def process_right_panel(self, evt):
        px = evt.pos[0] - self.right_panel_position.x - 20
        py = evt.pos[1] - self.right_panel_position.y

        if self.enter_button.rect.collidepoint((px, py)) and not self.enter_button_disabled:
            #print "enter button pressed!"
            if not self.castle_active:
                GI.game_core.enter_town()
                return
            GI.game_core.enter_castle()
            return

        if self.leave_button.rect.collidepoint((px, py)) and not self.leave_button_disabled:
            #print "leave button pressed!"
            GI.game_core.leave_town()
            return

        k = 0
        for x in self.btn_array:
            px, py = x.rect.x + self.right_panel_position.x + 20, x.rect.y + self.right_panel_position.y + 20
            tmp = pygame.Rect((px, py), (x.rect.width, x.rect.height))
            if tmp.collidepoint(evt.pos):
                break
            k += 1
        #print "collide with button #",
        if k < len(self.btn_array):
            if GI.game_core.recruit(self.unit_array[k]):
                play(self.trumpet_sound)
Exemplo n.º 2
0
    def show_animation(self):        
        screen = pygame.display.get_surface()
        window = screen.copy()
        play(self.battle_sound, True)        
        pygame.time.delay(500)

        while not self.missile.colliderect(self.target):
            self.missile = self.missile.move(self.speed)
            screen.blit(window,(0,0))            
            screen.blit(self.image, self.missile)
            pygame.time.delay(50)
            pygame.display.flip()
Exemplo n.º 3
0
 def change_frames(self, every_redraw=False):
     if self.playing_animation:
         #print "we're using this frames to update: %s" % self.frame_names
         self.time_passed += GI.time_passed
         if not GI.ai.working:
             play(self.walk_sound)
         #print self.time_passed
         if self.time_passed > self.needed_time or every_redraw:
             #print "time to change frame!"
             self.time_passed = 0
             self.current_frame += 1
             if self.current_frame == len(self.frames):
                 self.current_frame = 0
             self.image = pygame.Surface((32, 32), flags=pygame.SRCALPHA)
             #print "frame # ", self.current_frame
             self.image.blit(self.frames[self.current_frame], (0, 0))
    def show_unit_panel(self, unit):
        
        if not isinstance(unit,Unit):
            return

        play(self.yes_sir_sound)

        self.unit_panel = pygame.Surface((400, 100), flags=pygame.SRCALPHA)
        self.unit_panel.fill(Palette.black_alpha)

        image = pygame.image.load(unit.link)
        image = pygame.transform.scale(image, (64,64))
        self.unit_panel.blit(image, (18, 18))
        
        pygame.draw.rect(self.unit_panel, Palette.dark_yellow, pygame.Rect(0, 0, 400, 99), 2)

        #create text
        unit_attack = pygame.font.SysFont(None, 22).render("Hit points: %s" % unit.attack, 3, Palette.dark_yellow)
        self.unit_panel.blit(unit_attack, (110, 15)) 
        
        unit_defense = pygame.font.SysFont(None, 22).render("Defense: %s" % unit.defense, 3, Palette.dark_yellow)
        self.unit_panel.blit(unit_defense, (110, 45)) 
        
        unit_health = pygame.font.SysFont(None, 22).render("Health: %s/%s" % (unit.actual_health,unit.health), 3, Palette.dark_yellow)
        self.unit_panel.blit(unit_health, (110, 75)) 

        unit_movement = pygame.font.SysFont(None, 22).render("Movements: %s" % unit.movement, 3, Palette.dark_yellow)
        self.unit_panel.blit(unit_movement, (250, 15)) 
        
        unit_attack_range = pygame.font.SysFont(None, 22).render("Attack Range: %s" % unit.attack_range, 3, Palette.dark_yellow)
        self.unit_panel.blit(unit_attack_range, (250, 45)) 
        
        unit_level = pygame.font.SysFont(None, 22).render("Level: %s" % unit.level, 3, Palette.dark_yellow)
        self.unit_panel.blit(unit_level, (250, 75))

        self.unit_panel_state = 1
    def attack_block(self, target_pos):

        target = GI.worldGrid.get_block(target_pos[1], target_pos[0])

        if not isinstance(target, GameUI.ActiveTile.ActiveTile):
            #print "wow, you're suddenly attacking Tile! o_O"
            return False

        if target.is_friendly in [1, 2]:
            return False
        
        if GI.selected_unit.attack_range <= 0:
            return False

        if isinstance(target, GameUI.Placeholder.Placeholder):
            target = target.link_to_obj
        
        if isinstance(GI.selected_unit, GameUI.Archer.Archer) and not GI.ai.working:
            missile = Missile("arrow",GI.selected_unit.get_rect(), target_pos, GI.worldGrid.world_position)
            missile.show_animation()
            
        elif isinstance(GI.selected_unit, GameUI.Wizard.Wizard) and not GI.ai.working:
            missile = Missile("blast",GI.selected_unit.get_rect(), target_pos, GI.worldGrid.world_position)
            missile.show_animation()
          
        elif not GI.ai.working:
            play(self.battle_sound, True)
        
        if isinstance(target, GameUI.Unit.Unit):
            #print "attacking!"
            target.damage(GI.selected_unit.attack - target.defense)
            if target.actual_health <= 0:
                GI.worldGrid.update_from_source(target.position)
                if GI.ai.working:
                    GI.selected_unit.level_up(5)
                else:
                    GI.selected_unit.level_up()
                tpx, tpy = target.position
                blk = GI.worldGrid.get_block(tpy, tpx)
                blk.set_highlighted("skull")
                GI.worldGrid.need_to_redraw = True

        if isinstance(target, GameUI.Castle.Castle) and not target.crashed:
            #print "attacking!"
            target.damage(GI.selected_unit.attack * 5)
            if target.toughness <= 0:
                target.set_crashed(True)
                GI.worldGrid.update_from_source(target.position)
                px, py = target.position
                GI.worldGrid.update_placeholders(px, py, None)
                #print "units inside: %s" % str(target.get_units())

                for r in target.get_units(False):
                    if isinstance(r, GameUI.King.King):
                        #print "leaving King from castle!"
                        r.hidden = False
                        r.actual_health = r.health / 2
                        r.position = target.position

                #print "castle of player #%d destroyed!" % target.player_index
                GI.worldGrid.redraw(clearing=True)
                GI.worldGrid.draw_active_data(GI.all_active_data)

        if isinstance(target, GameUI.Town.Town):
            play(self.fanfare_sound, True)
            #print "attacking town!"
            target.mod_loyalty(-GI.selected_unit.attack * 1.5)
            if target.loyalty <= 0:
                #just notifying
                pl_num = GI.active_player + 1
                if pl_num >= self.total_players:
                    pl_num = 0
                user_data = GI.player_private_data[pl_num]
                old_txt = ""
                if "message" in user_data:
                    old_txt = user_data["message"]
                val = {"message": old_txt + "One of your towns was lost!\n"}
                user_data.update(val)

                # and now updating!
                target.loyalty = 70
                target.set_friendly(2)
                target.unit_inside = None
                target.player_index = GI.active_player
                GI.worldGrid.redraw(clearing=True)

        GI.worldGrid.draw_active_data(GI.all_active_data)
        GI.selected_unit.attack_range -= 1
        #GI.selected_unit.movement -= 1

        self.calc_all_areas()
        #GI.worldGrid.redraw()
        return True
Exemplo n.º 6
0
 def die(self):
     play(self.die_sound, True)
     #print "dying :("
     self.hidden = True
     self.player_index = -1