def init(self): scenebase.SceneBase.init(self) bg = create_entity(self.world, "IntroBG.png", pygame.Rect(640, 360, 1280, 720)) self.world.add_component(bg, components.Background()) player = get_player(self.world) saddle = create_entity(self.world, "saddle.png", pygame.Rect(300, 560, 80, 80)) self.world.add_component(saddle, components.Velocity()) self.world.add_component(saddle, components.Audio("light")) def dragon_hit(): self.world.component_for_entity(dragon, components.Animation).frame = 1 damage = notify(self.world, self.font, "Dragon Tamed", self, text.TextScene("Sadly, the dragon refused to be tamed. Instead, though, it granted NaN the power of fireballs! Let's see how this turns out...",SceneEight())) image = self.font.render("Dragon Tamed", False, (255, 128, 0)) self.world.component_for_entity(damage, components.Image).image = image self.world.component_for_entity(damage, components.Position).x = 960 self.world.component_for_entity(damage, components.Position).y = 320 self.world.component_for_entity(damage, components.Size).width = image.get_width() self.world.component_for_entity(damage, components.Size).height = image.get_height() pygame.mixer.Sound(os.path.join(components.get_base_path(), 'audio', 'dragon.ogg')).play() dragon = self.world.create_entity() self.world.add_component(dragon, components.Position(1000, 500)) self.world.add_component(dragon, components.Velocity(0, 0)) self.world.add_component(dragon, components.Animation("dragon.png", splitx=640, frame=0)) self.world.add_component(dragon, components.Size(640, 640)) self.world.add_component(dragon, components.Touch(saddle, rect=pygame.Rect(0, -400, -320, 0), touch=dragon_hit)) def move_up(entity): self.world.add_component(entity, components.ChangePosition((0, -40), 1, interpolation.Smooth(), True, move_down, entity)) def move_down(entity): self.world.add_component(entity, components.ChangePosition((0, 40), 1, interpolation.Smooth(), True, move_up, entity)) tutorial = self.world.create_entity() image = self.font.render("'put' the saddle on the dragon", False, (32, 255, 128)) self.world.add_component(tutorial, components.Position(640, 680)) self.world.add_component(tutorial, components.Image(image=image)) self.world.add_component(tutorial, components.Size(image.get_width(), image.get_height())) move_up(tutorial) clouds = [] for i in [1,2,3,4,5,6]: cloud = create_entity(self.world, "cloud.png", pygame.Rect(random.randrange(100, 1180), random.randrange(75, 200), 160, 80)) self.world.add_component(cloud, components.Background()) self.world.add_component(cloud, components.Hang()) clouds.append(cloud) self.world.add_processor(processors.RenderProcessor()) self.world.add_processor(processors.InputProcessor(), priority=10) self.world.add_processor(processors.PhysicsProcessor(600), priority=5) self.world.add_processor(processors.AnimationProcessor(), priority=5) self.world.add_processor(processors.PlayerProcessor(player, 100), priority=25) self.world.add_processor(processors.DragonSceneProcessor(player, tutorial, self.font), priority=20)
def notify(world, font, message, from_scene, to_scene): entity = world.create_entity() world.add_component(entity, components.Position(640, 500)) world.add_component(entity, components.Image("speech.png")) util.drawText(world.component_for_entity(entity, components.Image).image, message, (255, 255, 255), pygame.Rect(30, 20, 246, 134), font) world.add_component(entity, components.Size(307, 173)) world.add_component(entity, components.Delay(2, fade_up, world, entity, from_scene, to_scene)) return entity
def init(self): scenebase.SceneBase.init(self) bg = create_entity(self.world, "HouseScene3BG.png", pygame.Rect(640, 360, 1280, 720)) self.world.add_component(bg, components.Background()) player = get_player(self.world) floor = self.world.create_entity() self.world.add_component(floor, components.Position(640, 560)) self.world.add_component(floor, components.Size(1280, 100)) #self.world.add_component(floor, components.Image("box1.png")) def spider_tally(): self.count += 1 if self.count == 3: puzzle_complete() for i in [(200, 320), (280, 240), (420, 230), (440, 400), (590, 300), (680, 170), (760, 390), (830, 230)]: spider = create_entity(self.world, "Cobweb.png", pygame.Rect(i[0], i[1], 80, 80)) self.world.add_component(spider, components.Hang()) self.world.add_component(spider, components.Flammable()) self.world.add_component(spider, components.Audio("light")) self.world.add_component(spider, components.Touch(floor, touch=spider_tally)) box = create_entity(self.world, "box1.png", pygame.Rect(520, 560, 80, 80)) self.world.add_component(box, components.Velocity()) self.world.add_component(box, components.Flammable(True)) self.world.add_component(box, components.Audio("light")) guy = create_entity(self.world, "NPC3.png", pygame.Rect(210, 560, 80, 80)) self.world.add_component(guy, components.Velocity()) self.world.add_component(guy, components.Flammable()) self.world.add_component(guy, components.Audio("grunt")) def puzzle_complete(): notify(self.world, self.small_font, "Now get out of my barn!", self, text.TextScene("Lack of real adventuring work not only wore on NaN, but it dulled him. His body atrophied as his mind numbed, and he realized he could no longer perform the same feats he'd grown accustomed to.", SceneFive())) cat = create_entity(self.world, "Cat.png", pygame.Rect(1190, 560, 80, 80)) self.world.add_component(cat, components.Velocity(0,0)) self.world.add_component(cat, components.Flammable()) self.world.add_component(cat, components.Audio("light")) bubble = create_entity(self.world, "speech.png", pygame.Rect(1000, 100, 307, 173)) self.world.add_component(bubble, components.Hang()) image = self.world.component_for_entity(bubble, components.Image).image util.drawText(image, "My barn is dusty and full of cobwebs. NaN! Come here and do this for me.", (255, 255, 255), pygame.Rect(30, 20, 246, 134), self.small_font) self.world.add_processor(processors.RenderProcessor()) self.world.add_processor(processors.InputProcessor(), priority=10) self.world.add_processor(processors.PhysicsProcessor(600), priority=5) self.world.add_processor(processors.AnimationProcessor(), priority=5) self.world.add_processor(processors.PlayerProcessor(player, 75), priority=25)
def get_player(world): player = world.create_entity() image = components.Image("playerIdle.png") animation = components.Animation("playerSimple.png", splitx=80, framelength=.1) carry_image = components.Image("playerCarryIdle.png") carry_animation = components.Animation("playerCarrySimple.png", splitx=80, framelength=.1) jump = components.Audio("jump.ogg") throw = components.Audio("throw") world.add_component(player, components.Position(100, 560)) world.add_component(player, components.Velocity()) world.add_component(player, image) world.add_component(player, components.Size(80, 80)) world.add_component(player, components.Player(image, animation, carry_image, carry_animation, jump, throw)) return player
def init(self): scenebase.SceneBase.init(self) bg = create_entity(self.world, "IntroBG.png", pygame.Rect(640, 360, 1280, 720)) self.world.add_component(bg, components.Background()) player = get_player(self.world) sword = create_entity(self.world, "sword.png", pygame.Rect(300, 560, 80, 80)) self.world.add_component(sword, components.Velocity()) self.world.add_component(sword, components.Audio("light")) def dragon_hit(): self.world.component_for_entity(dragon, components.Animation).frame = 1 damage = notify( self.world, self.font, "999,999,999,999,999,999", self, text.TextScene( "And thusly the skilled adventurer NaN took out yet another dragon. Dragon killing was no longer a dangerous quest but rather routine cleaning. With the dragon population dwindling NaN had time to help more people with their non life threatening problems.", SceneTwo())) image = self.font.render("999,999,999,999,999,999", False, (255, 128, 0)) self.world.component_for_entity(damage, components.Image).image = image self.world.component_for_entity(damage, components.Position).x = 960 self.world.component_for_entity(damage, components.Position).y = 320 self.world.component_for_entity( damage, components.Size).width = image.get_width() self.world.component_for_entity( damage, components.Size).height = image.get_height() pygame.mixer.Sound( os.path.join(components.get_base_path(), 'audio', 'dragon.ogg')).play() dragon = self.world.create_entity() self.world.add_component(dragon, components.Position(1000, 500)) self.world.add_component(dragon, components.Velocity(0, 0)) self.world.add_component( dragon, components.Animation("dragon.png", splitx=640, frame=0)) self.world.add_component(dragon, components.Size(640, 640)) self.world.add_component( dragon, components.Touch(sword, rect=pygame.Rect(0, -400, -320, 0), touch=dragon_hit)) def move_up(entity): self.world.add_component( entity, components.ChangePosition((0, -40), 1, interpolation.Smooth(), True, move_down, entity)) def move_down(entity): self.world.add_component( entity, components.ChangePosition((0, 40), 1, interpolation.Smooth(), True, move_up, entity)) tutorial = self.world.create_entity() image = self.font.render("use arrow keys or WASD to move", False, (32, 255, 128)) self.world.add_component(tutorial, components.Position(640, 680)) self.world.add_component(tutorial, components.Image(image=image)) self.world.add_component( tutorial, components.Size(image.get_width(), image.get_height())) move_up(tutorial) clouds = [] for i in [1, 2, 3, 4, 5, 6]: cloud = create_entity( self.world, "cloud.png", pygame.Rect(random.randrange(100, 1180), random.randrange(75, 200), 160, 80)) self.world.add_component(cloud, components.Background()) self.world.add_component(cloud, components.Hang()) clouds.append(cloud) self.world.add_processor(processors.RenderProcessor()) self.world.add_processor(processors.InputProcessor(), priority=10) self.world.add_processor(processors.PhysicsProcessor(600), priority=5) self.world.add_processor(processors.AnimationProcessor(), priority=5) self.world.add_processor(processors.PlayerProcessor(player, 100), priority=25) self.world.add_processor(processors.Scene1Processor( player, tutorial, self.font), priority=20)
def create_entity(world, image, rect): entity = world.create_entity() world.add_component(entity, components.Image(image)) world.add_component(entity, components.Position(rect.x, rect.y)) world.add_component(entity, components.Size(rect.width, rect.height)) return entity
def process(self, filtered_events, pressed_keys, dt, screen): for ent, (p, s, v) in self.world.get_components(components.Position, components.Size, components.Velocity): if v.y == 0 and self.world.has_component( ent, components.RotationalVelocity): r = self.world.component_for_entity( ent, components.RotationalVelocity) i = self.world.component_for_entity(ent, components.Image) i.image = r.image s.width = r.width s.height = r.height self.world.remove_component(ent, components.RotationalVelocity) v.y = min(v.y + 9.81 * 100 * dt, 53 * 100) # terminal velocity if not self.world.has_component(ent, components.Player): v.x *= .98 p.x = max(min(p.x + v.x * dt, 1280), 0) if self.ground != -1: p.y = min(p.y + v.y * dt, self.ground - s.height * s.scale / 2) if p.y >= self.ground - s.height * s.scale / 2 and v.y > 0: v.y = 0 else: p.y -= v.y * dt #Touch Physics for ent, (t, p, s) in self.world.get_components(components.Touch, components.Position, components.Size): rect = pygame.Rect(p.x + t.rect.x, p.y + s.height / 2 + t.rect.y, s.width + t.rect.width, s.height + t.rect.height) tp = self.world.component_for_entity(t.target, components.Position) ts = self.world.component_for_entity(t.target, components.Size) if rect.colliderect(pygame.Rect(tp.x, tp.y, ts.width, ts.height)): if not t.active: t.touch(*t.args) if t.multi: t.active = True else: self.world.remove_component(ent, components.Touch) else: t.active = False #Hanging Object Physics for hangEnt, (h, p, s) in self.world.get_components(components.Hang, components.Position, components.Size): rect = pygame.Rect(p.x, p.y, s.width, s.height) for ent, (v, tp, ts) in self.world.get_components(components.Velocity, components.Position, components.Size): if not self.world.has_component(ent, components.Player): if rect.colliderect( pygame.Rect(tp.x, tp.y, ts.width, ts.height)): if self.world.has_component(hangEnt, components.Hang): self.world.remove_component( hangEnt, components.Hang) self.world.add_component(hangEnt, components.Velocity(0, 0)) break #Platform physics for platEnt, (tl, box, pf) in self.world.get_components(components.Position, components.Size, components.Platform): for ent, (p, s, v) in self.world.get_components(components.Position, components.Size, components.Velocity): if (tl.x - box.width / 2) < p.x < (tl.x + box.width / 2) and ( tl.y - box.height) < (p.y + s.height / 2) - 20 < tl.y: if v.y > 0: p.y = min(((tl.y - box.height) - s.height / 2) + 20, p.y) v.y = min(0, v.y) #Flamable stuff for flamEnt, (f, p, s) in self.world.get_components(components.Flammable, components.Position, components.Size): if f.lit: if not self.world.has_component(flamEnt, components.Delay): flame = self.world.create_entity() self.world.add_component( flame, components.Position( p.x - s.width / 2 + random.random() * s.width, p.y - s.height / 2 + random.random() * s.height)) self.world.add_component(flame, components.Size(60, 60)) size = int(random.random() * 20) self.world.add_component( flame, components.Rect((255, random.random() * 255, 0), pygame.Rect(0, 0, size, size))) self.world.add_component( flame, components.ChangePosition( (-25 + random.random() * 50, -50 - random.random() * 100), 1, interpolation.PowIn(2), True, self.remove_entity, flame)) self.world.add_component(flamEnt, components.Delay(.03)) for ent, (f2, tp, ts) in self.world.get_components( components.Flammable, components.Position, components.Size): if not f2.lit: rect = pygame.Rect(p.x, p.y, s.width, s.height) if rect.colliderect( pygame.Rect(tp.x, tp.y, ts.width, ts.height)): f2.lit = True
def init(self): scenebase.SceneBase.init(self) bg = create_entity(self.world, "HouseScene2BG.png", pygame.Rect(640, 360, 1280, 720)) self.world.add_component(bg, components.Background()) player = get_player(self.world) floor2 = create_entity(self.world, "WoodPlatform2.png", pygame.Rect(400, 390, 480, 40)) self.world.add_component(floor2, components.Platform()) self.world.add_component(floor2, components.Background()) stair = create_entity(self.world, "WoodPlatform1.png", pygame.Rect(760, 500, 240, 40)) self.world.add_component(stair, components.Platform()) self.world.add_component(stair, components.Background()) bed = create_entity(self.world, "Bed.png", pygame.Rect(260, 330, 160, 80)) self.world.add_component(bed, components.Velocity()) self.world.add_component(bed, components.Flammable()) self.world.add_component(bed, components.Audio("heavy")) bookshelf = create_entity(self.world, "Bookshelf.png", pygame.Rect(420, 290, 80, 160)) self.world.add_component(bookshelf, components.Velocity()) self.world.add_component(bookshelf, components.Flammable()) self.world.add_component(bookshelf, components.Audio("heavy")) chest = create_entity(self.world, "chest.png", pygame.Rect(540, 330, 80, 80)) self.world.add_component(chest, components.Velocity()) self.world.add_component(chest, components.Flammable()) self.world.add_component(chest, components.Audio("chest")) guy = create_entity(self.world, "NPC1.png", pygame.Rect(280, 560, 80, 80)) self.world.add_component(guy, components.Velocity()) self.world.add_component(guy, components.Flammable()) self.world.add_component(guy, components.Audio("grunt")) left_chair = create_entity(self.world, "Chair.png", pygame.Rect(430, 560, 80, 80)) self.world.add_component(left_chair, components.Velocity()) self.world.add_component(left_chair, components.Flammable()) self.world.add_component(left_chair, components.Audio("light")) right_chair = create_entity(self.world, "Chair.png", pygame.Rect(610, 560, 80, 80)) self.world.add_component(right_chair, components.Velocity()) self.world.add_component(right_chair, components.Flammable()) self.world.add_component(right_chair, components.Audio("light")) self.world.component_for_entity(right_chair, components.Image).image = pygame.transform.flip(self.world.component_for_entity(right_chair, components.Image).image, False, False) table = create_entity(self.world, "Table.png", pygame.Rect(520, 560, 80, 80)) self.world.add_component(table, components.Velocity()) self.world.add_component(table, components.Flammable()) self.world.add_component(table, components.Audio("heavy")) puzzledone = False def puzzle_complete(): puzzledone = True p = self.world.component_for_entity(player, components.Player) if p.holding is bed: p.holding = None self.world.delete_entity(books) notify(self.world, self.small_font, "OH MY GOD. MY HOUSE. GET THE HECK OUT OF HERE.", self, text.TextScene("These thankless jobs took their toll on NaN. He put on a friendly face, but inside he was growing weary...", SceneFour())) books = create_entity(self.world, "PileOfBooks.png", pygame.Rect(1000, 560, 80, 80)) self.world.add_component(books, components.Velocity()) self.world.add_component(books, components.Flammable()) self.world.add_component(books, components.Touch(bookshelf, rect=pygame.Rect(5, 0, -10, 0))) self.world.add_component(books, components.Audio("light")) lamp = create_entity(self.world, "Chandelier.png", pygame.Rect(760, 170, 80, 80)) self.world.add_component(lamp, components.Flammable(True)) self.world.add_component(lamp, components.Hang()) self.world.add_component(lamp, components.Audio("glass.ogg")) bubble = create_entity(self.world, "speech.png", pygame.Rect(1000, 100, 307, 173)) self.world.add_component(bubble, components.Hang()) image = self.world.component_for_entity(bubble, components.Image).image util.drawText(image, "Where the heck is NaN? My other books fell off! Note: you must scene select next scene", (255, 255, 255), pygame.Rect(30, 20, 246, 134), self.small_font) def move_up(entity): self.world.add_component(entity, components.ChangePosition((0, -40), 1, interpolation.Smooth(), True, move_down, entity)) def move_down(entity): self.world.add_component(entity, components.ChangePosition((0, 40), 1, interpolation.Smooth(), True, move_up, entity)) tutorial = self.world.create_entity() image = self.font.render("press f to launch a fireball", False, (32, 255, 128)) self.world.add_component(tutorial, components.Position(640, 680)) self.world.add_component(tutorial, components.Image(image=image)) self.world.add_component(tutorial, components.Size(image.get_width(), image.get_height())) move_up(tutorial) self.world.add_processor(processors.RenderProcessor()) self.world.add_processor(processors.InputProcessor(), priority=10) self.world.add_processor(processors.PhysicsProcessor(600), priority=5) self.world.add_processor(processors.AnimationProcessor(), priority=5) self.world.add_processor(processors.FireballPlayerProcessor(player, 85), priority=25)
def init(self): self.font = pygame.font.Font("RobotoMono-Regular.ttf", 42) self.titlefont = pygame.font.Font("RobotoMono-Regular.ttf", 72) def start_game(): for ent, c in self.world.get_component(components.CircleAnimation): c.loop = False c.chain = move_to_bottom for ent in [start, quitbutton, title]: pos = self.world.component_for_entity(ent, components.Position) self.world.add_component( ent, components.ChangePosition((pos.x, pos.y + 100), 1)) self.world.add_component(ent, components.ChangeAlpha(1, 0, 1)) def change_scene(): print("TODO: game screen") next_scene = self.world.create_entity() self.world.add_component(next_scene, components.Delay(2, change_scene)) def quit_game(): self.Terminate() def highlight(entity): t = self.world.component_for_entity(entity, components.Text) image = t.font.render("> " + t.text + " <", False, (128, 0, 128)) self.world.component_for_entity(entity, components.Image).image = image size = self.world.component_for_entity(entity, components.Size) size.width = image.get_width() size.height = image.get_height() self.world.add_component( entity, components.ChangeSize(1, .25, interpolation.Smooth())) def lowlight(entity): t = self.world.component_for_entity(entity, components.Text) image = t.font.render(t.text, False, t.color) self.world.component_for_entity(entity, components.Image).image = image size = self.world.component_for_entity(entity, components.Size) size.width = image.get_width() size.height = image.get_height() self.world.add_component( entity, components.ChangeSize(.5, .25, interpolation.Smooth())) def start_circle(circle, idx): self.world.add_component( circle, components.CircleAnimation(400, 1, math.pi * (1.25 + .15 * idx), True, None, circle, idx)) def move_to_bottom(circle, idx): self.world.add_component( circle, components.ChangePosition((16 + 250 * idx, 16), .5)) start = self.world.create_entity() image = self.font.render("start", False, (0, 128, 0)) self.world.add_component(start, components.Position(640, 480)) self.world.add_component(start, components.Text("start", self.font)) self.world.add_component(start, components.Image(image=image)) self.world.add_component( start, components.Size(image.get_width(), image.get_height(), .5)) self.world.add_component(start, components.Click(start_game)) self.world.add_component(start, components.Over(highlight, lowlight)) quitbutton = self.world.create_entity() image = self.font.render("quit", False, (0, 128, 0)) self.world.add_component(quitbutton, components.Position(640, 540)) self.world.add_component(quitbutton, components.Text("quit", self.font)) self.world.add_component(quitbutton, components.Image(image=image)) self.world.add_component( quitbutton, components.Size(image.get_width(), image.get_height(), .5)) self.world.add_component(quitbutton, components.Click(quit_game)) self.world.add_component(quitbutton, components.Over(highlight, lowlight)) title = self.world.create_entity() image = self.titlefont.render("Puzzle Painter", False, (0, 128, 0)) self.world.add_component(title, components.Position(640, 240)) self.world.add_component( title, components.Text("Puzzle Painter", self.titlefont)) self.world.add_component(title, components.Image(image=image)) self.world.add_component( title, components.Size(image.get_width(), image.get_height())) for idx, val in enumerate(["blue", "green", "orange", "purple", "red"]): circle = self.world.create_entity() self.world.add_component(circle, components.Position(640, 300)) self.world.add_component(circle, components.Image("pastel" + val + ".png")) self.world.add_component(circle, components.Size(16, 16)) self.world.add_component(circle, components.Velocity()) self.world.add_component( circle, components.Delay(idx / 5, start_circle, circle, idx)) self.world.add_processor(processors.ClickProcessor(), priority=10) self.world.add_processor(processors.RenderProcessor()) self.world.add_processor(processors.OverProcessor(), priority=10) self.world.add_processor(processors.VelocityProcessor(), priority=5) self.world.add_processor(processors.AnimationProcessor(), priority=5)
def init(self): scenebase.SceneBase.init(self) text = self.world.create_entity() image = pygame.Surface([1280, 720], pygame.SRCALPHA, 32).convert_alpha() util.drawText(image, self.text, (255, 255, 255), pygame.Rect(100, 100, 1080, 520), self.font) self.world.add_component(text, components.Position(640, 240)) self.world.add_component(text, components.Image(image=image, alpha=0)) self.world.add_component( text, components.Size(image.get_width(), image.get_height())) self.world.add_component(text, components.ChangePosition((640, 340), .5)) self.world.add_component(text, components.ChangeAlpha(1, 1)) #self.world.add_component(text, components.Reactive()) def fade_out(entity): self.world.add_component( entity, components.ChangeAlpha(.5, 1, interpolation.Circle(), fade_in, entity)) def fade_in(entity): self.world.add_component( entity, components.ChangeAlpha(1, 1, interpolation.Circle(), fade_out, entity)) continue_text = self.world.create_entity() image = self.font.render("press any button to continue", False, (32, 128, 255)) self.world.add_component(continue_text, components.Position(640, 640)) self.world.add_component(continue_text, components.Image(image=image)) self.world.add_component( continue_text, components.Size(image.get_width(), image.get_height())) #self.world.add_component(continue_text, components.Reactive()) fade_in(continue_text) def fade_scene(): for ent in [text, continue_text]: if self.world.has_component(ent, components.ChangeAlpha): self.world.remove_component(ent, components.ChangeAlpha) self.world.add_component(ent, components.ChangeAlpha(0, .5)) self.world.add_component( ent, components.ChangePosition( (640, self.world.component_for_entity( ent, components.Position).y + 50), .5)) self.world.add_component(text, components.Delay(1, next_scene)) pygame.mixer.Sound( os.path.join(components.get_base_path(), 'audio', 'click')).play() def next_scene(): self.switch_to_scene(self.scene) self.world.add_processor(processors.RenderProcessor()) self.world.add_processor(processors.AnimationProcessor(), priority=5) self.world.add_processor(processors.TextProcessor(fade_scene), priority=10) self.world.add_processor(processors.InputProcessor())
def init(self): scenebase.SceneBase.init(self) def start_game(): for ent, (p, i) in self.world.get_components(components.Position, components.Image): self.world.add_component( ent, components.ChangePosition((p.x, p.y + 100), .25)) self.world.add_component(ent, components.ChangeAlpha(0, .25)) def change_scene(): self.switch_to_scene( text.TextScene( "This is the story of an adventurer named NaN, known across the land for his unwavering enthusiasm for helping anyone with anything. His abilities were known far and wide, and indeed our story even begins with him defeating a dragon with ease...", game.SceneOne())) next_scene = self.world.create_entity() self.world.add_component(next_scene, components.Delay(.5, change_scene)) def scene_select(): self.switch_to_scene(SceneSelect()) def quit_game(): self.terminate() def highlight(entity): t = self.world.component_for_entity(entity, components.Text) image = t.font.render("> " + t.text + " <", False, (0, 128, 128)) self.world.component_for_entity(entity, components.Image).image = image size = self.world.component_for_entity(entity, components.Size) size.width = image.get_width() size.height = image.get_height() def lowlight(entity): t = self.world.component_for_entity(entity, components.Text) image = t.font.render(t.text, False, t.color) self.world.component_for_entity(entity, components.Image).image = image size = self.world.component_for_entity(entity, components.Size) size.width = image.get_width() size.height = image.get_height() start = self.world.create_entity() image = self.large_font.render("start", False, (0, 128, 0)) self.world.add_component(start, components.Position(640, 440)) self.world.add_component(start, components.Text("start", self.large_font)) self.world.add_component(start, components.Image(image=image)) self.world.add_component( start, components.Size(image.get_width(), image.get_height(), .75)) self.world.add_component(start, components.Click(start_game)) self.world.add_component(start, components.Over(highlight, lowlight)) self.world.add_component(start, components.Audio("click")) scene = self.world.create_entity() image = self.large_font.render("scene select", False, (0, 128, 0)) self.world.add_component(scene, components.Position(640, 540)) self.world.add_component( scene, components.Text("scene select", self.large_font)) self.world.add_component(scene, components.Image(image=image)) self.world.add_component( scene, components.Size(image.get_width(), image.get_height(), .75)) self.world.add_component(scene, components.Click(scene_select)) self.world.add_component(scene, components.Over(highlight, lowlight)) self.world.add_component(scene, components.Audio("click")) quitbutton = self.world.create_entity() image = self.large_font.render("quit", False, (0, 128, 0)) self.world.add_component(quitbutton, components.Position(640, 640)) self.world.add_component(quitbutton, components.Text("quit", self.large_font)) self.world.add_component(quitbutton, components.Image(image=image)) self.world.add_component( quitbutton, components.Size(image.get_width(), image.get_height(), .75)) self.world.add_component(quitbutton, components.Click(quit_game)) self.world.add_component(quitbutton, components.Over(highlight, lowlight)) self.world.add_component(quitbutton, components.Audio("click")) title = self.world.create_entity() image = self.titlefont.render("NaN", False, (0, 128, 0)) self.world.add_component(title, components.Position(640, 240)) self.world.add_component(title, components.Image(image=image)) self.world.add_component( title, components.Size(image.get_width(), image.get_height())) self.world.add_processor(processors.RenderProcessor()) self.world.add_processor(processors.InputProcessor(), priority=10) self.world.add_processor(processors.PhysicsProcessor(), priority=5) self.world.add_processor(processors.AnimationProcessor(), priority=5)
def init(self): scenebase.SceneBase.init(self) def go_back(): self.switch_to_scene(TitleScene()) def open_scene(scene): self.switch_to_scene(scene) def highlight(entity): t = self.world.component_for_entity(entity, components.Text) image = t.font.render("> " + t.text + " <", False, (0, 128, 128)) self.world.component_for_entity(entity, components.Image).image = image size = self.world.component_for_entity(entity, components.Size) size.width = image.get_width() size.height = image.get_height() def lowlight(entity): t = self.world.component_for_entity(entity, components.Text) image = t.font.render(t.text, False, t.color) self.world.component_for_entity(entity, components.Image).image = image size = self.world.component_for_entity(entity, components.Size) size.width = image.get_width() back = self.world.create_entity() image = self.large_font.render("back", False, (0, 128, 0)) self.world.add_component(back, components.Position(640, 360)) self.world.add_component(back, components.Text("back", self.large_font)) self.world.add_component(back, components.Image(image=image)) self.world.add_component( back, components.Size(image.get_width(), image.get_height(), .75)) self.world.add_component(back, components.Reactive()) self.world.add_component(back, components.Click(go_back)) self.world.add_component(back, components.Over(highlight, lowlight)) self.world.add_component(back, components.Audio("click")) scene1 = self.world.create_entity() label1 = self.world.create_entity() image = self.large_font.render("1", False, (0, 128, 0)) self.world.add_component(label1, components.Position(300, 170)) self.world.add_component(label1, components.Text("1", self.large_font)) self.world.add_component(label1, components.Image(image=image)) self.world.add_component( label1, components.Size(image.get_width(), image.get_height())) self.world.add_component(label1, components.Reactive()) self.world.add_component(scene1, components.Position(300, 100)) self.world.add_component(scene1, components.Platform()) self.world.add_component(scene1, components.Image("IntroBG.png")) self.world.add_component(scene1, components.Size(320, 180)) self.world.add_component(scene1, components.Reactive()) self.world.add_component(scene1, components.Click(open_scene, game.SceneOne())) self.world.add_component(scene1, components.Over(highlight, lowlight, label1)) scene2 = self.world.create_entity() label2 = self.world.create_entity() image = self.large_font.render("2", False, (0, 128, 0)) self.world.add_component(label2, components.Position(980, 170)) self.world.add_component(label2, components.Text("2", self.large_font)) self.world.add_component(label2, components.Image(image=image)) self.world.add_component( label2, components.Size(image.get_width(), image.get_height())) self.world.add_component(label2, components.Reactive()) self.world.add_component(scene2, components.Position(980, 100)) self.world.add_component(scene2, components.Platform()) self.world.add_component(scene2, components.Image("OutsideSceneBG.png")) self.world.add_component(scene2, components.Size(320, 180)) self.world.add_component(scene2, components.Reactive()) self.world.add_component(scene2, components.Click(open_scene, game.SceneTwo())) self.world.add_component(scene2, components.Over(highlight, lowlight, label2)) scene3 = self.world.create_entity() label3 = self.world.create_entity() image = self.large_font.render("3", False, (0, 128, 0)) self.world.add_component(label3, components.Position(300, 420)) self.world.add_component(label3, components.Text("3", self.large_font)) self.world.add_component(label3, components.Image(image=image)) self.world.add_component( label3, components.Size(image.get_width(), image.get_height())) self.world.add_component(label3, components.Reactive()) self.world.add_component(scene3, components.Position(300, 350)) self.world.add_component(scene3, components.Platform()) self.world.add_component(scene3, components.Image("HouseScene2BG.png")) self.world.add_component(scene3, components.Size(320, 180)) self.world.add_component(scene3, components.Reactive()) self.world.add_component( scene3, components.Click(open_scene, game.SceneThree())) self.world.add_component(scene3, components.Over(highlight, lowlight, label3)) scene4 = self.world.create_entity() label4 = self.world.create_entity() image = self.large_font.render("4", False, (0, 128, 0)) self.world.add_component(label4, components.Position(980, 420)) self.world.add_component(label4, components.Text("4", self.large_font)) self.world.add_component(label4, components.Image(image=image)) self.world.add_component( label4, components.Size(image.get_width(), image.get_height())) self.world.add_component(label4, components.Reactive()) self.world.add_component(scene4, components.Position(980, 350)) self.world.add_component(scene4, components.Platform()) self.world.add_component(scene4, components.Image("HouseScene3BG.png")) self.world.add_component(scene4, components.Size(320, 180)) self.world.add_component(scene4, components.Reactive()) self.world.add_component( scene4, components.Click(open_scene, game.SceneFour())) self.world.add_component(scene4, components.Over(highlight, lowlight, label4)) scene5 = self.world.create_entity() label5 = self.world.create_entity() image = self.large_font.render("5", False, (0, 128, 0)) self.world.add_component(label5, components.Position(300, 670)) self.world.add_component(label5, components.Text("5", self.large_font)) self.world.add_component(label5, components.Image(image=image)) self.world.add_component( label5, components.Size(image.get_width(), image.get_height())) self.world.add_component(label5, components.Reactive()) self.world.add_component(scene5, components.Position(300, 600)) self.world.add_component(scene5, components.Platform()) self.world.add_component( scene5, components.Image("HouseSceneBlacksmithBG.png")) self.world.add_component(scene5, components.Size(320, 180)) self.world.add_component(scene5, components.Reactive()) self.world.add_component( scene5, components.Click(open_scene, game.SceneFive())) self.world.add_component(scene5, components.Over(highlight, lowlight, label5)) scene6 = self.world.create_entity() label6 = self.world.create_entity() image = self.large_font.render("6", False, (0, 128, 0)) self.world.add_component(label6, components.Position(980, 670)) self.world.add_component(label6, components.Text("6", self.large_font)) self.world.add_component(label6, components.Image(image=image)) self.world.add_component( label6, components.Size(image.get_width(), image.get_height())) self.world.add_component(label6, components.Reactive()) self.world.add_component(scene6, components.Position(980, 600)) self.world.add_component(scene6, components.Platform()) self.world.add_component(scene6, components.Image("HouseScene1BG.png")) self.world.add_component(scene6, components.Size(320, 180)) self.world.add_component(scene6, components.Reactive()) self.world.add_component(scene6, components.Click(open_scene, game.SceneSix())) self.world.add_component(scene6, components.Over(highlight, lowlight, label6)) for ent, (i, p, s, r) in self.world.get_components( components.Image, components.Position, components.Size, components.Reactive): if r.x == 0: r.x = p.x r.y = p.y mousex, mousey = pygame.mouse.get_pos() mousex *= 1280 / pygame.display.get_surface().get_width() mousey *= 720 / pygame.display.get_surface().get_height() p.x = r.x + (r.x - mousex) / 10 p.y = r.y + (r.y - mousey) / 10 s.scale = 100 / min( 400, max(100, math.sqrt((r.x - mousex)**2 + (r.y - mousey)**2))) self.world.add_processor(processors.RenderProcessor()) self.world.add_processor(processors.InputProcessor(), priority=10) self.world.add_processor(processors.PhysicsProcessor(), priority=5) self.world.add_processor(processors.AnimationProcessor(), priority=5)