Exemplo n.º 1
0
def update(dt):
    global level_text_brightness, hs

    if len(flowers) == 0:
        next_level()

    for flower in flowers:
        flower.update(dt, screen_size)

    for bee in bees:
        bee.update(screen_size)

    player1.update(dt, screen_size) #game_end)

    if player1.score > hs:
        hs = player1.score

    if len(clouds) != 0:
        for cloud in clouds:
            cloud.update(screen_size)

    if player1.alive:
        # player1.collide_bullets(asteroids, particle_system, dt)
        player1.collide_bees_bullet(bees, particle_system, dt)
        player1.collide_flowers(flowers, baske, particle_system)
        player1.collide_bees(bees, particle_system)
    emitter_rocket.set_position(player1.position)
##    particle_system.set_particle_occluders([asteroid.occluder for asteroid in asteroids])
    particle_system.update(dt)

    if level_text_brightness > 0.0:
        level_text_brightness -= dt

    return True
Exemplo n.º 2
0
    def run(self):
        done = False

        while not done:
            self.screen.blit(Menu.sky, self.screen.get_rect())
            self.water.update()
            self.water_sprite.draw(self.screen)

            for i in xrange(len(self.menu)):
                self.render(i)

            cloud.update()

            cloud.draw(self.screen)

            rect = Menu.logo.get_rect()
            rect.centerx = self.screen.get_rect().centerx
            rect.top = 0
            self.screen.blit(Menu.logo, rect)

            image = util.smallfont.render("http://funnyboat.sourceforge.net/",
                                          True, (0, 0, 0))
            rect = image.get_rect()
            rect.midbottom = self.screen.get_rect().midbottom
            self.screen.blit(image, rect)

            pygame.display.flip()

            self.t += 1

            nextframe = False
            while not nextframe:
                pygame.event.post(pygame.event.wait())
                for event in pygame.event.get():
                    if event.type == QUIT or \
                        event.type == KEYDOWN and event.key == K_ESCAPE:
                        self.selection = -1
                        done = True
                        nextframe = True
                    elif event.type == NEXTFRAME:
                        nextframe = True
                    elif event.type == JOYAXISMOTION:
                        if event.axis == 1:
                            if event.value < -0.5:
                                self.move_up()
                            if event.value > 0.5:
                                self.move_down()
                    elif event.type == JOYBUTTONDOWN:
                        if event.button == 0:
                            done = True
                    elif event.type == KEYDOWN:
                        if event.key == K_UP:
                            self.move_up()
                        elif event.key == K_DOWN:
                            self.move_down()
                        elif event.key == K_SPACE or event.key == K_RETURN:
                            done = True

        return self.selection
Exemplo n.º 3
0
    def run(self):
        done = False

        while not done:
            self.screen.blit(Menu.sky, self.screen.get_rect())
            self.water.update()
            self.water_sprite.draw(self.screen)

            for i in xrange(len(self.menu)):
                self.render(i)

            cloud.update()

            cloud.draw(self.screen)

            rect = Menu.logo.get_rect()
            rect.centerx = self.screen.get_rect().centerx
            rect.top = 0
            self.screen.blit(Menu.logo, rect)

            image = util.smallfont.render("http://funnyboat.sourceforge.net/", True, (0,0,0))
            rect = image.get_rect()
            rect.midbottom = self.screen.get_rect().midbottom
            self.screen.blit(image, rect)

            pygame.display.flip()

            self.t += 1

            nextframe = False
            while not nextframe:
                pygame.event.post(pygame.event.wait())
                for event in pygame.event.get():
                    if event.type == QUIT or \
                        event.type == KEYDOWN and event.key == K_ESCAPE:
                        self.selection = -1
                        done = True
                        nextframe = True
                    elif event.type == NEXTFRAME:
                        nextframe = True
                    elif event.type == JOYAXISMOTION:
                        if event.axis == 1:
                            if event.value < -0.5:
                                self.move_up()
                            if event.value > 0.5:
                                self.move_down()
                    elif event.type == JOYBUTTONDOWN:
                        if event.button == 0:
                            done = True
                    elif event.type == KEYDOWN:
                        if event.key == K_UP:
                            self.move_up()
                        elif event.key == K_DOWN:
                            self.move_down()
                        elif event.key == K_SPACE or event.key == K_RETURN:
                            done = True

        return self.selection
Exemplo n.º 4
0
    def run(self):
        water = Water.global_water
        water_sprite = pygame.sprite.Group()
        water_sprite.add(water)
        while not self.done:
            self.screen.blit(self.sky, self.screen.get_rect())
            water.update()
            cloud.update()
            cloud.draw(self.screen)
            water_sprite.draw(self.screen)

            rect = self.title.get_rect()
            rect.centerx = self.screen.get_rect().centerx
            rect.top = 10

            self.screen.blit(self.title, rect)

            for i in range(10):
                color = (0, 0, 0)
                if self.inputting and self.input_score == i:
                    color = (220, 120, 20)
                score = self.scores[i]
                image = self.font.render(
                    str(i + 1) + ". " + score[0], True, color)
                rect = image.get_rect()
                rect.top = 50 + i * 1.5 * rect.height
                rect.left = 10
                self.screen.blit(image, rect)

                image = self.font.render(str(score[1]), True, color)
                rect = image.get_rect()
                rect.top = 50 + i * 1.5 * rect.height
                rect.right = self.screen.get_rect().right - 10
                self.screen.blit(image, rect)

            pygame.display.flip()

            nextframe = False
            while not nextframe:
                pygame.event.post(pygame.event.wait())
                for event in pygame.event.get():
                    if event.type == NEXTFRAME:
                        nextframe = True
                        continue
                    if self.inputting:
                        if event.type == QUIT:
                            self.inputting = False
                            self.write_scores()
                        if event.type == KEYDOWN:
                            if event.key == K_RETURN or event.key == K_ESCAPE:
                                self.inputting = False
                                self.write_scores()
                            elif event.key == K_BACKSPACE:
                                if len(self.scores[self.input_score][0]) != 0:
                                    self.scores[
                                        self.input_score][0] = self.scores[
                                            self.input_score][0][:-1]
                            elif event.key == K_SPACE or event.unicode != " ":
                                if len(self.scores[self.input_score][0]) < 32:
                                    self.scores[
                                        self.input_score][0] += event.unicode
                    else:
                        if event.type == KEYDOWN or event.type == QUIT or event.type == JOYBUTTONDOWN:
                            self.done = True
                            nextframe = True
Exemplo n.º 5
0
    def run(self):
        while not self.done:
            if not self.pause:
                if not self.gameover:
                    self.spawn_enemies()

                self.update_enemies()
                self.player.update()
                self.health.update()
                cloud.update()
                for cb in self.cannonballs:
                    if not cb.underwater:
                        #~ particle_point=cb.rect.left, cb.rect.top
                        particle_point = cb.tail_point()
                        self.particles.add_trace_particle(particle_point)
                        particle_point = [particle_point[i] + cb.vect[i]/2 for i in (0,1)]
                        self.particles.add_trace_particle(particle_point)
                    if cb.special and (not cb.underwater or rr()>0.6) :
                        particle_point = cb.tail_point()
                        self.particles.add_explosion_particle(particle_point)
                    und_old=cb.underwater
                    cb.update()
                    if cb.underwater and not und_old:
                        for i in range(5):
                            particle_point=cb.rect.right-4.0+rr()*8.0, cb.rect.top+rr()*2.0
                            self.particles.add_water_particle(particle_point)
                    if (cb.rect.right < 0 and cb.vect[0] < 0) or (cb.rect.left > SCREEN_WIDTH and cb.vect[0] > 0) or (cb.rect.top > SCREEN_HEIGHT):
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                self.score.update()

                # Add steam particles
                if Variables.particles:
                    particle_point = self.player.get_point((5.0 + rr() * 9.0, 0))
                    particle_point[0] += self.player.rect.centerx
                    particle_point[1] += self.player.rect.centery
                    if self.spacepressed and self.t > self.spacepressed + FPS * 3:
                        pass
                        #~ self.particles.add_fire_steam_particle(particle_point)
                    else:
                        self.particles.add_steam_particle(particle_point)

                    particle_point = self.player.get_point((19.0 + rr() * 7.0, 5.0))
                    particle_point[0] += self.player.rect.centerx
                    particle_point[1] += self.player.rect.centery
                    if self.spacepressed and self.t > self.spacepressed + FPS * 3:
                        pass
                        #~ self.particles.add_fire_steam_particle(particle_point)
                    else:
                        self.particles.add_steam_particle(particle_point)

                    if self.titanic:
                        for j in range(4):
                            particle_point = self.titanic.get_point((49 + rr() * 9.0 + 28 * j, 25))
                            particle_point[0] += self.titanic.rect.centerx
                            particle_point[1] += self.titanic.rect.centery
                            self.particles.add_steam_particle(particle_point)

                    self.particles.update()

                self.water.update()

                if self.player.splash:
                    if Variables.particles:
                        for i in range(10):
                            r = rr()
                            x = int(r * self.player.rect.left + (1.0-r) * self.player.rect.right)
                            point = (x, self.water.get_water_level(x))
                            self.particles.add_water_particle(point)
    
                for powerup in self.powerups:
                    powerup.update()
                    if powerup.picked:
                        self.powerups.remove(powerup)
                        self.powerup_sprites.remove(powerup)

                if not self.gameover:
                    self.check_collisions()

                if self.health.hearts_left == 0 and not self.player.dying:
                    self.player.die()

                if self.player.dying and not self.player.dead:
                    if Variables.particles:
                        self.particles.add_explosion_particle((self.player.rect.centerx, self.player.rect.centery))
                        self.particles.add_debris_particle((self.player.rect.centerx, self.player.rect.centery))

                if self.player.dead:
                    #self.done = True
                    self.set_gameover()

                if self.damage_count > 0:
                    self.damage_count -= 1
                self.lastshot += 1
                self.t += 1

            self.draw()

            self.handle_events()

        return self.score.get_score()
Exemplo n.º 6
0
    def run(self):
        done = False

        while not done:
            self.screen.blit(Options.sky, self.screen.get_rect())
            self.water.update()
            self.water_sprite.draw(self.screen)

            for i in xrange(len(self.menu)):
                self.render(i)

            cloud.update()

            cloud.draw(self.screen)

            rect = Options.logo.get_rect()
            rect.centerx = self.screen.get_rect().centerx
            rect.top = 0
            self.screen.blit(Options.logo, rect)

            image = util.smallfont.render("http://funnyboat.sourceforge.net/",
                                          True, (0, 0, 0))
            rect = image.get_rect()
            rect.midbottom = self.screen.get_rect().midbottom
            self.screen.blit(image, rect)

            pygame.display.flip()

            self.t += 1

            nextframe = False
            while not nextframe:
                pygame.event.post(pygame.event.wait())
                for event in pygame.event.get():
                    if event.type == QUIT or \
                        event.type == KEYDOWN and event.key == K_ESCAPE:
                        self.selection = -1
                        done = True
                        nextframe = True
                    elif event.type == NEXTFRAME:
                        nextframe = True
                    elif event.type == JOYAXISMOTION:
                        if event.axis == 1:
                            if event.value < -0.5:
                                self.move_up()
                            if event.value > 0.5:
                                self.move_down()
                        elif event.axis == 0:
                            if event.value < -0.5:
                                self.change_left()
                            if event.value > 0.5:
                                self.change_right()
                    elif event.type == JOYBUTTONDOWN:
                        if self.gamepad:
                            if self.gamepad.is_pressed('a', event):
                                self.change_right()
                            elif self.gamepad.is_pressed('b', event):
                                done = True
                        elif event.button == 0:
                            #done = True
                            self.change_right()
                        elif event.button == 1:
                            done = True
                    elif event.type == KEYDOWN:
                        if event.key == K_UP:
                            self.move_up()
                        elif event.key == K_DOWN:
                            self.move_down()
                        elif event.key == K_LEFT:
                            self.change_left()
                        elif event.key == K_RIGHT:
                            self.change_right()
                        elif self.selection == Options.NAME:
                            if event.key == K_BACKSPACE:
                                if len(Variables.name) != 0:
                                    Variables.name = Variables.name[:-1]
                            elif event.key == K_SPACE or event.unicode != " " and event.unicode >= u' ':
                                if len(Variables.name) < 32:
                                    Variables.name += event.unicode
                            self.refresh()
                        elif event.key == K_SPACE or event.key == K_RETURN:
                            #done = True
                            self.change_right()

        util.save_config()
        return self.selection
Exemplo n.º 7
0
    def run(self):
        done = False

        while not done:
            self.screen.blit(self.sky, self.screen.get_rect())
            self.water.update()
            self.water_sprite.draw(self.screen)

            if not self.gametype_select:
                self.render("New Game", Menu.NEWGAME)
                self.render("High Scores", Menu.HIGHSCORES)
                #self.render("Options", Menu.OPTIONS)
                self.render("Quit", Menu.QUIT)
            else:
                self.render("Story mode", Menu.STORY)
                self.render("Endless mode", Menu.ENDLESS)

            cloud.update()

            cloud.draw(self.screen)

            rect = self.logo.get_rect()
            rect.centerx = self.screen.get_rect().centerx
            rect.top = 0
            self.screen.blit(self.logo, rect)

            image = self.url_font.render("http://funnyboat.sourceforge.net/", True, (0,0,0))
            bottom = rect.bottom
            rect = image.get_rect()
            rect.midbottom = self.screen.get_rect().midbottom
            #rect.bottomright = self.screen.get_rect().bottomright
            #rect.bottom = bottom
            self.screen.blit(image, rect)

            pygame.display.flip()

            self.t += 1

            nextframe = False
            while not nextframe:
                pygame.event.post(pygame.event.wait())
                for event in pygame.event.get():
                    if event.type == QUIT or \
                        event.type == KEYDOWN and event.key == K_ESCAPE:
                        self.selection = -1
                        done = True
                        nextframe = True
                    elif event.type == NEXTFRAME:
                        nextframe = True
                    elif event.type == JOYAXISMOTION:
                        if event.axis == 1:
                            if event.value < -0.5:
                                self.selection -= 1
                                if not self.gametype_select:
                                    if self.selection == Menu.OPTIONS:
                                        self.selection = Menu.HIGHSCORES
                                if self.selection < 0:
                                    self.selection = 0
                            if event.value > 0.5:
                                self.selection += 1
                                if not self.gametype_select:
                                    if self.selection == Menu.OPTIONS:
                                        self.selection = Menu.QUIT
                                    if self.selection > Menu.QUIT:
                                        self.selection = Menu.QUIT
                                else:
                                    if self.selection > Menu.ENDLESS:
                                        self.selection = Menu.ENDLESS
                    elif event.type == JOYBUTTONDOWN:
                        if event.button == 0:
                            done = True
                    elif event.type == KEYDOWN:
                        if event.key == K_UP:
                            self.selection -= 1
                            if not self.gametype_select:
                                if self.selection == Menu.OPTIONS:
                                    self.selection = Menu.HIGHSCORES
                            if self.selection < 0:
                                self.selection = 0
                        elif event.key == K_DOWN:
                            self.selection += 1
                            if not self.gametype_select:
                                if self.selection == Menu.OPTIONS:
                                    self.selection = Menu.QUIT
                                if self.selection > Menu.QUIT:
                                    self.selection = Menu.QUIT
                            else:
                                if self.selection > Menu.ENDLESS:
                                    self.selection = Menu.ENDLESS
                        elif event.key == K_SPACE or event.key == K_RETURN:
                            done = True

        return self.selection
Exemplo n.º 8
0
    def run(self):
        water = Water.global_water
        water.set_amplitude(SCREEN_HEIGHT / 8.0)
        water_sprite = pygame.sprite.Group()
        water_sprite.add(water)
        while not self.done:
            self.screen.blit(Highscores.sky, self.screen.get_rect())
            water.update()
            cloud.update()
            cloud.draw(self.screen)
            water_sprite.draw(self.screen)

            rect = self.title.get_rect()
            rect.centerx = self.screen.get_rect().centerx
            rect.top = 10

            self.screen.blit(self.title, rect)

            for i in xrange(10):
                color = (0,0,0)
                #if self.inputting and self.input_score == i:
                if self.input_score == i:
                    color = (220, 120, 20)
                score = self.scores[i]
                image = 0
                try:
                    image = util.smallfont.render(str(i + 1) + ". " + score[0], True, color)
                except:
                    image = util.smallfont.render(str(i + 1) + ". Error", True, color)
                rect = image.get_rect()
                rect.top = 50 + i * 1.5 * rect.height
                rect.left = 10
                self.screen.blit(image, rect)

                image = util.smallfont.render(str(score[1]), True, color)
                rect = image.get_rect()
                rect.top = 50 + i * 1.5 * rect.height
                rect.right = self.screen.get_rect().right - 10
                self.screen.blit(image, rect)

            pygame.display.flip()

            nextframe = False
            while not nextframe:
                pygame.event.post(pygame.event.wait())
                for event in pygame.event.get():
                    if event.type == NEXTFRAME:
                        nextframe = True
                        continue
                    if self.inputting:
                        if event.type == QUIT:
                            self.inputting = False
                            self.write_scores()
                        if event.type == KEYDOWN:
                            if event.key == K_RETURN or event.key == K_ESCAPE:
                                self.inputting = False
                                if self.endless:
                                    self.submit_score()
                                self.write_scores()
                            elif event.key == K_BACKSPACE:
                                if len(self.scores[self.input_score][0]) != 0:
                                    self.scores[self.input_score][0] = self.scores[self.input_score][0][:-1]
                            elif event.key == K_SPACE or event.unicode != " ":
                                if len(self.scores[self.input_score][0]) < 32:
                                    self.scores[self.input_score][0] += event.unicode
                    else:
                        if event.type == KEYDOWN or event.type == QUIT or event.type == JOYBUTTONDOWN:
                            self.done = True
                            nextframe = True
Exemplo n.º 9
0
    def run(self):
        done = False

        while not done:
            self.screen.blit(Options.sky, self.screen.get_rect())
            self.water.update()
            self.water_sprite.draw(self.screen)

            for i in xrange(len(self.menu)):
                self.render(i)

            cloud.update()

            cloud.draw(self.screen)

            rect = Options.logo.get_rect()
            rect.centerx = self.screen.get_rect().centerx
            rect.top = 0
            self.screen.blit(Options.logo, rect)

            image = util.smallfont.render("http://funnyboat.sourceforge.net/", True, (0,0,0))
            rect = image.get_rect()
            rect.midbottom = self.screen.get_rect().midbottom
            self.screen.blit(image, rect)

            pygame.display.flip()

            self.t += 1

            nextframe = False
            while not nextframe:
                pygame.event.post(pygame.event.wait())
                for event in pygame.event.get():
                    if event.type == QUIT or \
                        event.type == KEYDOWN and event.key == K_ESCAPE:
                        self.selection = -1
                        done = True
                        nextframe = True
                    elif event.type == NEXTFRAME:
                        nextframe = True
                    elif event.type == JOYAXISMOTION:
                        if event.axis == 1:
                            if event.value < -0.5:
                                self.move_up()
                            if event.value > 0.5:
                                self.move_down()
                        elif event.axis == 0:
                            if event.value < -0.5:
                                self.change_left()
                            if event.value > 0.5:
                                self.change_right()
                    elif event.type == JOYBUTTONDOWN:
                        if event.button == 0:
                            #done = True
                            self.change_right()
                        elif event.button == 1:
                            done = True
                    elif event.type == KEYDOWN:
                        if event.key == K_UP:
                            self.move_up()
                        elif event.key == K_DOWN:
                            self.move_down()
                        elif event.key == K_LEFT:
                            self.change_left()
                        elif event.key == K_RIGHT:
                            self.change_right()
                        elif self.selection == Options.NAME:
                            if event.key == K_BACKSPACE:
                                if len(Variables.name) != 0:
                                    Variables.name = Variables.name[:-1]
                            elif event.key == K_SPACE or event.unicode != " " and event.unicode>=u' ':
                                if len(Variables.name) < 32:
                                    Variables.name += event.unicode
                            self.refresh()
                        elif event.key == K_SPACE or event.key == K_RETURN:
                            #done = True
                            self.change_right()

        util.save_config()
        return self.selection
Exemplo n.º 10
0
    def run(self):
        while not self.done:
            if not self.pause:
                if not self.gameover:
                    self.spawn_enemies()

                self.update_enemies()
                self.player.update()
                self.health.update()
                cloud.update()
                for cb in self.cannonballs:
                    if not cb.underwater:
                        #~ particle_point=cb.rect.left, cb.rect.top
                        particle_point = cb.tail_point()
                        self.particles.add_trace_particle(particle_point)
                        particle_point = [particle_point[i] + cb.vect[i]/2 for i in (0,1)]
                        self.particles.add_trace_particle(particle_point)
                    if cb.special and (not cb.underwater or rr()>0.6) :
                        particle_point = cb.tail_point()
                        self.particles.add_explosion_particle(particle_point)
                    und_old=cb.underwater
                    cb.update()
                    if cb.underwater and not und_old:
                        for i in xrange(5):
                            particle_point=cb.rect.right-4.0+rr()*8.0, cb.rect.top+rr()*2.0
                            self.particles.add_water_particle(particle_point)
                    if (cb.rect.right < 0 and cb.vect[0] < 0) or (cb.rect.left > SCREEN_WIDTH and cb.vect[0] > 0) or (cb.rect.top > SCREEN_HEIGHT):
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                self.score.update()

                # Add steam particles
                if Variables.particles:
                    particle_point = self.player.get_point((5.0 + rr() * 9.0, 0))
                    particle_point[0] += self.player.rect.centerx
                    particle_point[1] += self.player.rect.centery
                    if self.spacepressed and self.t > self.spacepressed + FPS * 3:
                        pass
                        #~ self.particles.add_fire_steam_particle(particle_point)
                    else:
                        self.particles.add_steam_particle(particle_point)

                    particle_point = self.player.get_point((19.0 + rr() * 7.0, 5.0))
                    particle_point[0] += self.player.rect.centerx
                    particle_point[1] += self.player.rect.centery
                    if self.spacepressed and self.t > self.spacepressed + FPS * 3:
                        pass
                        #~ self.particles.add_fire_steam_particle(particle_point)
                    else:
                        self.particles.add_steam_particle(particle_point)

                    if self.titanic:
                        for j in xrange(4):
                            particle_point = self.titanic.get_point((49 + rr() * 9.0 + 28 * j, 25))
                            particle_point[0] += self.titanic.rect.centerx
                            particle_point[1] += self.titanic.rect.centery
                            self.particles.add_steam_particle(particle_point)

                    self.particles.update()

                self.water.update()

                if self.player.splash:
                    if Variables.particles:
                        for i in xrange(10):
                            r = rr()
                            x = int(r * self.player.rect.left + (1.0-r) * self.player.rect.right)
                            point = (x, self.water.get_water_level(x))
                            self.particles.add_water_particle(point)
    
                for powerup in self.powerups:
                    powerup.update()
                    if powerup.picked:
                        self.powerups.remove(powerup)
                        self.powerup_sprites.remove(powerup)

                if not self.gameover:
                    self.check_collisions()

                if self.health.hearts_left == 0 and not self.player.dying:
                    self.player.die()

                if self.player.dying and not self.player.dead:
                    if Variables.particles:
                        self.particles.add_explosion_particle((self.player.rect.centerx, self.player.rect.centery))
                        self.particles.add_debris_particle((self.player.rect.centerx, self.player.rect.centery))

                if self.player.dead:
                    #self.done = True
                    self.set_gameover()

                if self.damage_count > 0:
                    self.damage_count -= 1
                self.lastshot += 1
                self.t += 1

            self.draw()

            self.handle_events()

        return self.score.get_score()
Exemplo n.º 11
0
    def run(self):
        while not self.done:
            util.android_check_pause()
            if not self.pause:
                if not self.gameover:
                    self.spawn_enemies()

                self.update_enemies()
                self.player.update()
                self.health.update()
                cloud.update()
                for cb in self.cannonballs:
                    cb.update()
                    if (cb.rect.right < 0 and cb.vect[0] < 0) or (cb.rect.left > SCREEN_WIDTH and cb.vect[0] > 0):
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                self.score.update()

                # Add steam particles
                if not self.noparticles:
                    for i in range(STEAM_3):
                        particle_point = self.player.get_point((5.0 + random.random() * 9.0, 0))
                        particle_point[0] += self.player.rect.centerx
                        particle_point[1] += self.player.rect.centery
                        self.particles.add_steam_particle(particle_point)

                    for i in range(STEAM_3):
                        particle_point = self.player.get_point((19.0 + random.random() * 7.0, 5.0))
                        particle_point[0] += self.player.rect.centerx
                        particle_point[1] += self.player.rect.centery
                        self.particles.add_steam_particle(particle_point)

                    if self.titanic:
                        for j in range(4):
                            for i in range(STEAM_3):
                                particle_point = self.titanic.get_point((49 + random.random() * 9.0 + 28 * j, 25))
                                particle_point[0] += self.titanic.rect.centerx
                                particle_point[1] += self.titanic.rect.centery
                                self.particles.add_steam_particle(particle_point)

                    self.particles.update()

                self.water.update()

                if self.player.splash:
                    if not self.noparticles:
                        for i in range(SPLASH_30):
                            r = random.random()
                            x = int(r * self.player.rect.left + (1.0-r) * self.player.rect.right)
                            point = (x, self.water.get_water_level(x))
                            self.particles.add_water_particle(point)
    
                for powerup in self.powerups:
                    powerup.update()
                    if powerup.picked:
                        self.powerups.remove(powerup)
                        self.powerup_sprites.remove(powerup)

                if not self.gameover:
                    self.check_collisions()

                if self.health.hearts_left == 0 and not self.player.dying:
                    self.player.die()

                if self.player.dying and not self.player.dead:
                    if not self.noparticles:
                        for i in range(BLOOD_3):
                            self.particles.add_explosion_particle((self.player.rect.centerx, self.player.rect.centery))
                            self.particles.add_debris_particle((self.player.rect.centerx, self.player.rect.centery))

                if self.player.dead:
                    #self.done = True
                    self.set_gameover()

                if self.damage_count > 0:
                    self.damage_count -= 1
                self.lastshot += 1
                self.t += 1

            self.draw()

            self.handle_events()


        return self.score.get_score()
Exemplo n.º 12
0
    def run(self):
        done = False

        while not done:
            util.android_check_pause()
            self.screen.blit(self.sky, self.screen.get_rect())
            self.water.update()
            self.water_sprite.draw(self.screen)

            if not self.gametype_select:
                self.render("New Game", Menu.NEWGAME)
                self.render("High Scores", Menu.HIGHSCORES)
                #self.render("Options", Menu.OPTIONS)
                self.render("Quit", Menu.QUIT)
            else:
                self.render("Story mode", Menu.STORY)
                self.render("Endless mode", Menu.ENDLESS)

            cloud.update()

            cloud.draw(self.screen)

            rect = self.logo.get_rect()
            rect.centerx = self.screen.get_rect().centerx
            rect.top = 0
            self.screen.blit(self.logo, rect)

            image = self.url_font.render("https://github.com/zielmicha/funnyboat-android", True, (0,0,0))
            bottom = rect.bottom
            rect = image.get_rect()
            rect.midbottom = self.screen.get_rect().midbottom
            #rect.bottomright = self.screen.get_rect().bottomright
            #rect.bottom = bottom
            self.screen.blit(image, rect)

            pygame.display.flip()

            self.t += 1

            nextframe = False
            while not nextframe:
                pygame.event.post(pygame.event.wait())
                for event in pygame.event.get():
                    if event.type == QUIT or \
                        event.type == KEYDOWN and event.key == K_ESCAPE:
                        self.selection = -1
                        done = True
                        nextframe = True
                    elif event.type == MOUSEBUTTONUP or event.type == MOUSEBUTTONDOWN:
                        pos = event.pos
                        for id, rect in self.option_rects.items():
                            if rect.collidepoint(pos):
                                self.selection = id
                    if event.type == MOUSEBUTTONUP:
                        done = True
                    elif event.type == NEXTFRAME:
                        nextframe = True
                    elif event.type == JOYAXISMOTION:
                        if event.axis == 1:
                            if event.value < -0.5:
                                self.selection -= 1
                                if not self.gametype_select:
                                    if self.selection == Menu.OPTIONS:
                                        self.selection = Menu.HIGHSCORES
                                if self.selection < 0:
                                    self.selection = 0
                            if event.value > 0.5:
                                self.selection += 1
                                if not self.gametype_select:
                                    if self.selection == Menu.OPTIONS:
                                        self.selection = Menu.QUIT
                                    if self.selection > Menu.QUIT:
                                        self.selection = Menu.QUIT
                                else:
                                    if self.selection > Menu.ENDLESS:
                                        self.selection = Menu.ENDLESS
                    elif event.type == JOYBUTTONDOWN:
                        if event.button == 0:
                            done = True
                    elif event.type == KEYDOWN:
                        if event.key == K_UP:
                            self.selection -= 1
                            if not self.gametype_select:
                                if self.selection == Menu.OPTIONS:
                                    self.selection = Menu.HIGHSCORES
                            if self.selection < 0:
                                self.selection = 0
                        elif event.key == K_DOWN:
                            self.selection += 1
                            if not self.gametype_select:
                                if self.selection == Menu.OPTIONS:
                                    self.selection = Menu.QUIT
                                if self.selection > Menu.QUIT:
                                    self.selection = Menu.QUIT
                            else:
                                if self.selection > Menu.ENDLESS:
                                    self.selection = Menu.ENDLESS
                        elif event.key == K_SPACE or event.key == K_RETURN:
                            done = True

        return self.selection
Exemplo n.º 13
0
    def run(self):
        while not self.done:
            if not self.pause:
                if not self.gameover:
                    self.spawn_enemies()

                self.update_enemies()
                self.player.update()
                self.health.update()
                cloud.update()
                for cb in self.cannonballs:
                    cb.update()
                    if (cb.rect.right < 0
                            and cb.vect[0] < 0) or (cb.rect.left > SCREEN_WIDTH
                                                    and cb.vect[0] > 0):
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                self.score.update()

                # Add steam particles
                if not self.noparticles:
                    for i in range(3):
                        particle_point = self.player.get_point(
                            (5.0 + random.random() * 9.0, 0))
                        particle_point[0] += self.player.rect.centerx
                        particle_point[1] += self.player.rect.centery
                        self.particles.add_steam_particle(particle_point)

                    for i in range(3):
                        particle_point = self.player.get_point(
                            (19.0 + random.random() * 7.0, 5.0))
                        particle_point[0] += self.player.rect.centerx
                        particle_point[1] += self.player.rect.centery
                        self.particles.add_steam_particle(particle_point)

                    if self.titanic:
                        for j in range(4):
                            for i in range(3):
                                particle_point = self.titanic.get_point(
                                    (49 + random.random() * 9.0 + 28 * j, 25))
                                particle_point[0] += self.titanic.rect.centerx
                                particle_point[1] += self.titanic.rect.centery
                                self.particles.add_steam_particle(
                                    particle_point)

                    self.particles.update()

                self.water.update()

                if self.player.splash:
                    if not self.noparticles:
                        for i in range(30):
                            r = random.random()
                            x = int(r * self.player.rect.left +
                                    (1.0 - r) * self.player.rect.right)
                            point = (x, self.water.get_water_level(x))
                            self.particles.add_water_particle(point)

                for powerup in self.powerups:
                    powerup.update()
                    if powerup.picked:
                        self.powerups.remove(powerup)
                        self.powerup_sprites.remove(powerup)

                if not self.gameover:
                    self.check_collisions()

                if self.health.hearts_left == 0 and not self.player.dying:
                    self.player.die()

                if self.player.dying and not self.player.dead:
                    if not self.noparticles:
                        for i in range(3):
                            self.particles.add_explosion_particle(
                                (self.player.rect.centerx,
                                 self.player.rect.centery))
                            self.particles.add_debris_particle(
                                (self.player.rect.centerx,
                                 self.player.rect.centery))

                if self.player.dead:
                    #self.done = True
                    self.set_gameover()

                if self.damage_count > 0:
                    self.damage_count -= 1
                self.lastshot += 1
                self.t += 1

            self.draw()

            self.handle_events()

        return self.score.get_score()
Exemplo n.º 14
0
    def run(self):
        water = Water.global_water
        water_sprite = pygame.sprite.Group()
        water_sprite.add(water)
        if util.android:
            util.android.show_keyboard()
        while not self.done:
            self.screen.blit(self.sky, self.screen.get_rect())
            water.update()
            cloud.update()
            cloud.draw(self.screen)
            water_sprite.draw(self.screen)

            rect = self.title.get_rect()
            rect.centerx = self.screen.get_rect().centerx
            rect.top = 10

            self.screen.blit(self.title, rect)

            for i in range(10):
                color = (0, 0, 0)
                if self.inputting and self.input_score == i:
                    color = (220, 120, 20)
                score = self.scores[i]
                image = self.font.render(str(i + 1) + ". " + score[0], True, color)
                rect = image.get_rect()
                rect.top = 50 + i * 1.5 * rect.height
                rect.left = 10
                self.screen.blit(image, rect)

                image = self.font.render(str(score[1]), True, color)
                rect = image.get_rect()
                rect.top = 50 + i * 1.5 * rect.height
                rect.right = self.screen.get_rect().right - 10
                self.screen.blit(image, rect)

            pygame.display.flip()

            nextframe = False
            while not nextframe:
                pygame.event.post(pygame.event.wait())
                for event in pygame.event.get():
                    if event.type == NEXTFRAME:
                        nextframe = True
                        continue
                    if self.inputting:
                        if event.type == QUIT:
                            self.inputting = False
                            self.write_scores()

                        if event.type == KEYDOWN:
                            if event.key == K_RETURN or event.key == K_ESCAPE:
                                self.inputting = False
                                self.write_scores()
                            elif event.key == K_BACKSPACE:
                                if len(self.scores[self.input_score][0]) != 0:
                                    self.scores[self.input_score][0] = self.scores[self.input_score][0][:-1]
                            elif event.key == K_SPACE or event.unicode != " ":
                                if len(self.scores[self.input_score][0]) < 32:
                                    self.scores[self.input_score][0] += event.unicode
                    else:
                        if (
                            event.type == KEYDOWN
                            or event.type == QUIT
                            or event.type == JOYBUTTONDOWN
                            or event.type == MOUSEBUTTONDOWN
                        ):
                            self.done = True
                            nextframe = True