def initialize(self):
     self.titletext = typefaces.prepare_title("Onslaught of Enormities",colour=(255,64,64))
     self.scenery = chromographs.obtain("background.png")
     self.cursor = chromographs.obtain("iconic/unit-cursor.png")
     self.chapter = chapters.open_chapter(self.situation.chapter)
     wave = self.situation.wave
     self.dinosaurs = self.chapter.spawn_wave(wave)
     phonographs.play(self.dinosaurs[-1].attack_phonograph)
     for name in self.chapter.beasts_in_this_chapter():
         if name not in self.situation.seen_dinosaurs:
             self.situation.seen_dinosaurs.append(name)
     self.finished = False
     self.result = "Preparation"
     self.statusbar = gui.StatusBar()
     self.statusbar.push_messages(
         "Protect your ships!",
         "Cannons need soldiers nearby to man them",
         "Click again on the field to direct a soldier",
         "Click on a soldier to select them",
         )
     if self.situation.chapter == 0:
         self.statusbar.flash(80)
     self.situation.update_status_bar(self.statusbar)
     self.selected_unit = None
     # orchestrate the battle music
     phonographs.orchestrate("onslaughtmusic.ogg")
 def initialize(self):
     self.titletext = typefaces.prepare_title("Prepare for the Onslaught",colour=(255,255,255))
     self.scenery = chromographs.obtain("background.png")
     self.indicate_lot = True
     self.current_edge = None
     self.current_lot = None
     self.townplanner = grid.TownPlanningOffice()
     self.finished = False
     self.result = "Onslaught"
     situation = self.situation
     self.new_inventions()
     self.build_menu = BuildMenu(situation)
     self.statusbar = StatusBar()
     situation.update_status_bar(self.statusbar)
     self.statusbar.push_messages(
         "Hit Space bar or Return key to begin the Onslaught!",
         "Be sure to build cannons and deploy soldiers!",
         "Left click to repeat the previous build",
         "Right click to open build menu",
         )
     if self.situation.chapter == 0:
         self.statusbar.flash(80)
     for inst in situation.installations[:]:
         if inst.destroyed():
             situation.installations.remove(inst)
     for unit in situation.get_units():
         unit.damage = 0 # repair units automatically
         unit.attacking = 0
         unit.animation_frame = 1
         unit.image = unit.obtain_frame()
     phonographs.orchestrate("intromusic.ogg")
 def initialize(self):
     situation = self.situation
     chapter = chapters.open_chapter(situation.chapter)
     self.ribbon = chromographs.obtain("flourish/ribbon-white.png")
     self.portrait = chromographs.obtain("illustrations/%s"%chapter.illustration)
     self.title = typefaces.prepare_title("Chapter %s:"% chapter.number)
     self.summary = gui.make_titledbox((400,100),
                                       chapter.subtitle,
                                       chapter.summary,
                                       500,gap=12)
     self.menu = gui.make_menu((700,550),
                               [("We are prepared!","begin"),
                                ("We are scared!","back"),
                                ("Consult Encyclopaedia", "encyclopaedia"),
                                ],300)
     new_inventions = []
     situation.death_stats = defaultdict(int)
     for name in chapter.inventions:
         if name not in situation.unit_plans:
             new_inventions.append(name)
     for name in chapter.fences:
         if name not in situation.fence_plans:
             new_inventions.append(name)
     for name in chapter.facilities:
         if name not in situation.facility_plans:
             new_inventions.append(name)
     invention_names = [all_things_known.find_by_name(n)
                        for n in new_inventions]
     dinos_in_chapter = chapter.beasts_in_this_chapter()
     dino_names = []
     for name in dinos_in_chapter:
         if name in self.situation.seen_dinosaurs:
             continue
         information = all_things_known.find_by_name(name)
         if information:
             dino_names.append(information.name)
     tabulation = []
     if new_inventions:
         tabulation.append(["NEW INVENTIONS:"])
         tabulation.extend(["    " + n] for n in new_inventions)
     if dino_names:
         tabulation.append(["WATCH OUT FOR:"])
         tabulation.extend(["    " + n] for n in dino_names)
     self.table = None
     if tabulation:
         self.table = typefaces.prepare_table(tabulation)
 def initialize(self):
     self.ribbons = [chromographs.obtain("flourish/ribbon-{0}.png"
                                         .format(c))
                     for c in ("red","white","blue")]
     phonographs.orchestrate("victory.ogg", once=True)
     location = pygame.Rect(PAGEMARGIN,100,500,600)
     self.credits = gui.SelfAdvancingScroll(CREDITS, location, 20)
     self.title = typefaces.prepare_title("Victory is Yours")
     self.heading = typefaces.prepare_subtitle("Final Ledger Entries")
    def draw_current_page(self):
        paint = self.screen.blit
        self.clear_screen(colour=PAGECOLOUR)
        title, image, desc = HELP[self.page]
        if image is None:
            image = "book.png"
        self.ribbon = chromographs.obtain("flourish/ribbon-blue.png")
        titleline = typefaces.prepare_title(title)
        paint(titleline,(PAGEMARGIN,PAGEMARGIN))
        topy = y = titleline.get_rect().height + 2 * PAGEMARGIN
        x = self.screen.get_size()[0] // 2
        chromograph = chromographs.obtain("illustrations/%s"%image)
        paint(chromograph, (PAGEMARGIN, topy))
        paint(self.ribbon,(850,-2))
        passage = gui.make_textbox((500,topy+100),desc,500)
        passage.render(self.screen)
        self.backbutton.render(self.screen)

        flip()
Exemplo n.º 6
0
 def update(self, money, food, pop, last_build, ships, remaining):
     self.stats_table = typefaces.prepare_table(
         [["Wealth",":  ",lsb(money)],
          ["Food",":  ",str(food)],
          ["Troops",": ",pop]],
         colour = (255,255,255), alignment="llr")
     self.last_build = chromographs.obtain("iconic/%s.png"%last_build.__name__)
     self.icon_rect = self.last_build.get_rect()
     self.remaining_ships = remaining
     self.max_ships = ships
    def initialize(self):
        self.next_mode = "ChapterStart"
        self.defeated = not self.situation.ships_remaining()

        if not self.defeated and self.situation.chapter >= chapters.last_chapter():
            self.next_mode = "Victory"

        colour = "black" if self.defeated else "gold"
        self.ribbon = chromographs.obtain("flourish/ribbon-{0}.png".format(colour))
        phonographs.orchestrate("intromusic.ogg")
 def initialize(self):
     self.title = typefaces.prepare_title("Blastosaurus Rex")
     self.subtitle = typefaces.prepare_subtitle("Adventures in the Land of No Return")
     self.ribbon = chromographs.obtain("flourish/ribbon-white.png")
     self.title_top = PAGEMARGIN
     self.subtitle_top = PAGEMARGIN + self.title_top + self.title.get_height()
     scroll_top = PAGEMARGIN + self.subtitle_top + self.subtitle.get_height()
     width = 800
     height = 480
     location = pygame.Rect(PAGEMARGIN, scroll_top, width, height)
     self.exposition = gui.SelfAdvancingScroll(PREMISE.format(self.name), location, 30)
     self.backbutton = gui.make_menu((700, 655), [("Bypass", "skip")], 150)
Exemplo n.º 9
0
 def halfwheel(self,module,items,hemisphere):
     x,y = self.position
     result = []
     numitems = len(items)+1
     d = self.optrad*2
     if numitems > 3:
         r = d+(numitems*5)
     else:
         r = d
     angle = hemisphere * radians(180.0/numitems)
     for i,item in enumerate(items):
         itemclass = getattr(module,item,None)
         img = chromographs.obtain("iconic/%s.png"%item)
         rect = img.get_rect()
         rect.center = (x + -cos(angle*(i+1))*r, y + sin(angle*(i+1))*r)
         opt = (itemclass,img,rect)
         result.append(opt)
     return result
 def initialize(self):
     if self.situation.args.sheep:
         bestiary.wooly_retribution()
         self.situation.args.sheep = False
     self.header = gui.make_textbox((250,PAGEMARGIN),
                                    "BLASTOSAURUS REX",500,
                                    size="title")
     self.main_menu = gui.make_menu((300,400),
                          [("Initiation","new"),
                           ("Continuation","load"),
                           ("Information","information"),
                           ("Education","encyclopaedia"),
                           ("Termination","quit")],400)
     self.load_menu = self.prepare_load_menu()
     self.name_menu = gui.PunchCard((300,400))
     self.name_prompt = gui.make_textbox(
         (300,200),
         "Punch a card with your name, for the analytical engine:\n",
         400,
         )
     self.menu = self.main_menu
     self.ribbon = chromographs.obtain("flourish/ribbon-white.png")
     phonographs.orchestrate("intromusic.ogg")
    def assess(self):
        """
        Surviving housing raises the cap on maximum population.

        Surviving crops and sheep produce food. This grows the
        population up to the maximum, and thereafter counts to wealth.

        Surviving industrial buildings increase wealth.

        Surviving population increase technological progress and
        themselves count towards population growth.

        Killed but not exploded dinosaurs count to wealth (fuel).
        """
        situation = self.situation
        progress = 0
        notables = []
        income = 0
        population_growth = 0

        def note(label, amount):
            notables.append([label + ": ", amount])

        if not self.defeated:
            # Remaining balance
            remaining_balance = gui.lsb(situation.wealth)

            # Housing space
            housing_space = sum([f.habitability for f in self.situation.get_facilities()])
            progress += housing_space

            # Population
            units = self.situation.get_units()
            for u in units:
                if u.human:
                    self.situation.population += 1
                    self.situation.installations.remove(u)
                    u.promote()
                    progress += 10 * u.rank
                    self.situation.reserves.append(u)
            population = self.situation.population

            # Food produced
            food_produced = self.situation.count_food()

            # Population growth
            food = food_produced
            max_growth_from_crops = food // MEAL_SIZE
            max_growth_from_space = max((housing_space - population), 0)
            population_growth = min(max_growth_from_space, max_growth_from_crops)
            food -= population_growth * MEAL_SIZE
            if population < 5 and population_growth < 3:
                population_growth = 3
            # Income from crops
            income += food * 0x20

            note("Remaining balance", remaining_balance)
            note("Housing space", housing_space)
            note("Population", self.situation.population)
            note("Food produced", food_produced)
            note("Population Growth", population_growth)

        trophy_income = 0
        # Trophies
        cnt = Counter()
        for t in situation.trophies:
            cnt[t] += 1
            progress += 5
        for k, v in cnt.items():
            note(k + " slain", v)
            trophy_income += 0x100 * v  # 1 pound bounty per dinosaur
        situation.trophies = []
        income += trophy_income + 0x100  # 1 pound bonus

        if not self.defeated:
            note("Income", gui.lsb(income))

        # Death stats
        for (k, v) in self.situation.death_stats.items():
            note("Men " + k, v)

        # Apply results
        situation.wealth += income
        situation.population += population_growth
        situation.progress += progress
        note("RESULTS", "")
        note("  Closing Balance", gui.lsb(situation.wealth))
        note("  Current Population", situation.population)
        note("  Progress", progress)

        # display the report
        paint = self.screen.blit
        self.clear_screen(colour=PAGECOLOUR)
        caption = "You Were Defeated" if self.defeated else "Accounting Department"
        title = typefaces.prepare_title(caption)
        paint(title, (PAGEMARGIN, PAGEMARGIN))
        topy = y = title.get_rect().height + 3 * PAGEMARGIN
        x = self.screen.get_size()[0] // 2
        heading = typefaces.prepare_subtitle("Ledger Entries")
        paint(heading, (x, y))
        y += heading.get_rect().height + PAGEMARGIN
        table = typefaces.prepare_table(notables)
        paint(table, (x, y))
        chromograph = chromographs.obtain("Accountant.png")
        paint(chromograph, (PAGEMARGIN, topy))
        paint(self.ribbon, (850, -2))
        flip()