コード例 #1
0
class GS_Game(GameState):
	def __init__(self, kernel, gsm):
		GameState.__init__(self, "Game", kernel, gsm)

		self.mLevelName = ""
		self.mLevel = None

		self.mGroundLevel = 570

		self.mHighScores = {}

		self.mScrollSpeed = 2

		self.mPaused = 0

		self.mHouse = None

		self.mCurrentLevel = 1
		self.mLevelComplete = False
		self.mSoundState = 1

		self.mMusic = self.mKernel.SoundManager().LoadSound("BGmusic_flyaway.wav")

		self.mGameOverImage, self.mGameOverRect = self.mKernel.ImageManager().LoadImage("gameover.bmp")
		self.mLevelCompleteImage, self.mLevelCompleteRect = self.mKernel.ImageManager().LoadImage("levelcomplete.bmp")
		self.mMainMenuImage, self.mMainMenuRect = self.mKernel.ImageManager().LoadImage("mainmenu_small.bmp")
		self.mNextLevelImage, self.mNextLevelRect = self.mKernel.ImageManager().LoadImage("nextlevel.bmp")
		self.mHighScoreImage, self.mHighScoreRect = self.mKernel.ImageManager().LoadImage("highscore_alert.bmp")

		self.mGameOverRect.topleft = (400 - self.mGameOverRect.width / 2, 150)
		self.mLevelCompleteRect.topleft = (400 - self.mLevelCompleteRect.width / 2, 50)
		self.mHighScoreRect.topleft = (400 - self.mHighScoreRect.width / 2, 225)
		self.mNextLevelRect.topleft = (600 - self.mMainMenuRect.width / 2, 350)
		self.mMainMenuRect.topleft = (400 - self.mMainMenuRect.width / 2, 350)

		self.mFont = pygame.font.SysFont("Helvetica", 16, True)

		self.mPreviousPop = False
		self.mPreviousDead = 0
		self.mCurrentLevel = 1

		self.mNextLevelName = ""

	def Initialize(self, levelName = ""):
		self.mHighScores = {}
		self.mScore = 0
		self.mPaused = 0

		if (levelName):
			self.LoadLevel(levelName)

			if (levelName[5].isdigit()):
				self.mCurrentLevel = int(levelName[5])
			else:
				self.mCurrentLevel = -1

		elif (self.mNextLevelName):
			self.LoadLevel(self.mNextLevelName)
		else:
			self.LoadLevel("Level1")

		self.LoadScores()

		self.mLevelComplete = False

		for entity in self.mLevel.mEntities:
			entity.mSoundState = self.mSoundState

		self.mBalloon.mSoundState = self.mSoundState
		self.mPerson.mSoundState = self.mSoundState

		self.mMusic.set_volume(.3 * self.mSoundState)
		self.mMusic.stop()
		self.mMusic.play(-1)


		fullLevelName = os.path.join("data", "levels", "Level" + str(self.mCurrentLevel + 1) + ".lvl")
		if os.path.isfile(fullLevelName):
			self.mNextLevelName = "Level" + str(self.mCurrentLevel + 1)
			self.mMainMenuRect.topleft = (200 - self.mMainMenuRect.width / 2, 350)
		else:
			self.mNextLevelName = ""
			self.mMainMenuRect.topleft = (400 - self.mMainMenuRect.width / 2, 350)

		return GameState.Initialize(self)

	def LoadLevel(self, levelName):
		self.mLevelName = levelName + ".lvl"
		self.mLevel = Level(self.mKernel, 800)

		self.mLevel.LoadLevel(self.mLevelName)
		self.mLevel.mScrollSpeed = self.mScrollSpeed

		self.mCordImage, self.mCordRect = self.mKernel.ImageManager().LoadImage("cord.bmp")
		self.mCordRect.bottomleft = (0, self.mGroundLevel)

		self.mPerson = Person(self.mKernel, self.mLevel)
		self.mPerson.SetPosition([128, self.mGroundLevel])
		self.mPerson.mScreenOffset = 128
		self.mPerson.SetGroundLevel(self.mGroundLevel)
		self.mPerson.SyncCollisionRect()

		self.mHouse = House(self.mKernel, self.mLevel)
		self.mHouse.SetPosition([ self.mLevel.mLevelLength - 512, self.mGroundLevel - 480 ])
		self.mHouse.SyncCollisionRect()

		self.SpawnBalloon()

	def SpawnBalloon(self):
		self.mBalloon = Balloon(self.mKernel, self.mLevel)
		self.mBalloon.SetPosition([ self.mLevel.mCameraX + self.mPerson.mScreenOffset + 128, self.mGroundLevel - self.mBalloon.Rect().height - 128 ])
		self.mBalloon.mGroundLevel = 500

	def Destroy(self):
		self.mMusic.stop()
		self.mNextLevelName = ""
		self.mCurrentLevel = 1
		return GameState.Destroy(self)

	def Pause(self):
		self.mMusic.stop()
		return GameState.Pause(self)

	def Unpause(self):
		self.mMusic.play(-1)
		return GameState.Unpause(self)


	def HandleEvent(self, event):
		if (event.type == QUIT):
			pygame.quit()
			sys.exit()
		elif (event.type == KEYDOWN):
			if (event.key == K_UP):
				self.mPerson.Jump()
			elif (event.key == K_DOWN):
				self.mPerson.Duck()
			elif (event.key == K_SPACE):
				self.mBalloon.mBlown = 1
			elif (event.key == K_p):
				self.mPaused = (self.mPaused + 1) % 2
			elif (event.key == K_ESCAPE):	
				self.mGameStateManager.SwitchState('MainMenu')
			elif (event.key == K_m):
				for entity in self.mLevel.mEntities:
					entity.mSoundState = (entity.mSoundState +1) % 2
				self.mBalloon.mSoundState = (self.mBalloon.mSoundState +1) % 2
				self.mPerson.mSoundState = (self.mBalloon.mSoundState + 1) % 2
				self.mSoundState = (self.mSoundState +1) % 2
				self.mMusic.set_volume(.3*self.mSoundState)


		elif(event.type == KEYUP):
			if (event.key == K_SPACE):
				self.mBalloon.mBlown = 0  
			elif (event.key == K_DOWN):
				self.mPerson.Run()

		elif (event.type == MOUSEBUTTONDOWN):
			if (self.mMainMenuRect.collidepoint(event.pos)):
				self.Destroy()
				self.mGameStateManager.SwitchState("MainMenu")
			elif (self.mNextLevelRect.collidepoint(event.pos)):
				self.mCurrentLevel += 1
				self.Initialize()

		return GameState.HandleEvent(self, event)

	def Update(self, delta):
		if (not self.mLevelComplete):
			if self.mPerson.CheckCollision(self.mHouse):
				self.mLevelComplete = True
				self.SaveScore()
				self.mPerson.Done()

		if self.mLevel.mCameraX > (self.mLevel.mLevelLength - 1500):
			self.mBalloon.mBlown = 0

		if not self.mLevelComplete and self.mPaused == 0:
			if (self.mPerson.mDead == 0 and self.mPerson.mLives > 0):
				self.mLevel.Scroll(self.mScrollSpeed)

			self.mLevel.Update(delta)

			if (self.mPerson.mLives > 0):
				self.mPerson.Update(delta)

			if (self.mPerson.mDead == 0):# and self.mPerson.mLives > 0):
				self.mBalloon.Update(delta)

			if (self.mPerson.CheckCollision(self.mBalloon) and self.mBalloon.CheckCollision(self.mPerson)):
				self.mPerson.OnCollision(self.mBalloon)
				self.mBalloon.OnCollision(self.mPerson)

			self.mLevel.CheckCollisions(self.mPerson)
			self.mLevel.CheckCollisions(self.mBalloon)
					

			if (self.mBalloon.mPopped):
				if (not self.mPreviousPop):
					self.mPerson.mLives -= 1

				if (self.mBalloon.mPosition[0] < self.mLevel.mCameraX):
					if (self.mPerson.mLives > 0):
						self.SpawnBalloon()

			if (self.mPerson.mResetting):
				self.SpawnBalloon()
				self.mPerson.mResetting = False
			
		self.mLevel.Draw()

		self.mHouse.DrawBack()

		self.mCordRect.bottomright = self.mPerson.Rect().bottomleft
		self.mLevel.DisplaySurface().blit(self.mCordImage, self.mCordRect)
		self.mPerson.Draw()
		self.mHouse.Draw()
		self.mBalloon.Draw()

		self.mLevel.Blit()

		textSurface = self.mFont.render( str(self.mLevelName)[0:-4], True, Colors.WHITE)
		self.mKernel.DisplaySurface().blit(textSurface, (30, 580, textSurface.get_rect().width, textSurface.get_rect().height))
		
		textSurface = self.mFont.render("Score: " + str(self.mPerson.mScore), True, Colors.WHITE)
		self.mKernel.DisplaySurface().blit(textSurface, (150, 580, textSurface.get_rect().width, textSurface.get_rect().height))
		
		textSurface = self.mFont.render("Lives: " + str(self.mPerson.mLives), True, Colors.WHITE)
		self.mKernel.DisplaySurface().blit(textSurface, (270, 580, textSurface.get_rect().width, textSurface.get_rect().height))

		textSurface = self.mFont.render("In Basket: " + str(self.mBalloon.mValue), True, Colors.WHITE)
		self.mKernel.DisplaySurface().blit(textSurface, (390, 580, textSurface.get_rect().width, textSurface.get_rect().height))

		textSurface = self.mFont.render("Points Possible: " + str(self.mLevel.mMaxScore), True, Colors.WHITE)
		self.mKernel.DisplaySurface().blit(textSurface, (540, 580, textSurface.get_rect().width, textSurface.get_rect().height))
		
		if (self.mPerson.mLives == 0):
			self.mKernel.DisplaySurface().blit(self.mGameOverImage, self.mGameOverRect)
			
			self.mMainMenuRect.topleft = (400 - self.mMainMenuRect.width / 2, 350)
			self.mKernel.DisplaySurface().blit(self.mMainMenuImage, self.mMainMenuRect)

		if (self.mLevelComplete):
			self.mKernel.DisplaySurface().blit(self.mLevelCompleteImage, self.mLevelCompleteRect)
			self.mKernel.DisplaySurface().blit(self.mMainMenuImage, self.mMainMenuRect)

			if (self.mHighScores[self.mLevelName]  == self.mPerson.mScore):
				self.mKernel.DisplaySurface().blit(self.mHighScoreImage, self.mHighScoreRect)

			if (self.mNextLevelName != ""):
				self.mKernel.DisplaySurface().blit(self.mNextLevelImage, self.mNextLevelRect)

		self.mPreviousDead = self.mPerson.mDead
		self.mPreviousPop = self.mBalloon.mPopped
		
		return GameState.Update(self, delta)

	def SaveScore(self):
		if self.mLevelName in self.mHighScores:
			if self.mPerson.mScore > self.mHighScores[self.mLevelName]:
				self.mHighScores[self.mLevelName] = self.mPerson.mScore
		else:
			self.mHighScores[self.mLevelName] = self.mPerson.mScore

		with open(os.path.join("data", "highscores.txt"), 'w') as file:
			for level in self.mHighScores:
				file.write(level + " " + str(self.mHighScores[level]) + "\n")

	def LoadScores(self):
		HighScoreFile = os.path.join("data", "highscores.txt")
		if (os.path.isfile(HighScoreFile)):
			with open(HighScoreFile) as highscores:
					scoreList = highscores.read().splitlines() 

					for i in range(0, len(scoreList)):
						parts = scoreList[i].split()

						self.mHighScores[parts[0]] = int(parts[1])
コード例 #2
0
class GS_Editor(GameState):
	def __init__(self, kernel, gsm, levelName):
		GameState.__init__(self, "Editor", kernel, gsm)

		self.mLevelName = levelName
		self.mLevel = Level(kernel, 650)

		self.mEntityBox = pygame.Rect(650, 0, 150, 600)

		self.mCurrentEntity = None
		self.mGhostEntity = None

		self.mSelectedEntity = None
		self.mEntitySelects = []
		self.mAvailableEntities = [
			"Bee",
			"Box",
			"RedCap",
			"BlueCap",
			"GoldCap",
			"Hive"
		]

		self.mSaveLevelImage, self.mSaveLevelRect = kernel.ImageManager().LoadImage("saveLevel.bmp", False)
		self.mSaveLevelRect.topleft = (725  - (self.mSaveLevelRect.width / 2), 570)
		
		self.mMainMenuImage, self.mMainMenuRect = kernel.ImageManager().LoadImage("mainmenu_ed.bmp", False)
		self.mMainMenuRect.topleft = (725  - (self.mSaveLevelRect.width / 2), 540)

		self.mGroundLevel = 570

		self.mScrollDirection = 0

		self.mFont = pygame.font.SysFont("Helvetica", 16, True)

	def Initialize(self):
		self.mLevel.LoadLevel(self.mLevelName)

		currentHeight = 10
		for i in range(len(self.mAvailableEntities)):
			module = __import__(self.mAvailableEntities[i])
			_EntityClass = getattr(module, self.mAvailableEntities[i])

			# Hacky passing in self.mKernel, but since it has Display surface, it works
			entity = _EntityClass(self.mKernel, self.mKernel)
			entity.SetPosition([ 725 - (entity.Rect().width / 2), currentHeight])

			currentHeight += entity.Rect().height + 10

			self.mEntitySelects.append(entity)

		return GameState.Initialize(self)

	def Destroy(self):

		return GameState.Destroy(self)

	def Pause(self):

		return GameState.Pause(self)

	def Unpause(self):

		return GameState.Unpause(self)

	def HandleEvent(self, event):
		if (event.type == QUIT):
			pygame.quit()
			sys.exit()
		elif (event.type == MOUSEBUTTONDOWN):
			if (self.mEntityBox.collidepoint(event.pos)):

				if (self.mSaveLevelRect.collidepoint(event.pos)):
					self.mLevel.SaveLevel(self.mLevelName)

				elif (self.mMainMenuRect.collidepoint(event.pos)):
					self.mGameStateManager.SwitchState("MainMenu")

				else:
					for entity in self.mEntitySelects:
						if (entity.Rect().collidepoint(event.pos)):
							self.mSelectedEntity = entity

							classname = self.mSelectedEntity.__class__.__name__
							module = __import__(classname)
							_Entity = getattr(module, classname)

							self.mGhostEntity = _Entity(self.mKernel, self.mKernel)
							self.mGhostEntity.SetPosition(list(event.pos))
							return

					self.mGhostEntity = None
					self.mSelectedEntity = None
			else:
				if (self.mSelectedEntity):
					classname = self.mSelectedEntity.__class__.__name__
					module = __import__(classname)
					_Entity = getattr(module, classname)

					newEntity = _Entity(self.mKernel, self.mLevel)
					self.mLevel.AddEntity(newEntity, self.mLevel.ScreenToLevelCoordinates(event.pos))
					self.mLevel.CalcMaxScore()

				elif (self.mCurrentEntity):
					self.mCurrentEntity.SetPosition(list(self.mLevel.ScreenToLevelCoordinates(event.pos)))
					self.mCurrentEntity = None

				else:
					self.mGhostEntity = None
					self.mCurrentEntity = self.mLevel.EntityAt(event.pos)

		elif (event.type == MOUSEMOTION):
			if (self.mCurrentEntity and event.pos[0] < 576 and event.pos[0] > 0):
				self.mCurrentEntity.SetPosition(list(self.mLevel.ScreenToLevelCoordinates(event.pos)))

			elif (self.mSelectedEntity and event.pos[0] < 576 and event.pos[0] > 0):
				if (not self.mGhostEntity):
					classname = self.mSelectedEntity.__class__.__name__
					module = __import__(classname)
					_Entity = getattr(module, classname)

					self.mGhostEntity = _Entity(self.mKernel, self.mKernel)

				self.mGhostEntity.SetPosition(list(event.pos))

		elif (event.type == KEYDOWN):
			if (event.key == K_a):
				self.mScrollDirection = -4
			elif (event.key == K_d):
				self.mScrollDirection = 4
			elif (event.key == K_BACKSPACE and self.mCurrentEntity):
				self.mLevel.RemoveEntity(self.mCurrentEntity)
				self.mCurrentEntity = None
				self.mLevel.CalcMaxScore()

		elif (event.type == KEYUP):
			if (event.key == K_a or event.key == K_d):
				self.mScrollDirection = 0

		return GameState.HandleEvent(self, event)

	def Update(self, delta):
		# Don't animate things
		#self.mLevel.Update(delta)
		self.mLevel.Scroll(self.mScrollDirection)

		self.mLevel.Draw()

		if (self.mCurrentEntity):
			pygame.draw.rect(self.mLevel.DisplaySurface(), Colors.GREEN, self.mCurrentEntity.Rect(), 2)

		self.mLevel.Blit()

		if (self.mGhostEntity):
			self.mGhostEntity.Draw()
			pygame.draw.rect(self.mKernel.DisplaySurface(), Colors.RED, self.mGhostEntity.Rect(), 2)

		pygame.draw.line(self.mKernel.DisplaySurface(), Colors.BLUE, (0, self.mGroundLevel), (800, self.mGroundLevel), 4)
		pygame.draw.line(self.mKernel.DisplaySurface(), Colors.RED, (self.mLevel.mLevelLength - 1500 - self.mLevel.mCameraX, 0), (self.mLevel.mLevelLength - 1500 - self.mLevel.mCameraX, 600), 4)

		pygame.draw.rect(self.mKernel.DisplaySurface(), Colors.LIGHT_GREY, self.mEntityBox)

		for entity in self.mEntitySelects:
			entity.Draw()

		if (self.mSelectedEntity):
			selectedRect = self.mSelectedEntity.Rect()
			pygame.draw.rect(self.mKernel.DisplaySurface(), Colors.RED, self.mSelectedEntity.Rect(), 2)

		self.mKernel.DisplaySurface().blit(self.mMainMenuImage, self.mMainMenuRect)
		self.mKernel.DisplaySurface().blit(self.mSaveLevelImage, self.mSaveLevelRect)

		textSurface = self.mFont.render("Max Score: " + str(self.mLevel.mMaxScore), True, Colors.WHITE)
		self.mKernel.DisplaySurface().blit(textSurface, (40, 580, textSurface.get_rect().width, textSurface.get_rect().height))

		return GameState.Update(self, delta)
コード例 #3
0
ファイル: GS_Editor.py プロジェクト: clytwynec/AGrayMatter
class GS_Editor(GameState):
    def __init__(self, kernel, gsm):
        GameState.__init__(self, "Editor", kernel, gsm)

        self.mLevel = None
        self.mRects = []

        self.mLastPoint = None

    def Initialize(self, levelName=""):

        return GameState.Initialize(self)

    def LoadLevel(self, levelName):
        self.mLevel = Level(self.mKernel)
        self.mLevel.Load(levelName)

        self.mRects = self.mLevel.mCollisionRects

        return

    def Destroy(self):
        return GameState.Destroy(self)

    def Pause(self):
        return GameState.Pause(self)

    def Unpause(self):
        return GameState.Unpause(self)

    def HandleEvent(self, event):

        if (event.type == MOUSEBUTTONDOWN):
            if (self.mLastPoint):
                width = event.pos[0] - self.mLastPoint[0]
                height = event.pos[1] - self.mLastPoint[1]

                self.mRects.append(
                    pygame.Rect(self.mLastPoint[0], self.mLastPoint[1], width,
                                height))

                self.mLastPoint = None
            else:
                self.mLastPoint = event.pos
        elif (event.type == KEYDOWN):
            if (event.key == K_BACKSPACE):
                self.mRects.pop()
            elif (event.key == K_RETURN):
                self.mLevel.Save(self.mRects)

        return GameState.HandleEvent(self, event)

    def Update(self, delta):
        self.mLevel.Draw()

        for rect in self.mRects:
            pygame.draw.rect(self.mLevel.DisplaySurface(), Colors.RED, rect, 2)

        self.mLevel.Blit()

        return GameState.Update(self, delta)