コード例 #1
0
ファイル: monorail.py プロジェクト: aither64/MysticMine
class MonorailGame:
    STATE_INTRO, STATE_BEGIN, STATE_GAME, STATE_MENU, STATE_QUIT, STATE_STATS, STATE_TOTAL,\
                 STATE_DONE = range( 8 )

    MOUSE_TIMEOUT = 25 * 3

    def __init__( self, game_data ):
        self.restart( game_data )
        self.music_man = MusicManager()

        # preload clock sounds and big explosion graphic
        resman.get("game.clock_sound")
        resman.get("game.clockring_sound")
        resman.get("game.explosion_sprite")


    def restart( self, game_data ):
        """Start a new game with the current game_data"""
        self.game_data = game_data

        self.state = MonorailGame.STATE_INTRO

        self.scenario = self.game_data.get_quest().create_scenario(self.game_data.skill_level.value)
        self.playfield = self.scenario.playfield
        self.controller = ctrl.GroundControl( self.playfield )
        self.init_goldcars()

        self.hud = Hud( self.scenario, self.controller, self.game_data )
        self.hud.start_intro_screen()

        self.begin_timeout = 25 * 3

        self.ingame_menu = None
        self.gui_state = GuiState()

        self.mouse_timeout = MonorailGame.MOUSE_TIMEOUT
        self.is_paused = False

    def init_goldcars( self ):
        goldcar_names = []
        controllers = []
        for name, controller in self.game_data.goldcars:
            goldcar_names.append( name )
            controllers.append( controller )

        for iq in self.game_data.get_quest().get_opponent_iqs():
            goldcar_names.append( "" )
            controllers.append( ctrl.AiController( None, iq ) )

        self.playfield.add_goldcars( goldcar_names )
        self.controller.add_controllers( controllers )

    def do_tick( self, indev ):
        if self.ingame_menu is None and not self.is_paused:
            if self.game_data.is_single_player() or \
                        self.game_data.is_single_random():
                SingleSwitch.feed_keys( indev )

                # in singleplayer, all joystick buttons are keypress
                for joy in indev.joys:
                    if joy.any_went_down():
                        indev.key.feed_down( K_SPACE )
                    if joy.any_went_up():
                        indev.key.feed_up( K_SPACE )


            if self.state == MonorailGame.STATE_INTRO:
                if self.hud.is_ready(): # or self.game_data.is_single_player():
                    self.hud.end_info()
                    self.state = MonorailGame.STATE_BEGIN
                    self.music_man.play()

            elif self.state == MonorailGame.STATE_BEGIN:
                if self.begin_timeout % 50 == 0:
                    random_spawn = not self.game_data.is_single_player();
                    spawns_left = self.playfield.spawn_next_goldcar( random_spawn )
                    if spawns_left:
                        self.begin_timeout += 50

                self.controller.game_tick( indev )
                self.playfield.game_tick()

                # Start right away in single player
                if self.game_data.is_single_player():
                    self.scenario.game_tick()

                self.begin_timeout -= 1
                if self.begin_timeout <= 0:
                    self.state = MonorailGame.STATE_GAME

                if indev.mouse.has_moved():
                    self.mouse_timeout = MonorailGame.MOUSE_TIMEOUT
                else:
                    self.mouse_timeout -= 1

            elif self.state == MonorailGame.STATE_GAME:
                self.controller.game_tick( indev )
                self.playfield.game_tick()
                self.scenario.game_tick()
                if self.scenario.is_finished():
                    if not self.game_data.is_single_player():
                        self.hud.start_end_screen()
                    else:
                        self.game_data.get_quest().save_score( self.scenario )
                        skill = self.game_data.get_quest().get_skill( self.scenario )
                        self.game_data.skill_level.update( skill )

                        self.game_data.save_single_player_progress()

                        if self.scenario.has_won():
                            self.hud.start_win_screen()
                        else:
                            self.hud.start_lose_screen()

                    self.state = MonorailGame.STATE_STATS
                    self.mouse_timeout = MonorailGame.MOUSE_TIMEOUT
                    self.music_man.stop()

                if indev.mouse.has_moved():
                    self.mouse_timeout = MonorailGame.MOUSE_TIMEOUT
                else:
                    self.mouse_timeout -= 1

            elif self.state == MonorailGame.STATE_STATS:
                if self.hud.is_ready():
                    if not self.game_data.is_single_player():
                        self.game_data.add_total_scores( self.playfield )
                        self.hud.start_total_screen()
                        self.state = MonorailGame.STATE_TOTAL
                    else:
                        if self.scenario.has_won():
                            self.state = MonorailGame.STATE_DONE
                        else:
                            self.restart( self.game_data )
                            return

            elif self.state == MonorailGame.STATE_TOTAL:
                if self.hud.is_ready():
                    self.state = MonorailGame.STATE_DONE

            elif self.state == MonorailGame.STATE_MENU:
                pass

            self.hud.game_tick( indev )
            self.music_man.game_tick()

            SingleSwitch.tick( indev, None )
            if indev.key.went_down( K_ESCAPE ) or \
                        self.hud.menu_btn.went_down() or \
                        SingleSwitch.esc_went_down:
                resman.get("gui.paper_sound").play()
                self.ingame_menu = IngameMenu(self.game_data.is_single_player(), self.game_data)

        elif self.ingame_menu is not None: # Ingame Menu
            SingleSwitch.feed_keys( indev )

            self.gui_state.update( indev, self.ingame_menu )
            self.ingame_menu.tick( indev, self.gui_state )

            if self.ingame_menu.is_done():
                if self.ingame_menu.to_menu:
                    self.music_man.stop()
                    self.state = MonorailGame.STATE_MENU
                elif self.ingame_menu.should_quit:
                    self.music_man.stop()
                    self.state = MonorailGame.STATE_QUIT
                elif self.ingame_menu.to_next_level:
                    self.music_man.stop()
                    self.state = MonorailGame.STATE_DONE

                self.ingame_menu = None

            self.mouse_timeout = MonorailGame.MOUSE_TIMEOUT

#        if indev.key.went_down( K_p ):
#            self.is_paused = not self.is_paused

        event.Event.update()

        # for debugging
        if self.is_paused:
            self.controller.game_tick( indev )


    def draw( self, surface, interpol, time_sec ):
        #surface.fill( (0,0,0) )

        frame = Frame( surface, time_sec, interpol )
        if self.ingame_menu is not None or self.is_paused or\
            self.state not in [MonorailGame.STATE_BEGIN, MonorailGame.STATE_GAME]:
            frame.interpol = 0.0
        frame.draw( self.playfield )
        frame.draw( self.controller )

        self.hud.draw( frame )

        if self.ingame_menu is not None:
            self.ingame_menu.draw( surface )

        frame.draw( event.Event.instance )

    def draw_mouse( self, surface, interpol, time_sec ):
        if self.mouse_timeout > 0:
            x, y = pygame.mouse.get_pos()
            resman.get("gui_surf").draw( surface, Vec2D(x, y), (0,0,32,32) )

    def mouse_down( self, button ):
        pass

    def is_done( self ):
        return self.state == MonorailGame.STATE_DONE \
               or self.state == MonorailGame.STATE_MENU \
               or self.state == MonorailGame.STATE_QUIT
コード例 #2
0
class World:
    # This is the __init__
    # its important.
    def __init__(self, app, screen):
        # tock started out random, but now is an important variable.
        # It is a frames count, used for periodic updates on certain
        # frames.
        self.p_max_health = 5
        self.won = False
        self.won_msg = "WINNER!"
        self.particle_ban = False
        self.wait_stop_count = -1  # -1 means do not count
        self.wait_stop_max = 120  # wait this many frames after decay
                                  # before showing menu
        self.tock = 0
        self.stage_e_bullet_odds = 15
        self.mouse_rect = None
        self.temp_rect = None
        self.app = app
        self.screen = screen
        self.app.music_name = "intro.ogg"
        # self.app.continue_music()
        if self.app.settings['music']:
            # self.app.music_loaded = self.app.music_name
            # pygame.mixer.music.load(self.app.resource_find(
            #     self.music_name))
            # pygame.mixer.music.play()  # plays once PLUS repeats param
            pass
        left_border = 50
        right_border = 50
        w, h = screen.get_size()
        self.world_rect = pygame.Rect(left_border, 0,
                                      w-right_border-left_border, h)
        self.bg = BackgroundManager(self.world_rect)

        # Yay spritegroups! They make the world go round, and iterate.
        # Basically each visible game object resides in its own special
        # spritegroup & then all one needs to do is go through these &
        # call functions & stuff.
        # It makes sense in here *points to brain*
        self.p_swarm = Swarm(self.world_rect)
        self.particles = Swarm(self.world_rect)

        self.explosion_images = self.app.load_seq('ex-medium')
        self.shield_hit_images = self.app.load_seq('shield_hit-tiny')
        self.damage_images = self.app.load_seq('ex-tiny')

        # Load player sprite as image list.
        self.p_unit_images = self.app.load_seq('pship')
        # self.p_unit_images = []
        # self.p_unit_images.append(self.load_file('pship.png'))
        # self.p_unit_images.append(self.load_file('pship1.png'))
        # self.p_unit_images.append(self.load_file('pship2.png'))
        # self.p_unit_images.append(self.load_file('pship3.png'))

        # Load enemy ship image.
        self.e_ship_image = self.load_file('eship.png')
        if self.app.settings['sounds']:
            self.p_shoot_sound = self.app.load_file('p-weapon0.wav',
                                                    file_type='sound')
            self.p_shoot_sound.set_volume(.3)
            self.e_ex_sound = self.app.load_file('e-ex.wav',
                                                 file_type='sound')
            self.p_ex_sound = self.app.load_file('p-ex.wav',
                                                 file_type='sound')
            self.e_damage_sound = self.app.load_file('e-damage.wav',
                                                     file_type='sound')
            self.e_shield_sound = self.app.load_file('e-shield.wav',
                                                     file_type='sound')
            self.p_shield_sound = self.app.load_file('p-shield.wav',
                                                     file_type='sound')
            self.p_damage_sound = self.app.load_file('p-damage.wav',
                                                     file_type='sound')
            print("loaded sounds...")
        self.menus = None
        self.tock = 0
        self.lagcount = 0
        self.leftkeydown = 0
        self.rightkeydown = 0
        # self.enemylist = []  # list of dirty rects
        self.swarm = Swarm(self.world_rect,
                           shoot_odds=self.stage_e_bullet_odds)
        self.stage = Stage(self.swarm, self.p_swarm)

        self.p_shot_image = self.load_file('p-laser.png')
        self.e_shot_image = self.load_file('e-laser.png')

        self.p_bullet_swarm = Swarm(self.world_rect)
        self.e_bullet_swarm = Swarm(self.world_rect)
        # self.bullet_width = 10
        self.hud_rect = pygame.Rect(0, 0, 5, 150)
        self.hud = Hud()
        self.hud.generate_blip('player.score', 100,
                               fg_color=(255,243,207),
                               text_color=(192,180,180),
                               caption="SCORE")
        self.hud.generate_blip('player.health', self.p_max_health,
                               fg_color=(0,255,42),
                               text_color=(192,180,180),
                               caption="SHIELD")
        self.statcounter = self.hud.get_blip('player.score')

    def load_file(self, name):
        return self.app.load_file(name)

    def on_exit(self):
        print("on_exit...")

    # Clears all the variables
    def clear_vars(self):
        # print("clear_vars: world_rect: " + str(self.world_rect))
        self.p_start_x = self.world_rect.width / 2
        self.p_start_y = self.world_rect.height - 60
        self.bend_y = float(self.p_start_y)
        # print("clear_vars: p_start_y: " + str(self.p_start_y))
        self.bend_rate = 0.02
        self.leftkeydown = 0
        self.rightkeydown = 0
        if self.p_unit is not None:
            self.hud.set_blip_value('player.health', self.p_unit.health)
        else:
            print("WARNING: clear_vars failed to set bar since no" +
                  " player unit exists")
        self.statcounter.set_val(0)
        self.stage.set_stage_number(-1)  # hax
        self.stage_e_bullet_odds = 100
        self.swarm.empty()
        self.p_bullet_swarm.empty()
        self.p_swarm.empty()
        self.particles.empty()
        self.e_bullet_swarm.empty()

    # Define function to draw player ship on X, Y plane
    def draw_player_units(self):
        self.p_swarm.draw(self.screen)

    # Define function to move the enemy ship
    def emove(self):
        self.swarm.draw(self.screen)  # use spritegroup draw method

    # Draws all the enemys you ask it
    def generate_enemies(self):
        print("generating enemies...")
        # Some recursive loops:
        xmin = self.world_rect.left
        xmax = self.world_rect.right
        ymin = self.world_rect.top
        stage_data = self.stage.get_data()
        self.e_ship_image = self.app.load_file(stage_data['e']+".png")
        enemy_width, enemy_height = self.e_ship_image.get_size()
        enemy_spacing_x = 15
        enemy_spacing_y = 10
        init_enemy_speed = 3
        angle = -90  # cartesian

        self.app.music_name = stage_data['music']
        # if self.app.music_name == 'intro.ogg':
            # self.app.continue_music()  # force song change
        e_max_health = stage_data['e_h']
        for enemycol in range(stage_data['x_e_count']):
            # Now for the rows
            for enemyrow in range(stage_data['y_e_count']):
                # Make a new enemy object:
                new_enemy = Entity(self.app,
                                  'eship', [self.e_ship_image],
                                  init_enemy_speed, angle,
                                  self.swarm, e_max_health,
                                  self.explosion_images, self.particles,
                                  ai_enable=True,
                                  value=stage_data['e_h'],
                                  ex_sound=self.e_ex_sound)
                new_enemy.set_xy(
                    xmin +
                    enemycol * (enemy_width +
                                enemy_spacing_x),
                    ymin +
                    enemyrow * (enemy_height +
                                enemy_spacing_y) - 150
                )
                new_enemy.set_range(
                    xmin +
                    enemycol * (enemy_width +
                                enemy_spacing_x),
                    xmax -
                    (stage_data['x_e_count'] - enemycol) *
                    (enemy_height +
                     enemy_spacing_x)
                )

                # Now add the temp enemy to the array and we're good to
                # go
                self.swarm.add(new_enemy)

    # So I'm trying out having the program check for collisions, instead
    # of the enemy objects i think i might switch to the objects, but
    # still keep this function just hand the computing to the object
    def test_collision(self):
        part_speed = 1
        part_angle = -90
        part_health = 1
        e_hit = pygame.sprite.groupcollide(self.swarm,
                                           self.p_bullet_swarm,
                                           0, 0)
        for sprite, bullets in e_hit.items():
            # print("removed " + str(bullet)
            for bullet in bullets:
                was_alive = sprite.get_is_alive()
                prev_health = sprite.health
                if sprite.get_is_alive():
                    sprite.set_hit(1)
                damage = prev_health - sprite.health
                poof = self.shield_hit_images
                temper_sound = self.e_shield_sound
                if damage > 0:
                    poof = self.damage_images
                    temper_sound = self.e_damage_sound
                if not was_alive:
                    break
                point = pygame.sprite.collide_mask(sprite,
                                                   bullet)
                if ((point is not None) and
                        (not self.particle_ban)):
                    particle = Entity(self.app, 'particle',
                                      poof,
                                      part_speed,
                                      part_angle, self.particles,
                                      part_health,
                                      None,
                                      None,
                                      anim_done_remove=True,
                                      temper_sound=temper_sound)
                    particle.temper = 1  # start particle death
                    x1, y1 = sprite.get_pos()  # top left
                    x = x1 + point[0] - particle.rect.width / 2
                    y = y1 + point[1] - particle.rect.height / 2
                    particle.set_xy(x, y)
                    self.particles.add(particle)
            if not sprite.get_is_alive():
                points = sprite.take_value()  # only once & if health 0
                if points > 0:
                    self.statcounter.add_value(points)
            self.p_bullet_swarm.remove(bullets)



        p_hit = pygame.sprite.groupcollide(self.p_swarm,
                                           self.e_bullet_swarm,
                                           0, 0)
        for sprite, bullets in p_hit.items():
            for bullet in bullets:
                was_alive = sprite.get_is_alive()
                prev_health = sprite.health
                if sprite.get_is_alive():
                    sprite.set_hit(1)
                damage = prev_health - sprite.health
                poof = self.shield_hit_images
                temper_sound = self.p_shield_sound
                if damage > 0:
                    poof = self.damage_images
                    temper_sound = self.p_damage_sound
                    self.hud.set_blip_value('player.health',
                                            self.p_unit.health)
                # New in pygame 1.8.0:
                point = pygame.sprite.collide_mask(sprite, bullet)
                if not was_alive:
                    break
                if (point is not None) and (not self.particle_ban):
                    particle = Entity(self.app, 'particle',
                                      poof,
                                      part_speed,
                                      part_angle, self.particles,
                                      part_health,
                                      None,
                                      None,
                                      anim_done_remove=True,
                                      temper_sound=temper_sound)
                    particle.temper = 1  # start particle death
                    x1, y1 = sprite.get_pos()  # top left
                    x = x1 + point[0] - particle.rect.width / 2
                    y = y1 + point[1] - particle.rect.height / 2
                    particle.set_xy(x, y)
                    self.particles.add(particle)

        # if pygame.sprite.spritecollideany(self.p_unit,
                                          # self.e_bullet_swarm):
            # self.p_unit.set_hit(1)
            # self.hud.set_blip_value('player.health',
            #                         self.p_unit.health)

    # if there are no enemys left, go to the next stage
    def check_done(self):
        if not self.swarm:
            if self.stage.is_last_stage():
                if not self.won:
                    self.won = True  # TODO: make ending screen
                    # self.app.music_name = 'victory.ogg'
                    # if self.app.music_name == 'intro.ogg':
                        # self.app.continue_music()  # force song change
                    self.app.music_name = None  # stop repeating
                    self.app.check_music() # apply None to loop
                    self.app.queue_music('victory.ogg', 1)
            if not self.won:
                self.stage.next_stage()
                if self.stage_e_bullet_odds > 15:
                    self.stage_e_bullet_odds -= 15
                self.generate_enemies()

    # checks to see if we can expand the ranges of the bots so its nice
    # and.... umm... nice.
    def check_rows(self):
        if self.tock % 20 == 0:
            # simple sorting algorithm to find the highest values
            xmin = self.world_rect.left
            xmax = self.world_rect.right
            highest = xmin
            lowest = xmax
            for enemy in self.swarm:
                if enemy.get_range()[1] > highest:
                    highest = enemy.get_range()[1]
                if enemy.get_range()[0] < lowest:
                    lowest = enemy.get_range()[0]
            highest = xmax - highest
            lowest = lowest - xmin
            if highest != 0 or lowest != 0:
                    # makes things |--| this much more efficient
                for enemy in self.swarm:
                    erange = enemy.get_range()
                    enemy.set_range(erange[0]-lowest,
                                    erange[1]+highest)

    # major hack just to get this thing playable..... sorry
    def again(self):
        if self.hud.get_blip_value('player.health') <= 0:
            self.particle_ban = True
        if self.p_unit.get_is_decayed():
            self.particle_ban = True
            # also wait for particles to finish for prettier ending
            if len(self.particles) < 1:
                if self.wait_stop_count < 0:
                    print("player unit decayed, counting down to menu")
                    self.wait_stop_count = 0
                # return False
        if self.wait_stop_count >= 0:
            self.wait_stop_count += 1
            if self.wait_stop_count > self.wait_stop_max:
                return False
        if self.won:
            if self.wait_stop_count < 0:
                print("won game, counting down to menu")
                self.wait_stop_count = 0
        return True

    # this is called if the player initiates shooting
    def pshoot(self):
        # sx = self.p_unit.rect.centerx -
        #      self.p_shot_image.rect.width / 2
        # sy = self.p_unit.rect.top +
        #      self.p_shot_image.rect.height * .75
        if self.p_unit.get_is_alive():
            self.p_unit.shoot(self.p_shot_image,
                              self.p_bullet_swarm)
            # self.p_unit.shoot_from(self.p_shot_image,
            #                        self.p_bullet_swarm,
            #                        sx, sy, self.p_unit.angle)

    def draw_bullets(self):
        self.p_bullet_swarm.draw(self.screen)
        self.e_bullet_swarm.draw(self.screen)

    def draw_hud(self):
        if self.tock % 5 == 0:
            self.hud.update()
        self.hud.draw(self.screen)

    # Goes through all the objects and makes each of them move as
    # necessary
    def tick(self):
        self.bend_y += self.bend_rate
        bend_max = 5.0
        if self.bend_rate < 0.0:
            self.bend_rate -= .02
        else:
            self.bend_rate += .02
        if ((self.bend_y > self.p_start_y + bend_max) or
            (self.bend_y < self.p_start_y)):
            if self.bend_rate < 0.0:
                self.bend_rate = .02
                self.bend_y = float(self.p_start_y)
            else:
                self.bend_rate = -.02
                self.bend_y = float(self.p_start_y) + bend_max
        self.p_unit.set_xy(self.p_unit.get_pos()[0],
                           int(self.bend_y+.5))
        self.p_bullet_swarm.update()
        self.swarm.update()
        self.e_bullet_swarm.update()

    ######################
    # Here are a bunch of metafunctions.
    # I break it up so its really easy to add new features,
    # like if we ant a counter? add something to check() and draw().
    # All of these are called once per frame.
    def check(self):
        self.check_done()
        self.test_collision()
        self.check_rows()
        self.bg.update()
        if self.p_unit.get_is_alive():
            self.swarm.shoot(self.e_shot_image, self.e_bullet_swarm)
        self.p_unit.update()
        for particle in self.particles:
            particle.update()

    def draw(self):
        self.screen.fill(self.bg.bg_color)
        # if self.world_rect is not None:
            # self.screen.fill((64, 64, 64), self.world_rect)
        self.bg.draw(self.screen)
        self.draw_bullets()
        self.draw_player_units()
        self.emove()
        self.particles.draw(self.screen)
        self.draw_hud()
        # if self.p_unit is not None:
            # if self.p_unit.rect is not None:
                # self.screen.fill((128, 128, 128), self.p_unit.rect)
        # if self.mouse_rect is not None:
            # self.screen.fill((255, 255, 255), self.mouse_rect)
        # if self.temp_rect is not None:
            # self.screen.fill((128, 0, 0), self.temp_rect)


    # does just what it sounds like.....
    def clear_screen(self):
        self.screen.fill(self.bg.bg_color)
        # pygame.display.flip()

    # for debugging info mostly
    def dispvars(self):
        print("The Enemy SpriteGroup size is:" +
              str(len(self.swarm.sprites())))
        print("The Player Bullet Array size is:" +
              str(len(self.p_bullet_swarm.sprites())))
        print("The Enemy Bullet Array size is:" +
              str(len(self.e_bullet_swarm.sprites())))

    # does lots and lots of stuff, it really needs to be cleaned up
    def process_events(self, events):
        # print("input: self.p_unit.rect: " + str(self.p_unit.rect))
        xmin = self.world_rect.left
        xmax = self.world_rect.right
        smooth_scroll_var1 = 10
        smooth_scroll_var2 = 2
        pygame.event.pump()  # redraw Window so OS knows not frozen
        self.app.check_music()
        pause_menu_strings = ["RESUME", "ABOUT", "HELP", "EXIT"]
        if self.won:
            pause_menu_strings.insert(0, self.won_msg)
        for event in events:
            if event.type == QUIT:
                self.on_exit()
                sys.exit(0)

            if event.type == pygame.MOUSEMOTION:
                pygame.event.get()
                prev_pos = self.p_unit.get_pos()
                tempx = (pygame.mouse.get_pos()[0] -
                         self.p_unit.rect.width / 2)
                # *Just to make sure we don't get the ship way out:
                if tempx + self.p_unit.rect.width > xmax:
                    # if its outside the world,
                    # just stick it as far as possible
                    self.p_unit.set_xy(xmax - self.p_unit.rect.width,
                                       prev_pos[1])
                elif tempx < xmin:
                    self.p_unit.set_xy(xmin, prev_pos[1])
                elif abs(tempx-self.p_start_x) > \
                        smooth_scroll_var1:
                    # smooth scrolling if the mouse gets far
                    # from the ship
                    self.p_unit.set_xy(
                        prev_pos[0] +
                        (tempx-prev_pos[0]) /
                        smooth_scroll_var2,
                        prev_pos[1])
                else:
                    # if it gets down to this point,
                    # we've passed all sanity checks so just move it
                    self.p_unit.set_xy(tempx, prev_pos[1])

            elif event.type == pygame.MOUSEBUTTONDOWN:
                self.pshoot()

            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_q:
                    self.menus.show_dialog(pause_menu_strings)
                if event.key == pygame.K_p:
                    self.menus.show_dialog(pause_menu_strings)
                if event.key == pygame.K_ESCAPE:
                    self.menus.show_dialog(pause_menu_strings)
                # keyboard controls
                if event.key == pygame.K_LEFT:
                    self.leftkeydown = 1
                if event.key == pygame.K_RIGHT:
                    self.rightkeydown = 1
                if event.key == pygame.K_SPACE:
                    self.pshoot()

            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT:
                    self.leftkeydown = 0
                if event.key == pygame.K_RIGHT:
                    self.rightkeydown = 0
            elif event.type == pygame.USEREVENT:
                if event.code == pygame.USEREVENT_DROPFILE:
                    print("Tried to open file on MacOS (this should" +
                          " never happen:")
                    print("  " + str(event))
                else:  # should be event.code 0
                    self.app.continue_music()
                    print("music queue ended in game:")
                    if event.code != 0:
                        print("unknown USEREVENT event.code: " +
                              str(event.code))

        if self.leftkeydown:
            self.p_unit.move_one(-1, self.world_rect)
        if self.rightkeydown:
            self.p_unit.move_one(1, self.world_rect)

        pygame.event.clear()

    ####################################################################

    def start(self, menus):
        self.won = False
        self.particle_ban = False
        self.wait_stop_count = -1  # -1 means do not count down to menu
        self.menus = menus
        p_speed = 10
        self.p_unit = Entity(self.app, 'pship', self.p_unit_images,
                             p_speed, 90.0,
                             self.p_swarm, self.p_max_health,
                             self.explosion_images,
                             self.particles,
                             ex_sound = self.p_ex_sound)
        self.p_unit.shoot_sound = self.p_shoot_sound
        print("Clearing vars...")
        self.clear_vars()  # does reset player unit (p_unit) position
        self.p_swarm.add(self.p_unit)
        self.p_unit.set_xy(self.p_start_x, self.p_start_y)
        print("Starting main event loop...")
        self.loop()

    # Yeah see this one does all of the work
    def loop(self):
        # Start loop
        REFRESH_TIME = self.app.get_fps() * 3
        while (not self.menus.get_bool('exit')) and (self.again()):
            # Refresh screen periodically
            if self.tock >= REFRESH_TIME:
                # self.clear_screen()
                self.tock = 0
            self.tock += 1

            # Check everythign and see if changes need to be made
            self.check()

            # Draw bullets
            self.draw()

            # Move everything
            self.tick()

            # Initiate input function
            self.process_events(pygame.event.get())

            # applies the smart screen updating
            pygame.display.update()
            # TODO: ? pygame.display.update(self.enemylist)
            # self.enemylist = []

            # Pauses and waits
            timeittook = self.app.clock.tick(self.app.get_fps())
コード例 #3
0
ファイル: run.py プロジェクト: erszcz/agrajag
def run():
    pygame.init()
    random.seed()

    display_size = 800, 600
    viewport_size = display_size[0], 600
    black = 0, 0, 0
    red = 255, 70, 70
    green = 70, 255, 70
    blue = 70, 70, 255
    white = 255, 255, 255

    l_green = 50, 255, 0

    screen = pygame.display.set_mode(display_size)
    screen.fill(black)

    clock = Clock(readonly=False)

    dbman = DBManager()
    dbman.import_db("./db")

    gfxman = GfxManager()
    gfxman.import_gfx(dbman.get(), "./gfx")

    stagemanager = StageManager()
    stagemanager.import_stages("./stages")
    stages = stagemanager.get()

    groupmanager = GroupManager()

    g_draw = groupmanager.add("draw", "OrderedUpdates")
    g_ship = groupmanager.add("ship")
    g_enemies = groupmanager.add("enemies")
    g_enemy_projectiles = groupmanager.add("enemy_projectiles")
    g_player_projectiles = groupmanager.add("player_projectiles")
    g_beams = groupmanager.add("beams")
    g_explosions = groupmanager.add("explosions")
    g_shields = groupmanager.add("shields")
    g_bonuses = groupmanager.add("bonuses")

    hud = Hud(viewport_size)

    g_enemies.add(Obstacle((60, 30)))
    g_enemies.add(MovingObstacle((160, 80)))

    g_bonuses.add(RechargeBonus((300, 200)))
    g_bonuses.add(SuperShieldBonus((500, 300)))
    g_bonuses.add(ShieldUpgradeBonus((500, 500)))
    g_bonuses.add(ShieldUpgradeBonus((300, 500)))

    ship = ref(PlayerShip((175, viewport_size[1] - 60), g_ship))
    hud.setup_connections(ship())

    back = SpaceBackground(viewport_size)

    for stage_name in sorted(stages.keys()):
        stage_clock = 0
        while True:
            for spawn_time in stages[stage_name]["spawn"]:
                if spawn_time <= stage_clock:
                    while stages[stage_name]["spawn"][spawn_time]:
                        spawn = stages[stage_name]["spawn"][spawn_time].pop()
                        pos = spawn["x"], spawn["y"]

                        object_cls = eval(spawn["object_cls_name"])
                        if spawn["object_base_cls_name"]:
                            if spawn["object_base_cls_name"] == "Projectile":
                                if not spawn.has_key("object_params"):
                                    raise ValueError, "Params for projectile '%s' in stage %s \
                      not set" % (
                                        spawn["object_cls_name"],
                                        stage_name,
                                    )

                                if not spawn["object_params"].has_key("dir"):
                                    raise ValueError, "Invalid 'dir' for projectile '%s' in \
                      stage %s" % (
                                        spawn["object_cls_name"],
                                        stage_name,
                                    )

                                if not spawn["object_params"].has_key("collision_group"):
                                    raise ValueError, "Invalid 'collision_group' for projectile \
                      '%s' in stage %s" % (
                                        spawn["object_cls_name"],
                                        stage_name,
                                    )

                                params = spawn["object_params"]

                                dir = params["dir"]
                                g_coll = groupmanager.get(params["collision_group"])
                                object = object_cls(pos, dir, g_coll)

                            elif spawn["object_base_cls_name"] == "Bonus":
                                pass
                            else:
                                raise ValueError, "Invalid value '%s' for attrubite \
                    'object_base_cls_name' in stage %s" % (
                                    spawn["object_base_cls_name"],
                                    stage_name,
                                )
                        else:
                            object = object_cls(pos)

                        if spawn["bonus_cls_name"]:
                            if isinstance(object, BonusHolder):
                                object.set_bonus(spawn["bonus_cls_name"], spawn["bonus_params"])
                            else:
                                raise ValueError, "Instances of %s can not hold bonuses." % object.__class__.__name__

                        if spawn["mover_cls_name"]:
                            mover_cls = eval("mover.%s" % spawn["mover_cls_name"])
                            m = mover_cls(pos, object.max_speed, spawn["mover_params"])
                            object.set_mover(m)

                        for g in spawn["groups"]:
                            if g == "enemies":
                                g_enemies.add(object)
                            elif g == "explosions":
                                g_explosions.add(object)
                            elif g == "enemy_projectiles":
                                g_enemy_projectiles.add(object)
                            elif g == "player_projectiles":
                                g_player_projectiles.add(object)

            # time management
            clock.tick(40)
            # clock.tick( float(sys.argv[1]) )
            stage_clock += clock.get_time()

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    sys.exit()
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_q:
                        sys.exit()
                    elif event.key == pygame.K_s:
                        if ship():
                            ship().next_weapon()
                    elif event.key == pygame.K_a:
                        if ship():
                            ship().previous_weapon()
                    elif event.key == pygame.K_x:
                        if ship():
                            ship().activate_shield(True)
                elif event.type == pygame.KEYUP:
                    if event.key == pygame.K_UP:
                        if ship():
                            ship().fly_up(False)
                    elif event.key == pygame.K_x:
                        if ship():
                            ship().activate_shield(False)

            pressed_keys = pygame.key.get_pressed()
            if pressed_keys[pygame.K_UP]:
                if ship():
                    ship().fly_up(True)
            if pressed_keys[pygame.K_DOWN]:
                if ship():
                    ship().fly_down(viewport_size[1])
            if pressed_keys[pygame.K_LEFT]:
                if ship():
                    ship().fly_left()
            if pressed_keys[pygame.K_RIGHT]:
                if ship():
                    ship().fly_right(viewport_size[0])
            if pressed_keys[pygame.K_z]:
                if ship():
                    ship().shoot()

            back.clear(screen, clear_bg)
            back.update()
            back.draw(screen)

            # temp
            # if ship():
            #  ship().damage(1)
            #

            g_draw.clear(screen, clear_bg)
            hud.clear(screen, clear_bg)

            g_draw.update()
            hud.update()

            g_draw.draw(screen)
            hud.draw(screen)

            pygame.display.flip()
コード例 #4
0
class Game(Div, object):
    """main frame of the game"""
    def __init__(self, controller):
        # super(game, self).__init__()
        self.controller = controller
        self.initAttr()
        self.initElement()

    def setLevel(self, level=6):
        self.boardWidth, self.boardHeight = self.board.setLevel(level)
        self.height = self.boardHeight + self.edgeWidth * 2
        self.width = self.boardWidth + self.hudWidth
        self.initContext()

    def initAttr(self):
        self.turn = True
        self.hudWidth = HUD["HUD_WIDTH"]
        self.edgeWidth = GAME["EDGE_WIDTH"]

        # 先获取 board 部分的大小,再自适应自己的大小
        self.board = Board((self.hudWidth, self.edgeWidth))
        Div.__init__(self, (self.board.width + self.hudWidth,
                            self.board.height + self.edgeWidth * 2))
        # 根据窗口高度设置 HUD 高度
        self.hud = Hud((0, self.height), (0, 0))
        self.hud.setMark(self.turn)
        self.board.setTurn(self.turn)
        self.gameID = 0
        self.order = None

    def initElement(self):
        # 背景
        self.background = Background((self.width, self.height))
        backgroundColor = GAME["GAME_BACKGROUND_COLOR"]
        self.background.setColor(backgroundColor)
        # 返回按钮
        self.returnButton = TextButton(GAME["RETURN_BUTTON_FONTS"],
                                       GAME["RETURN_BUTTON_CONTENT"], (30, 30))

    def initContext(self):
        self.screen = pygame.display.set_mode((self.width, self.height),
                                              DOUBLEBUF)
        pygame.display.set_caption("Boxes")
        self.clock = pygame.time.Clock()

    def leaveServer(self, *args):
        self.controller.gameNet.leaveServer(self.gameID)
        return STATE.menu

    def placeLine(self, data):
        if self.hud.started:
            self.controller.gameNet.placeLine(data, self.gameID, self.order)

    def placeLineAnswer(self, turn, x, y, h, point, order):
        self.setTurn(turn)
        if order == self.order:
            self.board.placeLine(x, y, h, point, True)
        else:
            self.board.placeLine(x, y, h, point, False)

    def setTurn(self, turn):
        self.hud.setMark(turn)
        self.board.setTurn(turn)

    def setHome(self):
        self.order = 0
        self.board.setHome()
        self.background.setColor(GAME["HOME_COLOR"])

    def setAway(self):
        self.order = 1
        self.board.setAway()
        self.background.setColor(GAME["AWAY_COLOR"])

    def addScore(self):
        self.hud.addScore()

    def enemyAddScore(self):
        self.hud.enemyAddScore()

    # 对手玩家进入游戏
    def enemyComming(self, turn):
        self.setTurn(turn)
        self.board.restart()
        self.hud.startGame()

    def newHost(self):
        self.hud.restart()

    # 数据清零,重新开始游戏
    def restart(self):
        self.board.restart()
        self.hud.restart()

    def draw(self):
        # self.screen.set_clip(None)
        self.background.draw(self.screen)
        ret = self.board.draw(self.screen)
        if ret != None:
            self.placeLine(ret)
        self.hud.draw(self.screen)
        self.returnButton.draw(self.screen)
        var = self.returnButton.click(self.leaveServer)
        if var != None:
            return var
        return STATE.game
コード例 #5
0
ファイル: screens.py プロジェクト: ashisdhara/python_game
class GameScreen(Events):
    """docstring for GameScreen"""
    def __init__(self, window):
        super(GameScreen, self).__init__()
        self.window = window
        self.camera = Camera(window)
        self.player = player.Player()
        self.proj_viewer = ProjectileViewer(self.send_center)
        self.controls = {}
        self.controls_old = {}
        self.map = Map('blank')
        #self.player.spawn(100, 100)
        self.time = 0
        self.moves = moves(1024)
        self.index = [0]
        self.head = [0]
        #other players
        self.players = {}
        self.specs = {}
        #crosshair
        self.cross = CrossHair()
        self.isSpec = True
        self.hud = Hud()
        self.gs_view = GameStateViewer(self.players, self.hud.update_prop,
                                       self.hud.set_score)

    def update(self, dt):
        dt = int(dt * 1000000) / 1000000.
        if self.controls['esc'] and not self.controls_old['esc']:
            self.send_message('menu_transition_+', (GameMenu, self.isSpec))

        if self.controls['rdy'] and not self.controls_old['rdy']:
            if not self.isSpec:
                self.ready_up()

        if self.controls['chat'] and not self.controls_old['chat']:
            self.send_message('menu_transition_+',
                              (ChatScreen, self.window))

        self.update_keys()
        self.on_update(dt)

    def update_physics(self, dt, state=False, input=False):
        playergen = (player.rect for player in self.players.itervalues())
        mapgen = (rect for rect in self.map.quad_tree.retrieve([],
                  self.player.rect))
        rectgen = chain(playergen, mapgen)
        self.player.update(dt, rectgen, state, input)
        return self.player.state

    def update_state_only(self, state):
        self.player.state.update(0, state)

    def update_keys(self):
        for key_, value in self.controls.items():
            self.controls_old[key_] = value

    def from_server(self, data):
        typ, data = data
        if typ == proto.playerUpdate:
            ind, time, s_state, inpt, weaponinfo = data
            smove = move(time, inpt, s_state)
            if ind == self.player.id:
                correct_client(self.update_physics, smove, self.moves,
                               self.head, self.index[0],
                               self.update_state_only)
                self.player.weapons.from_server(weaponinfo)
            else:
                #try:
                self.players[ind].client_update(s_state)
                self.players[ind].input = inpt
                #except KeyError:
                #    pass
        elif typ == proto.projectile:
            self.proj_viewer.process_proj(data)
        elif typ == proto.newPlayer:
            gs, data = data
            if gs == proto.goesSpec:
                ind, name, colstring = data
                new = player.Player()
                new.name = name
                new.id = ind
                new.set_color(colstring)
                self.specs[ind] = new
            #if there are existing players on the server
            elif gs == proto.wantsJoin:
                ind, name, state, time, colstring = data
                new = player.Player()
                new.name = name
                new.state = state
                new.time = time
                new.id = ind
                new.set_color(colstring)
                new.rect.update_color(new.color)
                self.players[ind] = new
                print 'new player: %s' % name
                self.gs_view.to_team(ind)
        elif typ == proto.disconnect:
            ind = data
            if ind in self.players:
                self.gs_view.leave(ind)
                del self.players[ind]
            elif ind in self.specs:
                del self.specs[ind]
        elif typ == proto.stateUpdate:
            gametime, data = data
            gs, ind = data
            self.gs_view.set_time(gametime)
            if gs == proto.wantsJoin:
                if ind == self.player.id:
                    self.send_message('menu_transition_-')
                    self.player.state.isDead = False
                    self.trans_to_game()
                else:
                    self.players[ind] = self.specs[ind]
                    del self.specs[ind]
                    self.gs_view.to_team(ind)
            elif gs == proto.goesSpec:
                if ind == self.player.id and self.isSpec:
                    pass
                elif ind == self.player.id and not self.isSpec:
                    self.send_message('menu_transition_-')
                    self.trans_to_spec()
                else:
                    self.specs[ind] = self.players[ind]
                    self.gs_view.leave(ind)
                    del self.players[ind]
            elif gs == proto.isDead:
                ind, killer, weapon = ind
                if ind == self.player.id:
                    self.player.die()
                else:
                    self.players[ind].die()
                self.gs_view.score(ind, killer, weapon)
            elif gs == proto.spawns:
                ind, pos = ind
                if ind == self.player.id:
                    self.player.spawn(*pos)
                else:
                    self.players[ind].spawn(*pos, other=True)
            elif gs == proto.isReady:
                ind, name = ind
                self.gs_view.is_ready(ind, name)
            elif gs == proto.countDown:
                self.player.freeze()
            elif gs == proto.inProgress:
                self.gs_view.start_game()
            elif gs == proto.warmUp:
                self.gs_view.to_warmup()
        elif typ == proto.mapUpdate:
            ind, itemid, gt, spawn = data
            self.gs_view.set_time(gt)
            if ind == self.player.id:
                if isinstance(self.map.items[itemid], Triangle):
                    st = self.map.items[itemid].keystr
                    if not st in self.player.weapons.weapons:
                        self.player.weapons.pickup(st)
                    else:
                        self.player.weapons.apply(st, self.player)
            self.map.serverupdate(itemid, spawn)
        elif typ == proto.chat:
            ind, msg = data
            if ind == self.player.id:
                name = self.player.name
                color = self.player.color
            elif ind in self.players:
                name = self.players[ind].name
                color = self.players[ind].color
            else:
                name = self.specs[ind].name
                color = self.specs[ind].color
            #chatdata = ' '.join((name + ':', '\t', msg))
            chatdata = (name, color, msg)
            self.hud.update_prop(chat=chatdata)

    def send_to_client(self, dt):
        temp_input = proto.Input()
        self.time += int(dt * 1000000)
        temp_input.CopyFrom(self.player.input)
        c_move = move(self.time, temp_input, self.player.state.copy())
        try:
            self.moves[self.index[0]] = c_move
        except IndexError:
            self.moves.append(c_move)
        self.moves.advance(self.index)
        self.send_message('input', (self.player.input, self.time))

    def spec_send(self, dt):
        self.send_message('input', (proto.Input(), self.time))

    def draw(self):
        self.on_draw()

    def on_connect(self, msg):
        ind, mapname, name = msg
        self.player.get_id(ind, name)
        self.map = Map(mapname)
        print 'connected with id: ' + str(self.player.id)
        #self.send_message('input', (self.player.input, 1337))
        self.gs_view.init_self(ind)
        self.trans_to_spec()

    def try_join(self):
        msg = proto.Message()
        msg.type = proto.stateUpdate
        plr = proto.Player()
        plr.id = self.player.id
        msg.player.CopyFrom(plr)
        if self.isSpec:
            msg.gameState = proto.wantsJoin
        else:
            msg.gameState = proto.goesSpec
        self.send_message('other', msg)

    def ready_up(self):
        msg = proto.Message()
        msg.type = proto.stateUpdate
        plr = proto.Player()
        plr.id = self.player.id
        msg.player.CopyFrom(plr)
        msg.gameState = proto.isReady
        self.send_message('other', msg)

    def send_chat(self, chatmsg):
        msg = proto.Message()
        msg.type = proto.chat
        plr = proto.Player()
        plr.id = self.player.id
        plr.chat = chatmsg
        msg.player.CopyFrom(plr)
        self.send_message('other', msg)

    def on_update(self, dt):
        pass

    def on_draw(self):
        pass

    def idle_update(self, dt):
        self.send_to_client(dt)
        self.gs_view.update(dt)
        self.hud.update(dt)

    def trans_to_spec(self):
        self.on_update = self.spec_update
        self.on_draw = self.spec_draw
        self.isSpec = True
        self.player.state.hook_hud(self.hud.update_prop)
        self.hud.init_spec()

    def trans_to_game(self):
        self.on_update = self.game_update
        self.on_draw = self.game_draw
        self.isSpec = False
        self.player.weapons.hook_hud(self.hud.update_prop)
        self.player.state.hook_hud(self.hud.update_prop)
        self.gs_view.add_self(self.player)
        self.hud.init_player(self.players)

    def game_update(self, dt):
        self.update_physics(dt)
        self.camera.update(dt, self.player.state)
        self.send_to_client(dt)
        self.proj_viewer.update(dt)
        self.gs_view.update(dt)
        self.hud.update(dt)

    def game_draw(self):
        self.camera.set_camera()
        for plr in self.players.itervalues():
            plr.draw()
        self.player.draw()
        self.proj_viewer.draw()
        self.map.draw()
        self.camera.set_static()
        self.hud.draw()
        self.cross.draw(*self.camera.mpos)

    def spec_update(self, dt):
        self.player.specupdate(dt)
        self.camera.update(dt, self.player.state)
        #self.send_to_client(dt)
        self.spec_send(dt)
        self.proj_viewer.update(dt)
        self.gs_view.update(dt)
        self.hud.update(dt)

    def spec_draw(self):
        self.camera.set_camera()
        for plr in self.players.itervalues():
            plr.draw()
        self.proj_viewer.draw()
        self.map.draw()
        self.camera.set_static()
        self.hud.draw()

    def send_center(self, ind):
        if ind == self.player.id:
            pl = self.player
            return pl.rect.center, (pl.input.mx, pl.input.my)
        else:
            pl = self.players[ind]
            return pl.rect.center, (pl.input.mx, pl.input.my)
コード例 #6
0
ファイル: game.py プロジェクト: BrettMcNeff/TBA
class Game(object):
    """this is the Game class"""
    def __init__(self):
        pygame.mixer.pre_init(48000,-16,2, 1024) #Sound Settings
        pygame.init()
        
        #sets the screen resolution for the game and sets a rect for the game screen
        self.screen = pygame.display.set_mode((1024,768))
        self.screen_rect = self.screen.get_rect()
        
        #initializes a clock for the game
        self.clock = pygame.time.Clock()
        
        #initializes a menu object and HUD object and Score object
        self.menu = Menu()
        self.hud = Hud()
        self.score = Score()
        #sets a boolean for whether you are still in the menu or not
        self.inMenu = True
        #sets a camera for the world
        self.camBorder = 32
        self.cam = Camera(pygame.Rect(100, 100, 1024, 768), pygame.Rect(self.camBorder, self.camBorder, 2048 - self.camBorder, 1536 - self.camBorder))
        self.camShakeFactor = 0 #Magnitude of shake
        self.camShakeDecayFactor = 0.08 #Lerp Amount
        
        #Timing
        self.timer = pygame.time.get_ticks()
        self.elapsed = 0
        
        #Sound Controller
        self.soundCon = SoundCon()
        
        #Game Values
        self.backgroundImg = pygame.image.load("Images/Arena/Arena2.png").convert_alpha()
        self.backgroundImgRect = self.backgroundImg.get_rect()
        self.player = Player( self.hud )
        
        #Effects
        self.effectInstances = []
        self.spawnSound = pygame.mixer.Sound("Sounds/ShipRev.wav")
        self.deathSound = pygame.mixer.Sound("Sounds/shipExplo.wav")
        self.enemyExplo = pygame.mixer.Sound("Sounds/enemyExplo.wav")
        self.clashSound = pygame.mixer.Sound("Sounds/clash.wav")
        self.boostSound = pygame.mixer.Sound("Sounds/boostLow.wav")
        
        #Game over fade out
        self.fadeImage = pygame.image.load("Images/HUD/CrackedGlass.png").convert_alpha()
        self.fadeRect = self.fadeImage.get_rect()
        self.fadeSurface = pygame.Surface((1024, 768), pygame.SRCALPHA)
        self.fadeSurfaceAlpha = 0
        self.fadeSurfaceRate = 1
        self.doFade = False
        self.restartGame = False
        
        #Enemies
        self.enemyList = []
        self.baseNumEnemies = 2
        self.spawnTime = 10
        self.currentSpawnTime = 30


    def process_events(self):
        """process all game events"""
        #sets a variable containing the position of the mouse
        self.mousePos = pygame.mouse.get_pos()

        for event in pygame.event.get():
            if self.inMenu:
                #passes the current event and mouse position to the menu's 'process_events' function
                self.inMenu = self.menu.process_events(event, self.mousePos)
            else:
                #Run everything else's 'process_events' functions
                #print("This is where the game would process events")
                self.readInputs( event )
                
            if event.type == pygame.KEYDOWN:
                #exits the program if the esc key is pressed
                if event.key == pygame.K_ESCAPE:
                    sys.exit(0)
    
    def readInputs(self, event):
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                sys.exit(0)
            if event.key == pygame.K_w or event.key == pygame.K_UP:
                self.player.moving[0] = True
            if event.key == pygame.K_s or event.key == pygame.K_DOWN:
                self.player.moving[1] = True
            if event.key == pygame.K_a or event.key == pygame.K_LEFT:
                self.player.moving[2] = True
            if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
                self.player.moving[3] = True
            if event.key == pygame.K_SPACE or event.key == pygame.K_z:
                self.player.moving[4] = True
                self.boostSound.play()
            if event.key == pygame.K_p:
                self.soundCon.currentTime = 30
                self.currentSpawnTime = 1
                self.player.currentInvincTime = 1
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_w or event.key == pygame.K_UP:
                self.player.moving[0] = False
            if event.key == pygame.K_s or event.key == pygame.K_DOWN:
                self.player.moving[1] = False
            if event.key == pygame.K_a or event.key == pygame.K_LEFT:
                self.player.moving[2] = False
            if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
                self.player.moving[3] = False
            if event.key == pygame.K_SPACE or event.key == pygame.K_z:
                self.player.moving[4] = False
                self.boostSound.stop()

        
        
    def update(self):
        """updates the game"""
        if not self.inMenu:
            self.player.update(self.cam )
            self.cam.move_to(self.player.pos[0], self.player.pos[1])
            self.soundCon.update()
            
            #Enemy Spawning
            self.elapsed = (pygame.time.get_ticks() - self.timer) / 1000.0
            self.currentSpawnTime -= self.elapsed
            if ( self.currentSpawnTime <= 0 ):
                self.currentSpawnTime = self.spawnTime
                self.spawnEnemy()
            
            #Enemy update
            for tempEnemy in self.enemyList:
                tempEnemy.update(self.cam)
                self.player.checkColl(tempEnemy, self.cam, self)
            #Check enemy deaths
            for tempEnemy in self.enemyList:
                if tempEnemy.deathFlag:
                    self.score.total += 100
                    self.makeLineBurst( tempEnemy.rect.centerx, tempEnemy.rect.centery, tempEnemy.deathAngle, 60, 200, 50, (255,255,0), 0.1, True )
                    self.makeLineBurst( tempEnemy.rect.centerx, tempEnemy.rect.centery, tempEnemy.deathAngle, 60, 200, 50, (255,255,255), 0.1, True )
                    self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 100, 50, (255,255,255), 0.05, True )
                    self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 100, 40, (255,0,0), 0.05, True )
                    self.enemyExplo.play()
                    self.enemyList.remove( tempEnemy )
                    self.spawnEnemy()

            
            #Effect update
            for effect in self.effectInstances:
                if not effect.active:
                    self.effectInstances.remove( effect )
            
            #Shake and Decay
            self.camShakeFactor = self.camShakeFactor - ( self.camShakeFactor * self.camShakeDecayFactor )
            if ( self.camShakeFactor < 1 ):
                self.camShakeFactor = 0
            self.cam.shake(random.random() * self.camShakeFactor, random.random() * self.camShakeFactor)
            
            #Player boost effect
            if ( self.player.boosting ):
                self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, -self.player.ang  * 180 / math.pi + 180, 30, 3, 30, (255,255,155), 0.1, True )
                self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, -self.player.ang  * 180 / math.pi + 180, 30, 3, 30, (255,0,0), 0.1, True )
            if ( self.player.thrusting ):
                self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, -self.player.ang  * 180 / math.pi + 180, 20, 2, 20, (255,255,255), 0.1, True )
                
            #Update Score in HUD
            self.hud.updateScore(self.score.getTotal())
            
            #Death
            if self.player.dead and self.player.canMakeDeadEffect:
                self.player.canMakeDeadEffect = False
                self.shakeScreen( 64 )
                self.soundCon.playDeathSound()
                self.deathSound.play()
                #self.makeExplosion( 500, 500, "Images/Effects/Explosion2Spr.png", 200, 200, 8, 8, True)
                self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 200, 30, (255,255,0), 0.1, True )
                self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 200, 30, (255,0,0), 0.1, True )
                self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 100, 30, (255,155,0), 0.05, True )
                self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 100, 40, (255,0,0), 0.05, True )
                self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 100, 50, (255,255,255), 0.05, True )
                self.player.numLives -= 1
                if ( self.player.numLives <= 0 ):
                    self.doFade = True
                    self.player.currentDeadTime = 30
            if ( self.player.reformEffect ):
                self.player.reformEffect = False;
                self.spawnSound.play()
                self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 150, 15, (255,255,255), 0.1, False )
                self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 150, 30, (255,255,255), 0.1, False )
                self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 150, 50, (255,255,255), 0.1, False )
            
            
            self.timer = pygame.time.get_ticks()
            
            
    def shakeScreen(self, magnitude):
        self.camShakeFactor = magnitude #Magnitude of shake
    
    def makeLineBurst(self, x, y, direction, spread, count, maxSpeed, color, lerpPercent, doRandom):
        newBurst = LineBurst( x, y, direction, spread, count, maxSpeed, color, lerpPercent, doRandom ) 
        self.effectInstances.append( newBurst )
        
    def makeExplosion(self, x, y, imagePath, imageWidth, imageHeight, numFrames, imageSpeed, doLoop):
        newAnim = EffectAnimation( x, y, imagePath, imageWidth, imageHeight, numFrames, imageSpeed, doLoop ) 
        self.effectInstances.append( newAnim )
    
    def spawnEnemy(self):
        if ( len(self.enemyList) == 0 ):
            for i in range( self.baseNumEnemies ):
                self.enemyList.append(AI(self.player, self.cam, self))
        else:
            self.enemyList.append(AI(self.player, self.cam, self))
        
    
    def draw(self):
        """draw the gameworld"""
        self.screen.fill((0,0,0))
        if self.inMenu:
            #calls the menu's draw function
            self.menu.draw(self.screen)
        else:
            #Draw the regular game
            backRect = self.backgroundImgRect.move(-self.cam.rect.x + self.camBorder / 2, -self.cam.rect.y + self.camBorder / 2)
            self.screen.blit(self.backgroundImg, backRect)
            self.player.draw( self.screen, self.cam )
            
            #Enemy draw
            for tempEnemy in self.enemyList:
                tempEnemy.draw(self.screen, self.cam)
            
            #Effect draw
            for effect in self.effectInstances:
                effect.draw(self.screen, self.cam)
                
            #HUD draw
            self.hud.draw(self.screen)
                
                
            #Game Over fade
            if self.doFade:
                self.fadeSurfaceAlpha += self.fadeSurfaceRate
                
                if ( self.fadeSurfaceAlpha >= 255 ):
                    self.inMenu = True
                    pygame.mixer.stop()
                    pygame.mixer.music.stop()
                    self.restartGame = True
                else:
                    self.fadeSurface.fill((0,0,0,self.fadeSurfaceAlpha))
                    self.fadeSurface.set_alpha( self.fadeSurfaceAlpha )
                    #tempRect = self.fadeRect.move(-self.cam.rect.x, -self.cam.rect.y)
                    self.fadeSurface.blit(self.fadeImage, (0,0))
                    self.screen.blit(self.fadeSurface,(-self.cam.rect.x + self.cam.rect.left,-self.cam.rect.y + self.cam.rect.top))
コード例 #7
0
ファイル: main.py プロジェクト: USMAnss/Pybrawl
def playGame(character1, character2):
    pygame.init()
    pygame.mixer.init()
    pygame.mixer.music.load("Sound/07 - The Raising Fighting Spirit.ogg") #Background music "The Rising Fighting Spirit":http://downloads.khinsider.com/game-soundtracks/album/naruto-original-soundtrack-1
    pygame.mixer.music.play(-1)
    displaysurf = pygame.display.set_mode((WIDTH, HEIGHT))
    clock = pygame.time.Clock()
    player1=Character(PLAYER1_CONTROLS, IMAGES[character1], SOUNDS[character1], PLAYER1_POSITION)
    player2=Character(PLAYER2_CONTROLS, IMAGES[character2], SOUNDS[character2], PLAYER2_POSITION)
    HUD1_IMAGES=HUD_IMAGES.copy()
    HUD1_IMAGES["icon"]=IMAGES[character1]["icon"]
    HUD2_IMAGES=HUD_IMAGES.copy()
    HUD2_IMAGES["icon"]=IMAGES[character2]["icon"]
    player1_hud=Hud(HUD1_IMAGES, LEFT_HUD_POSITION)
    player2_hud=Hud(HUD2_IMAGES, RIGHT_HUD_POSITION)
    player2_hud.flip()
    background=load_image("Background/training_background.png") #http://spritedatabase.net/game/1889
    background=pygame.transform.scale(background, (WIDTH, HEIGHT))
    player1_wins=load_image("Background/player1wins.png") #Used the folowing website to generate the win signs: http://www.dafont.com/ninja-naruto.font
    player2_wins=load_image("Background/player2wins.png")
    pygame.display.set_caption('Pybrawl')
    game_over=False
    while True: # main game loop
        displaysurf.blit(background, (0,0))
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == KEYDOWN and event.key == K_RETURN and game_over:
                return

        if player1.health==0:
            game_over=True
            pygame.mixer.music.stop()
            displaysurf.blit(player2_wins, (172, 200))

        if player2.health==0:
            game_over=True
            pygame.mixer.music.stop()
            displaysurf.blit(player1_wins, (172, 200))

        keys_status=pygame.key.get_pressed()
        if game_over:
            keys_status=[False for i in keys_status]

        player1.update(keys_status)
        player2.update(keys_status)

        collide(player1, player2)

        keep_inside(player1)
        keep_inside(player2)

        if player1.rect.centerx < player2.rect.centerx:
            player1.direction="right"
            player2.direction="left"
        else:
            player1.direction="left"
            player2.direction="right"

        player1_hud.update(player1.health/player1.max_health,
                           player1.mana/player1.max_mana)
        player2_hud.update(player2.health/player2.max_health,
                           player2.mana/player2.max_mana)

        player1.draw(displaysurf)
        player2.draw(displaysurf)
        player1_hud.draw(displaysurf)
        player2_hud.draw(displaysurf)
        pygame.display.update()
コード例 #8
0
ファイル: start_game.py プロジェクト: tomislater/kill_spiders
class Main(object):
    def __init__(self):
        self.clock = pygame.time.Clock()
        pygame.mouse.set_visible(0)

        self.surface = main_surface
        self.deadline = 120  # for monster :))

        self.font = pygame.font.Font(None, 30)
        self.background = load_image('background.png')
        pygame.mixer.music.load(load_sound('background.ogg'))

        self.brushing()

        self.level_formula = lambda x: (x + random.randint(5, x + 5))

        self.MAIN_LOOP = self.MENU_LOOP = self.OPTIONS_LOOP = False

        pygame.mixer.music.play(-1, 0.0)
        self.show_menu()
        self.start()

    def brushing(self):
        self.weapons = []
        self.spiders = []
        self.effects = []
        self.dead_spiders = []
        self.hud = Hud()
        self.player = Player()
        self.bonus_time = 0
        self.bonus_timmer = 30
        self.double_bonus = False
        self.tripple_bonus = False
        self.level = 0

    def check_bonus_time(self):
        if self.double_bonus or self.tripple_bonus:
            if time.time() - self.bonus_time >= self.bonus_timmer:
                self.bonus_time = 0
                self.double_bonus = False
                self.tripple_bonus = False

    def event(self):
        for event in pygame.event.get():
            if event.type == QUIT:
                self.MAIN_LOOP = False
            elif event.type == KEYUP:
                if event.key == K_LCTRL:
                    if self.tripple_bonus:
                        self.weapons.\
                            append(WhiteSkull(self.player.rect.centerx - 20, self.player.rect.centery + 20, self.player.direction))
                        self.weapons.\
                            append(WhiteSkull(self.player.rect.centerx + 20, self.player.rect.centery + 20, self.player.direction))
                    elif self.double_bonus:
                        self.weapons.\
                            append(WhiteSkull(self.player.rect.centerx - 20, self.player.rect.centery + 20, self.player.direction))
                    self.weapons.\
                        append(WhiteSkull(self.player.rect.centerx, self.player.rect.centery, self.player.direction))
                elif event.key == K_SPACE:
                    if self.player.black_skulls:
                        self.weapons.\
                            append(BlackSkull(self.player.rect.centerx, self.player.rect.centery, self.player.direction))
                        self.player.black_skulls -= 1
                elif event.key == K_ESCAPE:
                    self.brushing()
                    self.show_menu()

        keys = pygame.key.get_pressed()
        self.player.update(keys)

    def event_menu(self):
        for event in pygame.event.get():
            if event.type == QUIT:
                self.MAIN_LOOP = self.MENU_LOOP = False
            elif event.type == KEYUP:
                if event.key == K_UP:
                    self.catch_pos_menu(-1)
                elif event.key == K_DOWN:
                    self.catch_pos_menu(1)
                elif event.key == K_RETURN:
                    if self.menu_pos == 2:  # exit game
                        self.MAIN_LOOP = self.MENU_LOOP = False
                    elif self.menu_pos == 1:  # options
                        self.options_menu()
                    elif self.menu_pos == 0:  # start game
                        self.MAIN_LOOP = True
                        self.MENU_LOOP = False

    def options_menu(self):
        self.OPTIONS_LOOP = True
        while self.OPTIONS_LOOP:
            self.surface.blit(self.background, (0, 0))
            text_level = self.font.render("LEVEL {0}".format(self.level + 1), True, SILVER)
            text_levelR = text_level.get_rect(centerx=SCREEN_WIDTH / 2, centery=SCREEN_HEIGHT / 2)
            self.surface.blit(text_level, text_levelR)
            pygame.draw.polygon(self.surface, SILVER, ((text_levelR.centerx - 10, text_levelR.centery - 30),
                                                       (text_levelR.centerx + 10, text_levelR.centery - 30),
                                                       (text_levelR.centerx, text_levelR.centery - 40)))
            pygame.draw.polygon(self.surface, SILVER, ((text_levelR.centerx - 10, text_levelR.centery + 30),
                                                       (text_levelR.centerx + 10, text_levelR.centery + 30),
                                                       (text_levelR.centerx, text_levelR.centery + 40)))
            for event in pygame.event.get():
                if event.type == QUIT:
                    self.OPTIONS_LOOP = self.MAIN_LOOP = self.MENU_LOOP = False
                elif event.type == KEYUP:
                    if event.key == K_UP:
                        self.level += 1
                    elif event.key == K_DOWN:
                        if not self.level == 0:
                            self.level -= 1
                    elif event.key in (K_ESCAPE, K_RETURN):
                        self.OPTIONS_LOOP = False

            pygame.display.update()
            self.clock.tick(FPS)

    def catch_pos_menu(self, pos):
        temp_pos = self.menu_pos + pos
        if temp_pos < 0:
            self.menu_pos = 0
        elif temp_pos > 2:
            self.menu_pos = 2
        else:
            self.menu_pos = temp_pos

    def check_collision_spiders(self):
        for i in reversed(xrange(len(self.spiders))):
            # collision with deadline and player
            spider = self.spiders[i]
            if spider.rect.top < self.deadline or (spider.rect.colliderect(self.player) and self.player.alive()):
                self.player.hit()
                self.spiders[i].get_rect_for_dead_spider()
                self.dead_spiders.append(self.spiders.pop(i))
                continue

        for i in reversed(xrange(len(self.dead_spiders))):
            # collision with bottom screen
            if self.dead_spiders[i].rect_dead.top > SCREEN_HEIGHT:
                del self.dead_spiders[i]
                continue

    def check_collision_weapons(self):
        for i in reversed(xrange(len(self.weapons))):
            # collision with spiders
            index_spider = self.weapons[i].rect.collidelist(self.spiders)
            if index_spider != -1:
                (x, y) = self.spiders[index_spider].rect.centerx, self.spiders[index_spider].rect.centery
                self.effects.append(Effects(x, y))
                self.spiders[index_spider].hit(self.weapons[i].hit)
                if not self.spiders[index_spider].alive():
                    self.hud.update_score(self.spiders[index_spider].score)
                    # added bonus
                    if not self.double_bonus and not self.tripple_bonus:
                        if random.randint(self.spiders[index_spider].score, 100) >= 90:
                            if random.random() >= 0.8:
                                self.double_bonus = False
                                self.tripple_bonus = True
                            else:
                                self.double_bonus = True
                                self.tripple_bonus = False
                            self.bonus_time = time.time()
                    self.dead_spiders.append(self.spiders.pop(index_spider))
                del self.weapons[i]
                continue

            # collison with bottom screen
            if self.weapons[i].rect.bottom > SCREEN_HEIGHT:
                del self.weapons[i]
                continue

            self.weapons[i].update()
            self.weapons[i].draw(self.surface)

    def draw_effects(self):
        for i in reversed(xrange(len(self.effects))):
            if self.effects[i].alive():
                self.effects[i].update()
                self.effects[i].draw(self.surface)
            else:
                del self.effects[i]

    def draw_spiders(self):
        for spider in self.spiders:
            spider.update(self.level)
            spider.draw(self.surface)

    def draw_dead_spiders(self):
        for dead_spider in self.dead_spiders:
            dead_spider.update_dead()
            dead_spider.draw_dead(self.surface)

    def make_spiders(self):
        lvl_formula = self.level_formula(self.level)

        for x in xrange(0, lvl_formula):
            self.spiders.append(Spider())

        for x in xrange(0, lvl_formula / 3):
            self.spiders.append(PoisonSpider())

        if self.level >= 5:
            for x in xrange(0, self.level / 5):
                self.spiders.append(Tarantula())

        if self.level >= 10:
            for x in xrange(0, self.level / 10):
                self.spiders.append(GiantSpider())

        if self.level >= 20:
            for x in xrange(0, self.level / 20):
                self.spiders.append(WailingWidow())

    def check_spiders(self):
        if not self.spiders:
            self.player.black_skulls += 5
            self.level += 1

            text_level = self.font.render("LEVEL {0}".format(self.level), True, SILVER)
            text_level_r = text_level.get_rect(centerx=SCREEN_WIDTH / 2, centery=SCREEN_HEIGHT / 2)

            self.surface.blit(self.background, (0, 0))
            self.surface.blit(text_level, text_level_r)

            self.player.draw(self.surface)
            self.hud.draw(self.surface, self.player.health, self.level, self.player.black_skulls, time, self.bonus_time, self.bonus_timmer)

            self.make_spiders()
            self.weapons = []
            self.effects = []
            self.dead_spiders = []
            pygame.display.update()
            self.clock.tick(FPS)
            pygame.time.delay(1500)

    def check_health(self):
        if not self.player.alive():
            self.hud.save_highscore()
            self.animation_game_over()

    def animation_game_over(self):
        game_over_text = self.font.render("GAME OVER", 1, SILVER)
        game_over_text_r = game_over_text.get_rect(centerx=SCREEN_WIDTH / 2, centery=SCREEN_HEIGHT / 2)

        self.surface.blit(self.background, (0, 0))
        self.surface.blit(game_over_text, game_over_text_r)
        self.player.draw(self.surface)
        self.hud.draw(self.surface, self.player.health, self.level, self.player.black_skulls, time, self.bonus_time, self.bonus_timmer)

        pygame.display.update()
        self.clock.tick(FPS)
        pygame.time.delay(3000)

        self.brushing()
        self.show_menu()

    def show_menu(self):
        text_start = self.font.render("START", True, SILVER)
        text_options = self.font.render("OPTIONS", True, SILVER)
        text_exit = self.font.render("EXIT", True, SILVER)

        rect_options = text_options.get_rect(centerx=SCREEN_WIDTH / 2,
                                             centery=SCREEN_HEIGHT / 2)
        rect_start = text_start.get_rect(centerx=rect_options.centerx,
                                         centery=rect_options.centery - 50)
        rect_exit = text_exit.get_rect(centerx=rect_options.centerx,
                                       centery=rect_options.centery + 50)

        # cursors for menu
        self.cur = self.font.render("||", True, SILVER)
        self.l_curR = self.cur.get_rect(topleft=(rect_start.left - 20, rect_start.top))
        self.r_curR = self.cur.get_rect(right=rect_start.right + 20, top=rect_start.top)
        self.surface.blit(self.cur, self.l_curR)
        self.surface.blit(self.cur, self.r_curR)

        self.menu_pos = 0  # default "START"
        self.MENU_LOOP = True
        while self.MENU_LOOP:
            self.surface.blit(self.background, (0, 0))
            self.surface.blit(text_start, rect_start)
            self.surface.blit(text_options, rect_options)
            self.surface.blit(text_exit, rect_exit)

            self.draw_cursor(rect_start, rect_options, rect_exit)
            self.event_menu()

            pygame.display.update()
            self.clock.tick(FPS)

    def draw_cursor(self, start, options, exit):
        if self.menu_pos == 0:
            self.l_curR.left = start.left - 20
            self.r_curR.right = start.right + 20
            self.l_curR.top = start.top
            self.r_curR.top = start.top
            self.surface.blit(self.cur, self.l_curR)
            self.surface.blit(self.cur, self.r_curR)
        elif self.menu_pos == 1:
            self.l_curR.left = options.left - 20
            self.r_curR.right = options.right + 20
            self.l_curR.top = options.top
            self.r_curR.top = options.top
            self.surface.blit(self.cur, self.l_curR)
            self.surface.blit(self.cur, self.r_curR)
        elif self.menu_pos == 2:
            self.l_curR.left = exit.left - 20
            self.r_curR.right = exit.right + 20
            self.l_curR.top = exit.top
            self.r_curR.top = exit.top
            self.surface.blit(self.cur, self.l_curR)
            self.surface.blit(self.cur, self.r_curR)

    def start(self):
        if self.MAIN_LOOP:
            text_controls_ctrl = self.font.render("CTRL - White Skulls (Power: 1)", True, SILVER)
            text_controls_space = self.font.render("SPACE - Black Skulls (Power: 5)", True, SILVER)
            text_info = self.font.render("ONE BLACK SKULL FOR NEXT LEVEL", True, SILVER)
            text_controls_ctrl_r = text_controls_ctrl.get_rect(centerx=SCREEN_WIDTH / 2,
                                                               centery=(SCREEN_HEIGHT / 2) + 30)
            text_controls_space_r = text_controls_space.get_rect(centerx=text_controls_ctrl_r.centerx,
                                                                 centery=text_controls_ctrl_r.centery + 30)
            text_info_r = text_info.get_rect(centerx=text_controls_space_r.centerx,
                                             centery=text_controls_space_r.centery + 60)
            self.surface.blit(self.background, (0, 0))
            self.surface.blit(text_controls_ctrl, text_controls_ctrl_r)
            self.surface.blit(text_controls_space, text_controls_space_r)
            self.surface.blit(text_info, text_info_r)
            pygame.display.update()
            self.clock.tick(FPS)
            pygame.time.delay(5000)

        while self.MAIN_LOOP:
            pygame.display.set_caption("FPS: {0:.0f}".format(self.clock.get_fps()))

            self.surface.blit(self.background, (0, 0))

            self.draw_dead_spiders()

            self.check_spiders()
            self.draw_spiders()

            self.player.draw(self.surface)
            self.hud.draw(self.surface, self.player.health, self.level, self.player.black_skulls, time, self.bonus_time, self.bonus_timmer)
            self.event()

            self.check_collision_spiders()
            self.check_collision_weapons()

            self.check_health()

            self.draw_effects()

            self.check_bonus_time()

            pygame.display.update()
            self.clock.tick(FPS)

        pygame.mixer.music.stop()
        pygame.quit()
コード例 #9
0
class Viewport():

    def __init__(self, virtual_width, virtual_height, map_height, map_width):


        self.v_rect = pygame.Rect(0, 0, virtual_width, virtual_height-config.hud_size)
        self.map_rect = pygame.Rect(0, 0, map_width, map_height)
        self.hud_rect = pygame.Rect(0, virtual_height-config.hud_size, virtual_width, config.hud_size)

        self.map_layer = []
        self.map_layer_surf= pygame.Surface((self.map_rect.w, self.map_rect.h))

        self.item_layer = []
        self.item_layer_surf= pygame.Surface((self.map_rect.w, self.map_rect.h), flags=pygame.SRCALPHA)

        self.unit_layer = []
        self.unit_layer_surf= pygame.Surface((self.map_rect.w, self.map_rect.h), flags=pygame.SRCALPHA)

        self.unit_action_surf = pygame.Surface((self.map_rect.w, self.map_rect.h), flags=pygame.SRCALPHA)

        self.hud = Hud(0, virtual_height-config.hud_size, virtual_width, config.hud_size, self)
        self.hud_surf = pygame.Surface((self.hud_rect.w, self.hud_rect.h))
        self.hud_surf.fill(pygame.Color("#737373"))
        self.hud_font = pygame.font.Font("assets/bitwise/bitwise.ttf", 25)

        self.dirty = 1

        self.font = pygame.font.Font(None, 20)

        self.mouse_events = []

    def south(self):
        if abs(self.v_rect.y) + 5 < self.map_rect.h - config.window_size[1] + config.hud_size:
            self.v_rect.y += 5
        elif abs(self.v_rect.y) + 1 < self.map_rect.h - config.window_size[1]:
            self.v_rect.y += 1

    def north(self):
        if  abs(self.v_rect.y) - 5 >= 0:
            self.v_rect.y -= 5
        elif abs(self.v_rect.y) - 1 >= 0:
            self.v_rect.y -= 1


    def east(self):
        if abs(self.v_rect.x) + 5 < self.map_rect.w - config.window_size[0]:
            self.v_rect.x += 5
        elif abs(self.v_rect.x) + 1 < self.map_rect.w - config.window_size[0]:
            self.v_rect.x += 1


    def west(self):
        if abs(self.v_rect.x) - 5 >= 0:
            self.v_rect.x -= 5
        elif abs(self.v_rect.x) - 1 >= 0:
            self.v_rect.x -= 1


    def handle_keyboard_events(self):
        keys = pygame.key.get_pressed()
        if keys[K_UP]:
            self.north()

        if keys[K_DOWN]:
            self.south()

        if keys[K_LEFT]:
            self.west()

        if keys[K_RIGHT]:
            self.east()

    def handle_mouse_events(self):
        mouse_pos = pygame.mouse.get_pos()
        for y in self.item_layer:
            for x in y:
                if x is not None:
                    if isinstance(x, list):
                        for item in x:
                            if item.mouse_collide(mouse_pos):
                                for event in self.mouse_events:
                                    if item.mouse_collide(event.pos, side_effect=False):
                                        item.toggle_selected()
                    else:
                        if x.mouse_collide(mouse_pos):
                            for event in self.mouse_events:
                                if x.mouse_collide(event.pos, side_effect=False):
                                    x.toggle_selected()

        hovering_unit = False
        for unit in self.unit_layer:
            if unit.mouse_collide():
                self.hud.hovered_unit = unit
                self.dirty = 1
                hovering_unit = True
                break

        if not hovering_unit and self.hud.hovered_unit != None:
            self.hud.hovered_unit = None
            self.dirty = 1

        hovering_stock_pile = False
        for y in self.item_layer:
            for x in y:
                if isinstance(x, Stockpile):
                    if x.mouse_collide(mouse_pos, side_effect=False) or x.mouse_collide(side_effect=False):
                        self.hud.hovered_stock_pile= x
                        self.dirty = 1
                        hovering_stock_pile= True
                        break

        if not hovering_stock_pile and self.hud.hovered_stock_pile != None:
            self.hud.hovered_stock_pile = None
            self.dirty = 1

        self.mouse_events = []

    def render(self):
        if self.dirty == 1 or self.dirty == 2:
            if self.dirty == 1:
                self.dirty = 0

            diff_rects = []
            for y in range(0, config.world_size[0]):
                for x in range(0, config.world_size[1]):
                    map_diff = self.map_layer[y][x].draw(self.map_layer_surf)

                    item_diff = None
                    if self.item_layer[y][x] != None:
                        if isinstance(self.item_layer[y][x], list):
                            for item in self.item_layer[y][x]:
                                item_diff = item.draw(self.item_layer_surf)
                            diff_rects.append(item_diff)
                        else: # not a list
                            item_diff = self.item_layer[y][x].draw(self.item_layer_surf)
                            diff_rects.append(item_diff)

                    diff_rects.append(map_diff)

            for unit in self.unit_layer:
                unit.draw(self.unit_layer_surf)

            self.unit_action_surf.fill(pygame.Color(0, 0, 0, 1))
            for unit in self.unit_layer:
                unit.draw_action(self.unit_action_surf)

            self.hud.draw(self.hud_surf)




    def draw(self, surf):
        rects = [ ]

        # draw map layer
        rects.append( surf.blit(self.map_layer_surf, (0, 0),  area=self.v_rect) )

        # item layer
        rects.append( surf.blit(self.item_layer_surf, (0, 0),  area=self.v_rect) )

        # unit layer
        rects.append( surf.blit(self.unit_layer_surf, (0, 0),  area=self.v_rect) )

        # unit action layer
        rects.append( surf.blit(self.unit_action_surf, (0, 0),  area=self.v_rect) )

        # draw hud layer
        rects.append( surf.blit(self.hud_surf, (self.hud_rect.x, self.hud_rect.y)) )


        return rects
コード例 #10
0
ファイル: game.py プロジェクト: piratf/Game_Boxes
class Game(Div, object):
    """main frame of the game"""
    def __init__(self, controller):
        # super(game, self).__init__()
        self.controller = controller
        self.initAttr()
        self.initElement()

    def setLevel(self, level = 6):
        self.boardWidth, self.boardHeight = self.board.setLevel(level)
        self.height = self.boardHeight + self.edgeWidth * 2
        self.width = self.boardWidth + self.hudWidth
        self.initContext()

    def initAttr(self):
        self.turn = True
        self.hudWidth = HUD["HUD_WIDTH"]
        self.edgeWidth = GAME["EDGE_WIDTH"]

        # 先获取 board 部分的大小,再自适应自己的大小
        self.board = Board((self.hudWidth, self.edgeWidth))
        Div.__init__(self, (self.board.width + self.hudWidth, self.board.height + self.edgeWidth * 2))
        # 根据窗口高度设置 HUD 高度
        self.hud = Hud((0, self.height), (0, 0))
        self.hud.setMark(self.turn)
        self.board.setTurn(self.turn)
        self.gameID = 0
        self.order = None

    def initElement(self):
        # 背景
        self.background = Background((self.width, self.height))
        backgroundColor = GAME["GAME_BACKGROUND_COLOR"]
        self.background.setColor(backgroundColor)
        # 返回按钮
        self.returnButton = TextButton(GAME["RETURN_BUTTON_FONTS"], GAME["RETURN_BUTTON_CONTENT"], (30, 30))

    def initContext(self):
        self.screen = pygame.display.set_mode((self.width, self.height), DOUBLEBUF)
        pygame.display.set_caption("Boxes")
        self.clock = pygame.time.Clock();

    def leaveServer(self, *args):
        self.controller.gameNet.leaveServer(self.gameID)
        return STATE.menu

    def placeLine(self, data):
        if self.hud.started:
            self.controller.gameNet.placeLine(data, self.gameID, self.order)

    def placeLineAnswer(self, turn, x, y, h, point, order):
        self.setTurn(turn)
        if order == self.order:
            self.board.placeLine(x, y, h, point, True)
        else:
            self.board.placeLine(x, y, h, point, False)

    def setTurn(self, turn):
        self.hud.setMark(turn)
        self.board.setTurn(turn)

    def setHome(self):
        self.order = 0
        self.board.setHome()
        self.background.setColor(GAME["HOME_COLOR"])

    def setAway(self):
        self.order = 1
        self.board.setAway()
        self.background.setColor(GAME["AWAY_COLOR"])

    def addScore(self):
        self.hud.addScore()

    def enemyAddScore(self):
        self.hud.enemyAddScore()

    # 对手玩家进入游戏
    def enemyComming(self, turn):
        self.setTurn(turn)
        self.board.restart()
        self.hud.startGame()

    def newHost(self):
        self.hud.restart()

    # 数据清零,重新开始游戏
    def restart(self):
        self.board.restart()
        self.hud.restart()

    def draw(self):
        # self.screen.set_clip(None)
        self.background.draw(self.screen)
        ret = self.board.draw(self.screen)
        if ret != None:
            self.placeLine(ret)
        self.hud.draw(self.screen)
        self.returnButton.draw(self.screen)
        var = self.returnButton.click(self.leaveServer)
        if var != None:
            return var
        return STATE.game
コード例 #11
0
ファイル: monorail.py プロジェクト: undent/MysticMine
class MonorailGame:
    STATE_INTRO, STATE_BEGIN, STATE_GAME, STATE_MENU, STATE_QUIT, STATE_STATS, STATE_TOTAL,\
                 STATE_DONE = range( 8 )

    MOUSE_TIMEOUT = 25 * 3

    def __init__(self, game_data):
        self.restart(game_data)
        self.music_man = MusicManager()

        # preload clock sounds and big explosion graphic
        resman.get("game.clock_sound")
        resman.get("game.clockring_sound")
        resman.get("game.explosion_sprite")

    def restart(self, game_data):
        """Start a new game with the current game_data"""
        self.game_data = game_data

        self.state = MonorailGame.STATE_INTRO

        self.scenario = self.game_data.get_quest().create_scenario(
            self.game_data.skill_level.value)
        self.playfield = self.scenario.playfield
        self.controller = ctrl.GroundControl(self.playfield)
        self.init_goldcars()

        self.hud = Hud(self.scenario, self.controller, self.game_data)
        self.hud.start_intro_screen()

        self.begin_timeout = 25 * 3

        self.ingame_menu = None
        self.gui_state = GuiState()

        self.mouse_timeout = MonorailGame.MOUSE_TIMEOUT
        self.is_paused = False

    def init_goldcars(self):
        goldcar_names = []
        controllers = []
        for name, controller in self.game_data.goldcars:
            goldcar_names.append(name)
            controllers.append(controller)

        for iq in self.game_data.get_quest().get_opponent_iqs():
            goldcar_names.append("")
            controllers.append(ctrl.AiController(None, iq))

        self.playfield.add_goldcars(goldcar_names)
        self.controller.add_controllers(controllers)

    def do_tick(self, indev):
        if self.ingame_menu is None and not self.is_paused:
            if self.game_data.is_single_player() or \
                        self.game_data.is_single_random():
                SingleSwitch.feed_keys(indev)

                # in singleplayer, all joystick buttons are keypress
                for joy in indev.joys:
                    if joy.any_went_down():
                        indev.key.feed_down(K_SPACE)
                    if joy.any_went_up():
                        indev.key.feed_up(K_SPACE)

            if self.state == MonorailGame.STATE_INTRO:
                if self.hud.is_ready(
                ):  # or self.game_data.is_single_player():
                    self.hud.end_info()
                    self.state = MonorailGame.STATE_BEGIN
                    self.music_man.play()

            elif self.state == MonorailGame.STATE_BEGIN:
                if self.begin_timeout % 50 == 0:
                    random_spawn = not self.game_data.is_single_player()
                    spawns_left = self.playfield.spawn_next_goldcar(
                        random_spawn)
                    if spawns_left:
                        self.begin_timeout += 50

                self.controller.game_tick(indev)
                self.playfield.game_tick()

                # Start right away in single player
                if self.game_data.is_single_player():
                    self.scenario.game_tick()

                self.begin_timeout -= 1
                if self.begin_timeout <= 0:
                    self.state = MonorailGame.STATE_GAME

                if indev.mouse.has_moved():
                    self.mouse_timeout = MonorailGame.MOUSE_TIMEOUT
                else:
                    self.mouse_timeout -= 1

            elif self.state == MonorailGame.STATE_GAME:
                self.controller.game_tick(indev)
                self.playfield.game_tick()
                self.scenario.game_tick()
                if self.scenario.is_finished():
                    if not self.game_data.is_single_player():
                        self.hud.start_end_screen()
                    else:
                        self.game_data.get_quest().save_score(self.scenario)
                        skill = self.game_data.get_quest().get_skill(
                            self.scenario)
                        self.game_data.skill_level.update(skill)

                        self.game_data.save_single_player_progress()

                        if self.scenario.has_won():
                            self.hud.start_win_screen()
                        else:
                            self.hud.start_lose_screen()

                    self.state = MonorailGame.STATE_STATS
                    self.mouse_timeout = MonorailGame.MOUSE_TIMEOUT
                    self.music_man.stop()

                if indev.mouse.has_moved():
                    self.mouse_timeout = MonorailGame.MOUSE_TIMEOUT
                else:
                    self.mouse_timeout -= 1

            elif self.state == MonorailGame.STATE_STATS:
                if self.hud.is_ready():
                    if not self.game_data.is_single_player():
                        self.game_data.add_total_scores(self.playfield)
                        self.hud.start_total_screen()
                        self.state = MonorailGame.STATE_TOTAL
                    else:
                        if self.scenario.has_won():
                            self.state = MonorailGame.STATE_DONE
                        else:
                            self.restart(self.game_data)
                            return

            elif self.state == MonorailGame.STATE_TOTAL:
                if self.hud.is_ready():
                    self.state = MonorailGame.STATE_DONE

            elif self.state == MonorailGame.STATE_MENU:
                pass

            self.hud.game_tick(indev)
            self.music_man.game_tick()

            SingleSwitch.tick(indev, None)
            if indev.key.went_down( K_ESCAPE ) or \
                        self.hud.menu_btn.went_down() or \
                        SingleSwitch.esc_went_down or \
                        indev.joys.any_went_down( Joystick.BTN_BACK ):
                resman.get("gui.paper_sound").play()
                self.ingame_menu = IngameMenu(
                    self.game_data.is_single_player(), self.game_data)

        elif self.ingame_menu is not None:  # Ingame Menu
            SingleSwitch.feed_keys(indev)

            self.gui_state.update(indev, self.ingame_menu)
            self.ingame_menu.tick(indev, self.gui_state)

            if self.ingame_menu.is_done():
                if self.ingame_menu.to_menu:
                    self.music_man.stop()
                    self.state = MonorailGame.STATE_MENU
                elif self.ingame_menu.should_quit:
                    self.music_man.stop()
                    self.state = MonorailGame.STATE_QUIT
                elif self.ingame_menu.to_next_level:
                    self.music_man.stop()
                    self.state = MonorailGame.STATE_DONE

                self.ingame_menu = None

            self.mouse_timeout = MonorailGame.MOUSE_TIMEOUT


#        if indev.key.went_down( K_p ):
#            self.is_paused = not self.is_paused

        event.Event.update()

        # for debugging
        if self.is_paused:
            self.controller.game_tick(indev)

    def draw(self, surface, interpol, time_sec):
        #surface.fill( (0,0,0) )

        frame = Frame(surface, time_sec, interpol)
        if self.ingame_menu is not None or self.is_paused or\
            self.state not in [MonorailGame.STATE_BEGIN, MonorailGame.STATE_GAME]:
            frame.interpol = 0.0
        frame.draw(self.playfield)
        frame.draw(self.controller)

        self.hud.draw(frame)

        if self.ingame_menu is not None:
            self.ingame_menu.draw(surface)

        frame.draw(event.Event.instance)

    def draw_mouse(self, surface, interpol, time_sec):
        if self.mouse_timeout > 0:
            x, y = pygame.mouse.get_pos()
            resman.get("gui_surf").draw(surface, Vec2D(x, y), (0, 0, 32, 32))

    def mouse_down(self, button):
        pass

    def is_done(self):
        return self.state == MonorailGame.STATE_DONE \
               or self.state == MonorailGame.STATE_MENU \
               or self.state == MonorailGame.STATE_QUIT
コード例 #12
0
class World (object):
    
    def __init__(self):
        super(World, self).__init__()

        self.frames = 1

        # this is normal difficulty by default
        # easy would prolly be .7ish and hard.. 1.3 or so?
        self.difficulty = 0.7
        self.spawnFreq = 10
        self.scrollPosition = 0
        self.scrollSpeed = 3
        self.endPosition = FRAMES_UNTIL_BOSS * self.scrollSpeed
        self.startScreen = True
        self.helpScreen = False
        self.difficultyScreen = False
        self.bossMode = False
        self.gameOver = False
        self.winScreen = False
        self.score = 0
        self.call_popcorn = 0
        self.boss_music=False
        self.holdingLeftMouseButton = False

        #for keeping track of for the win screen!
        self.numEnemiesAppeared = 0
        self.numEnemiesDestroyed = 0
        self.numViruses = 0
        self.numWorms = 0
        self.numPopUps = 0

        self.playerGroup = pygame.sprite.GroupSingle()
        self.enemies = pygame.sprite.Group()
        self.pickups = pygame.sprite.Group()
        self.bullets = pygame.sprite.Group()
        self.mines = pygame.sprite.Group()
        self.backgrounds = pygame.sprite.Group()
        self.spawnBkg()
        
        # sprite groups listed in draw order (lowest sprite get drawn first)
        self.spriteGroups = [self.backgrounds, self.mines, self.pickups, self.bullets, self.enemies, self.playerGroup]
        
        self.hud = Hud()


        
    def spawnWorld(self):
        self.StartScreen = False
        playerPos = (PLAY_WIDTH / 2, SCREEN_HEIGHT - 50)
        pygame.mouse.set_pos(playerPos)
        self.player = Player(self, playerPos)
        self.playerGroup.add(self.player)


        pygame.mixer.music.load("data/music/Main.mp3")
        pygame.mixer.music.play()
        self.hud.createHudElements()
        self.frames = 1

        self.scrollPosition = 0
        self.scrollSpeed = 3


    def spawnBkg(self):
        bkg = Bkg()
        self.backgrounds.add(bkg)
        
    def spawnCtrl(self):
        ctrl = Ctrl()
        self.pickups.add(ctrl)
        
    def spawnAlt(self):
        alt = Alt()
        self.pickups.add(alt)
    
    def spawnDel(self):
        d = Del()
        self.pickups.add(d)
        
    def spawnVirus(self, position):
        self.numEnemiesAppeared += 1
        enemy = Virus(position)
        self.enemies.add(enemy)

    def spawnDoubleVirus(self, position):
        self.numEnemiesAppeared += 1
        enemy = DoubleVirus(self, position)
        self.enemies.add(enemy)
        
    def spawnTripleVirus(self):
        self.numEnemiesAppeared += 1
        enemy = TripleVirus(self)
        self.enemies.add(enemy)
        
    def spawnWorm(self):
        self.numEnemiesAppeared += 1
        position1 = random.randint(195,PLAY_WIDTH-50)
        position2 = 10
        position = position1, position2
        enemy = Worm(position,'head')
        self.enemies.add(enemy)
        for i in range(random.randint(1,5)):
            position1 -= 32
            position = position1, position2
            enemy = Worm(position,'body')
            self.enemies.add(enemy)
        position1 -= 32
        position = position1, position2
        enemy = Worm(position,'tail')
        self.enemies.add(enemy)
        
    def spawnPopup(self):
        self.numEnemiesAppeared += 1
        enemy = Popup()
        while len(pygame.sprite.spritecollide(enemy, self.playerGroup, False)) > 0:
            enemy = Popup()
        self.enemies.add(enemy)
    
    def spawnBoss(self):
	self.boss_music=True
        self.numEnemiesAppeared += 1
        pygame.mixer.music.load("data/music/Boss.mp3")
        pygame.mixer.music.play(-1)
        self.boss = Boss((PLAY_WIDTH / 2, -200))
        self.enemies.add(self.boss)
        for tentacle in self.boss.tentacles:
            for link in tentacle.links:
                self.enemies.add(link)

    def spawnSafe(self):
        safe = SafeMode()
        self.pickups.add(safe)

    def leftMouseButtonDown(self):
        self.holdingLeftMouseButton = True
        self.player.shoot(self.bullets)
    
    def leftMouseButtonUp(self):
        self.holdingLeftMouseButton = False

    def rightMouseButtonDown(self):
        self.player.quarantine(self.mines)
        sound = pygame.mixer.Sound("data/sounds/minedeploy.wav")
        sound.set_volume(.25)
        sound.play()

    def enemy_popcorn(self):
            if len(self.enemy_list)==1:
		self.call_popcorn=0
            else:
                self.enemy_list[1].takeHit(self.enemy_list[1].health)
		self.enemy_list.remove(self.enemy_list[1])

    def destroy_all_enemies(self):
        self.enemy_list=[0]
        if self.player.destroyAllEnemies:
            self.player.after_destroy_all()
            sound = pygame.mixer.Sound("data/sounds/destroyall.wav")
            sound.play()
            for enemy in self.enemies:
                if enemy.typeofenemy == 'boss' or enemy.typeofenemy == 'link':
                    enemy.takeHit(1)
                else:
                    if enemy.typeofenemy is 'virus':
                        self.numViruses += 1
                    if enemy.typeofenemy is 'worm':
                        self.numWorms += 1
                    if enemy.typeofenemy is 'pop up window':
                        self.numPopUps += 1
                    self.numEnemiesDestroyed += 1
                    self.enemy_list.insert(1,enemy)
                    #enemy.takeHit(enemy.health)
	    self.call_popcorn=self.frames
        
        
    def update(self):
        if self.holdingLeftMouseButton:
            if self.frames % 5 == 0:
                self.player.shoot(self.bullets)
                
        for group in self.spriteGroups:
            group.update()
        
        self.hud.update(self)
        
        # Test player-enemy collisions
        for enemy in pygame.sprite.spritecollide(self.player, self.enemies, False):
            if not enemy.dead and not enemy.animName == 'spawn':
                
                if not enemy.typeofenemy == 'boss':
                    enemy.takeHit(enemy.health)
                
                if not self.player.invincible:
                    self.player.decrease_life()
                    self.score -= 100
                    
                if enemy.dead:
                    if enemy.typeofenemy is 'virus':
                        self.numViruses += 1
                        self.numEnemiesDestroyed += 1
                    if enemy.typeofenemy is 'worm':
                        self.numWorms += 1
                        self.numEnemiesDestroyed += 1
                    if enemy.typeofenemy is 'pop up window':
                        self.numPopUps += 1
                        self.numEnemiesDestroyed += 1
        
        # Test player-pickup collisions
        for pickup in pygame.sprite.spritecollide(self.player, self.pickups, False):
            pickup.on_collision(self.player)
            sound = pygame.mixer.Sound("data/sounds/keypickup.wav")
            sound.play()
        
        # Test enemy-playerBullet collisions
        for enemy, bullets in pygame.sprite.groupcollide(self.enemies, self.bullets, False, False).items():
            for bullet in bullets:
                enemy.collideWithBullet(bullet)
                
                if enemy.dead:
                    self.player.increase_powerup(5)
                    
                    if enemy.typeofenemy == "worm":
                        self.numWorms += 1
                        self.numEnemiesDestroyed += 1
                        self.score += 25
                    elif enemy.typeofenemy == "virus":
                        self.numViruses += 1
                        self.numEnemiesDestroyed += 1
                        self.score += 10
                    elif enemy.typeofenemy == "popup":
                        self.numEnemiesDestroyed += 1
                        self.numPopUps += 1
                        self.score += 15
                        
        # Test enemy-mine collisions
        for mine in self.mines:
            if mine.exploding:
                for enemy in pygame.sprite.spritecollide(mine, self.enemies, False):
                    enemy.takeHit(1)
                    if enemy.dead:
                        if enemy.typeofenemy is 'virus':
                            self.numViruses += 1
                            self.numEnemiesDestroyed += 1
                        if enemy.typeofenemy is 'worm':
                            self.numWorms += 1
                            self.numEnemiesDestroyed += 1
                        if enemy.typeofenemy is 'pop up window':
                            self.numPopUps += 1
                            self.numEnemiesDestroyed += 1

                            
            
        # Check enemies offscreen, popups doing damage
        for enemy in self.enemies:       
            if enemy.rect.top > SCREEN_HEIGHT and not enemy.typeofenemy == 'link':
                enemy.kill()
                self.score -= 10
                self.player.decrease_health(1)
                sound = pygame.mixer.Sound("data/sounds/CPUload.wav")
                sound.play()
                               
            if enemy.typeofenemy == "popup":
                if enemy.frame % 20 == 0:
                    self.score -= 1
        
        # Check bullets offscreen
        for bullet in self.bullets:
            if bullet.rect.bottom < 0:
                bullet.kill()
        
        # Check backgrounds offscreen
        for bkg in self.backgrounds:
            if bkg.rect.top > SCREEN_HEIGHT:
                bkg.kill()
                
        
        if self.frames % 360 == 0:
            self.spawnBkg()

        if self.spawnFreq is not 1:
            if self.frames % (500) == 0:
                if self.spawnFreq <= 1:
                    self.spawnFreq = 1
                elif self.spawnFreq > 1:
                    self.spawnFreq -= self.difficulty
        
        # Spawn more enemies
        baseSpawnRate = (self.spawnFreq * 5 + random.randint(1, 5))
        #print self.difficulty, baseSpawnRate, self.spawnFreq
        if not self.bossMode:
            if self.frames % baseSpawnRate < 1:
                seed = random.randint(1, 10)
                if(seed < 7):
                    self.spawnVirus(0)
                elif(seed < 10):
                    self.spawnDoubleVirus(0)
                else:
                    self.spawnTripleVirus()
                
            if self.frames % (baseSpawnRate * random.randint(3, 6)) < 1:
                self.spawnWorm()
			
            if self.frames % (baseSpawnRate * random.randint(2, 5)) < 1:
                self.spawnPopup()
                
            if self.frames % (baseSpawnRate * random.randint(18, 21)) < 1:
                self.player.destroyAllEnemies = True
                
            if self.frames % (baseSpawnRate * random.randint(1, 4)) < 1:
                self.spawnCtrl()
                
            if self.frames % (baseSpawnRate * random.randint(5, 8)) < 1:
                self.spawnAlt()
                
            if self.frames % (baseSpawnRate * random.randint(9, 12)) < 1:
                self.spawnDel()
                
            if self.frames % (baseSpawnRate * random.randint(4, 7)) < 1:
                self.spawnSafe()
                
        # Check if main music has ended, and loop music should start
        if not pygame.mixer.music.get_busy():
          if not self.boss_music:
              pygame.mixer.music.load("data/music/Mainloop.mp3")
              pygame.mixer.music.play(-1)
          elif self.frames == FRAMES_UNTIL_BOSS + MUSIC_LENGTH_BOSS:
              pygame.mixer.music.load("data/music/Bossloop.mp3")
              pygame.mixer.music.play(-1)
	    
	#Check for calling enemy_popcorn
	if self.call_popcorn != 0 and self.call_popcorn<self.frames-10:
	       self.enemy_popcorn()
                
                
        # Check gameover
        if self.player.lives == 0:
            self.gameOver = True
            pygame.mixer.music.stop()
        
        # Check win screen!
        if self.bossMode and self.boss.dead and self.boss.anim.done:
            if not self.winScreen:
                self.numEnemiesDestroyed += 1
                self.winScreen = True
            
        # Scroll level
        self.scrollPosition += self.scrollSpeed
        self.scrollPosition = min(self.scrollPosition, self.endPosition)
        
        if self.scrollPosition == self.endPosition and not self.bossMode:
            self.bossMode = True
            self.spawnBoss()
        
        self.frames += 1
        

    def draw(self, screen):
        for group in self.spriteGroups:
            for sprite in group:
                sprite.draw(screen)
        self.hud.draw(screen, PLAY_WIDTH)
コード例 #13
0
ファイル: character.py プロジェクト: gshopov/Pyruto
class Character(Sprite):

    """Representing a character(toon) with its movements, skills,
    sound effects and hud.

    attributes -- dictionary that holds the attribute of each character
    skill_names -- dictionary that holds the skills of each cahracter

    """

    attributes = {"itachi": ATTRIBUTES[0], "sasuke": ATTRIBUTES[1],
                  "suigetsu": ATTRIBUTES[1], "naruto": ATTRIBUTES[0],
                  "jiraiya": ATTRIBUTES[0]}

    skill_names = {"itachi": {"throw": "throw_shuriken",
                              "special_1": "amaterasu",
                              "special_2": "katon_goukakyuu"},

                   "sasuke": {"throw": "throw_lightning",
                              "special_1": "katon_gouryuuka",
                              "special_2": "chidori"},

                   "suigetsu": {"throw": "throw_explosive_note",
                                "special_1": "suirou",
                                "special_2": "kubikiri_shuriken"},

                   "naruto": {"throw": "rasengan",
                              "special_1": "rasen_shuriken",
                              "special_2": "kyuubi"},

                   "jiraiya": {"throw": "throw_kunai",
                               "special_1": "rasengan_original",
                               "special_2": "katon_endan"}}

    def __init__(self, player, character_name, position=Vec2D(0, 0)):
        """Initialize all member variables of character.

        damage -- numeric value, the amount of harm dealt through normal_attack
        lock -- bool varible, says if the character is currently casting an
        ability or motion
        action -- string, the action currently being excecuted by the character

        """
        pygame.sprite.Sprite.__init__(self)

        self.name = character_name
        self.damage = 100
        self.attribute = self.attributes[self.name]
        self.lock = True
        self.action = "introduction"
        self.enemy_position = pygame.Rect(0, 0, 0, 0)

        if not isinstance(position, Vec2D):
            self.position = Vec2D(position)
        else:
            self.position = position

        if player == 1:
            self.controls = P1_CONTROLS
            self.direction = "Right"
        elif player == 2:
            self.controls = P2_CONTROLS
            self.direction = "Left"
        else:
            raise SystemExit("player argument should be either 1 or 2")

        self.movements = {}
        for action in get_all_movements(self.name):
            self.movements[action] = Movement(self.name, action)

        self.skills = SkillManager()
        self.hud = Hud(player, self.name)
        self.sound_effects = SoundManager(self.name)

        self.update({})

    def update(self, input_list):
        """Update the current character action, movement, position,
        sound effect and hud.

        Character.update(): return None

        """
        self.update_action(input_list)
        self.movements[self.action].update(pygame.time.get_ticks())
        self.image, self.rect = self.movements[self.action].get_image()

        self._adjust_direction()
        self._adjust_position()

        if (self.direction == "Left" and self.action in
                ["take_damage", "normal_attack"]):
            self.position -= self.movements[self.action].force
        else:
            self.position += self.movements[self.action].force

        self.rect.topleft = self.position

        if self.lock:
            if self.movements[self.action].done:
                self.movements[self.action].reset()
                self.lock = False
                if self.action in self.skill_names[self.name]:
                    skill = Skill(self)
                    self.skills.add(skill)
                    self.hud.mana.value -= skill.mana_cost
                    self.sound_effects.stop()
                    self.sound_effects[self.action].play()

        self.hud.update()

    def update_action(self, input_list):
        """Update character's action given an input list.
        If a skill is to be cast check the mana bar if it holds enought mana
        and play the corresponding sound effect.

        Character.update_action(input_list): return None

        """
        action_taken = False

        if not self.lock:
            if input_list[self.controls[0]]:
                self.action = "move_left"
                action_taken = True
            if input_list[self.controls[1]]:
                self.action = "move_right"
                action_taken = True
            if input_list[self.controls[2]]:
                self.action = "jump"
                self.lock = True
                action_taken = True
            if (input_list[self.controls[3]] and
                    self.hud.mana.value >= Skill.mana_costs["throw"]):
                self.action = "throw"
                self.lock = True
                action_taken = True
            if input_list[self.controls[4]]:
                self.action = "normal_attack"
                self.lock = True
                action_taken = True
            if (input_list[self.controls[5]] and
                    self.hud.mana.value >= Skill.mana_costs["special_1"]):
                self.action = "special_1"
                self.lock = True
                action_taken = True
            if (input_list[self.controls[6]] and
                    self.hud.mana.value >= Skill.mana_costs["special_2"]):
                self.action = "special_2"
                self.lock = True
                action_taken = True

            if not action_taken:
                self.action = "stance"

    def draw(self, surface):
        """Draw the hud and the character image onto the passed surface.
        Call the draw methods of Hud and Sprite.

        Character.draw(surface): return None

        """
        self.hud.draw(surface)
        super(Character, self).draw(surface)

    def _adjust_position(self):
        """Adjust the character position so the bottom side of its rect is at
        FLOOR_HEIGHT position.

        Character._adjust_position(): return None

        Should not be called manually.

        """
        if (self.action != "jump" or
                self.movements[self.action].current_frame == 0):
            self.position.y = (DEFAULT_SCREEN_SIZE[1] - FLOOR_HEIGHT -
                               self.rect.height)
        if self.position.x < 0:
            self.position.x = 0
        elif self.position.x > DEFAULT_SCREEN_SIZE[0] - self.rect.width:
            self.position.x = DEFAULT_SCREEN_SIZE[0] - self.rect.width
        elif (self.position.y > (DEFAULT_SCREEN_SIZE[1] - FLOOR_HEIGHT -
                                 self.rect.height)):
            self.position.y = (DEFAULT_SCREEN_SIZE[1] - FLOOR_HEIGHT -
                               self.rect.height)

    def _adjust_direction(self):
        """Adjust the character direction so it faces the opponent. This does
        not hold when the character is moving left or right.

        Character._adjust_direction(): return None

        Should not be called manually.

        """
        if (self.direction == "Left" and
                self.action not in ["move_left", "move_right"]):
            self.image = pygame.transform.flip(self.image, True, False)
コード例 #14
0
ファイル: __init__.py プロジェクト: Hatchet2k4/mannux
class Engine(object):

    def __init__(self):
        self.music = None

        ika.SetCaption('%s - Mannux' % ika.GetCaption())
        video.clear()
        print >> fonts.big.center(), 'Loading . . .'
        ika.Video.ShowPage()


        self.window = Window()
        self.seconds = 0
        self.minutes = 0
        self.hours = 0
        self.ticks = 0
        self.time = ''
        self.flags = {'notloaded': True, 'shiplanded': False}
        self.curmap = ''
        # Not loading a map at this time.
        self.loading = False
        # Temporary Things, erased on each mapswitch.
        self.background_things = []
        self.foreground_things = []
        # Permanent Things, never erased (not currently used.)
        self.permanent_things = []
        self.fields = []

        self.entities = []
        self.effects = []
        self.add_list = []
        self.kill_list = []
        self.addeffect_list = []
        self.killeffect_list = []


        self.messages = []

        # Current layer.
        self.cur_secret = None
        self.cur_terrain = None #for splash/water effects, mostly
        # List of layers in map.
        self.secret_layers = []
        self.terrain_layers = []

        try:
            ika.Map.Switch('amap.ika-map')
        except ImportError:
            # Probably should do something here.
            pass
        self.automap = automap.AutoMap()
        self.automap.load_automap()
        #self.meta = ika.Map.GetMetaData()
        # DO NOT PUT RUN HERE
        # If run is put here, the engine object is never returned.

        self.lights=True #lights activated
        self.lightcanvas=ika.Canvas(320,240) #should use xres and yres
        self.lightcanvas.Clear(ika.RGB(255,255,255,255))
        self.circleimage = ika.Image('%s/circle_gradient.png'  % config.image_path)
        self.circle = ika.Canvas('%s/circle_gradient.png'  % config.image_path)
        self.bigcircle = ika.Canvas('%s/circle320.png' % config.image_path)
        self.smallcircle = ika.Canvas('%s/circle32.png' % config.image_path)


    def GetFlag(self, key):
        return self.flags.get(key, False)

    def SetFlag(self, key, value):
        self.flags[key] = value

    def GetLayers(self):
        """Creates a listing for all secret/terrain layers."""
        s_layers = [] #secret
        t_layers = [] #terrain
        lname = ''



        for l in range(ika.Map.layercount):
            #complex line for grabbing all layers that start with the word secret :)
            lname = ika.Map.GetLayerName(l)
            if lname[:6].lower() == "secret":
                s_layers.append([l, 0, 255])
            elif lname in ("Lava", "Acid", "Water"): #add more later, possibly..
                #get the layer height and scroll through it to find where it starts
                #terrain layers
                #for i in range(ika.Map.GetLayerProperties(l)[2]):
                #    if ika.Map.GetTile(0, i, l): #find where the layer actually begins... may need to change later
                t_layers.append( ( lname, l ) ) #name, layer #
                print "Terrain Detected. Type: " + lname + "  "+str(l)
                #break





        self.secret_layers = s_layers
        self.terrain_layers = t_layers
        self.cur_secret = None
        self.cur_terrain = None


         #       #Grab terrain layer.
         #      tlayer = ika.Map.layercount - 1
         #       name = ika.Map.GetLayerName(tlayer)
         #       #Check the last layer's name to see if it's a terrain type.
         #       if name in ("Lava", "Acid", "Water") or name[:4] == "Wind":
         #           print "Terrain Detected. Type: " + name
         #           for i in range(ika.Map.GetLayerProperties(tlayer)[2]):
         #               if ika.Map.GetObs(0, i, tlayer):
         #                   ty = i
         #                   break
         #           self.cur_terrain = (name, tlayer, ty * 16)
         #       else:
         #   self.cur_terrain = None


    def initialize(self):
        self.player = Tabby(0, 0)
        self.hud = Hud()
        self.pause = Pause()
        self.title = TitleScreen()
        self.camera = Camera(self.player.sprite)
        self.cameratarget = self.player
        self.entities.append(self.player) #player should always be the first in the list

    def newgame(self):
        self.load('%s/default.save' % config.save_path)

    def loadgame(self, f='%s/savegame.save' % config.save_path):
        try:
            #sf = file(f)
            #close(f)
            self.load(f)
        except:
            self.newgame()


    def Run(self):
        self.title.show()
        self.newgame() #only comment out if not showing title
        self.hud.resize()
        self.automap.update_room()
        time = ika.GetTime()
        done = False
        self.music = ika.Music('%s/00_-_zaril_-_close_to_the_core.xm' %
                               config.music_path)
        self.music.loop = True
        self.music.Play()
        while not done:
            t = ika.GetTime()
            while t > time:
                # Uncomment for slow motion.
                #ika.Delay(2)
                self.tick()
                time += 1
            time = ika.GetTime()
            self.update_time()
            self.camera.update()
            self.draw()
            print >> fonts.one(0, 40), 'FPS:', ika.GetFrameRate()

            #for i, e in enumerate(self.entities):
            #    print >> fonts.one(0, 50 + 10*i), 'sprite', e.sprite

            ika.Input.Update()
            if controls.pause.Pressed():
                self.pause.menu()
                ika.Input.Unpress()
                # Make sure the engine doesn't have to play 'catchup'.
                time = ika.GetTime()
            #screenshot key
            if False:  #controls.confirm.Pressed(): #screenshot
                #self.text('This is a textbox.')
                ika.Input.Unpress()
                time = ika.GetTime()
                c = ika.Video.GrabCanvas(0, 0, ika.Video.xres, ika.Video.yres)
                c2 = ika.Image(c)
                c2.Blit(0, 0)
                c.Save('blah1.png')
            ika.Video.ShowPage()

    def draw(self):
        for thing in self.background_things:
            thing.draw()
        #if self.background:
        #    ika.Video.Blit(self.background, 0, 0)
        for i in range(ika.Map.layercount):
            ika.Map.Render(i)
            for ent in self.entities:
                if ent.layer == i and ent.visible:
                    ent.draw()
                    #inefficient as it loops through each entity multiple times depending on # of layers, but works for now...
                    #if performance becomes an issue will refactor to multiple lists per layer.
            for eff in self.effects:
                if eff.layer == i and eff.visible:
                    eff.draw() #for special effects, may behave differntly for entities so putting them here instead.

        #video.clear(ika.RGB(0, 255, 0))
        #ika.Map.Render()
        for thing in self.foreground_things:
            try:
                thing.draw()
            except AttributeError:
                # This is retarded.
                pass

        if self.lights: #lightmap check
            #self.lightcanvas.Clear()

            p=self.player
            x=int(p.x + p.width/2 - ika.Map.xwin)# - 320
            y=int(p.y + p.height/2 - ika.Map.ywin)# - 240

            #print >> fonts.tiny(0,80), 'x: '+str(x)
            #print >> fonts.tiny(0,90), 'y: '+str(y)

            #self.bigcircle.Blit(self.lightcanvas, 0, 0, ika.AddBlend)
            #self.smallcircle.Blit(self.lightcanvas, x-10, y-80, ika.AddBlend)
            #if controls.confirm.Pressed():
            #    self.lightcanvas.Save("test.png")

            #self.lightcanvas.Blit(self.image, x , y, ika.RGB(255, 255, 255, self.opacity), ika.SubtractBlend)
            #img=ika.Image(self.lightcanvas)


            #ika.Video.DrawRect(0,0,319,219,ika.RGB(0,0,64,128), ika.SubtractBlend)
            #ika.Video.TintBlit(img, 0,0, ika.RGB(255,255,255,128), ika.AddBlend) #the one that always works

            #ika.Video.DrawEllipse(x+160, y+160, 50, 40, ika.RGB(100,100,100,128), 1, ika.AddBlend)
            #ika.Video.TintBlit(img, 0 , 0, ika.RGB(255, 255, 255, 128))

            #ika.Video.TintBlit(img, 0 , 0)

        self.hud.draw()

        x = 10
        y = 230
        for m in self.messages:
            print >> fonts.one(x, y), m.text
            y -= 10


        #font.Print(0, 80, self.meta['testing'])
        #font.Print(240, 0, 'xwin: %s' % ika.Map.xwin)
        #font.Print(240, 10, 'ywin: %s' % ika.Map.ywin)
        #font.Print(240, 30, 'vx: %s' % self.player.vx)
        #font.Print(240, 40, 'floor: %s' % self.player.floor)
        #font.Print(10, 60, 'x: %s' % self.player.x)
        #font.Print(10, 70, 'y: %s' % self.player.y)
        #font.Print(10, 80, 'slope: %s' % self.player.in_slope)
        #font.Print(10, 90, 'floor: %s' % self.player.floor)
        #font.Print(10, 100, 'jumps: %s' % self.player.jump_count)
        #font.Print(10, 70, 'vy: %s' % self.player.vy)
        #font.Print(10, 80,  self.player.msg)
        #font.Print(10, 80, str(ika.Input.joysticks[0].axes[0].Position()))
        #font.Print(10, 80, str(len(entities)))
        #x = int(self.player.x + self.player.sprite.hotwidth / 2 +
        #        self.player.vx)
        #y = int(self.player.y + self.player.sprite.hotheight - 1 +
        #        self.player.vy)
        #tx = x / 16
        #ty = y / 16
        #ika.Video.DrawPixel(x - ika.Map.xwin, y - ika.Map.ywin,
        #                    color.white)
        #ika.Video.DrawRect(tx * 16 - ika.Map.xwin, ty * 16 - ika.Map.ywin,
        #                   tx * 16 + 16 - ika.Map.xwin,
        #                   ty * 16 + 16 - ika.Map.ywin,
        #                   ika.RGB(255, 0, 0, 128), True)
        #font.Print(240, 40, str(self.player.right_wall))

    #main engine processing
    def tick(self):
        self.UpdateTerrain()

        for thing in self.background_things:
            try:
                thing.update()
            except AttributeError:
                pass
        for thing in self.foreground_things:
            try:
                thing.update()
            except AttributeError:
                pass

        for entity in self.add_list:
            self.entities.append(entity)
        self.add_list = []

        for effect in self.addeffect_list:
            self.effects.append(effect)
        self.addeffect_list = []

        for entity in self.entities:
            if entity.active:
                entity.update()

        for effect in self.effects:
            if effect.active:
                effect.update()

        for entity in self.kill_list:
            self.entities.remove(entity)
        self.kill_list = []

        for effect in self.killeffect_list:
            self.effects.remove(effect)
        self.killeffect_list = []

        for f in self.fields:
            if f.test(self.player) and not f.runnable:
                f.fire()

        mlist = []
        for m in self.messages:
            m.duration -= 1
            if m.duration <= 0:
                mlist.append(m)
        for m in mlist:
            self.messages.remove(m)

        self.ticks += 1



    def map_switch(self, x, y, m, direction=0, fadeout=True, fadein=True,
                   scroll=False):
        # Update the current map.
        self.curmap = m
        m = 'maps/%s' % m
        if fadeout:
            self.FadeOut(16)
        video.clear()
        # Destroy entities.
        for e in self.entities[:]:
            if e is not self.player:
                e._destroy()

        for e in self.effects[:]:
            e._destroy()

        self.background_things = []
        self.foreground_things = []
        self.player.x = x
        self.player.y = y
        ika.Map.Switch(m)
        self.automap.update_room()
        self.camera.reset_borders()
        self.camera.update()


        self.player.layer = ika.Map.FindLayerByName('Walls')
        self.player.sprite.layer = self.player.layer


        moduleName = m[:m.rfind('.')].replace('/', '.')
        mapModule = __import__(moduleName, globals(), locals(), [''])
        self.readZones(mapModule)

        self.GetLayers()

        #if True: #check for flag for lighting... eventually..
         #   self.foreground_things.append(fog.Darkness())
        video.clear()
        if fadein:
            self.FadeIn(16)

    def GameOver(self):
        t = ika.GetTime()
        while True:
            self.draw()
            a = min(100, ika.GetTime() - t)
            if a == 100:
                print >> fonts.big.center(), 'G A M E  O V E R'
            video.clear(ika.RGB(10, 10, 10, a))
            ika.Video.ShowPage()
            ika.Input.Update()
            if controls.confirm.Pressed() or \
               controls.cancel.Pressed():
                break
        t = ika.GetTime()
        while True:
            self.draw()
            a = min(255, ika.GetTime() - t + 100)
            video.clear(ika.RGB(10, 10, 10, a))
            ika.Video.ShowPage()
            ika.Input.Update()
            if a == 255:
                break
        ika.Exit('')

    def update_time(self):
        while self.ticks >= 100:
            self.ticks -= 100
            self.seconds += 1
        while self.seconds >= 60:
            self.seconds -= 60
            self.minutes += 1
        while self.minutes >= 60:
            self.minutes -= 60
            self.hours += 1
        self.time = '%01d:%02d:%02d' % (self.hours, self.minutes, self.seconds)

    def UpdateTerrain(self):
        #Updates terrain layer. For water effects, currently. should be part of Tabby herself...
        for l in self.terrain_layers:
            name, layer = l

            #going in
            if ika.Map.GetTile(int(self.player.x+1) / 16, int(self.player.y + 31) / 16, layer):
                if self.player.cur_terrain == None:
                    self.AddEntity(Splash(int(self.player.x - 12), int(self.player.y), name.lower(), layer))
                self.player.cur_terrain = name


                #globals()[name + "Terrain"](self, self.player)
            else: #jumping out
                if self.player.cur_terrain: #should include regular entities too...
                    self.AddEntity(Splash(int(self.player.x - 12), int(self.player.y), name.lower(), layer))
                self.player.cur_terrain = None

    #def UpdateTerrain(self):
    #
    #    if self.cur_terrain:
    #        name, l = self.cur_terrain
    #
    #        #jumping out
    #        if ika.Map.GetTile(0, int(self.player.y + 31) / 16, layer):
    #            if self.player.cur_terrain == None:
    #                self.AddEntity(Splash(self.player.x, self.player.y, name.lower(), layer=l ))
    #            self.player.cur_terrain = name
    #
    #            #globals()[name + "Terrain"](self, self.player)
    #        else: #going in
    #            if self.player.cur_terrain: #should include regular entities too...
    #                self.AddEntity(Splash(self.player.x+self.player.vx, self.player.y, name.lower()))
    #            self.player.cur_terrain = None


    def text(self, txt): #ooold code...
        done = 0
        state = 0
        h = 0
        arrow = ika.Image('%s/arrow.png' % config.image_path)
        lines = wrap(txt, 360, fonts.big)
        scrolling = 1
        scroll = [0] * len(lines)
        current = 0
        offset = 0
        t = ika.GetTime()
        while not done:
            #ika.Map.Render()
            self.draw()
            while t == ika.GetTime():
                pass
            for i in range(ika.GetTime() - t):
                for entity in self.entities:
                    entity.update()
                if state == 0:
                    h += 2
                if state == 1 and scrolling == 1:
                    scroll[current + offset] += 1
                if state == 2:
                    h -= 2
            t = ika.GetTime()
            if state == 0:
                if h >= 40:
                    h = 40
                    state = 1
                    self.window.resize(h * 8, h)
                else:
                    self.window.resize(h * 8, h)
                    self.window.draw(168 - h * 4, 200 - h / 2)
            if state == 1:
                self.window.draw(8, 180)
                for i in range(len(lines[offset:])):
                    print >> fonts.big(20, 190 + 12 * i), lines[i + offset][:scroll[i + offset]]
                    if scroll[current + offset] >= \
                       len(lines[current + offset]):
                        if current + offset < len(lines) - 1:
                            current += 1
                        else:
                            scrolling = 0
                    if current == 7:
                        scrolling = 0
                        # Put blinking arrow or whatever here.
                        if ika.GetTime() % 50 < 40:
                            ika.Video.Blit(arrow, 192,
                                           280 + ika.GetTime() % 50 / 10)
            if state == 2:
                if h <= 0:
                    done = True
                else:
                    self.window.resize(h * 8, h)
                    self.window.draw(168 - h * 4, 200 - h / 2)
            print >> fonts.one(0, 0), 'lines:', '%s'
            ika.Video.ShowPage()
            ika.Input.Update()
            if ika.Input.keyboard['RETURN'].Pressed() and state == 1 and \
               scrolling == 0:
                ika.Input.Unpress()
                if current + offset < len(lines) - 1:
                    scrolling = 1
                    offset += 7
                    current = 0
                else:
                    state = 2

    def addField(self, field):
        assert field not in self.fields
        self.fields.append(field)

    def destroyField(self, field):
        self.fields.remove(field)

    def readZones(self, mapModule):
        """Read all the zones on the map, and create fields."""
        self.fields = []
        for layer in range(ika.Map.layercount):
            zones = ika.Map.GetZones(layer)
            for x, y, w, h, script in zones:
                self.addField(Field((x, y, w, h), layer,
                              mapModule.__dict__[script], str(script)))

    def FadeOut(self, time=50):
        video.fade_out(time, draw=self.draw, draw_after=self.hud.draw)

    def FadeIn(self, time=50):
        video.fade_in(time, draw=self.draw, draw_after=self.hud.draw)

    def SavePrompt(self, heal=True):
        if heal:
            self.player.dhp = self.player.maxhp
            self.player.dmp = self.player.maxmp
        selected = 0

        while not controls.confirm.Pressed():

            self.player.update()
            self.draw()

            Window(150, 0).draw(52, 60)
            print >> fonts.one(68, 80), 'Do you want to save?'

            x = 100
            y = 98
            for i, option in enumerate(['Yes', 'No']):
                f = [fonts.five, fonts.three][i == selected]
                print >> f(x, y), option
                x += 100


            self.hud.draw()
            #ika.Video.DrawRect(80 + 110 * selected, 92, 120 + 110 * selected,
            #                   108, ika.RGB(128, 192, 128))
            ika.Video.ShowPage()
            ika.Input.Update()
            if controls.left.Pressed():
                sound.play('Menu')
                selected -= 1
                if selected < 0:
                    selected = 1
            if controls.right.Pressed():
                sound.play('Menu')
                selected += 1
                if selected > 1:
                    selected = 0

        #for c in controls.control_list:
        #    c.Release()


        if selected == 0:
            self.Save()
            return True

        return False







    #saving incomplete, does not save map data
    def Save(self, filename='%s/savegame.save' % config.save_path):
        flagnode = parser.Node('flags')
        for key, value in self.flags.iteritems():
           flagnode.append(parser.Node(key).append(value))


        #mapnode = parser.Node('amap')
        #for n in self.automap.amap:
        #    mapnode.append(n)

        foo = (parser.Node('mannux-save')
               .append(parser.Node('version').append(1))
               .append(parser.Node('map').append(self.curmap))
               .append(parser.Node('hp').append(self.player.maxhp)) #always save with full health
               .append(parser.Node('maxhp').append(self.player.maxhp))
               .append(parser.Node('mp').append(self.player.maxmp))
               .append(parser.Node('maxmp').append(self.player.maxmp))
               .append(flagnode)
               .append(parser.Node('amap1').append(str(self.automap.amap)))


               )


        print >> open(filename, 'wt'), foo



        self.messages.append(Message("Game saved", 300))

    #for some reason misses some flags..
    def load(self, filename='%s/default.save' % config.save_path):
        self.loading = True
        d = parser.load(filename)
        self.curmap = d['mannux-save'].get('map')
        self.player.hp = int(d['mannux-save'].get('hp'))
        self.player.maxhp = int(d['mannux-save'].get('maxhp'))
        self.player.mp = int(d['mannux-save'].get('mp'))
        self.player.maxmp = int(d['mannux-save'].get('maxmp'))
        self.flags = d['mannux-save']['flags'].todict()

        a = d['mannux-save'].get('amap1')


        print 'testing: '
        print d['mannux-save'].get('map')
        print d['mannux-save'].get('amap1')

        #print a


        #if 'amap1' in d['mannux-save']:
        #    print 'yes!'
        #    a = d['mannux-save']['amap1']
        #    b = ''
        #    for c in a:
        #        b+=str(c)
        #    print "Load test:"
        #
        #    test = eval(b)
        #    self.automap.amap = test
        #else:
        #    print 'wtf!'



        #b = d['mannux-save']['amap']

        #self.automap.amap = []
        #i=0
        #for y in range(50): #need to change so it's not just 50x50...
        #    for x in range(50):
                #self.automap.amap.append(a[i])

        #for i in a:
        #    ika.Log('i: '+str(i))
        #        i+=1


            #for i in d['mannux-save']['amap']:
            #    self.automap.amap.append(i)


        self.hud.resize()



        #print self.curmap
        self.map_switch(0, 0, self.curmap, fadeout=False)
        self.loading = False

    def AddEntity(self, ent):
        self.add_list.append(ent)

    def RemoveEntity(self, ent):
        self.kill_list.append(ent)

    def AddEffect(self, effect):
        self.addeffect_list.append(effect)

    def RemoveEffect(self, effect):
        self.killeffect_list.append(effect)