def attack(self, char): if self.freeze > 0 or self.feathers == 0: return core.play_sound("feather_throw") self.used += 1 if char.direction in "NS": d1 = "E" d2 = "W" else: d1 = "N" d2 = "S" f1 = self.create_feather(char) f2 = self.create_feather(char, d1) f3 = self.create_feather(char, d2) f1.life = 1000 f2.life = 1000 f3.life = 1000 self.freeze = 500 if self.feathers != -1: self.feathers -= 1 if self.feathers < 0: self.feathers = 0
def attack(self, char): if self.freeze > 0 or self.feathers == 0: return core.play_sound("feather_throw") self.used += 1 f1 = self.create_feather(char) f2 = self.create_feather(char) f1.xspeed = 1 f2.xspeed = -1 f1.life = 1000 f2.life = 1000 if char.direction in "NS": f1.x -= 5 f2.x += 5 else: f1.y -= 5 f2.y += 5 self.freeze = 500 if self.feathers != -1: self.feathers -= 1 if self.feathers < 0: self.feathers = 0
def attack(self, char): if self.freeze > 0 or self.feathers == 0: return core.play_sound("feather_throw") self.used += 1 self.create_feather(char) self.freeze = 250 if self.feathers != -1: self.feathers -= 1 if self.feathers < 0: self.feathers = 0
def credits_screen(): goscreen = core.load_image("credits.png", directory="gfx", auto_alpha=False) core.dissolve_transition( core.screen.copy().convert(), goscreen.copy().convert(), 1000 ) while True: core.clock.tick(core.MAX_FPS) events = pygame.event.get() if core.handleEvents(events) == "quit": exit() for event in events: if event.type == KEYUP: core.play_sound("button_click") Input.update() core.next_screen = main_menu return core.screen.blit(goscreen, (0,0)) core.updateScreen()
def attack(self, char): if self.freeze > 0 or self.feathers == 0: return core.play_sound("feather_throw") self.used += 1 f1 = self.create_feather(char, "N") f2 = self.create_feather(char, "S") f3 = self.create_feather(char, "W") f4 = self.create_feather(char, "E") f1.life = 1000 f2.life = 1000 f3.life = 1000 f4.life = 1000 self.freeze = 500 if self.feathers != -1: self.feathers -= 1 if self.feathers < 0: self.feathers = 0
def main_game(): global mc, tutorial, hints, killed_bugs # if yesno_prompt("Play tutorial level?"): # tutorial = True # hints = 0 core.baddys_group.clear() core.render_group.clear() core.attack_group.clear() # load bg sky_bg = core.load_image("sky_bg.png", directory="gfx", auto_alpha=False) exp_bgs = core.load_image("exp_bg.png", directory="gfx") exp_bg = sprite.oSprite() exp_bg.x = 10 exp_bg.y = 545 exp_bg.animations = { "stopped": { "N": [0, True, [ sprite.oFrame(core.im_crop(exp_bgs, pygame.Rect(0,0,278,33))), sprite.oFrame(core.im_crop(exp_bgs, pygame.Rect(0,33,278,33))), sprite.oFrame(core.im_crop(exp_bgs, pygame.Rect(0,66,278,33))) ]] } } exp_bg.changeState("stopped") core.render_group.add(exp_bg) # initialize map core.level = map.oMap() # current stats level = 0 level_time = oStatsDisp(core.level.time, (700,20), useNumbers=True, formatValue=format_level_time) lives = oStatsDisp(3, (10, 20), image=core.load_image("haato.png", directory="gfx")) score = oStatsDisp(0, (0,20), xalign=0.5, useNumbers=True, formatValue=format_score) # main character mc = sprite.oSprite() mc_sprite = core.load_image("nozomi.png", directory="gfx") mc_mask = core.load_image("nozomi_mask.png", directory="gfx") mc.animFromStrip( mc_sprite, [ ["stopped","S",1,1,0,True, (23,45), (23,33)], ["stopped","W",4,1,0,True, (23,45), (17,33)], ["stopped","E",7,1,0,True, (23,45), (30,33)], ["stopped","N",10,1,0,True,(23,45), (23,33)], ["walking","S",0,3,.02,True, (23,45), (23,33)], ["walking","W",3,3,.02,True, (23,45), (17,33)], ["walking","E",6,3,.02,True, (23,45), (30,33)], ["walking","N",9,3,.02,True, (23,45), (23,33)], ["dying", "N",12,3,0.01,False, (23,45)] ], 48, 48, mc_mask ) mc.changeState("stopped") mc.AI = core.handlePlayerControls core.render_group.add(mc) available_attacks = [ featheratk.oDoubleAttack(core.load_image("double_feather.png", directory="gfx")), featheratk.oTriangleAttack(core.load_image("triangle_feather.png", directory="gfx")), featheratk.oCrossAttack(core.load_image("cross_feather.png", directory="gfx")) ] mc.attacks = [ featheratk.oBasicAttack(core.load_image("debug_feather.png", directory="gfx")) ] mc.use_attack = 0 # load map load_level(level, mc) killed_bugs = 0 lost_lives = 0 mid_rank = 0 rank_num = 0 forceUpdate = True while True: lag = core.clock.tick(core.MAX_FPS) if lag <= 0: lag = 1 level_time.update(level_time.value - lag/1000.0) if level_time.value < 0: main_char_death(mc) core.play_sound("mc_dying") lives.update(lives.value-1) lost_lives += 1 if core.handleEvents() == "quit": return dirty_rects = core.render_group.update(lag) core.level.updateNests(lag) exp_bg.animFrame = core.mathExp.state # check collisions # bugs if core.render_group.checkCollision(False, False, mc, core.baddys_group): main_char_death(mc) core.play_sound("mc_dying") lives.update(lives.value-1) lost_lives += 1 # pickups picked = core.pickup_group.checkCollision(False, False, mc, core.pickup_group) for pickup in picked: pickup = pickup[0] # new live :D if isinstance(pickup, sprite.oHeartSprite): core.play_sound("live_gain") lives.update(lives.value+1) pickup.die() # feather attacks kills = core.attack_group.checkCollision(False, False, None, core.baddys_group) score.update(score.value + 100*len(kills)) killed_bugs += len(kills) for i in kills: core.play_sound("bug_dying") if hasattr(i[0], "attackMgr"): feather, bug = i if hasattr(i[1], "attackMgr"): bug, feather = i feather.attackMgr.kills += 1 feather.die() bug.OnAnimationEnd = bug.die bug.direction = "N" bug.changeState("dying") if lives.value == 0 and mc.OnAnimationEnd is None: if rank_num == 0: _rank = 0 else: _rank = mid_rank / rank_num core.next_screen = core.curry(game_over, score.value, _rank) return # draw level / sprites core.screen.blit(sky_bg, (0,0)) dirty_rects.extend( core.level.draw(core.screen) ) core.render_group.draw(core.screen) # draw stats # lives dirty_rects.extend( lives.draw(core.screen) ) # math exp dirty_rects.extend( core.mathExp.draw(core.screen) ) # time dirty_rects.extend( level_time.draw(core.screen) ) # score dirty_rects.extend( score.draw(core.screen) ) # attacks for i, attack in enumerate(mc.attacks): attack.update(lag) dirty_rects.extend( attack.draw(core.screen, i == mc.use_attack) ) # dirty_rects.append( core.fonts.Draw(core.screen, None, 24, # str(core.clock.get_fps()), (650, 50), (255,255,255,255))) if forceUpdate: dirty_rects = None forceUpdate = False core.updateScreen(dirty_rects) # clear level =D if core.level.portalActive: _score, rank = level_clear_screen(mc, killed_bugs, level_time.value, lives.value, lost_lives, score.value) score.update(_score) mid_rank += rank rank_num += 1 lost_lives = 0 core.baddys_group.clear() core.attack_group.clear() level += 1 if not load_level(level, mc): core.next_screen = core.curry(game_ending, core.curry(hiscores_screen, score.value, mid_rank/rank_num)) return if available_attacks: new_attack = available_attacks.pop(0) feather_received(new_attack) mc.attacks.append( new_attack ) level_time.update(core.level.time) mc.changeState("stopped") for attack in mc.attacks: attack.freeze = 0 attack.used = 0 attack.kills = 0 attack.last_rects = [] forceUpdate = True
def hiscores_screen(score=None, rank=0): last_screen = core.screen.copy().convert() scores = [] import xdrlib if not os.path.exists("high_scores"): # fill with default scores default_scores = [(100000,2),(50000,2),(30000,2),(20000,2),(10000,2),(8000,1), (4000,1),(500,0)] for i in range(8): s, r = default_scores[i] scores.append( ("Nozomi", s, r) ) else: # load from file data = open("high_scores", "rb").read() loader = xdrlib.Unpacker(data) for i in range(8): scores.append( (loader.unpack_string(), loader.unpack_int(), loader.unpack_int()) ) # verify if we have a high score =D if score is not None: for index, _score in enumerate(scores): name, _score, _rank = _score if (score > _score) or (score == _score and rank > _rank): player_name = core.InputPrompt("Nice timing! You've scored high, Mr/Mrs...", "Player") scores.insert(index, (player_name, score, rank)) break # save scores p = xdrlib.Packer() for name, score, rank in scores: p.pack_string(name) p.pack_int(score) p.pack_int(rank) f = open("high_scores", "wb") f.write(p.get_buffer()) f.close() # load graphics =D bg = core.load_image("hiscores.png", directory="gfx") stars = pygame.transform.smoothscale(core.load_image("rank_star.png", directory="gfx"), (86,40)) stars = [ core.im_crop(stars, pygame.Rect(0,0,43,40)), core.im_crop(stars, pygame.Rect(43,0,43,40)) ] core.screen.blit(bg, (0,0)) # render high scores! for index, score in enumerate(scores): name, score, rank = score # 260, 100 y = 100 + 40*index # name core.fonts.Draw(core.screen, None, 36, name, pygame.Rect(260,y,200,40), (255,255,255,255),alignVert='center',antialias=True) # points score = str(score) w = 160-core.numbers.getWidth(score) core.numbers.draw(core.screen, (470+w,y+8), score) # rank if rank > 2: core.screen.blit(stars[1], (660,y)) else: core.screen.blit(stars[0], (660,y)) if rank > 1: core.screen.blit(stars[1], (703,y)) else: core.screen.blit(stars[0], (703,y)) if rank > 0: core.screen.blit(stars[1], (746,y)) else: core.screen.blit(stars[0], (746,y)) core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000) while True: events = pygame.event.get() if core.handleEvents(events) == "quit": exit() for event in events: if event.type == KEYUP: core.next_screen = main_menu core.play_sound("button_click") Input.update() return
def main_menu(): core.play_music("main menu") # load bg bg = core.load_image("main_menu.png", directory="gfx", auto_alpha=False) selected = 0 def genButton(images, pos): button = sprite.oSprite() button.x = pos[0] button.y = pos[1] button.animations = { "active": { "N": [0,True,[sprite.oFrame(images[0])]] }, "inactive": { "N": [0,True,[sprite.oFrame(images[1])]] } } core.render_group.add(button) return button selected = 0 buttons = [] core.render_group.clear() for i, button in enumerate(["new game","help","credits","exit"]): y = 180 + i*40 x = 75 buttons.append( genButton(core.game_images[button], (x,y)) ) menu_screens = [ game_intro, # new game hiscores_screen,# high scores credits_screen, # credits exit_screen, # exit ] forceUpdate = True last_screen = core.screen.copy().convert() while True: lag = core.clock.tick(core.MAX_FPS) if core.handleEvents() == "quit": exit() if Input.up(K_UP): core.play_sound("cursor_move") selected -= 1 if selected < 0: selected = len(buttons)-1 if Input.up(K_DOWN): core.play_sound("cursor_move") selected += 1 if selected >= len(buttons): selected = 0 if Input.up(K_RETURN): core.next_screen = menu_screens[selected] core.play_sound("button_click") return for i, button in enumerate(buttons): button.changeState("active" if i == selected else "inactive") dirty_rects = core.render_group.update(lag) core.screen.blit(bg, (0,0)) core.render_group.draw(core.screen) if last_screen is not None: core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000) last_screen = None if forceUpdate: dirty_rects = None core.updateScreen(dirty_rects)
def yesno_prompt(text): last_screen = core.screen.copy().convert() ls = last_screen.copy().convert() bg = core.load_image("yesno_prompt.png", directory="gfx") selected = 0 button_group = sprite.oSpriteGroup() def genButton(images, pos): button = sprite.oSprite() button.x = pos[0] button.y = pos[1] button.animations = { "active": { "N": [0,True,[sprite.oFrame(images[0])]] }, "inactive": { "N": [0,True,[sprite.oFrame(images[1])]] } } button_group.add(button) return button selected = 0 buttons = [] buttons.append( genButton(core.game_images["no"], (200,300)) ) buttons.append( genButton(core.game_images["yes"], (400,300)) ) forceUpdate = True while True: lag = core.clock.tick(core.MAX_FPS) if core.handleEvents() == "quit": exit() if Input.up(K_LEFT): core.play_sound("cursor_move") selected -= 1 if selected < 0: selected = len(buttons)-1 if Input.up(K_RIGHT): core.play_sound("cursor_move") selected += 1 if selected >= len(buttons): selected = 0 if Input.up(K_RETURN): core.play_sound("button_click") core.dissolve_transition(core.screen.copy().convert(), ls, 1000) return bool(selected) for i, button in enumerate(buttons): button.changeState("active" if i == selected else "inactive") dirty_rects = button_group.update(lag) core.screen.blit(ls, (0,0)) core.screen.blit(bg, (0,0)) button_group.draw(core.screen) dirty_rects.append(core.fonts.Draw(core.screen, None, 36, text, pygame.Rect(50,250,700,50), (255,255,255,255), alignHoriz='center', antialias=True)) if last_screen is not None: core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000) last_screen = None core.updateScreen(dirty_rects)