コード例 #1
0
class SpeechBubble(Entity):
    def __init__(self, x, y, source, sprite_type=SpriteType.NONE):
        super(SpeechBubble, self).__init__(x, y, 1, 1)
        self.sprite = Sprite(x, y, SpriteType.SPEECH_BUBBLE)
        self.__content = Sprite(x + 8, y + 8, sprite_type)
        self.source = source

    def set_location(self, x, y):
        super(SpeechBubble, self).set_location(x, y)
        self.sprite.set_location(x, y)
        self.__content.set_location(x + 8, y + 8)

    def set_content(self, sprite_type):
        self.__content.set_sprite(sprite_type)
        self.__content.set_location(self.x + 8, self.y + 8)

    def update(self, delta_time, entities):
        pass

    def draw(self, surface):
        self.sprite.draw(surface, CameraType.DYNAMIC)
        self.__content.draw(surface, CameraType.DYNAMIC)
コード例 #2
0
class BossCrab(Entity):
    def __init__(self):
        super(BossCrab, self).__init__(96, 128, 128, 8)
        self.body = Sprite(self.x - 64, self.y - 32, SpriteType.CRAB_BOSS_BODY)
        self.bandaid = Sprite(self.x + 2 * 16, self.y - 1 * 16,
                              SpriteType.CRAB_BOSS_BANDAID)
        self.face = Sprite(self.x + 2 * 16, self.y + 2 * 16,
                           SpriteType.CRAB_FACE_SLEEPING)
        self.emote = Sprite(self.x + 5 * 16, self.y - 2 * 16,
                            SpriteType.CRAB_BOSS_EMOTE_SLEEPY)

        self.state_index = 0
        self.total_flashes = 3
        self.flashes = 0
        self.flash_duration = 200
        self.invinsibility_flash_timer = Timer(self.flash_duration)
        self.hurt = False
        self.flashing = False
        self.injured = False

        self.crab_smash = False
        self.sync_smash = 0
        self.special_attack = False

        self.idle_timer = Timer(5000)

    def bop_on_head(self):
        if not self.hurt:
            self.state_index += 1
            self.hurt = True
            self.invinsibility_flash_timer.start()

            if self.state_index < 5:
                self.face.set_sprite(SpriteType.CRAB_FACE_HURT)
                self.emote.set_sprite(SpriteType.CRAB_BOSS_EMOTE_MAD)

    def __update_ai(self, delta_time, scene_data):
        if self.state_index > 1 and self.state_index < 5:
            self.idle_timer.start()
            self.idle_timer.update(delta_time)

        if self.idle_timer.done:
            self.crab_smash = True
            self.idle_timer.reset()

    def __update_health(self, delta_time):
        if self.hurt:
            self.idle_timer.reset()
            self.invinsibility_flash_timer.update(delta_time)

            if self.invinsibility_flash_timer.done:
                self.flashes += 1
                self.flashing = not self.flashing

                if self.flashes >= self.total_flashes * 2:
                    self.hurt = False
                    self.flashing = False
                    self.flashes = 0

                    if self.state_index == 1:
                        self.state_index += 1
                    if self.state_index < 5:
                        self.face.set_sprite(SpriteType.CRAB_FACE_HAPPY)
                        self.emote.set_sprite(SpriteType.NONE)

                    self.crab_smash = True

                self.invinsibility_flash_timer.reset()
                self.invinsibility_flash_timer.start()

    def __update_expression(self):
        if self.state_index >= 5:
            self.emote.set_sprite(SpriteType.CRAB_BOSS_EMOTE_THIRSTY)
            self.face.set_sprite(SpriteType.CRAB_FACE_INJURED)
            self.injured = True

    def update(self, delta_time, scene_data):
        self.__update_ai(delta_time, scene_data)
        self.__update_health(delta_time)
        self.__update_expression()

    def draw(self, surface):
        if globals.debugging:
            draw_rectangle(surface, self.bounds, CameraType.DYNAMIC,
                           self.color, 4)
        else:
            if not self.flashing:
                self.body.draw(surface, CameraType.STATIC)
                self.bandaid.draw(surface, CameraType.STATIC)
                self.face.draw(surface, CameraType.STATIC)
                self.emote.draw(surface, CameraType.STATIC)
コード例 #3
0
class Boat(Actor):
    def __init__(self, x, y, beans=50):
        super(Boat, self).__init__(x, y, 83, 16, 50)
        self.beans = beans
        self.playbounds = Rectangle(0, 16 * 3, Camera.BOUNDS.width,
                                    Camera.BOUNDS.height - 16 * 3)
        self.sprite = Sprite(x - 16, y - 48, SpriteType.BOAT)
        self.shadow = Sprite(x - 16 - 16, y - 16, SpriteType.BOAT_SHADOW)
        self.blinks = 5
        self.invis_duration = 1600
        self.invis_timer = Timer(self.invis_duration)
        self.blink_timer = Timer(self.invis_duration / self.blinks / 2)
        self.damaged = False
        self.flashing = False
        self.dead = False

    def set_location(self, x, y):
        super(Boat, self).set_location(x, y)
        self.sprite.set_location(self.x - 16, self.y - 48)
        self.shadow.set_location(self.x - 16 - 16, self.y - 16)

    def _collision(self, entities):
        for e in entities:
            if not self.damaged:
                if isinstance(e, Bullet) or isinstance(e, Octopus):
                    if self.bounds.colliderect(e.bounds):
                        e.dead = True
                        self.__decrease_health(5)
                elif isinstance(e, Rock):
                    if self.bounds.colliderect(e.bounds):
                        self.__decrease_health(10)
        self.__bounds_collision()

    def __decrease_health(self, amount):
        self.damaged = True
        self.beans -= amount
        self.invis_timer.start()
        self.blink_timer.start()
        self.sprite.set_sprite(SpriteType.BOAT_OWO)

    def _move(self, direction=Direction.NONE):
        self.facing = direction
        if self.facing == Direction.UP:
            self.set_location(self.x, self.y - self.move_speed)
            self.velocity.y = -1
        if self.facing == Direction.DOWN:
            self.set_location(self.x, self.y + self.move_speed)
            self.velocity.y = 1
        if self.facing == Direction.LEFT:
            self.set_location(self.x - self.move_speed, self.y)
            self.velocity.x = -1
        if self.facing == Direction.RIGHT:
            self.set_location(self.x + self.move_speed, self.y)
            self.velocity.x = 1

    def _update_input(self, delta_time):
        self.input.update(delta_time)
        if self.input.pressing(InputType.UP):
            self._move(Direction.UP)
        if self.input.pressing(InputType.DOWN):
            self._move(Direction.DOWN)
        if self.input.pressing(InputType.LEFT):
            self._move(Direction.LEFT)
        if self.input.pressing(InputType.RIGHT):
            self._move(Direction.RIGHT)

    def __update_health(self, delta_time):
        if self.damaged:
            self.invis_timer.update(delta_time)
            self.blink_timer.update(delta_time)
            if self.blink_timer.done:
                self.flashing = not self.flashing
                self.blink_timer.reset()
                self.blink_timer.start()
            if self.invis_timer.done:
                self.damaged = False
                self.flashing = False
                self.invis_timer.reset()
                self.sprite.set_sprite(SpriteType.BOAT)

    def __bounds_collision(self):
        if self.x < self.playbounds.x:
            self.x = self.playbounds.x
        elif self.x + self.width > self.playbounds.x + self.playbounds.width:
            self.x = self.playbounds.x + self.playbounds.width - self.width

        if self.y < self.playbounds.y:
            self.y = self.playbounds.y
        elif self.y + self.height > self.playbounds.y + self.playbounds.height:
            self.y = self.playbounds.y + self.playbounds.height - self.height

    def __check_death(self):
        if self.beans <= 0:
            # TODO: death logic here, maybe display transition and change scene?
            self.dead = True

    def update(self, delta_time, entities):
        self._calculate_scaled_speed(delta_time)

        if self.dead:
            self.flashing = False
            self.set_location(self.x - self.move_speed / 2 + randint(-2, 0),
                              self.y + self.move_speed)
            return

        self._update_input(delta_time)
        self._collision(entities)
        self.__update_health(delta_time)
        self.__check_death()

    def draw(self, surface):
        if pygine.globals.debug:
            self._draw_bounds(surface, CameraType.DYNAMIC)
        else:
            if not self.flashing:
                self.shadow.draw(surface, CameraType.DYNAMIC)
                self.sprite.draw(surface, CameraType.DYNAMIC)
コード例 #4
0
class NPC(Kinetic):
    def __init__(self,
                 x,
                 y,
                 type,
                 can_move=True,
                 horizontal=True,
                 start_direction=1,
                 walk_duration=5000):
        super(NPC, self).__init__(x, y, 10, 10, 25)
        self.type = type
        self.sprite = Sprite(self.x - 3, self.y - 22, SpriteType.NONE)
        self.shadow = Sprite(self.x - 3, self.y - 21, SpriteType.PLAYER_SHADOW)
        self.speech_bubble = SpeechBubble(self.x - 11, self.y - 32 - 11, self)
        self.radius = 32
        self.show_prompt = False
        self.set_color(Color.RED)
        self.walk_direction = 1 if start_direction >= 0 else -1
        self.horizontal = horizontal
        self.can_move = can_move
        self._walk_timer = Timer(walk_duration, True)
        self.animation_walk = Animation(6, 6, 100)
        self.walking = True
        self._set_walking_sprite()
        self._set_random_emotion()

    def set_location(self, x, y):
        super(NPC, self).set_location(x, y)
        self.sprite.set_location(self.x - 3, self.y - 22)
        self.shadow.set_location(self.x - 3, self.y - 21)
        self.speech_bubble.set_location(self.x - 11, self.y - 32 - 11)

    def _set_random_emotion(self):
        rand = randint(1, 4)
        if rand == 1:
            self.speech_bubble.set_content(SpriteType.FACE_HAPPY)
        elif rand == 2:
            self.speech_bubble.set_content(SpriteType.FACE_SAD)
        elif rand == 3:
            self.speech_bubble.set_content(SpriteType.FACE_MAD)
        elif rand == 4:
            self.speech_bubble.set_content(SpriteType.FACE_SURPRISED)

    def _stop_walking(self):
        if not self.horizontal:
            if self.type == NPCType.MALE:
                self.sprite.set_sprite(SpriteType.NPC_M_F)
            else:
                self.sprite.set_sprite(SpriteType.NPC_F_F)
        self._set_random_emotion()
        self.walking = not self.walking

    def _walk(self, delta_time):
        self._walk_timer.update(delta_time)
        if self._walk_timer.done:
            if random() < 0.25:
                self._stop_walking()
            if self.walking:
                self.walk_direction = -self.walk_direction
                self._set_walking_sprite()
            self._walk_timer.reset()
            self._walk_timer.start()
        if self.walking:
            if self.horizontal:
                self.set_location(
                    self.x + self.move_speed * self.walk_direction, self.y)
            else:
                self.set_location(
                    self.x, self.y + self.move_speed * self.walk_direction)

    def _set_walking_sprite(self):
        if self.can_move:
            if self.horizontal:
                if self.walk_direction > 0:
                    if self.type == NPCType.MALE:
                        self.sprite.set_sprite(SpriteType.NPC_M_R)
                    else:
                        self.sprite.set_sprite(SpriteType.NPC_F_R)
                else:
                    if self.type == NPCType.MALE:
                        self.sprite.set_sprite(SpriteType.NPC_M_L)
                    else:
                        self.sprite.set_sprite(SpriteType.NPC_F_L)
            else:
                if self.walk_direction > 0:
                    if self.type == NPCType.MALE:
                        self.sprite.set_sprite(SpriteType.NPC_M_F)
                    else:
                        self.sprite.set_sprite(SpriteType.NPC_F_F)
                else:
                    if self.type == NPCType.MALE:
                        self.sprite.set_sprite(SpriteType.NPC_M_B)
                    else:
                        self.sprite.set_sprite(SpriteType.NPC_F_B)
        else:
            if self.type == NPCType.MALE:
                self.sprite.set_sprite(SpriteType.NPC_M_F)
            else:
                self.sprite.set_sprite(SpriteType.NPC_F_F)

    def _within_radius(self, e):
        if distance_between(self.center, e.center) <= self.radius:
            self.show_prompt = True
        else:
            self.show_prompt = False

    def _update_conversation(self, entities):
        for e in entities:
            if isinstance(e, Player):
                last = self.show_prompt
                self._within_radius(e)
                if last != self.show_prompt:
                    if self.show_prompt:
                        entities.append(self.speech_bubble)
                    else:
                        entities.remove(self.speech_bubble)

    def _update_animation(self, delta_time):
        if self.walking:
            self.animation_walk.update(delta_time)
            self.sprite.set_frame(self.animation_walk.current_frame,
                                  self.animation_walk.columns)
        else:
            self.sprite.set_frame(0, self.animation_walk.columns)

    def _rectangle_collision_logic(self, entity):
        # Bottom
        if self.collision_rectangles[0].colliderect(
                entity.bounds) and self.velocity.y < 0:
            self.set_location(self.x, entity.bounds.bottom)
        # Top
        elif self.collision_rectangles[1].colliderect(
                entity.bounds) and self.velocity.y > 0:
            self.set_location(self.x, entity.bounds.top - self.bounds.height)
        # Right
        elif self.collision_rectangles[2].colliderect(
                entity.bounds) and self.velocity.x < 0:
            self.set_location(entity.bounds.right, self.y)
        # Left
        elif self.collision_rectangles[3].colliderect(
                entity.bounds) and self.velocity.x > 0:
            self.set_location(entity.bounds.left - self.bounds.width, self.y)

    def _collision(self, entities):
        for e in entities:
            if (isinstance(e, Building) or isinstance(e, Tree)):
                self._rectangle_collision_logic(e)

    def update(self, delta_time, entities):
        self._update_conversation(entities)
        self._calculate_scaled_speed(delta_time)
        if self.can_move:
            self._walk(delta_time)

        # self._update_collision_rectangles()
        # self._collision(entities)

        if self.can_move:
            self._update_animation(delta_time)

    def draw(self, surface):
        if pygine.globals.debug:
            self._draw_bounds(surface, CameraType.DYNAMIC)
        else:
            self.shadow.draw(surface, CameraType.DYNAMIC)
            self.sprite.draw(surface, CameraType.DYNAMIC)
コード例 #5
0
class Player(Actor):
    def __init__(self, x, y, width=10, height=10, speed=50):
        super(Player, self).__init__(x, y, width, height, speed)
        self.sprite = Sprite(self.x - 3, self.y - 22, SpriteType.PLAYER_F)
        self.arms = Sprite(self.x - 3, self.y - 22,
                           SpriteType.PLAYER_ARM_SIDE_F)
        self.shadow = Sprite(self.x - 3, self.y - 21, SpriteType.PLAYER_SHADOW)
        self.set_color(Color.RED)
        self.item_carrying = None
        self.animation_walk = Animation(6, 6, 100)
        self.walking = False

    def set_location(self, x, y):
        super(Player, self).set_location(x, y)
        self.sprite.set_location(self.x - 3, self.y - 22)
        self.arms.set_location(self.x - 3, self.y - 22)
        self.shadow.set_location(self.x - 3, self.y - 21)

        if self.item_carrying != None:
            self.item_carrying.set_location(self.x - 3, self.sprite.y - 8)

    def _move(self, direction=Direction.NONE):
        self.facing = direction
        self.walking = True
        if self.facing == Direction.UP:
            self.sprite.set_sprite(SpriteType.PLAYER_B)
            self.arms.set_sprite(SpriteType.PLAYER_ARM_SIDE_B)
            self.set_location(self.x, self.y - self.move_speed)
            self.velocity.y = -1
        if self.facing == Direction.DOWN:
            self.sprite.set_sprite(SpriteType.PLAYER_F)
            self.arms.set_sprite(SpriteType.PLAYER_ARM_SIDE_F)
            self.set_location(self.x, self.y + self.move_speed)
            self.velocity.y = 1
        if self.facing == Direction.LEFT:
            self.sprite.set_sprite(SpriteType.PLAYER_L)
            self.arms.set_sprite(SpriteType.PLAYER_ARM_SIDE_L)
            self.set_location(self.x - self.move_speed, self.y)
            self.velocity.x = -1
        if self.facing == Direction.RIGHT:
            self.sprite.set_sprite(SpriteType.PLAYER_R)
            self.arms.set_sprite(SpriteType.PLAYER_ARM_SIDE_R)
            self.set_location(self.x + self.move_speed, self.y)
            self.velocity.x = 1

    def _update_input(self, delta_time):
        self.input.update(delta_time)
        self.walking = False
        if self.input.pressing(
                InputType.UP) and not self.input.pressing(InputType.DOWN):
            self._move(Direction.UP)
        if self.input.pressing(
                InputType.DOWN) and not self.input.pressing(InputType.UP):
            self._move(Direction.DOWN)
        if self.input.pressing(
                InputType.LEFT) and not self.input.pressing(InputType.RIGHT):
            self._move(Direction.LEFT)
        if self.input.pressing(
                InputType.RIGHT) and not self.input.pressing(InputType.LEFT):
            self._move(Direction.RIGHT)

    def _rectangle_collision_logic(self, entity):
        # Bottom
        if self.collision_rectangles[0].colliderect(
                entity.bounds) and self.velocity.y < 0:
            self.set_location(self.x, entity.bounds.bottom)
        # Top
        elif self.collision_rectangles[1].colliderect(
                entity.bounds) and self.velocity.y > 0:
            self.set_location(self.x, entity.bounds.top - self.bounds.height)
        # Right
        elif self.collision_rectangles[2].colliderect(
                entity.bounds) and self.velocity.x < 0:
            self.set_location(entity.bounds.right, self.y)
        # Left
        elif self.collision_rectangles[3].colliderect(
                entity.bounds) and self.velocity.x > 0:
            self.set_location(entity.bounds.left - self.bounds.width, self.y)

    def _collision(self, entities):
        for e in entities:
            if (not e.ignore
                    and (isinstance(e, Building) or isinstance(e, Furniture)
                         or isinstance(e, Wall) or isinstance(e, Tree))
                    # isinstance(e, NPC)
                ):
                self._rectangle_collision_logic(e)

    def _update_animation(self, delta_time):
        if self.walking:
            self.animation_walk.update(delta_time)
            self.sprite.set_frame(self.animation_walk.current_frame,
                                  self.animation_walk.columns)
            self.arms.set_frame(self.animation_walk.current_frame,
                                self.animation_walk.columns)
        else:
            self.sprite.set_frame(0, self.animation_walk.columns)
            self.arms.set_frame(0, self.animation_walk.columns)

    def _update_item(self):
        if self.item_carrying != None:
            self.arms.increment_sprite_x(16 * 6)

    def update(self, delta_time, entities):
        self._calculate_scaled_speed(delta_time)
        self._update_input(delta_time)
        self._update_collision_rectangles()
        self._collision(entities)
        self._update_animation(delta_time)
        self._update_item()

    def draw(self, surface):
        if pygine.globals.debug:
            self._draw_bounds(surface, CameraType.DYNAMIC)
            self._draw_collision_rectangles(surface)
        else:
            self.shadow.draw(surface, CameraType.DYNAMIC)
            self.sprite.draw(surface, CameraType.DYNAMIC)
            self.arms.draw(surface, CameraType.DYNAMIC)
            if (self.item_carrying != None):
                self.item_carrying.draw(surface)
コード例 #6
0
class Fishy(Kinetic):
    def __init__(self, y, left):
        super(Fishy, self).__init__(-32 if left else Camera.BOUNDS.width + 16,
                                    y, 16, 16,
                                    randint(1, 10) * 10)
        self.type = randint(0, 1)
        self.velocity.x = -1 if left else 1
        if self.velocity.x > 0:
            if self.type == 0:
                self.sprite = Sprite(
                    self.x, self.y, SpriteType.FISH_SMALL_L
                    if left else SpriteType.FISH_SMALL_R)
            elif self.type == 1:
                self.sprite = Sprite(
                    self.x, self.y, SpriteType.FISH_LARGE_L
                    if left else SpriteType.FISH_LARGE_R)
        else:
            if self.type == 0:
                self.sprite = Sprite(
                    self.x, self.y, SpriteType.FISH_SMALL_L
                    if left else SpriteType.FISH_SMALL_L)
            elif self.type == 1:
                self.sprite = Sprite(
                    self.x, self.y, SpriteType.FISH_LARGE_L
                    if left else SpriteType.FISH_LARGE_L)

        self.captured = False

    def set_location(self, x, y):
        super(Fishy, self).set_location(x, y)
        self.sprite.set_location(self.x, self.y)

    def hook_fish(self):
        self.captured = True

    def _update_ai(self):
        self.set_location(self.x + self.move_speed * self.velocity.x, self.y)

    def flip_velocity(self):
        self.velocity.x *= -1
        if self.velocity.x > 0:
            if self.type == 0:
                self.sprite.set_sprite(SpriteType.FISH_SMALL_R)
            elif self.type == 1:
                self.sprite.set_sprite(SpriteType.FISH_LARGE_R)
        else:
            if self.type == 0:
                self.sprite.set_sprite(SpriteType.FISH_SMALL_L)
            elif self.type == 1:
                self.sprite.set_sprite(SpriteType.FISH_LARGE_L)

    def _collision(self, entities):
        if self.captured:
            for e in entities:
                if isinstance(e, Hook):
                    if self.velocity.x > 0:
                        self.set_location(e.x - 6 + randint(-3, 3),
                                          e.y + 4 + randint(-3, 3))
                    else:
                        self.set_location(e.x + 2 + randint(-3, 3),
                                          e.y + 4 + randint(-3, 3))

                    if randint(1, 10) <= 1:
                        self.flip_velocity()
                    return

        if (self.bounds.left < -32 and self.velocity.x < 0) or (
                self.bounds.right > Camera.BOUNDS.width + 32
                and self.velocity.x > 0):
            self.flip_velocity()

    def update(self, delta_time, entities):
        self._calculate_scaled_speed(delta_time)
        # self._update_collision_rectangles()
        self._update_ai()
        self._collision(entities)

    def draw(self, surface):
        if pygine.globals.debug:
            self._draw_bounds(surface, CameraType.DYNAMIC)
            self._draw_collision_rectangles(surface)
        else:
            self.sprite.draw(surface, CameraType.DYNAMIC)