            pillar["steel_top"][0], pillar["steel_mid"][0],
            pillar["steel_bot"][0]
        ]

        boundaries = \
        [
            Wall(0, 962, 9, "h", wall["ground"], self.screen),
            Wall(0, 1074, 9, "h", wall["ground_clean"], self.screen),

            Wall(1375, 962, 6,  "h", wall["ground"], self.screen),
            Wall(1375, 1074, 6, "h", wall["ground_clean"], self.screen),
        ]
        boundaries[0].render.shrinkBy = (0, -50)

        obstacles = \
        [
            Wall(288, 706, 2,"v", platWall, self.screen),

            Wall(1814, 518, 1, "h", wall["corner_top_right"], self.screen),
            Wall(1750, 518, 1, "h", wall["corner_top_left"], self.screen),
            Wall(1750, 454, 1, "h", wall["corner_bot_right"], self.screen),
            Wall(1814, 454, 1, "h", wall["corner_bot_left"], self.screen),

        ]

        return boundaries + obstacles

    def addDPlatforms(self):
        platforms = \
        [

        ]
        return platforms

    def addMPlatforms(self):
        vImage = ZONE2_RESOURCES["platforms"]["moving_vertical"]
        hImage = ZONE2_RESOURCES["platforms"]["moving_horizontal"]
        x_axis = 595
        x_axis2 = 800
        y_axis = 885

        platforms = \
        [
            #MPlatform((595, 885), (800, 450), 8, 0, self.screen, hImage),
            #MPlatform((753, 808), (958, 300), 8, 0, self.screen, hImage),
            #MPlatform((911, 731), (1116, 435), 8, 0, self.screen, hImage),
            #MPlatform((1064, 731), (1116, 435), 8, 0, self.screen, hImage),
            #MPlatform((660, 435), (660, 530), 0, 0, self.screen, vImage),
        ]
        for x in range(6):
            platforms.append(
                MPlatform((x_axis, y_axis), (x_axis2, 450), 8, 0, self.screen,
                          hImage))
            x_axis += 158
            x_axis2 += 158
            y_axis -= 77

        return platforms

    def addSwitches(self):
        switches = \
        [
            Switch(962, 571, 1, self.screen, zoneArtwork=2),
            #Switch(1070, 900, 2, self.screen, zoneArtwork=2),
            #Switch(1600, 750, 3, self.screen, zoneArtwork=2),
            #Switch(1600, 900, 3, self.screen, zoneArtwork=2),
            #Switch(700, 200, 4, self.screen, zoneArtwork=2),
        ]
        return switches

    def addDoors(self):
        door1 = Door(1798, 346, 1, self.screen, zoneArtwork=2)
        door1.switchesWaiting = [1]
        return [door1]

    def addSpikes(self):
        assets = ZONE2_RESOURCES["traps"]
        spikes = \
        [
            Spike(1375, 938, 25, "h", assets["spike_up"][0], self.screen),
            #Spear(1340, 963, self.screen),
            #Spike(550, 525, 5, "h", assets["spike_up"][0], self.screen),
        ]
        x_axis = 798
        for x in range(4):
            spikes.append(Spear(x_axis, 915, self.screen))
            x_axis += 64
        return spikes

    def addDecorations(self):
        deco = ZONE2_RESOURCES["decorations"]
        door = ZONE2_RESOURCES["doors"]
        x_axis = 0
        x_axis2 = 1375
        #x_axis3 = 1550

        decorations = \
        [
            Decoration(732, 456, deco["moon"][0], self.screen),
            Decoration(352, 854, door["open"][0], self.screen),
        ]
        for x in range(9):
            decorations.append(
                Decoration(x_axis, 950, deco["grass"][0], self.screen))
            x_axis += 125
        for x in range(6):
            decorations.append(
                Decoration(x_axis2, 950, deco["grass"][0], self.screen))
            x_axis2 += 125

        return decorations

    def addSpears(self):
        spears = \
        [
            #Spear(1370, 946, self.screen),
            #Spear(862, 915, self.screen),
            #Spear(926, 915, self.screen),
            #Spear(0, 915, self.screen),
        ]

        return spears
Esempio n. 18
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class PigCutscene(BaseCutscene):
    """
    The cutscene where the pig boss appears.
    """
    def __init__(self, screen):
        super().__init__(screen)
        self.rect = pg.Rect(0, 0, 0, 0)
        pig = CUTSCENE_RESOURCES["pig"]["appear"]
        pig = [addBackground(p) for p in pig]

        self.origin = pg.time.get_ticks()  # milliseconds
        self.elapsed = 0  # milliseconds
        self._isComplete = False

        self.render = RenderComponent(self, enableRepeat=False)
        self.render.add("appear", pig, 3000)

        self.audio = AudioComponent(self)
        self.audio.add("machine", SFX_RESOURCES["pig_machine"])
        self.audio.state = "machine"

        self.dialogue = Dialogue(self.screen)

        speed = 1
        ts = [3000]
        self.timings = [speed * t for t in ts]

    def __str__(self):
        return "pig_cutscene"

    def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self._messageStart()

    def update(self):
        self.elapsed = pg.time.get_ticks() - self.origin

        if self.timings[0] > self.elapsed:
            self.render.state = "appear"
            self.dialogue.index = None
        else:
            if not self._isComplete:
                self._isComplete = True
                self._messageStart()

        self.dialogue.update()
        self.render.update()
        self.audio.update()

    def draw(self, camera=None):
        self.render.draw(camera)
        self.render.draw()
        self.dialogue.draw()

    def _messageStart(self):
        """
        Sends out events to end the cutscene and start playing the game.
        """
        self.messageCutScene("transition", "blank_cutscene")
        self.messageScene("unpause")
        pg.mixer.stop()
Esempio n. 19
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class OfficeCutscene(BaseCutscene):
    """
    The cutscene where the dog and cat are talking in the office.
    """
    def __init__(self, screen):
        super().__init__(screen)
        self.rect = pg.Rect(0, 0, 0, 0)
        office = CUTSCENE_RESOURCES["office"]

        self.origin = pg.time.get_ticks()  # milliseconds
        self.elapsed = 0  # milliseconds
        self._isSentMessage = False

        self.render = RenderComponent(self)
        self.render.add("office_dog", office["dog"], 1500)
        self.render.add("office_cat", office["cat"], 1500)

        self.audio = AudioComponent(self, isAutoPlay=False)
        # self.audio.add("meow", SFX_RESOURCES["meow_1"])

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.OFFICE_1, 240, 50, "left")
        self.dialogue.add(dialogue.OFFICE_2, 370, 100)
        self.dialogue.add(dialogue.OFFICE_3, 240, 50, "left")
        self.dialogue.add(dialogue.OFFICE_4, 370, 100)

        speed = 1
        ts = [0, 4000, 8000, 12000, 16000]
        self.timings = [speed * t for t in ts]

    def __str__(self):
        return "office_cutscene"

    def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self._messageNextScene()

    def update(self):
        self.elapsed = pg.time.get_ticks() - self.origin

        if self.timings[0] >= self.elapsed:
            self.render.state = "office_dog"
            self.dialogue.index = None

        elif self.timings[1] > self.elapsed:
            self.render.state = "office_cat"
            self.dialogue.index = 0

        elif self.timings[2] > self.elapsed:
            self.render.state = "office_dog"
            self.dialogue.index = 1

        elif self.timings[3] > self.elapsed:
            self.render.state = "office_cat"
            self.dialogue.index = 2

        elif self.timings[4] >= self.elapsed:
            self.render.state = "office_dog"
            self.dialogue.index = 3

        else:
            self._messageNextScene()

        self.dialogue.update()
        self.render.update()

    def draw(self, camera=None):
        self.render.draw(camera)
        self.dialogue.draw()

    def _messageNextScene(self):
        """
        Sends a message to play the next cutscene.
        """
        if not self._isSentMessage:
            self.messageCutScene("transition", "telephone_cutscene")
            self._isSentMessage = True
Esempio n. 20
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class TelephoneCutscene(BaseCutscene):
    """
    The cutscene where the dog is talking on the phone.
    """
    def __init__(self, screen):
        super().__init__(screen)
        self.rect = pg.Rect(0, 0, 0, 0)
        telephone = CUTSCENE_RESOURCES["telephone"]

        self.origin = pg.time.get_ticks()  # milliseconds
        self.elapsed = 0  # milliseconds
        self._isComplete = False
        self._isReversed = False

        self.render = RenderComponent(self, enableRepeat=False)
        self.render.add("telephone_none", telephone["none"])
        self.render.add("telephone_pick", telephone["pick"], 1100)
        self.render.add("telephone_hold", telephone["hold"])
        self.render.add("telephone_put", telephone["put"], 1100)

        self.audio = AudioComponent(self)

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.TELEPHONE_1, 350, 150, "left")
        self.dialogue.add(dialogue.TELEPHONE_2, 350, 150, "left")

        speed = 1
        ts = [2000, 2800, 3300, 6300, 10300, 11300, 12100, 14000]
        self.timings = [speed * t for t in ts]

    def __str__(self):
        return "telephone_cutscene"

    def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self.messageCutScene("transition", "jail_cutscene")

    def update(self):
        self.elapsed = pg.time.get_ticks() - self.origin

        if self.timings[0] > self.elapsed:
            self.render.state = "telephone_none"
            self.dialogue.index = None

        elif self.timings[1] > self.elapsed:
            self.render.state = "telephone_pick"
            self.dialogue.index = None

        elif self.timings[2] > self.elapsed:
            self.render.state = "telephone_hold"
            self.dialogue.index = None

        elif self.timings[3] > self.elapsed:
            self.render.state = "telephone_hold"
            self.dialogue.index = 0

        elif self.timings[4] > self.elapsed:
            self.render.state = "telephone_hold"
            self.dialogue.index = 1

        elif self.timings[5] > self.elapsed:
            self.render.state = "telephone_hold"
            self.dialogue.index = None

        elif self.timings[6] > self.elapsed:
            self.render.state = "telephone_put"
            self.dialogue.index = None

        elif self.timings[7] > self.elapsed:
            self.render.state = "telephone_none"
            self.dialogue.index = None

        else:
            if not self._isComplete:
                self._isComplete = True
                self.messageCutScene("transition", "jail_cutscene")

        self.dialogue.update()
        self.render.update()

    def draw(self, camera=None):
        self.render.draw(camera)
        self.dialogue.draw()
Esempio n. 21
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class JailCutscene(BaseCutscene):
    """
    The cutscene where the cat is being escorted to jail.
    """
    def __init__(self, screen):
        super().__init__(screen)
        self.rect = pg.Rect(0, 0, 0, 0)
        jail = CUTSCENE_RESOURCES["jail"]

        self.origin = pg.time.get_ticks()  # milliseconds
        self.elapsed = 0  # milliseconds
        self._isComplete = False

        self.render = RenderComponent(self, enableRepeat=False)
        self.render.add("fence_show", jail["fence_show"], 2000)
        self.render.add("fence_static", jail["fence_static"])
        self.render.add("fence_hide", jail["fence_hide"], 2000)
        self.render.add("cat_static", jail["cat_static"])
        self.render.add("cat_close", jail["cat_close"], 3500)

        self.audio = AudioComponent(self)

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.JAIL_1, 19, 25, "caption")

        speed = 1
        ts = [2000, 4000, 6000, 9500, 11500]
        self.timings = [speed * t for t in ts]

    def __str__(self):
        return "jail_cutscene"

    def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self._messageStart()

    def update(self):
        self.elapsed = pg.time.get_ticks() - self.origin

        if self.timings[0] > self.elapsed:
            self.render.state = "fence_show"
            self.dialogue.index = 0

        elif self.timings[1] > self.elapsed:
            self.render.state = "fence_static"
            self.dialogue.index = None

        elif self.timings[2] > self.elapsed:
            self.render.state = "fence_hide"
            self.dialogue.index = None

        elif self.timings[3] > self.elapsed:
            self.render.state = "cat_close"
            self.dialogue.index = None

        elif self.timings[4] > self.elapsed:
            self.render.state = "cat_static"
            self.dialogue.index = None

        else:
            if not self._isComplete:
                self._isComplete = True
                self._messageStart()

        self.dialogue.update()
        self.render.update()

    def draw(self, camera=None):
        self.render.draw(camera)
        self.dialogue.draw()

    def _messageStart(self):
        """
        Sends out events to end the cutscene and start playing the game.
        """
        self.messageCutScene("transition", "blank_cutscene")
        self.messageScene("start_game", "solo")
Esempio n. 22
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class JailScene03(BaseScene):

    LEVEL_NUM = 3

    def __init__(self, screen):
        super().__init__(screen)
        self.levelNum = 3

        self.players = self.addPlayers()
        self.bosses = self.addBosses()
        self.bosses[0].target(self.players)
        self.walls = self.addWalls()
        self.sPlatforms = self.addSPlatforms()
        self.dPlatforms = self.addDPlatforms()
        self.mPlatforms = self.addMPlatforms()
        self.switches = self.addSwitches()
        self.doors = self.addDoors()
        self.spikes = self.addSpikes()
        self.decorations = self.addDecorations()

        self.elapsed = 0
        self.origin = pg.time.get_ticks()

        image = ZONE1_RESOURCES["levels"]["coop_jail_03"]
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.JAIL_COOP_3, 10, 410, "caption")

        self.messageCutScene("transition", "pig_cutscene")
        self.messageMenu("transition", "blank_menu")

    def __str__(self):
        return "coop_jail_scene_03"

    def handleEvent(self, event):
        [p.handleEvent(event) for p in self.players]

        if event.type == self.SCENE_EVENT:
            [d.handleEvent(event) for d in self.doors]

    def update(self):
        self.elapsed = pg.time.get_ticks() - self.origin
        self.render.update()

        [w.update() for w in self.walls]
        [s.update() for s in self.switches]
        [d.update() for d in self.doors]
        [s.update() for s in self.spikes]
        [p.update() for p in self.sPlatforms]
        [p.update() for p in self.mPlatforms]
        [p.update() for p in self.dPlatforms]
        [d.update() for d in self.decorations]
        [p.update() for p in self.players]
        [b.update() for b in self.bosses]

        self.dialogue.update()
        if 5000 > self.elapsed >= 0:
            self.dialogue.draw()
        else:
            self.dialogue.index = None

    def draw(self, camera=None):
        self.screen.fill(settings.COLOURS["black_red"])
        self.render.draw(camera)

        [w.draw(camera) for w in self.walls]
        [s.draw(camera) for s in self.switches]
        [d.draw(camera) for d in self.doors]
        [s.draw(camera) for s in self.spikes]
        [p.draw(camera) for p in self.sPlatforms]
        [p.draw(camera) for p in self.mPlatforms]
        [p.draw(camera) for p in self.dPlatforms]
        [d.draw(camera) for d in self.decorations]
        [p.draw(camera) for p in self.players]
        [b.draw(camera) for b in self.bosses]
        self.dialogue.draw()

    def addPlayers(self):
        p1Spawn = (330, 210)
        p2Spawn = (330, 210)
        p1 = PlayerOne(self.screen)
        p2 = PlayerTwo(self.screen)
        p1.rect.center = p1Spawn
        p2.rect.center = p2Spawn
        players = [p1, p2]
        return players

    def addBosses(self):
        b1Spawn = (970, 280)
        b1 = PigBoss(self.screen)
        b1.rect.center = b1Spawn
        bosses = [b1]
        return bosses

    def addWalls(self):
        wall = ZONE1_RESOURCES["walls"]
        blockWall = [wall["block_left"][0],
                     wall["block_mid"][0],
                     wall["block_right"][0]]

        boundaries = \
            [
                #Wall(600, 0, 9, "v", wall["boundary_right"], self.screen),
                Wall(600, 52, 1, "v", wall["plat_top"], self.screen),
                Wall(600, 116, 7, "v", wall["plat_mid"], self.screen),
                Wall(600, 564, 1, "v", wall["plat_bot"], self.screen),

                Wall(0, 750, 20, "h", wall["boundary_bot"], self.screen),
                Wall(0, 0, 12, "v", wall["boundary_left"], self.screen),
                Wall(0, 0, 20, "h", wall["boundary_top"], self.screen),
                Wall(1250, 0, 12, "v", wall["boundary_right"], self.screen),


                Wall(0, 0, 1, "v", wall["upper_corner_left"], self.screen),
                Wall(0, 750, 1, "v", wall["inner_corner_left"], self.screen),
                Wall(1250, 0, 1, "v", wall["upper_corner_right"], self.screen),
                Wall(1250, 750, 1, "v", wall["inner_corner_right"], self.screen),
            ]

        obstacles = \
            [
                Wall(167, 330, 3, "h", blockWall, self.screen),
                Wall(220, 600, 1, "h", blockWall, self.screen),
            ]

        return boundaries + obstacles

    def addSPlatforms(self):
        platforms = \
        [
            SPlatform(240, 240, 2, self.screen),
        ]
        return platforms

    def addMPlatforms(self):
        vImage = ZONE1_RESOURCES["platforms"]["moving_vertical"]
        hImage = ZONE1_RESOURCES["platforms"]["moving_horizontal"]

        platforms = \
            [
                MPlatform((100, 100), (100, 600), 0, 20, self.screen, vImage),
                MPlatform((130, 100), (130, 600), 0, 20, self.screen, vImage),
                MPlatform((160, 100), (160, 600), 0, 20, self.screen, vImage),
                MPlatform((190, 100), (190, 600), 0, 20, self.screen, vImage),
                MPlatform((210, 100), (210, 600), 0, 20, self.screen, vImage),
                MPlatform((240, 100), (240, 600), 0, 20, self.screen, vImage),

                MPlatform((360, 100), (360, 600), 0, 20, self.screen, vImage),
                MPlatform((390, 100), (390, 600), 0, 20, self.screen, vImage),
                MPlatform((420, 100), (420, 600), 0, 20, self.screen, vImage),
                MPlatform((450, 100), (450, 600), 0, 20, self.screen, vImage),
                MPlatform((480, 100), (480, 600), 0, 20, self.screen, vImage),
                MPlatform((510, 100), (410, 600), 0, 20, self.screen, vImage),

                MPlatform((900, 200), (1000, 200), 10, 0, self.screen, hImage),
            ]
        return platforms

    def addDPlatforms(self):
        platforms = \
        [
            DPlatform(900, 660, 1, self.screen),

            DPlatform(664, 460, 1, self.screen),
            DPlatform(1143, 460, 1, self.screen),

            DPlatform(700, 260, 1, self.screen),
            DPlatform(900, 360, 1, self.screen),
            DPlatform(1100, 160, 1, self.screen),
        ]
        return platforms

    def addSwitches(self):
        switches = \
            [
                Switch(210, 200, 1, self.screen),
                Switch(400, 200, 2, self.screen),
                Switch(100, 100, 3, self.screen),
                Switch(510, 100, 4, self.screen),
                Switch(300, 480, 5, self.screen),
                Switch(940, 600, 6, self.screen),

                Switch(1200, 700, 7, self.screen),
                Switch(940, 600, 8, self.screen),
                Switch(940, 400, 9, self.screen),
                Switch(660, 50, 10, self.screen),
            ]
        return switches

    def addDoors(self):
        doors = \
        [
            Door(280, 133, 1, self.screen),
            Door(1115, 55, 2, self.screen),
        ]
        doors[0].render.state = "open"
        doors[1].switchesWaiting = list(range(1, 11))
        return doors

    def addSpikes(self):
        assets = ZONE1_RESOURCES["traps"]
        spikes = \
            [
                Spike(50, 50, 26, "h", assets["spike_down"][0], self.screen),

                Spike(165, 305, 15, "h", assets["spike_up"][0], self.screen),
                Spike(165, 380, 15, "h", assets["spike_down"][0], self.screen),

                Spike(230, 575, 8, "h", assets["spike_up"][0], self.screen),
            ]
        return spikes

    def addDecorations(self):
        skull = ZONE1_RESOURCES["decorations"]["skull"][0]
        deco = ZONE1_RESOURCES["decorations"]
        decorations = \
            [
                Decoration(500, 730, skull, self.screen),
                Decoration(530, 730, skull, self.screen),
                Decoration(560, 730, skull, self.screen),
                Decoration(590, 730, skull, self.screen),
                Decoration(620, 730, skull, self.screen),

                Decoration(750, 730, skull, self.screen),
                Decoration(780, 730, skull, self.screen),
                Decoration(810, 730, skull, self.screen),
                Decoration(840, 730, skull, self.screen),
                Decoration(870, 730, skull, self.screen),
                Decoration(900, 730, skull, self.screen),

                Decoration(1000, 730, skull, self.screen),
                Decoration(1030, 730, skull, self.screen),
                Decoration(1060, 730, skull, self.screen),
                Decoration(1090, 730, skull, self.screen),

                Decoration(1200, 730, skull, self.screen),

                Decoration(940, 513, deco["torch"], self.screen),
            ]
        return decorations
Esempio n. 23
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class JailScene04(BaseScene):

    LEVEL_NUM = 4

    def __init__(self, screen):
        super().__init__(screen)

        self.players = self.addPlayers()
        self.bosses = self.addBosses()
        self.bosses[0].target(self.players)

        self.walls = self.addWalls()
        self.mPlatforms = self.addMPlatforms()
        self.switches = self.addSwitches()
        self.doors = self.addDoors()
        self.spikes = self.addSpikes()
        self.dPlatforms = self.addDPlatforms()
        self.decorations = self.addDecorations()

        self.elapsed = 0
        self.origin = pg.time.get_ticks()

        image = ZONE1_RESOURCES["levels"]["solo_jail_04"]
        self.render = RenderComponent(self)
        self.render.add("background", image)
        self.render.state = "background"

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.JAIL_SOLO_1, 10, 410, "caption")

        self.messageCutScene("transition", "pig_cutscene")
        self.messageMenu("transition", "blank_menu")

    def __str__(self):
        return "solo_jail_scene_04"

    def handleEvent(self, event):
        [p.handleEvent(event) for p in self.players]

        if event.type == self.SCENE_EVENT:
            [d.handleEvent(event) for d in self.doors]

    def update(self):
        self.elapsed = pg.time.get_ticks() - self.origin
        self.render.update()

        [d.update() for d in self.decorations]
        [w.update() for w in self.walls]
        [s.update() for s in self.switches]
        [d.update() for d in self.doors]
        [s.update() for s in self.spikes]
        [p.update() for p in self.dPlatforms]
        [p.update() for p in self.mPlatforms]
        [p.update() for p in self.players]
        [b.update() for b in self.bosses]

        self.dialogue.update()
        if 5000 > self.elapsed >= 0:
            self.dialogue.index = 0
        else:
            self.dialogue.index = None

    def draw(self, camera=None):
        self.screen.fill(settings.COLOURS["black_red"])
        self.render.draw(camera)

        [d.draw(camera) for d in self.decorations]
        [w.draw(camera) for w in self.walls]
        [s.draw(camera) for s in self.switches]
        [d.draw(camera) for d in self.doors]
        [s.draw(camera) for s in self.spikes]
        [p.draw(camera) for p in self.dPlatforms]
        [p.draw(camera) for p in self.mPlatforms]
        [p.draw(camera) for p in self.players]
        [b.draw(camera) for b in self.bosses]
        self.dialogue.draw()

    def addPlayers(self):
        spawn = (250, 200)
        player = [PlayerOne(self.screen)]
        player[0].rect.center = spawn
        return player

    def addBosses(self):
        b1Spawn = (670, 260)
        b1 = PigBoss(self.screen)
        b1.rect.center = b1Spawn
        bosses = [b1]
        return bosses

    def addWalls(self):
        wall = ZONE1_RESOURCES["walls"]
        pillar = ZONE1_RESOURCES["pillars"]
        pillarWall = [
            pillar["steel_top"][0], pillar["steel_mid"][0],
            pillar["steel_bot"][0]
        ]
        blockWall = [
            wall["block_left"][0], wall["block_mid"][0], wall["block_right"][0]
        ]

        boundaries = \
            [
                Wall(12, 288, 3, "v", wall["boundary_left"], self.screen),
                Wall(4, 52, 1, "v", wall["boundary_left"], self.screen),
                Wall(4, 0, 1, "h", wall["upper_corner_left"], self.screen),
                Wall(0, 116, 1, "h", wall["corner_top_right"], self.screen),
                Wall(52, 0, 6, "h", wall["boundary_top"], self.screen),
                Wall(432, 0, 1, "h", wall["corner_top_right"], self.screen),
                Wall(0, 236, 1, "v", wall["corner_bot_left"], self.screen),
            ]

        obstacles = \
            [
                Wall(139, 288, 2, "h", blockWall, self.screen),
                Wall(3411, 304, 2, "h", blockWall, self.screen),

                Wall(3, 167, 2, "v", pillarWall, self.screen),
                Wall(3359, 217, 3, "v", pillarWall, self.screen),

                Wall(494, 256, 1, "h", wall["block_small"], self.screen),
                Wall(632, 169, 1, "h", wall["block_small"], self.screen),
                Wall(805, 126, 1, "h", wall["block_small"], self.screen),
                Wall(805, 304, 1, "h", wall["block_small"], self.screen),
                Wall(1021, 230, 1, "h", wall["block_small"], self.screen),
                Wall(974, 384, 1, "h", wall["block_small"], self.screen),
                Wall(3347, 302, 1, "h", wall["block_small"], self.screen),

                Wall(1692, 116, 2, "h", wall["boundary_bot"], self.screen),
                Wall(1632, 168, 2, "v", wall["boundary_right"], self.screen),
                Wall(1780, 168, 2, "v", wall["boundary_left"], self.screen),
                Wall(1692, 296, 2, "h", wall["boundary_top"], self.screen),

                Wall(1632, 116, 1, "h", wall["corner_bot_right"], self.screen),
                Wall(1632, 296, 1, "h", wall["corner_top_left"], self.screen),
                Wall(1768, 116, 1, "h", wall["corner_bot_left"], self.screen),
                Wall(1776, 296, 1, "h", wall["corner_top_right"], self.screen),

                Wall(1936, 224, 1, "h", wall["block_small"], self.screen),
                Wall(2144, 373, 1, "h", wall["block_small"], self.screen),
            ]

        return boundaries + obstacles

    def addMPlatforms(self):
        vImage = ZONE1_RESOURCES["platforms"]["moving_vertical"]
        hImage = ZONE1_RESOURCES["platforms"]["moving_horizontal"]

        platforms = \
            [
                MPlatform((1187, 304), (1407, 325), 4, 0, self.screen, hImage),

                MPlatform((2309, 337), (2437, 325), 4, 0, self.screen, hImage),
                MPlatform((2558, 304), (2686, 325), 4, 0, self.screen, hImage),
                MPlatform((2696, 346), (2950, 325), 4, 0, self.screen, hImage),

                MPlatform((3049, 232), (3049, 406), 0, 4, self.screen, vImage),
                MPlatform((3144, 195), (3049, 344), 0, 4, self.screen, vImage),
                MPlatform((3289, 195), (3049, 330), 0, 4, self.screen, vImage),

            ]
        return platforms

    def addDPlatforms(self):
        platforms = \
        [
            DPlatform(1517, 126, 1, self.screen),
            DPlatform(1517, 216, 1, self.screen),
            DPlatform(1517, 305, 1, self.screen),
        ]
        return platforms

    def addSwitches(self):
        switches = \
            [
                Switch(822, 92, 1, self.screen),
                Switch(822, 263, 2, self.screen),
                Switch(992, 350, 3, self.screen),
                Switch(1296, 250, 4, self.screen),
                Switch(2610, 240, 5, self.screen),
                Switch(3138, 143, 6, self.screen),
            ]
        return switches

    def addDoors(self):
        door1 = Door(3579, 196, 1, self.screen)
        door1.switchesWaiting = [1, 2, 3, 4, 5, 6]
        return [door1]

    def addSpikes(self):
        spike = ZONE1_RESOURCES["traps"]
        spikes = \
            [
                Spike(3362, 195, 2, "h", spike["spike_up"][0], self.screen),
            ]
        return spikes

    def addDecorations(self):
        deco = ZONE1_RESOURCES["decorations"]
        decorations = \
        [
            Decoration(416, 112, deco["torch"], self.screen),
            # Decoration(2176, 140, deco["torch"], self.screen),
            Decoration(1308, 143, deco["torch"], self.screen),
            Decoration(2182, 143, deco["torch"], self.screen),
            Decoration(3486, 143, deco["torch"], self.screen),
        ]
        return decorations
Esempio n. 24
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class OptionsMenu(BaseMenu):
    """
    The options menu of the game.
    """
    def __init__(self, screen):
        super().__init__(screen)
        fontSize = 22
        fontColour = "white"
        x, y = 230, 155
        dx, dy = 0, 50

        self.backgroundSetting = _SettingsLabel("Orientación: ",
                                                ["Vertical", "Horizontal"],
                                                fontSize, fontColour, x, y,
                                                130, screen)
        self.fullscreenSetting = _SettingsLabel("Full Screen: ",
                                                ["Desactivar", "Activar"],
                                                fontSize, fontColour, x,
                                                y + dy, 130, screen)

        self.arrow = _Arrow(x - 40, y - 10, dx, dy, 2, screen)
        self.escapeImage = ImageLabel(MENU_RESOURCES["assets"]["esc"], 25, 440,
                                      screen)
        self.escapeText = TextLabel("Esc para volver", 14, fontColour, 50, 445,
                                    screen)

        self.effect = FadeEffect(self.screen)
        self.effect.timeStartDarken = float('inf')
        self.effect.timeEndDarken = float('inf')
        self.dt = 2

        background = MENU_RESOURCES["screens"]["options"][0]
        self.render = RenderComponent(self)
        self.render.add("background", background)
        self.render.state = "background"

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("exit", SFX_RESOURCES["menu_exit"])

    def __str__(self):
        return "options_menu"

    def handleEvent(self, event):
        if event.type == pg.KEYDOWN:

            if event.key == pg.K_ESCAPE:
                self.effect.timeStartDarken = self.effect.time
                self.effect.timeEndDarken = self.effect.time + self.dt
                self.audio.state = "exit"

            if event.key == pg.K_UP:
                self.arrow.moveUp()
            if event.key == pg.K_DOWN:
                self.arrow.moveDown()

            if self.arrow.index == 0:
                if event.key == pg.K_RIGHT:
                    self.backgroundSetting.next()
                if event.key == pg.K_LEFT:
                    self.backgroundSetting.previous()
                if event.key == pg.K_RETURN:
                    if self.backgroundSetting.index == 0:
                        self.render.flip(True, False)
                    if self.backgroundSetting.index == 1:
                        self.render.flip(False, True)

            if self.arrow.index == 1:
                if event.key == pg.K_RIGHT:
                    self.fullscreenSetting.next()
                if event.key == pg.K_LEFT:
                    self.fullscreenSetting.previous()
                if event.key == pg.K_RETURN:
                    if self.fullscreenSetting.index == 0:
                        pg.display.set_mode((settings.WIDTH, settings.HEIGHT))
                    if self.fullscreenSetting.index == 1:
                        pg.display.set_mode((settings.WIDTH, settings.HEIGHT),
                                            pg.FULLSCREEN)

                    self.messageMenu("screen")
                    self.messageScene("screen")
                    self.messageCutScene("screen")

    def update(self):
        self.render.update()
        self.audio.update()
        self.effect.update()

        self.backgroundSetting.update()
        self.fullscreenSetting.update()
        self.escapeImage.update()
        self.escapeText.update()
        self.arrow.update()

        if self.effect.isComplete:
            self.messageMenu("transition", "main_menu")

    def draw(self, camera=None):
        self.render.draw(camera)
        self.backgroundSetting.draw()
        self.fullscreenSetting.draw()
        self.escapeImage.draw()
        self.escapeText.draw()
        self.arrow.draw()
        self.effect.draw()
Esempio n. 25
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class FadeEffect(BaseMenu):
    """
    Responsible for applying a transitioning fade of as follows:

    Black screen --> Normal screen --> Black screen
    """
    def __init__(self, screen):
        super().__init__(screen)
        self.transparentValue = 255
        self.isComplete = False

        background = pg.Surface((settings.WIDTH, settings.HEIGHT))
        background.fill(settings.COLOURS["black"])
        background = background.convert()

        self.render = RenderComponent(self)
        self.render.add("background", background)
        self.render.state = "background"

        # Units are in seconds (use floats to reduce rounding errors)
        self.origin = pg.time.get_ticks() / 1000
        self.time = 0.0
        self.timeStartLighten = 1.0
        self.timeEndLighten = 3.0
        self.timeStartDarken = 5.0
        self.timeEndDarken = 8.0

    def __str__(self):
        return "fade_effect"

    def update(self):
        self.render.update()

        if not self.isComplete:
            self.time = pg.time.get_ticks() / 1000 - self.origin

            if self.timeEndLighten >= self.time >= self.timeStartLighten:
                self.lightenScreen()
            if self.timeEndDarken >= self.time >= self.timeStartDarken:
                self.darkenScreen()

            if self.time > self.timeEndDarken:
                self.isComplete = True

    def draw(self, camera=None):
        self.render.draw(camera)

    def lightenScreen(self):
        """
        Increases the transparency of the background.
        """
        current = self.time - self.timeStartLighten
        duration = self.timeEndLighten - self.timeStartLighten
        percentComplete = current / duration
        self.transparentValue = (1 - percentComplete) * 255
        self.render.image.set_alpha(self.transparentValue)

    def darkenScreen(self):
        """
        Reduces the transparency of the background.
        """
        current = self.time - self.timeStartDarken
        duration = self.timeEndDarken - self.timeStartDarken
        percentComplete = current / duration
        self.transparentValue = percentComplete * 255
        self.render.image.set_alpha(self.transparentValue)
Esempio n. 26
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class _Arrow(GameObject):
    """
    An arrow that highlights the option that the user is hovering over.
    """
    def __init__(self, x, y, dx, dy, totalOptions, screen):
        """
        :param x: Integer, the x-position of the arrow.
        :param y: Integer, the y-position of the arrow.
        :param dx: Integer, the change in x-position per movement.
        :param dy: Integer, the change in y-position per moevement.
        :param totalOptions: Integer, the total number of options.
        :param screen: pygame.Surface, representing the screen.
        """
        self.rect = pg.Rect(x, y, 0, 0)
        self.dx = dx
        self.dy = dy
        self.totalOptions = totalOptions
        self.screen = screen
        self.index = 0

        self.render = RenderComponent(self)
        self.render.add("spin", MENU_RESOURCES["assets"]["coin"], 350)
        self.render.state = "spin"

        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("move", SFX_RESOURCES["menu_arrow"])
        self.audio.state = "move"

    def __str__(self):
        return "arrow"

    def update(self):
        self.render.update()
        self.audio.update()

    def draw(self, camera=None):
        self.render.draw(camera)

    def moveUp(self):
        """
        Moves the arrow to the previous option number.
        """
        self.audio.state = "move"
        self.index -= 1
        self.rect.y -= self.dy

        if self.index < 0:
            self.rect.y += self.totalOptions * self.dy
            self.index = (self.totalOptions - 1)

    def moveDown(self):
        """
        Moves the arrow to the next option number.
        """
        self.audio.state = "move"
        self.index += 1
        self.rect.y += self.dy

        if self.index > self.totalOptions - 1:
            self.rect.y -= self.totalOptions * self.dy
            self.index = 0
Esempio n. 27
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class JailScene02(BaseScene):

    LEVEL_NUM = 2

    def __init__(self, screen):
        super().__init__(screen)
        self.levelNum = 2

        self.players = self.addPlayers()
        self.walls = self.addWalls()
        self.dPlatforms = self.addDPlatforms()
        self.mPlatforms = self.addMPlatforms()
        self.switches = self.addSwitches()
        self.doors = self.addDoors()
        self.spikes = self.addSpikes()
        self.decorations = self.addDecorations()

        self.elapsed = 0
        self.origin = pg.time.get_ticks()

        image = ZONE1_RESOURCES["levels"]["coop_jail_02"]
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.JAIL_COOP_2, 10, 410, "caption")

    def __str__(self):
        return "coop_jail_scene_02"

    def handleEvent(self, event):
        [p.handleEvent(event) for p in self.players]

        if event.type == self.SCENE_EVENT:
            [d.handleEvent(event) for d in self.doors]

    def update(self):
        self.elapsed = pg.time.get_ticks() - self.origin
        self.render.update()

        [d.update() for d in self.decorations]
        [w.update() for w in self.walls]
        [s.update() for s in self.switches]
        [d.update() for d in self.doors]
        [s.update() for s in self.spikes]
        [p.update() for p in self.mPlatforms]
        [p.update() for p in self.dPlatforms]
        [p.update() for p in self.players]

        self.dialogue.update()
        if 5000 > self.elapsed >= 0:
            self.dialogue.index = 0
        else:
            self.dialogue.index = None

    def draw(self, camera=None):
        self.screen.fill(settings.COLOURS["black_red"])
        self.render.draw(camera)

        [d.draw(camera) for d in self.decorations]
        [w.draw(camera) for w in self.walls]
        [s.draw(camera) for s in self.switches]
        [d.draw(camera) for d in self.doors]
        [s.draw(camera) for s in self.spikes]
        [p.draw(camera) for p in self.mPlatforms]
        [p.draw(camera) for p in self.dPlatforms]
        [p.draw(camera) for p in self.players]
        self.dialogue.draw()

    def addPlayers(self):
        p1Spawn = (70, 510)
        p2Spawn = (90, 510)
        p1 = PlayerOne(self.screen)
        p2 = PlayerTwo(self.screen)
        p1.rect.center = p1Spawn
        p2.rect.center = p2Spawn
        players = [p1, p2]
        return players

    def addWalls(self):
        wall = ZONE1_RESOURCES["walls"]
        platWall = [wall["plat_top"][0],
                    wall["plat_mid"][0],
                    wall["plat_bot"][0]]

        boundaries = \
            [
                Wall(50, 0, 8, "h", wall["boundary_top"], self.screen),
                Wall(0, 50, 8, "v", wall["boundary_left"], self.screen),
                Wall(0, 548, 15, "h", wall["boundary_bot"], self.screen),
                Wall(0, 548, 1, "h", wall["inner_corner_left"], self.screen),
                Wall(952, 50, 8, "v", wall["boundary_right"], self.screen),
                Wall(952, 548, 1, "h", wall["inner_corner_right"], self.screen)
            ]

        obstacles = \
            [
                Wall(210, 300, 1, "h", wall["block_left"], self.screen),
                Wall(265, 300, 1, "h", wall["block_right"], self.screen),

                Wall(435, 490, 1, "h", wall["block_left"], self.screen),
                Wall(490, 490, 1, "h", wall["block_right"], self.screen),

                Wall(655, 300, 1, "h", wall["block_left"], self.screen),
                Wall(710, 300, 1, "h", wall["block_right"], self.screen),

                Wall(770, 105, 2, "v", platWall, self.screen),
            ]

        return boundaries + obstacles

    def addDPlatforms(self):
        platforms = \
            [
                DPlatform(170, 450, 1, self.screen),
                DPlatform(60, 330, 0, self.screen),
            ]
        return platforms

    def addMPlatforms(self):
        vImage = ZONE1_RESOURCES["platforms"]["moving_vertical"]
        hImage = ZONE1_RESOURCES["platforms"]["moving_horizontal"]

        platforms = \
            [
                MPlatform((340, 100), (600, 500), 20, 20, self.screen, hImage),
                MPlatform((660, 350), (660, 435), 0, 0, self.screen, vImage),
                MPlatform((660, 435), (660, 530), 0, 0, self.screen, vImage),
            ]
        return platforms

    def addSwitches(self):
        switches = \
            [
                # Top
                Switch(250, 200, 1, self.screen),
                Switch(480, 200, 2, self.screen),
                Switch(700, 200, 3, self.screen),

                # Middle
                Switch(370, 430, 4, self.screen),
                Switch(480, 430, 5, self.screen),
                Switch(590, 430, 6, self.screen),

                # Corners
                Switch(50, 50, 7, self.screen),
                Switch(790, 60, 8, self.screen),
            ]
        return switches

    def addDoors(self):
        door1 = Door(865, 440, 1, self.screen)
        door1.switchesWaiting = [1, 2, 3, 4, 5, 6, 7, 8]
        return [door1]

    def addSpikes(self):
        assets = ZONE1_RESOURCES["traps"]
        spikes = \
            [
                # Floor
                Spike(325, 525, 5, "h", assets["spike_up"][0], self.screen),
                Spike(550, 525, 5, "h", assets["spike_up"][0], self.screen),

                # Roof
                Spike(300, 50, 20, "h", assets["spike_down"][0], self.screen),
            ]
        return spikes

    def addDecorations(self):
        deco = ZONE1_RESOURCES["decorations"]
        decorations = \
            [
                Decoration(778, 81, deco["skull"][0], self.screen)
            ]
        return decorations
Esempio n. 28
0
class JailScene01(BaseScene):

    LEVEL_NUM = 1

    def __init__(self, screen):
        super().__init__(screen)

        self.players = self.addPlayers()
        self.walls = self.addWalls()
        self.dPlatforms = self.addDPlatforms()
        self.switches = self.addSwitches()
        self.doors = self.addDoors()
        self.decorations = self.addDecorations()

        self.elapsed = 0
        self.origin = pg.time.get_ticks()

        image = ZONE1_RESOURCES["levels"]["coop_jail_01"]
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.JAIL_COOP_1A, 10, 410, "caption")
        self.dialogue.add(dialogue.JAIL_COOP_1B, 10, 410, "caption")

    def __str__(self):
        return "coop_jail_scene_01"

    def handleEvent(self, event):
        [p.handleEvent(event) for p in self.players]

        if event.type == self.SCENE_EVENT:
            [d.handleEvent(event) for d in self.doors]

    def update(self):
        self.elapsed = pg.time.get_ticks() - self.origin
        self.render.update()

        [w.update() for w in self.walls]
        [d.update() for d in self.decorations]
        [d.update() for d in self.doors]
        [s.update() for s in self.switches]
        [p.update() for p in self.dPlatforms]
        [p.update() for p in self.players]

        self.dialogue.update()
        if 5000 > self.elapsed >= 0:
            self.dialogue.index = 0
        elif 15000 > self.elapsed:
            self.dialogue.index = 1
        else:
            self.dialogue.index = None

    def draw(self, camera=None):
        self.screen.fill(settings.COLOURS["black_red"])
        self.render.draw(camera)

        [w.draw(camera) for w in self.walls]
        [d.draw(camera) for d in self.decorations]
        [d.draw(camera) for d in self.doors]
        [s.draw(camera) for s in self.switches]
        [p.draw(camera) for p in self.dPlatforms]
        [p.draw(camera) for p in self.players]
        self.dialogue.draw()

    def addPlayers(self):
        p1Spawn = (100, 400)
        p2Spawn = (150, 400)
        p1 = PlayerOne(self.screen)
        p2 = PlayerTwo(self.screen)
        p1.rect.center = p1Spawn
        p2.rect.center = p2Spawn
        players = [p1, p2]
        return players

    def addWalls(self):
        wall = ZONE1_RESOURCES["walls"]

        boundaries = \
        [
            Wall(0, 10, 8, "v", wall["boundary_left"], self.screen),
            Wall(19, 478, 3, "h", wall["boundary_bot"], self.screen),
            Wall(0, 478, 1, "h", wall["inner_corner_left"], self.screen),
            # Wall(170, 260, 4, "v", wall["boundary_right"], self.screen),
            Wall(170, 478, 1, "h", wall["inner_corner_right"], self.screen),

            Wall(584, 478, 1, "h", wall["boundary_bot"], self.screen),
            Wall(628, 138, 6, "v", wall["boundary_right"], self.screen),
            Wall(164, 138, 8, "h", wall["boundary_top"], self.screen),
            Wall(160, 138, 1, "v", wall["corner_top_left"], self.screen),
            Wall(160, 10, 2, "v", wall["boundary_right"], self.screen),
            Wall(628, 138, 1, "v", wall["upper_corner_right"], self.screen),
            Wall(628, 478, 1, "h", wall["inner_corner_right"], self.screen),

            Wall(170, 260, 1, "v", wall["plat_top"], self.screen),
            Wall(170, 324, 3, "v", wall["plat_mid"], self.screen),
            Wall(170, 470, 1, "v", wall["plat_bot"], self.screen),

            Wall(106, 478, 1, "v", wall["bot_ending_right"], self.screen),
            Wall(520, 478, 1, "v", wall["bot_ending_left"], self.screen),

        ]

        obstacles = \
        [
            Wall(48, 418, 1, "h", wall["block_left"], self.screen),
            Wall(108, 418, 1, "h", wall["block_right"], self.screen),
        ]
        return boundaries + obstacles

    def addDPlatforms(self):
        platforms = \
        [
            DPlatform(240, 255, 5, self.screen),
            DPlatform(240, 330, 4, self.screen),
        ]
        return platforms

    def addSwitches(self):
        switches = \
        [
            Switch(300, 205, 1, self.screen),
            Switch(350, 205, 2, self.screen),
            Switch(400, 205, 3, self.screen),
            Switch(450, 205, 4, self.screen),
            Switch(500, 205, 5, self.screen),

            Switch(250, 290, 5, self.screen),
            Switch(300, 290, 6, self.screen),
            Switch(350, 290, 7, self.screen),
            Switch(400, 290, 8, self.screen),
            Switch(450, 290, 9, self.screen),

            Switch(250, 400, 10, self.screen),
        ]
        return switches

    def addDoors(self):
        door1 = Door(547, 370, 1, self.screen)
        door1.switchesWaiting = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]
        return [door1]

    def addDecorations(self):
        deco = ZONE1_RESOURCES["decorations"]
        decorations = \
        [
            Decoration(70, 393, deco["skull"][0], self.screen),
            Decoration(90, 393, deco["skull"][0], self.screen),
            Decoration(175, 236, deco["skull"][0], self.screen),
        ]
        return decorations
Esempio n. 29
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class PlayerBase(GameObject, pg.sprite.Sprite):
    """
    The controllable character to be played.
    """

    def __init__(self, screen):
        """
        :param screen: pygame.Surface, representing the screen.
        """
        super().__init__()
        self.screen = screen
        self.rect = pg.Rect(0, 0, 0, 0)
        self.num = 0
        self.lives = 5

        self.isOnGround = False
        self.jumpSpeed = -12
        self.moveSpeed = 9

        self.physics = PhysicsComponent(self)
        self.render = RenderComponent(self, enableOrientation=True)
        self.audio = AudioComponent(self, isAutoPlay=False)
        self.audio.add("jump", SFX_RESOURCES["cat_jump"])

        self.keybinds = None

    def update(self):
        self.render.update()
        self.audio.update()
        self.physics.update()

        # Hacky solution to fix hit box sizes without tampering with the
        # animation images directly (too much effort at this point)
        w, h = self.rect.size
        self.rect.size = (w-10, h)

        pressed = pg.key.get_pressed()
        left = self.keybinds["move_left"]
        right = self.keybinds["move_right"]

        if pressed[left] and not pressed[right]:
            self.moveLeft()
        if pressed[right] and not pressed[left]:
            self.moveRight()

    def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == self.keybinds["jump"]:
                self.jump()

        if event.type == pg.KEYUP:
            if event.key == self.keybinds["move_left"]:
                self.stop()
            if event.key == self.keybinds["move_right"]:
                self.stop()

    def draw(self, camera=None):
        self.render.draw(camera)

    def jump(self):
        """
        Makes the character jump.
        """
        if self.isOnGround:
            self.physics.velocity.y = self.jumpSpeed
            self.physics.addVelocityY("jump", self.jumpSpeed)
            self.isOnGround = False
            self.audio.state = "jump"

    def moveLeft(self):
        """
        Moves the character left.
        """
        self.render.state = "running"
        self.render.orientation = "left"
        self.physics.addDisplacementX("move", -self.moveSpeed)

    def moveRight(self):
        """
        Moves the character right.
        """
        self.render.state = "running"
        self.render.orientation = "right"
        self.physics.addDisplacementX("move", self.moveSpeed)

    def stop(self):
        """
        Stops the character.
        """
        self.render.state = "idle"
        self.physics.velocity.x = 0
Esempio n. 30
0
class JailScene03(BaseScene):

    LEVEL_NUM = 3

    def __init__(self, screen):
        super().__init__(screen)

        self.players = self.addPlayers()
        self.walls = self.addWalls()
        self.mPlatforms = self.addMPlatforms()
        self.switches = self.addSwitches()
        self.doors = self.addDoors()
        self.spikes = self.addSpikes()

        self.elapsed = 0
        self.origin = pg.time.get_ticks()

        image = ZONE1_RESOURCES["levels"]["solo_jail_03"][0]
        self.render = RenderComponent(self)
        self.render.add("idle", image)
        self.render.state = "idle"

        self.dialogue = Dialogue(self.screen)
        self.dialogue.add(dialogue.JAIL_SOLO_3, 10, 410, "caption")

    def __str__(self):
        return "solo_jail_scene_03"

    def handleEvent(self, event):
        [p.handleEvent(event) for p in self.players]

        if event.type == self.SCENE_EVENT:
            [d.handleEvent(event) for d in self.doors]

    def update(self):
        self.elapsed = pg.time.get_ticks() - self.origin
        self.render.update()

        [w.update() for w in self.walls]
        [s.update() for s in self.switches]
        [d.update() for d in self.doors]
        [s.update() for s in self.spikes]
        [p.update() for p in self.mPlatforms]
        [p.update() for p in self.players]

        self.dialogue.update()
        if 5000 > self.elapsed >= 0:
            self.dialogue.index = 0
        else:
            self.dialogue.index = None

    def draw(self, camera=None):
        self.screen.fill(settings.COLOURS["black_red"])
        self.render.draw(camera)

        [w.draw(camera) for w in self.walls]
        [s.draw(camera) for s in self.switches]
        [d.draw(camera) for d in self.doors]
        [s.draw(camera) for s in self.spikes]
        [p.draw(camera) for p in self.mPlatforms]
        [p.draw(camera) for p in self.players]
        self.dialogue.draw()

    def addPlayers(self):
        spawn = (315, 128)
        player = [PlayerOne(self.screen)]
        player[0].rect.center = spawn
        return player

    def addWalls(self):
        wall = ZONE1_RESOURCES["walls"]
        pillar = ZONE1_RESOURCES["pillars"]

        pillarWall = [
            pillar["steel_top"][0], pillar["steel_mid"][0],
            pillar["steel_bot"][0]
        ]
        platWall = [
            wall["plat_top"][0], wall["plat_mid"][0], wall["plat_bot"][0]
        ]
        blockWall = [
            wall["block_left"][0], wall["block_mid"][0], wall["block_right"][0]
        ]

        boundaries = \
            [
                Wall(739, 0, 5, "h", wall["boundary_top"], self.screen),
                Wall(99, 0, 5, "h", wall["boundary_top"], self.screen),
                Wall(0, 64, 7, "v", wall["boundary_left"], self.screen),
                Wall(1102, 60, 7, "v", wall["boundary_right"], self.screen),

                Wall(587, 367, 2, "v", wall["boundary_left"], self.screen),
                Wall(507, 367, 2, "v", wall["boundary_right"], self.screen),
            ]

        obstacles = \
            [
                Wall(363, 48, 6, "v", pillarWall, self.screen),
                Wall(738, 48, 6, "v", pillarWall, self.screen),

                Wall(167, 182, 2, "h", blockWall, self.screen),
                Wall(735, 182, 2, "h", blockWall, self.screen),

                Wall(543, 198, 1, "h", wall["block_small"], self.screen),
                Wall(575, 363, 1, "v", wall["corner_bot_left"], self.screen),
                Wall(507, 363, 1, "h", wall["corner_bot_right"], self.screen),

                Wall(375, 423, 1, "v", platWall, self.screen),
                Wall(703, 423, 1, "v", platWall, self.screen),
            ]

        return boundaries + obstacles

    def addMPlatforms(self):
        vImage = ZONE1_RESOURCES["platforms"]["moving_vertical"][0]
        hImage = ZONE1_RESOURCES["platforms"]["moving_horizontal"][0]

        platforms = \
            [
                MPlatform((83, 250), (240, 400), 0, 3, self.screen, vImage),
                MPlatform((1035, 250), (250, 400), 0, 3, self.screen, vImage),
                MPlatform((215, 325), (310, 325), 3, 0, self.screen, hImage),
                MPlatform((849, 372), (950, 372), 3, 0, self.screen, hImage),
                MPlatform((420, 279), (700, 685), 3, 0, self.screen, hImage),
            ]
        return platforms

    def addSwitches(self):
        switches = \
            [
                Switch(565, 146, 1, self.screen),
                Switch(565, 305, 2, self.screen),
            ]
        return switches

    def addDoors(self):
        door1 = Door(795, 74, 1, self.screen)
        door1.switchesWaiting = [1, 2]
        return [door1]

    def addSpikes(self):
        assets = ZONE1_RESOURCES["traps"]
        spikes = \
            [
                Spike(415, 190, 2, "v", assets["spike_left"][0], self.screen),
                Spike(711, 190, 2, "v", assets["spike_right"][0], self.screen),

                Spike(45, 590, 16, "h", assets["spike_up"][0], self.screen),
                Spike(765, 590, 16, "h", assets["spike_up"][0], self.screen),
            ]
        return spikes