예제 #1
0
class Ninjat(Ninja):
    def __init__(self, cam, clan="fire"):
        if not GLOBALS["ninjats"].has_key(clan):
            clan = "fire"
        Ninja.__init__(self, cam, GLOBALS["ninjats"][clan])
        self.name = "ninjat"
        self.ai = 1
        self.speed = 2
        self.set_vel((-1, 0))
        self.sit_timer = Timer(10)
        self.shuriken_timer.set_interval(70)
        self.reaction_timer = Timer(10)

    def update(self):
        Ninja.update(self)

    def ai_update(self, parent):
        if self.off_screen():
            return 0
        elif self.status == 8:  #not visible or dying
            px, py = self.pos
            self.set_pos((px, py + 4))
            return 0

        blocks = parent.blocks
        vx, vy = self.vel

        #can you see nanji?
        nanji = parent.player
        if not nanji.status == 7 and not self.shuriken_timer.active:
            nanji_rect = nanji.colrect
            own_rect = self.colrect
            in_height = own_rect.top <= nanji_rect.centery <= own_rect.bottom
            if self.look < 0:
                in_look = own_rect.left > nanji_rect.left
            else:
                in_look = own_rect.right < nanji_rect.right

            if in_height and in_look and self.reaction_timer.update():
                if not self.shuriken_timer.active:
                    self.throw()
                    self.update()
                    self.reaction_timer.activate()
                    return 1

        #loockityerfeets, little kitteh - try not to fall down >.<
        if self.look > 0:
            x = self.colrect.right + vx
            x2 = self.colrect.left
        else:
            x = self.colrect.left - vx
            x2 = self.colrect.right
        front_paws = pygame.Rect([x, self.colrect.bottom + 10, 2, 2])
        back_paws = pygame.Rect([x2, self.colrect.bottom + 10, 2, 2])

        if front_paws.collidelist(blocks) < 0:  #no graunds in front :/
            if back_paws.collidelist(
                    blocks) > -1:  #but grawnds in bak. go bak! :)
                self.turn()
                self.mod_vel(vx=self.look)
            else:
                self.mod_vel(vx=0)  #fall down.

        #turn around if bumped against block
        col_x, col_y = self.check_mapcollisions(blocks)
        if col_x:
            self.turn()
            self.mod_vel(vx=self.look)

        self.update()
        if self.status == 0 and self.sit_timer.update():
            self.set_vel((self.look, 0))
        return 0
class Level(State):
    def __init__(self, lvl_map="tutorial.map", testing=False, prev=None):
        State.__init__(self)
        self.fps = 60
        self.prev = prev
        tsize = GLOBALS["tile_size"]
        self.trigger = None
        self.exit_timer = Timer(50)
        self.exit_timer.deactivate()
        pygame.mixer.music.set_volume(1)
        GLOBALS["jb"].play("bgm.xm", -1)

        player_data["health"] = 9  #always full health on map start
        #player_data["lives"] = #for gameover testing

        #scrolling background - maybe later XD
        #bg_back = GLOBALS["backgrounds"]["fuji.png"]
        #bg_front = GLOBALS["backgrounds"]["trees.png"]
        #self.scroll_bg = Background(bg_back, bg_front)

        #non-scrolling background
        self.bg = GLOBALS["backgrounds"]["fuji.png"]

        #map
        self.map_filename = lvl_map
        self.map = Map(lvl_map)
        self.lvl_map = self.map["tilemap"]
        x, y = self.map["max"]
        self.lvl_img, self.blocks = self.map.draw(editing=False)
        self.lvl_layer = pygame.Surface(self.lvl_img.get_size())

        #other spritegroups
        self.bullets = pygame.sprite.Group()

        #player
        self.player = Nanji(None)
        self.player.set_pos((self.map["start"][0]*tsize, self.map["start"][1]*tsize))
        self.sprites.add(self.player)

        #camera
        self.camera = Camera(self.player)
        screen_x, screen_y = GLOBALS["screen_size"]
        mx = self.map["max"][0] * tsize - screen_x
        my = self.map["max"][1] * tsize - screen_y + 4*tsize
        self.camera.set_max(mx,my)
        self.player.camera = self.camera
        self.camera.update()

        #add enemies
        self.enemies = pygame.sprite.Group()
        clan = self.map["options"]["clan"]
        for e in self.map.enemies:
            ninjat = Ninjat(self.camera, clan)
            ninjat.set_pos((e[0]*tsize, e[1]*tsize-32))#FIXME:enemies are spawned too low..?
            self.enemies.add(ninjat)
            self.sprites.add(ninjat)

        #ui layer
        self.ui_layer = StaticWidget((GLOBALS["screen_size"][0], 30))
        self.ui_layer.fill((255,0,255))
        self.ui_layer.set_colorkey((255,0,255))
        self.ui_layer.set_pos((0,0))
        self.heart_img = GLOBALS["ui_stuff"]["heart"]
        self.heart_empty_img = GLOBALS["ui_stuff"]["heart_empty"]
        self.life_img = GLOBALS["ui_stuff"]["life"]
        self.fontholder = TextLine("", fontsize=16)
        self.update_ui()

        #keyboard events
        self.key_pressed = {
            "up": 0, "down": 0, "left": 0, "right": 0,
            "jump":0, "sprint":0, "throw": 0, "shuriken": 0,
        }

        self.add_kbevent(KEYDOWN, K_LEFT, self.set_keypress, k="left", v=1)  #move
        self.add_kbevent(KEYDOWN, K_RIGHT, self.set_keypress, k="right", v=1)
        self.add_kbevent(KEYDOWN, K_UP, self.set_keypress, k="up", v=1)
        self.add_kbevent(KEYDOWN, K_DOWN, self.set_keypress, k="down", v=1)
        self.add_kbevent(KEYDOWN, K_SPACE, self.set_keypress, k="jump", v=1)  #jump
        self.add_kbevent(KEYDOWN, K_LSHIFT, self.set_keypress, k="sprint", v=1)  #sprint
        self.add_kbevent(KEYDOWN, K_RSHIFT, self.set_keypress, k="sprint", v=1)
        self.add_kbevent(KEYDOWN, K_RCTRL, self.set_keypress, k="throw", v=1)  #throw
        self.add_kbevent(KEYDOWN, K_LCTRL, self.set_keypress, k="throw", v=1)

        self.add_kbevent(KEYUP, K_LEFT, self.set_keypress, k="left", v=0)
        self.add_kbevent(KEYUP, K_RIGHT, self.set_keypress, k="right", v=0)
        self.add_kbevent(KEYUP, K_UP, self.set_keypress, k="up", v=0)
        self.add_kbevent(KEYUP, K_DOWN, self.set_keypress, k="down", v=0)
        self.add_kbevent(KEYUP, K_SPACE, self.set_keypress, k="jump", v=0)
        self.add_kbevent(KEYUP, K_LSHIFT, self.set_keypress, k="sprint", v=0)
        self.add_kbevent(KEYUP, K_RSHIFT, self.set_keypress, k="sprint", v=0)
        self.add_kbevent(KEYUP, K_RCTRL, self.set_keypress, k="throw", v=0)
        self.add_kbevent(KEYUP, K_LCTRL, self.set_keypress, k="throw", v=0)

        if testing:
            self.add_kbevent(KEYUP, K_ESCAPE, self.quit)

    def main_start(self):
        pygame.mouse.set_visible(0)
        State.main_start(self)



    def reset_keys(self):
        self.key_pressed = {
            "up": 0, "down": 0, "left": 0, "right": 0,
            "jump":0, "sprint":0, "throw": 0, "shuriken": 0,
        }

    def update_other(self):
        if self.player.exiting:
            self.show_exit_anim()
            return

        kp = self.key_pressed
        vx = 0
        if kp["left"] and not kp["right"]:
            vx = -1
        if kp["right"] and not kp["left"]:
            vx = 1
        self.player.mod_vel(vx=vx)

        if kp["jump"]:
            self.player.jump()
        elif self.player.status==4:
            self.player.unjump()

        if kp["sprint"]:
            self.player.sprint()
            #self.scroll_bg.front_speed = 8
        elif self.player.status==2:
            self.player.unsprint()
            #self.scroll_bg.front_speed = 4

        if kp["down"]:
            self.player.duck()
        elif self.player.status==7:
            self.player.unduck()

        if kp["throw"]:
            kp["throw"] = 0
            if self.player.throw():
                self.bullets.add(Shuriken(self.player, self.camera))

    def set_keypress(self, k, v):
        self.key_pressed[k] = v

    def show_exit_anim(self):
        self.fps = 30
        self.reset_keys()
        if self.player.exiting == -1:
            self.player.set_vel((0,0))
            self.player.set_image(GLOBALS["nanji"]["idle"][0])
            if not self.exit_timer.active:
                self.exit_timer.activate()
        elif self.player.vel[1]:
            self.player.status = 5
        else:
            self.player.status = 1
            self.player.mod_vel(vx=1)

        if self.player.pos[0] > self.map["exit"][0]*tsize+10*tsize or \
            self.exit_timer.update():
            #TODO: play some funky tune / do SOMETHING on level exit
            if self.prev:
                self.prev.success = True
            self.quit()

    def show_dialog(self, dialog_id):
        self.pause()
        self.next = ShowDialog(dialog_id, self.screen)
        self.quit()

    def unpause(self):
        self.reset_keys()
        State.unpause(self)

    def check_collisions(self):
        #check bullet collisions
        b = self.bullets
        s = self.enemies
        bl = self.blocks

        #test if bullet hit player
        coll = pygame.sprite.spritecollide(self.player, self.bullets, False)
        for bullet in coll:
            if bullet.thrower is not self.player and bullet.flying and not \
                self.player.invincible:
                bullet.kill()
                self.player.get_hit()
                self.rem_health()

        #test if bullet hit wall
        dead = []
        for bullet in self.bullets:
            if bullet.rect.collidelist(bl) > -1:
                dead.append(bullet)
        for d in dead:
            if d.flying:
                d.kill()

        #test if bullet hit enemy (ninjats can't shoot each other)
        coll = pygame.sprite.groupcollide(s, b, False, False)
        for victim in coll.keys(): #my code gets weird...
            for murderer in coll[victim]:
                if murderer.thrower is self.player:
                    victim.die()
                    murderer.kill()

        #test player vs. enemy collisions
        coll = pygame.sprite.spritecollide(self.player, s, False)
        pbottom = self.player.rect.bottom
        for enemy in coll:
            if enemy.status == 8:  #enemy dead.. ignore!
                continue
            etop = enemy.rect.top
            if self.player.status==5 and pbottom >= etop:
                #enemy below player and player is falling -> enemy crushed!
                enemy.die()
                self.player.bounce()
            elif not self.player.invincible and not self.player.status==7:
                #not ducking -> get hit
                self.player.get_hit()
                self.rem_health()

    def rem_health(self):
        player_data["health"] -= 1
        GLOBALS["sfx"][sfx_hit].play()
        if player_data["health"] <= 0:
            self.player.die()
        self.update_ui()

    def update_ui(self):
        self.ui_layer.fill((255,0,255))

        #health
        x, y, add = 4, 2, self.heart_img.get_size()[0] + 2
        for i in xrange(9):
            if i < player_data["health"]:  #TODO: if i < hp
                self.ui_layer.blit(self.heart_img, (x,y))
            else:
                self.ui_layer.blit(self.heart_empty_img, (x,y))
            x += add

        #lives
        x, y, add = 595, 2, self.life_img.get_size()[0] + 2
        self.ui_layer.blit(self.life_img, (x,y))
        lives = player_data["lives"]
        life_text = self.fontholder.font.render("x"+str(lives), False, (255,255,255))
        self.ui_layer.blit(life_text, (x+add, y+10))

    def update_screen(self):
        for s in self.sprites:
            s.update_status()
            if not s.ai: #update player
                s.update()
                if not s.status==8 and not self.player.off_screen():
                    s.check_mapcollisions(self.blocks)
                    trig = s.check_trigcollisions(self.map.triggers)
                    if trig:
                        if trig.name=="exit":
                            self.player.exiting = 1
                        elif trig.name=="dtrigger":
                            self.show_dialog(trig.params)
                            if trig.params=="tut08":
                                self.player.exiting = -1
                                self.player.set_image(GLOBALS["nanji"]["idle"][0])
                else:
                        player_data["health"] = 9
                        player_data["lives"] -= 1
                        if player_data["lives"] > 0:
                            next = Level(self.map_filename, prev=self.prev)

                        else:
                            next = GameOver()
                        self.next = FadeState(self.screen, next.background, next)
                        self.quit()
            else:  #update ai
                if s.ai_update(self): #throw shuriken?
                    self.bullets.add(Shuriken(s, self.camera))

        self.bullets.update()
        self.camera.update()

        #draw bg
        #self.scroll_bg.update(self.player.vel[0])
        self.background.blit(self.bg, (0,0))

        #draw map and sprites
        self.lvl_layer.fill((255,0,255))
        self.lvl_layer.blit(self.lvl_img, self.camera.pos, [self.camera.pos, GLOBALS["screen_size"]])
        self.lvl_layer.set_colorkey((255,0,255))
        self.bullets.draw(self.lvl_layer)
        self.sprites.draw(self.lvl_layer)

        #pygame.draw.rect(self.lvl_layer, (255,255,0), self.player.colrect, 1) #draw collision rect of nanji

        if self.player.exiting:  #draw semi-black image over dojo entry while entering
            self.lvl_layer.blit(GLOBALS["objects"]["dojo_entry"], self.map.dojo_pos)

        self.background.blit(self.lvl_layer, (0,0), [self.camera.pos, GLOBALS["screen_size"]])
        self.ui_layer.draw(self.background)
        self.screen.blit(self.background, (0,0))
        pygame.display.flip()
예제 #3
0
class Ninja(AnimatedKitten):
    def __init__(self, cam, images):
        self.all_images = images
        self.camera = cam
        AnimatedKitten.__init__(self, self.all_images["idle"], delay=10)
        self.colrect = pygame.Rect([0, 0, 35, 35])
        self.angle = 0  #rotation angle for death animation
        self.shuriken = None

        self.idle_timer = Timer(200)
        self.jump_timer = Timer(20)
        self.shuriken_timer = Timer(20)
        self.invincible = 0
        self.invincible_timer = Timer(
            100)  #on hit nanji is invincible for set time
        self.blink_timer = Timer(2)

        self.name = ""
        self.cur_images = "idle"
        self.speed = 4
        self.look = 1  #1 => looking right

        self.statlist = [
            "idle",  #0
            "walking",  #1
            "sprinting",  #2
            "throwing",  #3
            "jumping",  #4
            "falling",  #5
            "landing",  #6
            "ducking",  #7
            "dying",  #8
        ]

        self.on_ground = [0, 1, 2]
        self.status = 0
        self.fall()

    def set_image(self, img):
        #return  #DELETEME
        top = self.rect.top
        bottom = self.rect.bottom
        left = self.rect.left
        right = self.rect.right

        vx, vy = self.vel

        AnimatedKitten.set_image(self, img)
        self.rect.size = self.image.get_size()

        if vy < 0:
            self.rect.top = top
        else:
            self.rect.bottom = bottom

        if self.look > 0:
            self.rect.left = left
        else:
            self.rect.right = right

        self.rect.centerx = self.colrect.centerx
        self.rect.bottom = self.colrect.bottom
        self.set_pos(self.rect.topleft)

    def get_hit(self):
        if not self.invincible:
            self.invincible = 1
            self.invincible_timer.activate()

    def bounce(self):
        #TODO: bouncing looks.. kind of not bouncy
        self.status = 4
        self.jump_timer.activate()
        self.jump_timer.counter = self.jump_timer.interval - 2
        #GLOBALS["sfx"][sfx_bounce].play()

    def die(self):
        if self.status == 3 and self.shuriken:
            self.shuriken.kill()  #remove shuriken
        self.status = 8
        GLOBALS["sfx"][sfx_die].play()

    def change_images(self, name, lookupdate=False):
        change = self.cur_images != name
        if change or lookupdate:
            nname = name
            nr = self.cur_image
            counter = self.anim_timer.counter

            if self.look < 0:
                nname = name + "_l"

            AnimatedKitten.set_images(self, self.all_images[nname])

            self.cur_images = name

            if name == "sprinting" or name == "throwing":
                self.anim_timer.set_interval(3)
            elif name == "jump":
                self.anim_timer.set_interval(5)
            elif name == "landing":
                self.anim_timer.set_interval(7)
            else:
                self.anim_timer.set_interval(10)

            if lookupdate:
                self.set_image(self.images[nr])
                self.cur_image = nr
                self.anim_timer.counter = counter

            #self.stop()

    def sprint(self):
        if self.status in self.on_ground:
            self.status = 2

    def unsprint(self):
        if self.status == 2:
            self.status = 0

    def jump(self):
        if self.status in self.on_ground:
            GLOBALS["sfx"][sfx_jump].play()
            self.status = 4
            self.jump_timer.activate()

    def unjump(self):
        if self.status == 4 and self.jump_timer.counter > 8:
            self.status = 5
            self.jump_timer.deactivate()

    def land(self):
        if self.status == 5:
            self.status = 6
            GLOBALS["sfx"][sfx_land].play()

    def fall(self):
        self.status = 5

    def throw(self):
        if (self.status in self.on_ground or self.status==7) and \
            self.status != 3 and not self.shuriken_timer.active:
            self.status = 3
            GLOBALS["sfx"][sfx_throw].play()
            self.mod_vel(vx=0, vy=0)  #stand still while throwing!!
            self.change_images("idle")
            self.shuriken_timer.activate()
            return True
        return False

    def unthrow(self):
        if self.status == 3:
            self.status = 0

    def turn(self):
        self.look = self.look * -1
        self.change_images(self.cur_images, lookupdate=True)

    def duck(self):
        if self.status in self.on_ground:
            self.status = 7

    def unduck(self):
        self.status = 0

    def mod_vel(self, vx=None, vy=None):
        nx, ny = self.vel
        if vx is not None:
            nx = vx
        elif nx > 0:
            nx = 1
        elif nx < 0:
            nx = -1

        if vy is not None:
            ny = vy
        elif ny > 0:
            ny = 1
        elif ny < 0:
            ny = -1

        self.set_vel((nx, ny))

    def set_vel(self, vel):
        vx, vy = vel
        sprint, jump = 0, 0
        if self.status == 2:
            sprint = 6 * vx
        if self.status == 4 and vy < 0:
            jump = 4
        AnimatedKitten.set_vel(
            self, (vx * self.speed + sprint, vy * self.speed - jump))

    def update_status(self):
        if self.vel[0] > 0 and self.look < 0:
            self.turn()
        elif self.vel[0] < 0 and self.look > 0:
            self.turn()

        if self.status == 8:  #dying :/
            self.image = pygame.transform.rotate(self.all_images["jump"][2],
                                                 self.angle)
            self.angle += 5
            self.pause()
            return

        if self.status in self.on_ground:
            if self.status == 2 and self.vel[0]:
                self.change_images("sprinting")

            elif self.vel[0]:
                self.status = 1
                self.change_images("walking")

            elif not self.cur_images == "idle":
                self.change_images("idle")
                self.status = 0
                self.idle_timer.activate()
                self.stop()

        elif self.status == 7:
            self.set_vel((0, 0))
            self.change_images("ducking")
        elif self.status == 3:
            self.change_images("throwing")
            self.mod_vel(vx=0)
            if self.cur_image >= len(self.images) -1 and \
                self.anim_timer.counter >= self.anim_timer.interval -1:
                self.unthrow()
        elif self.status == 6:
            self.change_images("landing")
            if self.cur_image >= len(self.images) - 1:
                self.status = 0
                self.change_images("idle")
            elif self.cur_image == 1 and self.anim_timer.interval < 10:
                self.anim_timer.set_interval(10)

        elif self.status == 5:
            self.mod_vel(vy=1)
            self.change_images("flight")

        elif self.status == 4:
            self.change_images("jump")

        if self.status in [4, 5] and self.cur_image >= len(self.images) - 1:
            self.pause()  #pause last image of falling and jumping
        elif self.status == 0:
            if self.idle_timer.update():  #play idle animation after some time
                self.play()
                self.idle_timer.deactivate()
        else:
            self.play()

        if self.shuriken_timer.update():
            self.shuriken_timer.deactivate()

    def update(self):
        if self.status == 4:
            if self.cur_image < 3:
                self.mod_vel(vy=0)
            else:
                self.mod_vel(vy=-1)
                if self.jump_timer.update():
                    self.jump_timer.counter = 9
                    self.unjump()

        #cannibalized from AnimatedKitten.update because that code was a booboo
        if self.animate and self.anim_timer.update():
            self.cur_image += 1
            if self.cur_image >= len(self.images):
                self.cur_image = 0
            self.set_image(self.images[self.cur_image])

        if self.invincible:
            if self.blink_timer.update():
                if self.image.get_alpha() > 0:
                    self.image = self.image.copy()
                    self.image.set_alpha(0)
                else:
                    self.image = self.image.copy()
                    self.image.set_alpha(255)
            if self.invincible_timer.update():
                self.image = self.image.copy()
                self.image.set_alpha(255)
                self.invincible_timer.deactivate()
                self.invincible = 0

    def set_pos(self, pos):
        AnimatedKitten.set_pos(self, pos)
        self.colrect.centerx = self.rect.centerx
        self.colrect.bottom = self.rect.bottom

    def check_mapcollisions(self, blocks):
        bl = blocks
        vx, vy = self.vel
        px, py = self.colrect.topleft
        width, height = self.colrect.size
        test = 0
        if vy == 0:
            vy = 1
            test = 1
        colliding = [0, 0]

        #vertical collisions
        vrect = pygame.Rect([px, py + vy, width, height])
        blocks = vrect.collidelistall(bl)
        for nr in blocks:
            block = bl[nr]
            colliding[1] = vy
            if vy > 0 and vrect.bottom > block.top and not self.status == 6:
                if not test:
                    self.land()
                self.colrect.bottom = block.top
                self.mod_vel(vy=0)
            elif vy < 0 and vrect.top < block.bottom:
                self.unjump()
                self.colrect.top = block.bottom
                self.mod_vel(vy=0)

        if test and not blocks and not self.status == 4 and not self.status == 6:
            #fall unless you are jumping or landing
            self.fall()
        elif not blocks:
            self.colrect.top += vy  #kk, move along

        #horizontal collisions
        hrect = pygame.Rect([px + vx, py, width, height])
        blocks = hrect.collidelistall(bl)
        for nr in blocks:
            block = bl[nr]
            colliding[0] = vx
            if vx > 0 and hrect.right > block.left:
                self.colrect.right = block.left
                self.mod_vel(vx=0)
            elif vx < 0 and hrect.left < block.right:
                self.colrect.left = block.right
                self.mod_vel(vx=0)
        if not blocks:
            self.colrect.left += vx  #gogo little kitteh!

        self.rect.midbottom = self.colrect.midbottom
        self.set_pos(self.rect.topleft)

        return colliding

    def off_screen(self):
        #returns true if character off screen
        off_x, off_y = self.camera.pos
        real_x, real_y = self.pos[0] - off_x, self.pos[1] - off_y
        screen_x, screen_y = GLOBALS["screen_size"]
        w, h = self.get_size()
        #set larger screen to keep updating ninjats
        w += 600
        h += 100
        off_x -= 300
        off_y -= 50
        return real_x > screen_x + w or real_y > screen_y + h or real_x < -w or real_y < -h

    def check_trigcollisions(self, trigger):
        pass  #keep this.