def loop(self): self.buffer.draw(self.rect) if (self.slide): self.texts[(1 - self.current) + 1].move((0, -1)) if (self.time == 10): self.slide = False self.time = 0 elif (self.time == 6 and not(self.finished)): self.time = 0 # Add a letter lenA0 = self.current_index lenA1 = len(self.lines[self.line_counter]) if (lenA0 < lenA1): if lenA0 != 0: new_string = self.lines[self.line_counter][0:lenA0+1] new_text = sfml.Text(new_string, self.font, 8) new_text.position = (4 + (1 if self.current+1 > 0 else 0) * 8, 4 + 10*(self.current+1)) new_text.color = sfml.Color.BLACK self.texts[self.current + 1] = new_text # if (char != " " and self.char_counter % 1 == 0): snd_manager.play_sound(self.sound) self.current_index += 1 # self.char_counter += 1 # if (char == " "): # self.char_counter = 0 else: self.current_index = 0 self.swap() self.line_counter += 1 if (self.line_counter == len(self.lines)): self.finished = True if (self.line_counter >= 2): self.texts[self.current + 1] = None self.slide = True for t in self.texts: if t is not None: self.buffer.draw(t) self.buffer.display() self.time += 1 spr = sfml.Sprite(self.buffer.texture) spr.position = (8, 8) return spr
def update_state(self): lock = level_manager.level.lock RIGHT = input_manager.get_button('RIGHT') LEFT = input_manager.get_button('LEFT') UP = input_manager.get_button('UP') DOWN = input_manager.get_button('DOWN') A_BUTTON = input_manager.get_button('A') B_BUTTON = input_manager.get_button('B') if lock or self.life == 0: RIGHT = False LEFT = False UP = False DOWN = False A_BUTTON = False B_BUTTON = False horizontal = RIGHT-LEFT vertical = UP-DOWN physics_events = get_physics_event() for event in physics_events: #log("Physics collision: "+str(event.a.userData)+" "+str(event.b.userData)+" "+str(event.begin) +" "+str(physics_manager.get_body_position(self.obj.body).get_tuple())) if (event.a.userData == 2 and 15 >= event.b.userData >= 11 ) or \ ( event.b.userData == 2 and 15 >= event.a.userData >= 11): if event.begin: self.foot += 1 else: self.foot -= 1 elif (event.a.userData == 3 and event.b.userData == 11 ) or \ ( event.b.userData == 3 and event.a.userData == 11): if event.begin: self.wall = 1 else: self.wall = 0 elif (event.a.userData == 4 and event.b.userData == 11 ) or \ ( event.b.userData == 4 and event.a.userData == 11): if event.begin: self.wall = 2 else: self.wall = 0 elif (event.a.userData == 3 and event.b.userData == 12 ) or \ ( event.b.userData == 3 and 15 >= event.a.userData == 12): log("Physics: "+str(event.a.userData)+" "+str(event.b.userData)) if event.begin: self.not_sliding_wall = 1 else: self.not_sliding_wall = 0 elif (event.a.userData == 4 and event.b.userData == 12 ) or \ ( event.b.userData == 4 and event.a.userData == 12): log("Physics: "+str(event.a.userData)+" "+str(event.b.userData)) if event.begin: self.not_sliding_wall = 2 else: self.not_sliding_wall = 0 elif (event.a.userData == 1 and event.b.userData >= 20 and event.b.userData % 10 == 0) or \ ( event.b.userData == 1 and event.a.userData >= 20 and event.a.userData % 10 == 0): log("Touched by cat") if event.begin: self.touched = True self.cat_touched = True else: self.touched = False elif (event.a.userData == 1 and event.b.userData >= 20 and event.b.userData %10 != 0) or \ ( event.b.userData == 1 and event.a.userData >= 20 and event.a.userData %10 != 0): log("Touched by bullet") if event.begin: self.touched = True else: self.touched = False if (event.a.userData == 1 and event.b.userData == 13 ) or \ ( event.b.userData == 1 and event.a.userData == 13): log("Touched by spike") if event.begin: self.touched = True else: self.touched = False if self.invincibility: self.invincibility -= 1 if A_BUTTON and ((self.foot and self.jump_step) or (not self.foot and self.jump_step and self.wall)): if self.wall == 1: #going RIGHT because LEFT wall physics_manager.move(self.player.body, vx=self.speed) self.wall_jump_step = CONST.wall_jump elif self.wall == 2: physics_manager.move(self.player.body, vx=-self.speed) self.wall_jump_step = CONST.wall_jump physics_manager.jump(self.player.body) snd_manager.play_sound(self.jump_sound) self.jump_step -= 1 elif not self.foot and not self.wall : self.jump_step = 0 elif (self.foot or (not self.foot and self.wall)) and not A_BUTTON: self.jump_step = CONST.jump_step if horizontal == -1: #LEFT self.direction = False if self.foot: self.state = 'move' self.player.flip = True move_condition = self.wall != 1 and self.wall_jump_step == 0 and self.not_sliding_wall != 1 if get_value('boss_limit') is not None: move_condition = move_condition and (self.player.pos + \ self.player.screen_relative_pos * \ engine.screen_size).x > get_value('boss_limit')[0] if move_condition: physics_manager.move(self.player.body, -self.speed) elif horizontal == 1: #RIGHT self.direction = True if self.foot: self.state = 'move' self.player.flip = False move_condition = self.wall != 2 and self.wall_jump_step == 0 and self.not_sliding_wall != 2 if get_value('boss_limit') is not None: move_condition = move_condition and (self.player.pos + \ self.player.screen_relative_pos * \ engine.screen_size ).x < get_value('boss_limit')[1] if move_condition: physics_manager.move(self.player.body, self.speed) else: if self.foot: if self.direction: self.state = 'still' self.player.flip = False else: self.state = 'still' self.player.flip = True if self.wall_jump_step == 0: physics_manager.move(self.player.body, 0) if not self.foot: if self.direction: self.state = 'jump' self.player.flip = False else: self.state = 'jump' self.player.flip = True #"gravity" effect like nes game velocity = physics_manager.get_body_velocity(self.player.body) delta = self.gravity if self.wall and self.wall_jump_step == 0: velocity.y = self.wall_speed self.state = 'slide' if self.direction: self.player.flip = False else: self.player.flip = True elif self.foot: pass else: velocity.y += delta physics_manager.set_body_velocity(self.player.body, velocity) physics_pos = physics_manager.get_body_position(self.player.body) if physics_pos: pos = physics_pos-self.player.size/2 else: pos = self.player.pos if self.player.screen_relative_pos: pos = pos-self.player.screen_relative_pos*engine.get_screen_size() self.player.pos = pos self.set_screen_pos() if self.wall_jump_step != 0: self.wall_jump_step -= 1 for i in range(self.life): img_manager.show_image(self.heart,img_manager.buffer,pos=Vector2(i*18,0),new_size=Vector2(16,16)) if self.move_deal: if self.deal_delta.y < 0: self.deal_delta = Vector2(0,self.deal_delta.y+1) elif self.dialog == 0: self.deal_delta = Vector2() if engine.textbox.finished: if input_manager.get_button('A') or input_manager.get_button('B'): snd_manager.set_playlist(["data/music/menu_gbjam.ogg"]) self.dialog = -1 engine.textbox.set_text("Furbrawl", "A game by Team KwaKwa") if not self.direction: self.deal_delta = Vector2(-20,self.deal_delta.y) else: self.deal_delta = Vector2(0, self.deal_delta.y) if self.dialog == -1 and engine.textbox.finished: if input_manager.get_button('A') or input_manager.get_button('B'): self.dialog = 1 engine.textbox.set_text("Lead designer", "Elias Farhan") if self.dialog == 1 and engine.textbox.finished: if input_manager.get_button('A') or input_manager.get_button('B'): self.dialog = 2 engine.textbox.set_text("Programmer", """Hamza "Tenchi" Haiken""") if self.dialog == 2 and engine.textbox.finished: if input_manager.get_button('A') or input_manager.get_button('B'): self.dialog = 3 engine.textbox.set_text("Artist", """Josh Grilli""") if self.dialog == 3 and engine.textbox.finished: if input_manager.get_button('A') or input_manager.get_button('B'): self.dialog = 4 engine.textbox.set_text("Artist", """Austin Lewis""") if self.dialog == 4 and engine.textbox.finished: if input_manager.get_button('A') or input_manager.get_button('B'): self.dialog = 5 engine.textbox.set_text("Music", """Dorian SRed""") if self.dialog == 5 and engine.textbox.finished: if input_manager.get_button('A') or input_manager.get_button('B'): self.dialog = 6 engine.textbox.set_text("THANKS", """For playing the game""") if self.dialog == 6 and engine.textbox.finished: if input_manager.get_button('A') or input_manager.get_button('B'): engine.show_dialog = False from levels.logo_kwakwa import Kwakwa level_manager.switch_level(Kwakwa()) if self.touched and not self.invincibility and self.life > 0: self.life -= 1 self.invincibility = CONST.invincibility self.anim_counter = self.anim_freq-1 if self.life == 0: level_manager.level.game_over = True self.invincibility = 1000 if self.cat_touched: self.touched = False self.cat_touched = False if self.invincibility > CONST.invincibility - 20 or level_manager.level.game_over: self.state = 'hit' if self.invincibility %20 > 10: self.player.show = False else: self.player.show = True if B_BUTTON and self.attacking == 0: self.state = 'attack' self.attacking = self.attack_time if self.attacking > 1: self.state = 'attack' self.attacking -= 1 self.slash.update_animation(state='slash') slash_pos = Vector2() if self.direction: slash_pos = self.player.pos + engine.screen_size * self.player.screen_relative_pos + Vector2(self.player.size.x/1.5,0) else: slash_pos = self.player.pos + engine.screen_size * self.player.screen_relative_pos - Vector2(self.player.size.x/1.5,0) img_manager.show_image(self.slash.img, engine.screen, pos=slash_pos-level_manager.level.screen_pos,new_size=Vector2(36,36),flip=not self.direction) elif not B_BUTTON: self.attacking = 0 if ( self.player.pos + engine.screen_size * self.player.screen_relative_pos ).x > 2500: from levels.dialog import Dialog boss_level = Dialog() boss_level.last_checkpoint = level_manager.level.last_checkpoint level_manager.switch_level(boss_level)
def touched(self): self.boum = True self.explosion.index = 0 snd_manager.play_sound(self.explosion_sound)
def update_state(self): if not self.obj.move: self.anim_freq = 2 if self.nmb == 0: self.nmb = self.obj.body.fixtures[0].userData self.current_bullet = self.nmb + 1 player_pos = level_manager.level.player.pos + level_manager.level.player.screen_relative_pos*engine.screen_size if self.obj.pos.x+engine.screen_size.x > player_pos.x > self.obj.pos.x-engine.screen_size.x: self.active = True else: self.active = False if self.active and not self.obj.move and self.death == -1: if self.bullet_time == 0: snd_manager.play_sound(self.shoot_sound) self.state = 'attack' self.bullets.append(Bullet( pos=self.obj.pos+Vector2(-10,17), size=Vector2(16,16), userData=self.current_bullet, speed=Vector2(self.direction*5,0))) self.current_bullet += 1 if self.current_bullet == self.nmb + 10: self.current_bullet = self.nmb + 1 self.bullet_time = self.bullet_frequency else: self.bullet_time -= 1 if self.state == 'attack' and self.bullet_time < self.bullet_frequency-3*self.anim_freq: self.state = 'still' remove_bullet = [] for b in self.bullets: b.loop(engine.screen) if not (b.pos.x+engine.screen_size.x > player_pos.x > b.pos.x-engine.screen_size.x): remove_bullet.append(b) for b in remove_bullet: self.bullets.remove(b) del remove_bullet[:] if self.death == -1: self.obj.pos = physics_manager.get_body_position(self.obj.body)-self.obj.size/2 for event in physics_events: if ((event.a.userData == 5 and event.b.userData == self.nmb) or\ (event.b.userData == 5 and event.a.userData == self.nmb)): self.in_area_left = event.begin elif (event.b.userData == 6 and event.a.userData == self.nmb) or\ (event.a.userData == 6 and event.b.userData == self.nmb): self.in_area_right = event.begin elif self.obj.move and (( 15 > event.a.userData >= 11 and event.b.userData == self.nmb) or\ ( 15 > event.b.userData >= 11 and event.a.userData == self.nmb)): if event.begin: self.direction = - self.direction if self.obj.move and self.death == -1: physics_manager.move(self.obj.body, vx=self.direction*3) self.state = 'move' if self.direction == -1: self.obj.flip = True else: self.obj.flip = False if self.death == -1: if self.in_area_left: if not self.player.anim.direction and self.player.anim.attacking>1: self.death = 60 physics_manager.remove_body(self.obj.body) if self.in_area_right: if self.player.anim.direction and self.player.anim.attacking > 1: self.death = 60 physics_manager.remove_body(self.obj.body) if self.death > 0: self.state = 'hit' self.death -= 1 if self.death % 20 > 10: self.obj.show = False else: self.obj.show = True if self.death == 0: self.obj.remove = True
def execute(self): snd_manager.play_sound(self.sound) Event.execute(self)