Exemplo n.º 1
0
def _init_sounds(self):
    # Background music
    BACKGROUND_MUSICS = [
        ('Background0Start', 'Background0Repeat',
         GuiTools.time_to_cycle(40.867 - 0.001)),
    ]

    bg_music_start, bg_music_repeat, bg_music_start_duration = random.choice(
        BACKGROUND_MUSICS)
    background_music_ref = drm.new()
    self.scene.add_action(
        InstantiateBundleAsset(
            ref=background_music_ref,
            asset=Asset(bundle_name='main', asset_name='BackgroundMusic'),
        ))
    change_audio(self, background_music_ref, clip=bg_music_start)
    change_audio(self,
                 background_music_ref,
                 clip=bg_music_repeat,
                 cycle=bg_music_start_duration)

    # Countdown
    countdown_ref = drm.new()
    self.scene.add_action(
        InstantiateBundleAsset(
            ref=countdown_ref,
            asset=Asset(bundle_name='main', asset_name='Countdown'),
        ))
    change_audio(self, countdown_ref, play=True)
    change_audio(self, countdown_ref, play=False, cycle=4)
    self.scene.add_action(EndCycle())
    self.scene.add_action(EndCycle())
Exemplo n.º 2
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def _init_objects(self):
    sides = self.bases.keys()

    # Create the location base asset
    self.location.ref = drm.new()
    self.scene.add_action(
        InstantiateBundleAsset(
            ref=self.location.ref,
            asset=self.location.ASSET,
        ))

    # Init the sides' objects
    for side in sides:
        base = self.bases[side]

        # Support
        # Init cells
        for pos, cell_type in self.bases[side].c_area.items():
            if cell_type == ECell.Empty:
                cell_type.gui_init(self, side, pos)
            elif cell_type == ECell.FrontlineDelivery:
                FrontlineDelivery.gui_init_cell(self, side, pos)
            elif cell_type == ECell.Material:
                base.warehouse.materials[pos].gui_init(self, side)
            elif cell_type == ECell.BacklineDelivery:
                base.backline_delivery.gui_init(self, side, pos)
            elif cell_type == ECell.Machine:
                base.factory.machines[pos].gui_init(self, side)

        # Init agents
        for agent in base.agents.values():
            agent.gui_init(self, side)

        # Frontline
        # Init units
        for unit in base.units.values():
            unit.gui_init(self, side)

    # Create the top status
    self._top_status_ref = drm.new()
    self.scene.add_action(
        InstantiateBundleAsset(
            ref=self._top_status_ref,
            asset=Asset(bundle_name='main', asset_name='TopStatus'),
            default_parent=EDefaultParent.RootCanvas,
        ))
    change_text(self, self._top_status_ref, 'Cycle/MaxCycle',
                str(self.max_cycles))
    for side in sides:
        change_text(self, self._top_status_ref, '{}TeamName'.format(side),
                    self._team_nicknames[side])
    self._update_top_status(0)
Exemplo n.º 3
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    def _draw_players(self):
        # Draw pacman
        pacman_angle = self._angle[self._world.pacman.direction]
        scene_pos = self._get_scene_position(self._world.pacman.position)
        self._pacman_ref = drm.new()

        self._scene.add_action(
            scene_actions.InstantiateBundleAsset(ref=self._pacman_ref,
                                                 asset=scene_actions.Asset(
                                                     bundle_name='main',
                                                     asset_name='Pacman')))
        self._scene.add_action(
            scene_actions.ChangeTransform(
                ref=self._pacman_ref,
                position=scene_actions.Vector3(x=scene_pos['x'],
                                               y=scene_pos['y'],
                                               z=0),
                rotation=scene_actions.Vector3(z=pacman_angle),
                change_local=False))

        # Draw ghosts
        for ghost in self._world.ghosts:
            scene_pos = self._get_scene_position(ghost.position)
            self._ghosts_ref[ghost.id] = drm.new()
            color = self._ghosts_color[ghost.id % len(self._ghosts_color)]

            self._scene.add_action(
                scene_actions.InstantiateBundleAsset(
                    ref=self._ghosts_ref[ghost.id],
                    asset=scene_actions.Asset(bundle_name='main',
                                              asset_name='Ghost')))
            self._scene.add_action(
                scene_actions.ChangeTransform(ref=self._ghosts_ref[ghost.id],
                                              position=scene_actions.Vector3(
                                                  x=scene_pos['x'],
                                                  y=scene_pos['y'],
                                                  z=0),
                                              change_local=False))
            # Change color
            self._scene.add_action(
                scene_actions.ChangeSprite(ref=self._ghosts_ref[ghost.id],
                                           child_ref='Body',
                                           color=color))
            self._scene.add_action(
                scene_actions.ChangeSprite(ref=self._ghosts_ref[ghost.id],
                                           child_ref='Foots',
                                           color=color))

            self._set_ghost_eyes(ghost.id, ghost.direction)
Exemplo n.º 4
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def gui_init(self, world, side, position):
    cell_ref = drm.new()
    panel_ref = drm.new()
    cell_offset = position.get_gui_offset()

    # Create cell
    world.scene.add_action(
        InstantiateBundleAsset(
            ref=cell_ref,
            parent_ref=world.location.ref,
            parent_child_ref='Support/{}/CellPivots'.format(side),
            asset=Asset(bundle_name='main',
                        asset_name='{}Cell'.format(self.name)),
        ))
    world.scene.add_action(
        ChangeTransform(
            ref=cell_ref,
            position=Vector3(x=cell_offset, y=0, z=0),
            change_local=True,
        ))

    # Create panel
    panel_asset = '{}Panel'.format(self.name)
    if self == ECell.BacklineDelivery:
        panel_asset = '{}{}Panel'.format(side, self.name)

    world.scene.add_action(
        InstantiateBundleAsset(
            ref=panel_ref,
            parent_ref=world.location.ref,
            parent_child_ref='Support/{}/PanelPivots'.format(side),
            asset=Asset(bundle_name='main', asset_name=panel_asset),
        ))
    panel_extra_offset = self.get_gui_width() * 100 if side == LEFT_SIDE else 0
    panel_scale = Vector3(x=-1) if side == LEFT_SIDE else None
    world.scene.add_action(
        ChangeTransform(
            ref=panel_ref,
            position=Vector3(x=cell_offset * 100 + panel_extra_offset,
                             y=0,
                             z=0),
            scale=panel_scale,
            change_local=True,
        ))
    change_text(world, panel_ref, 'CellIndex',
                'Position: {}'.format(position.index))

    return cell_ref, panel_ref
Exemplo n.º 5
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def gui_init(self, world, side):
    self._gui_shooting_refs = {
    }  # key is ref, value is (remaining shoot animation cycles, delay only)
    self._gui_alive_refs = []
    gui_alives = random.sample(
        range(world.location.MAX_UNITS[self.type]),
        min(self.num_alives(), world.location.MAX_UNITS[self.type]),
    )

    for i in gui_alives:
        self._gui_alive_refs.append(drm.new())
        world.scene.add_action(
            InstantiateBundleAsset(
                ref=self._gui_alive_refs[-1],
                parent_ref=world.location.ref,
                parent_child_ref='Frontline/{}/{}/{}'.format(
                    side, self.type.name, i),
                asset=Asset(bundle_name='main',
                            asset_name='{}{}'.format(side, self.type.name)),
            ))

    self._gui_update_health(world, side)
    self._gui_update_ammo(world, side)
    self._gui_update_reload_timer(world, side)
    self._gui_update_damage_done(world, side, 0)
    self._gui_update_damage_taken(world, side, 0)
Exemplo n.º 6
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    def initialize(self, config):
        self._angle = {
            EDirection.Up: 90,
            EDirection.Right: 0,
            EDirection.Down: -90,
            EDirection.Left: 180,
        }

        self._ghost_eyes_index = {
            EDirection.Up: 5,
            EDirection.Right: 3,
            EDirection.Down: 1,
            EDirection.Left: 2,
        }

        self._ghosts_color = [
            scene_actions.Vector4(x=213 / 255, y=0, z=0, w=1),
            scene_actions.Vector4(x=236 / 255, y=64 / 255, z=122 / 255, w=1),
            scene_actions.Vector4(x=100 / 255, y=181 / 255, z=246 / 255, w=1),
            scene_actions.Vector4(x=244 / 255, y=81 / 255, z=30 / 255, w=1),
        ]

        self._eat_delay = 0.75
        self._ghost_eyes_ref = 'Eyes'
        self._background_music_ref = drm.new()
        self._wakawaka_music_ref = drm.new()
        self._eat_ghost_music_ref = drm.new()
        self._eating_food = False

        self._ghosts_ref = {}
        self._foods_ref = {}
        self._super_foods_ref = {}

        self._configure(config)
        self._init_camera()
        self._init_sounds()
        self._draw_board()
        self._draw_players()

        # Status
        self._game_status = game_status.GameStatus(self._world,
                                                   self._scene,
                                                   eat_delay=self._eat_delay)
        self._game_status.initialize()
        self._game_status.draw_statuses()

        self._scene.add_action(scene_actions.EndCycle())
Exemplo n.º 7
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 def initialize(self):
     self._top_panel_ref = drm.new()
     self._health_panel_ref = 'HealthPanel'
     self._health_images_ref = []
     self._cycle_text_ref = 'CycleText'
     self._super_text_ref = 'SuperText'
     self._pacman_score_ref = 'ScorePanel/PacmanScore'
     self._ghost_score_ref = 'ScorePanel/GhostScore'
Exemplo n.º 8
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def gui_init(self, world, side):
    self._last_gui_event = None
    self._gui_is_idle = True
    self._gui_ref = drm.new()
    cell_offset = self._get_gui_offset(world.bases[side].c_area)

    world.scene.add_action(
        InstantiateBundleAsset(
            ref=self._gui_ref,
            parent_ref=world.location.ref,
            parent_child_ref='Support/{}/AgentPivots'.format(side),
            asset=Asset(bundle_name='main', asset_name='Agent'),
        ))
    world.scene.add_action(
        ChangeTransform(
            ref=self._gui_ref,
            position=Vector3(x=cell_offset, y=0, z=0),
            change_local=True,
        ))
    if side == LEFT_SIDE:
        world.scene.add_action(
            ChangeTransform(
                ref=self._gui_ref,
                child_ref='Status',
                scale=Vector3(x=-0.01),
                change_local=True,
            ))
    # Status Panel
    self._gui_status = drm.new()
    world.scene.add_action(
        InstantiateBundleAsset(
            ref=self._gui_status,
            parent_ref=self._gui_ref,
            parent_child_ref='Status',
            asset=Asset(bundle_name='main',
                        asset_name='{}AgentPanel'.format(side)),
        ))
Exemplo n.º 9
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def _init_light(self):
    main_light = drm.new()
    self.scene.add_action(
        CreateBasicObject(
            ref=main_light,
            type=EBasicObjectType.Light,
        ))
    self.scene.add_action(
        ChangeTransform(
            ref=main_light,
            rotation=Vector3(x=50, y=0, z=0),
        ))
    self.scene.add_action(
        ChangeLight(
            ref=main_light,
            intensity=1,
            shadow_type=ELightShadowType.Disabled,
        ))
Exemplo n.º 10
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def create_asset(world,
                 asset_name,
                 parent_ref=None,
                 parent_child_ref=None,
                 cycle=None,
                 is_ui=False):
    ref = drm.new()
    world.scene.add_action(
        InstantiateBundleAsset(
            ref=ref,
            cycle=cycle,
            parent_ref=parent_ref,
            parent_child_ref=parent_child_ref,
            asset=Asset(bundle_name='main', asset_name=asset_name),
            default_parent=EDefaultParent.RootObject
            if not is_ui else EDefaultParent.RootCanvas,
        ))

    return ref
Exemplo n.º 11
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def create_main_light(world):
    main_light = drm.new()
    world.scene.add_action(
        CreateBasicObject(
            ref=main_light,
            type=EBasicObjectType.Light,
        ))
    world.scene.add_action(
        ChangeTransform(
            ref=main_light,
            rotation=Vector3(x=90, y=90, z=0),
        ))
    world.scene.add_action(
        ChangeLight(
            ref=main_light,
            intensity=1,
            indirect_multiplier=0,
            color=Vector4(x=1, y=1, z=1, w=1),
            shadow_type=ELightShadowType.Disabled,
        ))
Exemplo n.º 12
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    def draw_statuses(self):
        self._scene.add_action(
            scene_actions.InstantiateBundleAsset(
                ref=self._top_panel_ref,
                asset=scene_actions.Asset(bundle_name='main',
                                          asset_name='TopPanel'),
                default_parent=scene_actions.EDefaultParent.RootCanvas))

        # Cycle
        self._set_cycle_text(0)

        # Pacman health
        for _ in range(self._world.pacman.health):
            new_ref = drm.new()
            self._health_images_ref.append(new_ref)

            self._scene.add_action(
                scene_actions.InstantiateBundleAsset(
                    ref=new_ref,
                    asset=scene_actions.Asset(bundle_name='main',
                                              asset_name='PacmanImage'),
                    parent_ref=self._top_panel_ref,
                    parent_child_ref=self._health_panel_ref))
Exemplo n.º 13
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    def _draw_board(self):
        for y in range(self._world.height):
            for x in range(self._world.width):
                cell = self._world.board[y][x]
                if cell == ECell.Empty: continue

                scene_pos = self._get_scene_position(Position(x, y))
                z = 5
                reference = drm.new()

                # if cell == ECell.Wall and (y == self._world.height - 1 or y == 0 or x == self._world.width - 1 or x == 0):
                #     self._scene.add_action(scene_actions.InstantiateBundleAsset(
                #         ref = reference,
                #         asset = scene_actions.Asset(bundle_name='main', asset_name='Wall')
                #     ))
                #     self._scene.add_action(scene_actions.ChangeSprite(
                #         ref = reference,
                #         sprite_asset = scene_actions.Asset(bundle_name='main', asset_name='Walls', index=0)
                #     ))

                if cell == ECell.Wall:
                    wall_type, wall_angle = self._get_wall_type_angle(x, y)
                    if wall_type == None: continue

                    self._scene.add_action(
                        scene_actions.InstantiateBundleAsset(
                            ref=reference,
                            asset=scene_actions.Asset(bundle_name='main',
                                                      asset_name='Wall')))
                    self._scene.add_action(
                        scene_actions.ChangeSprite(
                            ref=reference,
                            sprite_asset=scene_actions.Asset(
                                bundle_name='main',
                                asset_name='Walls',
                                index=wall_type)))
                    self._scene.add_action(
                        scene_actions.ChangeTransform(
                            ref=reference,
                            rotation=scene_actions.Vector3(z=wall_angle)))

                elif cell == ECell.Food:
                    self._foods_ref[x, y] = reference
                    self._scene.add_action(
                        scene_actions.InstantiateBundleAsset(
                            ref=reference,
                            asset=scene_actions.Asset(bundle_name='main',
                                                      asset_name='Food')))

                elif cell == ECell.SuperFood:
                    self._super_foods_ref[x, y] = reference
                    self._scene.add_action(
                        scene_actions.InstantiateBundleAsset(
                            ref=reference,
                            asset=scene_actions.Asset(bundle_name='main',
                                                      asset_name='SuperFood')))

                # Set Position
                self._scene.add_action(
                    scene_actions.ChangeTransform(
                        ref=reference,
                        position=scene_actions.Vector3(x=scene_pos['x'],
                                                       y=scene_pos['y'],
                                                       z=z)))
Exemplo n.º 14
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    def __init__(self,
                 world,
                 side,
                 delivery_duration,
                 pivot,
                 start_position,
                 arrive_position,
                 end_position,
                 is_frontline_delivery,
                 return_duration,
                 ammos=None):

        self._gui_ref = drm.new()

        world.scene.add_action(
            InstantiateBundleAsset(
                ref=self._gui_ref,
                parent_ref=world.location.ref,
                parent_child_ref='Support/{}/{}'.format(side, pivot),
                asset=Asset(bundle_name='main',
                            asset_name='{}Courier'.format(side)),
            ))
        world.scene.add_action(
            ChangeTransform(
                ref=self._gui_ref,
                position=start_position,
                change_local=True,
            ))
        world.scene.add_action(
            ChangeTransform(
                ref=self._gui_ref,
                duration_cycles=delivery_duration,
                position=arrive_position,
                change_local=True,
            ))
        world.scene.add_action(
            ChangeTransform(
                ref=self._gui_ref,
                cycle=delivery_duration + ARRIVE_DURATION_CYCLES,
                duration_cycles=return_duration,
                position=end_position,
                change_local=True,
            ))
        world.scene.add_action(
            Destroy(
                ref=self._gui_ref,
                cycle=delivery_duration + ARRIVE_DURATION_CYCLES +
                return_duration,
            ))

        change_animator_state(world,
                              self._gui_ref,
                              'Arrive',
                              cycle=delivery_duration)
        change_animator_state(world,
                              self._gui_ref,
                              'Run',
                              cycle=delivery_duration + ARRIVE_DURATION_CYCLES)

        if is_frontline_delivery:
            for ammo_type, ammo_count in ammos.items():
                change_text(world, self._gui_ref,
                            'Canvas/Ammos/{}/Count'.format(ammo_type.name),
                            str(ammo_count))
        else:
            world.scene.add_action(
                ChangeIsActive(
                    ref=self._gui_ref,
                    child_ref='Canvas/Ammos',
                    is_active=False,
                ))
            world.scene.add_action(
                ChangeRectTransform(
                    ref=self._gui_ref,
                    child_ref='Canvas',
                    size=Vector2(y=40),
                ))

        self.gui_update_rem_cycles(world, delivery_duration)
        self.gui_update_rem_cycles(world, '-', delivery_duration)