コード例 #1
0
def dronesound(storage, obj, m):
    storage._go()
    if storage._getData('rightwing_powershortage'):
        remove_from_map(storage.s, SCRIPT, m.properties['key_name'], 'dronesound')
        ad = GlobalServices.getAudioDevice()
        
        ad.play(SOUND, 'drone', VOLUME_SOUND_AMBIENT, 0, 1500)
        black = OverlayFactory.create_by_color((0,0,0), 0, 255)
        
        storage._wait(3000)
        m.addOverlay(black)
        ad.play(SOUND, '27_spark3', VOLUME_SOUND)
        storage._wait(50)
        m.removeOverlay(black)
        ad.play(SOUND, '27_spark1', VOLUME_SOUND)
        storage._wait(100)
        m.addOverlay(black)
        ad.play(SOUND, '27_spark4', VOLUME_SOUND)
        storage._wait(50)
        m.removeOverlay(black)
        ad.play(SOUND, '27_spark2', VOLUME_SOUND)
        storage._wait(1750)
        m.addOverlay(black)
        ad.play(SOUND, '27_spark1', VOLUME_SOUND)
        storage._wait(100)
        m.removeOverlay(black)
        ad.play(SOUND, '27_spark3', VOLUME_SOUND)
    storage._halt()
コード例 #2
0
def librarykey(storage, obj, m):
    storage._go()
    if storage._playerInDistance(m.getPlayer().position, obj.rect):
        tr = GlobalServices.getTextRenderer()
        ad = GlobalServices.getAudioDevice()
        ad.play(SOUND, 'pick_key', VOLUME_SOUND)
        tr.write("Got 'Library Key'", 3, COLOR_GOT_ITEM)
        m.getPlayer().inventory.add(ItemFactory.create(INVENTORY_ITEM_LIBRARY_KEY, 1))
        remove_from_map(get_savegame(), OBJECT, 'mirrorhall', 'librarykey')
        storage._setData('librarykey_obtained', True)
    storage._halt()
コード例 #3
0
def ladder(storage, obj, m):
    storage._go()
    if storage._playerInDistance(m.getPlayer().position, obj.rect):
        tr = GlobalServices.getTextRenderer()
        ad = GlobalServices.getAudioDevice()
        if storage._getData('masterroom_ladder_needed'):
            storage._toggleCutscene(True)
            tr.write("This ladder should get me up through that loft hatch.", 3)
            storage._wait(3000)
            inv = m.getPlayer().inventory
            inv.add(ItemFactory.create(INVENTORY_ITEM_LADDER, 1))
            remove_from_map(get_savegame(), OBJECT, 'rightwing', 'ladder')
            ad.play(SOUND, 'pick_item', VOLUME_SOUND)
            tr.write("Got 'Ladder'", 3, COLOR_GOT_ITEM)
            storage._toggleCutscene(False)
            GlobalServices.getEventManager().post(ObjectHighlightedEvent(None))
        else:
            tr.write("There is a ladder on the ground. I have no purpose for that right now.", 3)
    storage._halt()
コード例 #4
0
def leftroomopening(storage, obj, m):
    storage._go()
    tr = GlobalServices.getTextRenderer()
    ad = GlobalServices.getAudioDevice()
    if storage._getData('flashlight_obtained'):
        m.getPlayer().stopMoving()
        storage._toggleCutscene(True)
        
        ad.play(SOUND, 'doorclose', VOLUME_SOUND_AMBIENT)
        
        storage._wait(1000)
        
        tr.write("That noise came from across the hallway. Was it a door opening?", 3)
        
        storage._wait(1500)
        
        remove_from_map(get_savegame(), SCRIPT, 'righthallway', 'righthallway_leftroomopening')
        
        storage._toggleCutscene(False)
    storage._halt()
コード例 #5
0
def flashlight(storage, obj, m):
    storage._go()
    
    tr = GlobalServices.getTextRenderer()
    ad = GlobalServices.getAudioDevice()
    
    storage._faceObject(m.getPlayer(), obj)
    
    if not storage._playerInDistance(m.getPlayer().position, obj.rect):
        tr.write("I can't reach that from here.", 3)
    else:
        # Bed scare sequence done
        if storage._getData('bedroom_bedscare_done'):
            # Add the flashlight to the inventory
            m.getPlayer().inventory.add(\
                          ItemFactory.create(INVENTORY_ITEM_FLASHLIGHT, 1))
            ad.play(SOUND, 'pick_item', VOLUME_SOUND)
            tr.write("Got 'Flashlight'", 3, COLOR_GOT_ITEM)
            # Delete the note from the map
            m.removeObject(obj)
            remove_from_map(get_savegame(), OBJECT, 'bedroom', 'bedroom_flashlight')
            # Set a flag that this script was executed
            storage._setData('flashlight_obtained', True)        
            # Add the global flashlight overlay, deleting the others
            flashlight = OverlayFactory.create_flashlight()
            set_global_overlays([flashlight])
            # Add the overlay to this map, too
            m.clearOverlays()
            m.addOverlay(flashlight)
            ad.play(SOUND, 'flashlight_toggle', VOLUME_SOUND)
            ad.stop(SOUND, 1500, 'insanity_bug3')
        else:
            storage._toggleCutscene(True)
            tr.write("Sometimes I need my flashlight when the power tends to get all freaky.", 3)
            storage._wait(3000)
            tr.write("I don't know if that's because the mansion is just old or haunted, though.", 3)
            storage._toggleCutscene(False)
    
    storage._halt()
コード例 #6
0
def ceilingdoor(storage, obj, m):
    storage._go()
    if storage._playerInDistance(m.getPlayer().position, obj.rect, 180):
        GlobalServices.getEventManager().post(ObjectHighlightedEvent(None))
        inv = m.getPlayer().inventory
        tr = GlobalServices.getTextRenderer()
        ad = GlobalServices.getAudioDevice()
        storage._toggleCutscene(True)
        if inv.containsName(INVENTORY_ITEM_LADDER):
            m.getPlayer().setPosition(conv_tile_pixel((9,15), m))
            # Add ladder to this map
            ad.play(SOUND, '05_attach_ladder', VOLUME_SOUND)
            from src.model.Clickable import TeleportClickable
            ladderpath = os.path.join(PATH_GRAPHICS_TILES, 'ladder_vertical.png')
            laddersurf = pygame.image.load(ladderpath).convert_alpha()            
            
            ladder = TeleportClickable('tpattic',\
                                     pygame.Rect(conv_tile_pixel((9, 7), m),\
                                            conv_tile_pixel( (2, 7), m)),\
                                     m, None, 'ladder_climb',\
                                     'attic', 8*16, 17*16, laddersurf,\
                                     ladderpath, True)
            add_object_to_map_properties(get_savegame(), 'masterroom',\
                                         TELEPORTOBJECT, ladder)
            remove_from_map(get_savegame(), OBJECT, 'masterroom', 'ceilingdoor')
            # Reset player blah
            inv.remove(inv.get(INVENTORY_ITEM_LADDER))
        else:
            tr.write("There is a loft hatch on the ceiling.", 3)
            storage._wait(3000)
            tr.write("I need something to get up there.", 3)
            if not storage._getData('masterroom_ladder_needed'):
                storage._wait(3000)
                ad.play(MUSIC, 'bgm_3', VOLUME_MUSIC, -1)
            storage._setData('masterroom_ladder_needed', True)
        storage._toggleCutscene(False)
    storage._halt()
コード例 #7
0
def ending(storage, m):
    storage._go()
    GlobalServices.getEventManager().post(ObjectHighlightedEvent(None))
    storage._toggleCutscene(True)
    storage._wait(3000)
    white = OverlayFactory.create("noise.png", pygame.BLEND_MULT)
    def static(ms):
        m.addOverlay(white)
        ad.play(SOUND, 'noise', VOLUME_SOUND + 0.1, -1)
        storage._wait(ms)
        m.removeOverlay(white)
        ad.stop(SOUND, 0, 'noise')
    tr = GlobalServices.getTextRenderer()
    ad = GlobalServices.getAudioDevice()
    tr.write("W-w-what am I supposed to do now?", 3)
    storage._wait(1400)
    static(340)
    storage._wait(1600)
    tr.write("I lose track of the sharp edges around me...", 3)
    storage._wait(2000)
    towhite = OverlayFactory.create_animated_color((255,255,255),\
              1000, 0, True, 0, 255)
    m.addOverlay(towhite)
    storage._wait(1500)
    player = m.getPlayer()
    player.setPosition(conv_tile_pixel((8,9), m))
    player.setAnimation("kneel")
    storage._wait(400)
    fadeout = OverlayFactory.create_animated_color((255,255,255),\
              1000, 0, True, 255, 0)
    m.addOverlay(fadeout)
    m.removeOverlay(towhite)
    storage._wait(3000)
    tr.write("Did I...", 3)
    player.setAnimation("walk")
    storage._wait(800)
    static(200)
    storage._wait(600)
    static(40)
    storage._wait(600)
    static(1000)
    storage._wait(2500)
    player.setDirection([0,-1])
    storage._wait(500)
    tr.write("It was... me..?", 3)
    storage._wait(1000)
    static(500)
    storage._wait(3000)
    static(100)
    storage._wait(1000)
    ad.play(SOUND, 'pick_item', VOLUME_SOUND)
    remove_from_map(get_savegame(), OBJECT, 'attic', 'gun')
    tr.write("I should...", 3)
    storage._wait(3000)
    toblack = OverlayFactory.create_animated_color((0,0,0), 2500, 0, True, 0, 255)
    m.addOverlay(toblack)
    ad.stop(SOUND, 2750, 'insanity_ear_ring')
    ad.stop(MUSIC, 2750)
    storage._wait(3500)
    ad.play(SOUND, 'gun_cock', VOLUME_SOUND)
    storage._wait(3500)
    storage._halt()
    rollCredits(storage, m)
コード例 #8
0
def powercutshort(storage, obj, m):
    storage._go()
    ad = GlobalServices.getAudioDevice()
    tr = GlobalServices.getTextRenderer()
    
    if storage._getData('entrancenote_obtained')\
    and not storage._getData('rightwing_powershortage'):
        storage._toggleCutscene(True)
        p = m.getPlayer()
        p.stopMoving()
        storage._setData('rightwing_powershortage', True)
        
        ad.play(SOUND, 'drone', VOLUME_SOUND)
        ad.play(SOUND, 'elec', VOLUME_SOUND)
        
        black = OverlayFactory.create_by_color((0,0,0), 0, 255)
        m.addOverlay(black)
        storage._wait(1000)
        
        m.removeOverlay(black)
        ad.play(SOUND, '27_spark1', VOLUME_SOUND)
        storage._wait(100)
        m.addOverlay(black)
        storage._wait(1500)
        
        m.removeOverlay(black)
        ad.play(SOUND, '27_spark2', VOLUME_SOUND)
        storage._wait(50)
        m.addOverlay(black)
        storage._wait(20)
        m.removeOverlay(black)
        ad.play(SOUND, '27_spark4', VOLUME_SOUND)
        storage._wait(30)
        m.addOverlay(black)
        storage._wait(50)
        ad.play(SOUND, '27_spark3', VOLUME_SOUND)
        m.removeOverlay(black)
        storage._wait(400)
        m.addOverlay(black)
        storage._wait(20)
        m.removeOverlay(black)
        ad.play(SOUND, '27_spark4', VOLUME_SOUND)
        storage._wait(30)
        m.addOverlay(black)
        ad.play(SOUND, '27_spark3', VOLUME_SOUND)
        storage._wait(50)
        fadein = OverlayFactory.create_animated_color((0,0,0), 3000, 0, True, 255, 155)
        storage._wait(600)
        m.removeOverlay(black)
        m.addOverlay(fadein)
        
        storage._wait(3000)
        
        tr.write("What was that? A... power shortage?", 3)
        storage._wait(500)
        p.setDirection([1,0])
        storage._wait(500)
        p.setDirection([1,1])
        storage._wait(500)
        p.setDirection([-1,0])
        storage._wait(500)
        p.setDirection([1,0])
        storage._wait(500)
        p.setDirection([0,-1])
        storage._wait(500)
        tr.write("Keep going, Clyde... it's nothing.", 3)
        remove_from_map(get_savegame(), SCRIPT, 'rightwing', 'rightwing_powercutshort')
        add_global_overlay(OverlayFactory.create_by_color((0,0,0), 0, 155))
        storage._toggleCutscene(False)
        
    storage._halt()
コード例 #9
0
def scare(storage, obj, m):
    storage._go()
    
    ad = GlobalServices.getAudioDevice()
    tr = GlobalServices.getTextRenderer()
    
    storage._toggleCutscene(True)
    
    # Force the flashlight to point to the right
    player = m.getPlayer()
    player.stopMoving()
    
    fl = m.getOverlay("_flashlight")
    # Helper function for looking in a direction
    def face(direction):
        fl.point(direction)
        player.setDirection(string_to_direction(direction))
        
    face("right")
    
    # Overlay creation
    red = OverlayFactory.create_by_color((170, 0, 0), 0, 50)
    black = OverlayFactory.create_by_color((0, 0, 0), 0, 210)
        
    # Show the figure
    ad.play(SOUND, 'scare_wood_creak_walk2', VOLUME_SOUND)
    ad.play(SOUND, '24_amb_noise', VOLUME_SOUND_AMBIENT, -1)
    shadow = m.getShadow()
    shadow.setPosition(conv_tile_pixel((43, 8), m))
    m.addOverlay(red)
    shadow.setVisible(True)
    shadow.moveBy((0, 100), 5000)
    
    storage._wait(1000)
    
    ad.stop(SOUND, 0, '24_amb_noise')
    ad.play(SOUND, '27_spark3', VOLUME_SOUND)
    ad.play(SOUND, 'scare_tingeling', VOLUME_SOUND, 0, 1000)
    m.addOverlay(black)
    m.removeOverlay(red)
    shadow.setVisible(False)
    shadow.setPosition(conv_tile_pixel((43, 14), m))
    
    storage._wait(2000)
    
    ad.play(SOUND, 'scare_wood_creak_walk3', VOLUME_SOUND)
    ad.play(SOUND, 'insanity_baby_cry2', VOLUME_SOUND)
    ad.play(SOUND, '27_orb_implode', VOLUME_SOUND)
    ad.play(SOUND, '24_amb_noise', VOLUME_SOUND_AMBIENT, -1)
    m.addOverlay(red)
    m.removeOverlay(black)
    shadow.setVisible(True)
    shadow.moveBy((-75, 0), 7500)
    
    storage._wait(2500)
    
    ad.stop(SOUND, 1750, '24_amb_noise')
    ad.play(SOUND, '27_spark4', VOLUME_SOUND)
    ad.play(SOUND, 'scare_male_terrified5', VOLUME_SOUND)
    m.addOverlay(black)
    m.removeOverlay(red)
    shadow.setVisible(False)
    
    add_to_map(get_savegame(), OBJECT, 'atrium', 'message',\
               pygame.Rect(conv_tile_pixel((29,7), m), conv_tile_pixel((8,4), m)),\
               'atrium_message', 'message_1.png', True)
    
    storage._wait(1000)
    
    m.removeOverlay(black)
    tr.write("What in the world was that thing?!", 2)
    face("left")
    storage._wait(250)
    face("up-right")
    storage._wait(250)
    face("right")
    storage._wait(100)
    face("right-down")
    storage._wait(250)
    face("right")
    storage._wait(1150)
    tr.write("Where did it go?", 2)
    storage._wait(2000)
    face("up")
    tr.write("Did it write... this?", 3)
    storage._wait(3000)
    face("right")
    
    m.removeObject(obj)
    storage._toggleCutscene(False)
    
    remove_from_map(get_savegame(), OBJECT, 'atrium', 'blockingshelf')
    storage._setData('atrium_scaredone', True)
    add_to_map(get_savegame(), OBJECT, 'atrium', 'blockingshelf',\
               pygame.Rect(conv_tile_pixel((11,25), m), conv_tile_pixel((2,8), m)),\
               'atrium_blockingshelf', 'bigshelf_right.png', True)
    
    storage._halt()