コード例 #1
0
ファイル: smokecloud.py プロジェクト: Hatchet2k4/Fukyuuten
    def generatePowerup(self, enemy):

        drop = None
        chance = ika.Random(0, 100)
        kwargs = {}

        if enemy.powerup:

            drop = enemy.powerup

        elif chance > 50:

            #if chance > 98:
            #    drop = Skull
            #elif chance > 95:
            #    drop = GoldenEgg
            #elif chance > 92:
            #    drop = BlackPearl

            if chance > 93:
                drop = GreenBerry
            elif chance > 75:
                drop = RedBerry
            else:
                drop = Seashell
                kwargs['money'] = self.ent.stats.money

        if drop:
            x = self.x + self.w / 2 - 8
            y = self.y + self.h / 2 - 8
            ent = ika.Entity(x, y, self.ent.layer, drop.SPRITE)
            engine.addEntity(drop(ent, **kwargs))
コード例 #2
0
ファイル: maneater.py プロジェクト: Hatchet2k4/Fukyuuten
    def spawnTentacleState(self):

        p = engine.player

        yp = [7.5, 10.5, 13.5]
        xp = [4.5, 12.5]
        comb = []

        order = []

        for y in yp:
            for x in xp:
                comb.append((x, y))

        for n in range(len(comb)):
            a = ika.Random(0, len(comb))
            order.append(comb[a])
            comb.pop(a)

        for x, y in order:
            t = ManeaterTentacle(
                ika.Entity(int(x * ika.Tileset.width),
                           int(y * ika.Tileset.height), self.layer,
                           'maneater_tentacle.ika-sprite'), self)
            t.direction = [dir.RIGHT, dir.LEFT][int(x) / 10]
            engine.addEntity(t)
            sound.maneaterTentacle.Play()

            for time in range(25):
                yield None

        yield None
        self.stop()
コード例 #3
0
ファイル: maneater.py プロジェクト: Hatchet2k4/Fukyuuten
    def submergeMood(self):

        p = engine.player

        yield self.submergeState()
        yield self.idleState(150)

        while True:
            dist = math.hypot(p.x - self.x, p.y - self.y)

            if dist > 100:
                yield self.growState()
                self.mood = self.attackMood
                break

            elif dist < 20:
                d = max(1, self.stats.att - p.stats.pres)
                p.hurt(d, self.recoil, self.direction)
                yield self.growState()
                self.mood = self.attackMood
                yield self.idleState()
                break

            else:
                engine.addEntity(
                    ManeaterSpear(
                        ika.Entity(p.x - 8, p.y - 8, self.layer,
                                   'plant_tentacle.ika-sprite'), self))
                yield self.idleState(60)

            yield self.idleState()
コード例 #4
0
ファイル: maneater.py プロジェクト: Hatchet2k4/Fukyuuten
    def spawnSpearState(self, mode=0):

        p = engine.player

        # MODE 1 -- random spears
        if mode == 0:

            rngX = range(3, 15, 4)
            rngY = range(4, 16, 4)

            for rx in rngX:
                for ry in rngY:
                    x = rx * ika.Tileset.width + ika.Random(
                        0, ika.Tileset.width * 4)
                    y = ry * ika.Tileset.height + ika.Random(
                        0, ika.Tileset.height * 4)
                    engine.addEntity(
                        ManeaterSpear(
                            ika.Entity(x, y, self.layer,
                                       'plant_tentacle.ika-sprite'), self))

            engine.addEntity(
                ManeaterSpear(
                    ika.Entity(p.x, p.y, self.layer,
                               'plant_tentacle.ika-sprite'), self))

        yield None
コード例 #5
0
ファイル: plant.py プロジェクト: Hatchet2k4/Fukyuuten
 def spawnTentacleState(self):
     p = engine.player
     engine.addEntity(
         Tentacle(
             ika.Entity(p.x, p.y, self.layer, 'plant_tentacle.ika-sprite'),
             self))
     yield None
     self.stop()
コード例 #6
0
ファイル: plant.py プロジェクト: Hatchet2k4/Fukyuuten
 def spawnSporeState(self):
     x = self.x + self.ent.hotwidth / 2 - 4
     y = self.y + self.ent.hotheight / 2 - 4
     engine.addEntity(
         Spore(
             ika.Entity(x, y, ika.Map.layercount - 1,
                        'plant_spore.ika-sprite')))
     yield None
     self.stop()
コード例 #7
0
ファイル: plant.py プロジェクト: Hatchet2k4/Fukyuuten
    def defaultState(self):

        p = system.engine.player

        self.move(dir.UP, 100000)
        while self.y > -10:
            yield None
        self.stop()

        for x in range(100):
            yield None

        self.x = p.x + p.ent.hotwidth / 2 - 4
        destY = p.y + p.ent.hotheight / 2 - 4

        self.y = p.y - 300

        engine.addEntity(
            SporeShadow(
                ika.Entity(self.x, destY, p.ent.layer,
                           'plant_shadow.ika-sprite'), self))

        self.move(dir.DOWN, 100000)
        sound.fall.Play()
        while self.y < destY:
            yield None
        self.stop()

        sound.sporeHit.Play()

        self.speed = 0

        self.ent.spritename = 'plant_explode.ika-sprite'
        self.anim = 'explode'
        self.x -= 12
        self.y -= 12

        sound.sporeHit.Play()

        oldLayer = self.ent.layer
        self.ent.layer = p.ent.layer
        ents = self.detectCollision(
            (0, 0, self.ent.hotwidth, self.ent.hotheight))
        self.ent.layer = oldLayer

        for e in ents:
            if e is p:
                p.hurt(self.damage, self.recoil, ika.Random(0, 8))

        while not self._animator.kill:
            yield None

        engine.destroyEntity(self)

        while True:
            yield None
コード例 #8
0
ファイル: hive.py プロジェクト: Hatchet2k4/Fukyuuten
    def spawnState(self):
        if self.beeCount < self.MAX_BEES:
            bee_ent = ika.Entity(self.ent.x, self.ent.y, self.ent.layer,
                                 "bee.ika-sprite")
            engine.addEntity(createBee(bee_ent, self))
            self.beeCount += 1

        yield None

        self.stop()
コード例 #9
0
ファイル: sword.py プロジェクト: Hatchet2k4/Fukyuuten
 def cutBush(self, me, rect):
     tiles = tilesAt(*rect)
     #ika.Log(str(tiles))
     for t in tiles:
         if t[2] in [78, 368, 369, 370]:  #bush!
             ika.Map.SetTile(t[0], t[1], me.layer, 0)
             ika.Map.SetObs(t[0], t[1], me.layer, 0)
             flower = Leaf(
                 ika.Entity(t[0] * 16 + 2, t[1] * 16 + 4, me.layer,
                            'flowercenter.ika-sprite'))
             engine.addEntity(flower)
             for i in range(5 + ika.Random(0, 3)):
                 lx = t[0] * 16 + ika.Random(-4, 12)
                 ly = t[1] * 16 + ika.Random(0, 7)
                 leaf = Leaf(
                     ika.Entity(lx, ly, me.layer, 'flowerleaf.ika-sprite'))
                 engine.addEntity(leaf)
             chance = ika.Random(0, 100)
             if chance > 90:
                 shell = powerup.createShell(
                     ika.Entity(t[0] * 16 + 4, t[1] * 16 + 4, me.layer,
                                'seashell.ika-sprite'))
                 engine.addEntity(shell)
             elif chance > 80:
                 berry = powerup.createRedBerry(
                     ika.Entity(t[0] * 16 + 4, t[1] * 16 + 4, me.layer,
                                'berry.ika-sprite'))
                 engine.addEntity(berry)
コード例 #10
0
ファイル: frankenhead.py プロジェクト: Hatchet2k4/Fukyuuten
 def summonState(self):
     self.anim = 'glow'
     p = engine.player
     for b in range(6):
         xr = ika.Random(-24, 24)
         yr = ika.Random(-24, 24)
         engine.addEntity(
             Bone(
                 ika.Entity(p.x + xr, p.y + yr - 300,
                            ika.Map.layercount - 1,
                            'frankenhead_bone.ika-sprite')))
         for x in range(15):
             yield None
     yield None
     self.stop()
コード例 #11
0
ファイル: maneater.py プロジェクト: Hatchet2k4/Fukyuuten
    def defaultState(self):

        p = system.engine.player

        destY = self.y
        self.y -= 300

        engine.addEntity(
            SporeShadow(
                ika.Entity(self.x, destY, p.ent.layer,
                           'maneater_shadow.ika-sprite'), self))

        self.move(dir.DOWN, 100000)
        while self.y < destY:
            yield None
        self.stop()

        if self.play:
            sound.sporeHit.Play()

        self.speed = 0

        self.ent.spritename = 'maneater_explode.ika-sprite'
        self.anim = 'explode'
        self.x -= 12
        self.y -= 12

        oldLayer = self.ent.layer
        self.ent.layer = p.ent.layer
        ents = self.detectCollision(
            (0, 0, self.ent.hotwidth, self.ent.hotheight))
        self.ent.layer = oldLayer

        for e in ents:
            if e is p:
                p.hurt(self.damage, self.recoil, ika.Random(0, 8))

        while not self._animator.kill:
            yield None

        engine.destroyEntity(self)

        while True:
            yield None
コード例 #12
0
ファイル: jelly.py プロジェクト: Hatchet2k4/Fukyuuten
    def splitState(self):
            
        x = self.ent.x
        y = self.ent.y
        tw = ika.Tileset.width
        th = ika.Tileset.height
        
        pos = [(x-tw, y), (x, y-th), (x+tw, y), (x, y+th)]
        positions = []
        
        for n in pos:
            add = True
            for p in [(n[0], n[1]), (n[0]+tw-1, n[1]), (n[0], n[1]+th-1), (n[0]+tw-1, n[1]+th-1)]:
                if ika.Map.GetObs(p[0] / tw, p[1] / th, self.ent.layer):
                    add = False
                    break
            if add:
                positions.append(n)
        
        if positions:
            
            num = ika.Random(0, len(positions))
            p = positions[num]
            timer = 300
            
            while len(ika.EntitiesAt(p[0], p[1], tw, th, self.ent.layer)) > 1 and timer > 0:
                num = ika.Random(0, len(positions))
                p = positions[num]
                timer -= 1
                yield None
    
            if timer:
                jelly_ent = ika.Entity(p[0], p[1], self.ent.layer, "jelly.ika-sprite")
                new_jelly = createJelly(jelly_ent)
                new_jelly.splitTimes = self.splitTimes + 1
                new_jelly.stats.maxhp = self.stats.hp
                new_jelly.stats.hp = self.stats.hp
                engine.addEntity(new_jelly)
                
            self.split = True
        
        yield None

        self.stop()
コード例 #13
0
    def grappleState(self, me):
        sound.grapple1.Play()
        direction = dir.straighten[me.direction]
        x = me.x
        y = me.y

        # HACK: work around rectangular hotspot junk.
        dx, dy = dir.delta[direction]
        if dx > 0: x += 16
        if dy > 0: y += 16

        if me.direction in (dir.UP, dir.DOWN):
            x += 7
        if me.direction in (dir.LEFT, dir.RIGHT):
            y += 2

        me.anim = 'grapplethrow'
        me.invincible = True

        grapple = _GrappleEntity(x, y, me.layer, direction)
        engine.addEntity(grapple)
        yield None  # needed to give the grapple a moment to start moving

        while grapple.isMoving():
            yield None

        dx, dy = dir.delta[grapple.direction]
        tx = grapple.x / ika.Tileset.width + dx
        ty = grapple.y / ika.Tileset.height + dy
        tile = ika.Map.GetTile(tx, ty, grapple.layer)

        grippableTiles = self.GRIPPABLE_TILES.get(ika.Map.tilesetname, ())

        if tile in grippableTiles:
            me.state = self.pullState(me, grapple)
        else:
            me.invincible = False
            me.state = me.defaultState()
            engine.destroyEntity(grapple)

        yield None
コード例 #14
0
ファイル: level1_15.py プロジェクト: Hatchet2k4/Fukyuuten
    def update(self):

        if not self.subject:
            boss = Maneater(
                ika.Entity(136, 96, engine.player.ent.layer,
                           "maneater.ika-sprite"))
            engine.addEntity(boss)
            self.subject = boss

            # Close the way in
            ika.Map.SetTile(9, 16, engine.player.ent.layer, 182)
            ika.Map.SetTile(9, 17, engine.player.ent.layer, 190)
            ika.Map.SetTile(16, 8, engine.player.ent.layer, 167)
            ika.Map.SetTile(16, 9, engine.player.ent.layer, 175)
            ika.Map.SetObs(16, 9, engine.player.ent.layer, True)
            ika.Map.SetObs(9, 17, engine.player.ent.layer, True)

        if self.subject not in engine.entities:
            self.bossDied()
            engine.saveData['maneater'] = True
            return True
コード例 #15
0
    def spawnState(self):

        if self.jellyCount < self.MAX_JELLIES:
            
            x = self.ent.x
            y = self.ent.y
            tw = ika.Tileset.width
            th = ika.Tileset.height
    
            pos = [(x-tw, y), (x, y-th), (x+tw, y), (x, y+th)]
            positions = []
            
            for n in pos:
                add = True
                for p in [(n[0], n[1]), (n[0]+tw-1, n[1]), (n[0], n[1]+th-1), (n[0]+tw-1, n[1]+th-1)]:
                    if ika.Map.GetObs(p[0] / tw, p[1] / th, self.ent.layer):
                        add = False
                        break
                if add:
                    positions.append(n)
            
            if positions:
                
                num = ika.Random(0, len(positions))
                p = positions[num]
                
                while len(ika.EntitiesAt(p[0], p[1], tw, th, self.ent.layer)) > 1:
                    num = ika.Random(0, len(positions))
                    p = positions[num]
                    yield None
        
                jelly_ent = ika.Entity(p[0], p[1], self.ent.layer, "jelly.ika-sprite")
        
                engine.addEntity(createJelly(jelly_ent, self))
                self.jellyCount += 1
        
        yield None

        self.stop()
コード例 #16
0
def firstConvo():
    #if 'firstconvo' not in engine.saveData:
    if False:
        xwin = ika.Map.xwin
        ywin = ika.Map.ywin

        stone = ika.Entity(110, 60, 1, 'artifact.ika-sprite')

        fish = Fish(ika.Entity(110, 60, 2, 'fish.ika-sprite'))
        fish.ent.mapobs = fish.ent.entobs = fish.ent.isobs = False
        fish.ent.speed = 300
        engine.addEntity(fish)

        fried = Friedrich(ika.Entity(176, 60, 1, 'friedrich.ika-sprite'))
        fried.ent.speed = 120
        fried.ent.mapobs = fried.ent.entobs = fried.ent.isobs = False
        fried.anim = 'fly'
        engine.addEntity(fried)

        engine.player.stop()
        engine.saveData['firstconvo'] = True
        engine.beginCutScene()
        ana = engine.player.ent
        ana.specframe = 0

        engine.synchTime()
        text(
            "left", "anastasia3",
            "Pfft!  I can't believe I came away empty handed today!  If it wasn't for that flock of gulls I'd still have that seventy-pounder."
        )
        delay(33)
        ana.specframe = 24
        text("left", "anastasia3", "You hear me?!  Give me back my fish!")

        sound.fall.Play()
        delay(75)
        fish.x, fish.y, fish.layer = (110, -20, ana.layer + 1)
        fish.move(dir.DOWN, 200)

        tick()
        while fish.isMoving():
            tick()
            draw()

        engine.things.append(Quake(20))
        ana.specframe = 23

        apos = (ana.x, ana.y + 16 - ywin)

        text(apos, "anastasia2", "left", "Ouch!!!")
        delay(80)

        fried.x, fried.y = 176, 60
        fried.move(dir.DOWN, 70)
        delay(1)

        while fried.isMoving():
            delay(1)

        fpos = (160, fried.y + 24 - ywin)

        text(fpos, "Dropped something?")
        delay(100)
        text((ana.x - 8, ana.y + 24 - ywin), '...')
        delay(50)
        text((ana.x - 8, ana.y + 24 - ywin), 'Mmph..')
        ana.specframe = 1

        fish.move(dir.DOWN, 32)
        fried.move(dir.DOWN, 70)

        delay(1)
        while fried.isMoving():
            delay(1)

        ana.specframe = 3
        text("left", "anastasia3", "That thing is heavy.. ")
        text(
            "left", "anastasia",
            "Oh, Friedrich! Did you scare that fish out of the gulls? It's good to see you, it's been almost a week!"
        )
        text(
            "right", "friedrich",
            "Indeed! It has been quite some time.  Oh, but I've got some stories for you!"
        )
        text("left", "anastasia",
             "Yeah? Did you find any new treasure on that deserted island?")
        text(
            "right", "friedrich",
            "It was a very enlightening experience. I shall have to take you there someday.  We'll plan a trip!"
        )
        text("left", "anastasia", "Ooooh! Sounds like fun!")
        text(
            "right", "friedrich",
            "As a matter of fact, there is something I found that I'd like to show you at my shop. Swing by when you get a chance."
        )
        text("left", "anastasia",
             "Sure! I need to get this fish down to Yolander anyway.")
        text("right", "friedrich", "Oh do take your time, dear.")

        engine.destroyEntity(fish)
        fried.move(dir.UP, 160)
        fried.anim = 'fly'

        tick()
        while fried.isMoving():
            tick()
            draw()

        engine.destroyEntity(fried)
        engine.endCutScene()
        engine.synchTime()
        engine.things.append(Caption("Anastasia's House", font=engine.font2))
コード例 #17
0
ファイル: maneater.py プロジェクト: Hatchet2k4/Fukyuuten
    def spawnSporeState(self, freq=7):

        cx = 9.5 * ika.Tileset.width
        cy = 10.5 * ika.Tileset.height
        rad = ika.Tileset.width * 7
        cosDeg = lambda n: math.cos(n * math.pi / 180.0)
        sinDeg = lambda n: math.sin(n * math.pi / 180.0)

        forRange = lambda: range(0, 360, 90 / (rad / ika.Tileset.width))
        backRange = lambda: range(360, 0, -90 / (rad / ika.Tileset.width))
        ranges = [forRange, backRange]
        pos = 0

        mode = ika.Random(0, 2)  # 2 different modes

        # MODE 1 - closing circles
        if mode == 0:

            while rad > 0:

                cnt = 0
                sound.fall.Play()
                play = True
                rng = ranges[pos]()
                for deg in rng:
                    x = cx + cosDeg(deg) * rad - 4
                    y = cy + sinDeg(deg) * rad - 4
                    engine.addEntity(
                        ManeaterSpore(ika.Entity(x, y, ika.Map.layercount - 1,
                                                 'maneater_spore.ika-sprite'),
                                      play=play))
                    for time in range(2):
                        yield None
                    if play:
                        play = False
                    elif cnt < 4:
                        cnt += 1
                    else:
                        cnt = 0
                        play = True
                pos ^= 1
                for time in range(40):
                    yield None
                rad -= ika.Tileset.width * 2

                engine.addThing(Quake(duration=25, x=10, y=10))

        # MODE 2 - random bombardment
        elif mode == 1:

            rng = ranges[0]()

            sound.fall.Play()

            play = True
            while rad > 0:
                for deg in rng:
                    if not ika.Random(
                            0, freq):  # half chance of bombarding this one
                        x = cx + cosDeg(deg) * rad - 4
                        y = cy + sinDeg(deg) * rad - 4
                        engine.addEntity(
                            ManeaterSpore(ika.Entity(
                                x, y, ika.Map.layercount - 1,
                                'maneater_spore.ika-sprite'),
                                          play=play))
                        play = False
                rad -= ika.Tileset.width

        yield None