Exemplo n.º 1
0
def intro():
    ikalogo = ika.Image('%s/ika.png' % config.IMAGE_PATH)
    gbabg = ika.Image('%s/sky_bg.png' % config.IMAGE_PATH)
    gba = ika.Image('%s/gba.png' % config.IMAGE_PATH)
    yourmom = ika.Image('%s/yourmother.png' % config.IMAGE_PATH)
    isabitch = ika.Image('%s/yourmother2.png' % config.IMAGE_PATH)
    controls.attack1()  # unpress
    controls.joy_attack1()  # unpress
    controls.ui_accept()  # unpress
    v = ika.Video
    d = 40

    def stub():
        clearScreen()

    def showGba():
        gbabg.Blit(0, 0)
        v.Blit(gba, (v.xres - gba.width) / 2, (v.yres - gba.height) / 2)
        clouds.update()
        clouds.draw()

    try:
        delay(stub, 10)
        delay(showGba, 440)
        delay(lambda: v.Blit(ikalogo, 0, 0, ika.Opaque), 440)
        delay(lambda: v.Blit(yourmom, 0, 0, ika.Opaque), 450)
        delay(lambda: v.Blit(isabitch, 0, 0, ika.Opaque), 1)
    except _DoneException:
        return
Exemplo n.º 2
0
    def standState(self):
        self.stop()
        self.anim = 'stand'
        while True:
            if controls.attack1() or controls.joy_attack1():
                self.state = self.weapon.attack1(self)

            elif controls.attack2() or controls.joy_attack2():
                self.state = self.weapon.attack2(self)

            elif (controls.tool1()
                  or controls.joy_tool1()) and 'grapple' in engine.saveData:
                self.state = self.grapple.activate(self)

            elif (controls.left() or controls.right() or controls.up()
                  or controls.down() or controls.joy_left()
                  or controls.joy_right() or controls.joy_up()
                  or controls.joy_down()):
                self.state = self.walkState()

            #elif (controls.left() or controls.right() or
            #     controls.up() or controls.down()
            #):
            #    self.state = self.walkState()
            #    self._state()  # get the walk state started right now.

            if not self.stats.mp:
                self.invincible = False
                self.ent.visible = 1
                self.speed = 100
            yield None
Exemplo n.º 3
0
    def chargeState(self, me):
        me.anim = 'charge'
        me.stop()

        sound.spear2.Play()

        power = 1.25
        animcount = 0
        charged = False
        while controls.attack2.position or controls.joy_attack2.position:
            power = min(3, power + 0.0125)

            # speed up the animation
            animcount += 25 * power
            while animcount > 100:
                me.animate()
                animcount -= 100
            if power > 2.0 and not charged:
                sound.spearCharged.Play()
                charged = True

            if controls.attack1() or controls.joy_attack1():
                if charged:
                    me.state = self.powerLungeState(me, power)
                else:
                    me.state = self.lungeState(me)

            yield None
Exemplo n.º 4
0
def text(where, *args):
    """Displays a text frame.

    Where can be either a point or an entity.
    TODO: update Things while the textbox is visible
    """
    portrait, text, side = None, '', ''

    if len(args) == 1:
        text = args[0]
    elif len(args) == 2:
        portrait, text = args
    elif len(args) == 3:
        portrait, side, text = args
    else:
        assert False, 'text recieves 1 or two arguments.'

    textBox = TextBox(where, portrait, side, text)

    engine.things.append(textBox)

    try:
        engine.beginCutScene()
        while not (controls.attack1() or controls.joy_attack1()
                   or controls.ui_accept()):
            engine.tick()
            engine.draw()

    finally:
        engine.endCutScene()
        engine.things.remove(textBox)
Exemplo n.º 5
0
    def update(self):
        '''Performs one tick of menu input.
           This includes scrolling things around, and updating the
           position of the cursor, based on user interaction.

           If the user has selected an option, then the return value is
           the index of that option.  If the user hit the cancel (ESC)
           key, the Cancel object is returned.  Else, None is returned,
           to signify that nothing has happened yet.
        '''
        ika.Input.Update()
        cy = self.cursorY
        unpress = False  # lame unpress faking
        # TODO: handle it the manly way, by making the cursor repeat after a moment
        # update the cursor
        ymax = max(0, len(self.Text) * self.Font.height - self.textCtrl.Height)
        assert (0 <= self.cursorPos <= len(self.Text),
                'cursorPos out of range 0 <= %i <= %i' %
                (self.cursorPos, len(self.Text)))
        delta = self.cursorPos * self.Font.height - self.textCtrl.YWin - cy
        if delta > 0:
            if cy < self.textCtrl.Height - self.Font.height:
                self.cursorY += self.cursorSpeed
            else:
                self.textCtrl.YWin += self.cursorSpeed
        elif delta < 0:
            if cy > 0:
                self.cursorY -= self.cursorSpeed
            elif self.textCtrl.YWin > 0:
                self.textCtrl.YWin -= self.cursorSpeed
        else:
            # Maybe this isn't a good idea.  Maybe it is.
            # only move the cursor if delta is zero
            # that way movement doesn't get bogged
            # down by a cursor that moves too slowly
            if (controls.up.pressed or controls.ui_up.pressed
                    or controls.joy_up.pressed) and self.cursorPos > 0:
                if not unpress:
                    self.cursorPos -= 1
                    sound.menuMove.Play()
                    unpress = True
            elif (controls.down.pressed or controls.ui_down.pressed
                  or controls.joy_down.pressed
                  ) and self.cursorPos < len(self.Text) - 1:
                if not unpress:
                    self.cursorPos += 1
                    sound.menuMove.Play()
                    unpress = True
            elif (controls.attack1() or controls.joy_attack1()
                  or controls.ui_accept()):
                sound.menuSelect.Play()
                return self.cursorPos
            elif (controls.cancel() or controls.joy_cancel()
                  or controls.ui_cancel()):
                return Cancel
            else:
                unpress = False
Exemplo n.º 6
0
    def update(self):
        super(Npc, self).update()

        if self.touches(engine.player):
            if not self.__touching and (
                    controls.attack1() or controls.joy_attack1()
            ):  #feels dirty to be checking controls here, but...
                self.__touching = True
                self.__activate()
        else:
            self.__touching = False
Exemplo n.º 7
0
def delay(draw, count):
    scr = effects.grabScreen()
    draw()
    effects.crossFade(30, scr)

    while count > 0:
        draw()
        ika.Delay(1)
        count -= 1
        ika.Video.ShowPage()
        ika.Input.Update()
        if controls.attack1() or controls.joy_attack1() or controls.ui_accept(
        ):
            raise _DoneException()

    draw()
Exemplo n.º 8
0
    def walkState(self):
        oldDir = self.direction
        self.anim = 'walk'
        while True:
            if controls.attack1() or controls.joy_attack1():
                self.state = self.weapon.attack1(self)
                yield None

            elif controls.attack2() or controls.joy_attack2():
                self.state = self.weapon.attack2(self)
                yield None

            elif controls.left() or controls.joy_left():
                if controls.up() or controls.joy_up():
                    d = dir.UPLEFT
                elif controls.down() or controls.joy_down():
                    d = dir.DOWNLEFT
                else:
                    d = dir.LEFT
            elif controls.right() or controls.joy_right():
                if controls.up() or controls.joy_up():
                    d = dir.UPRIGHT
                elif controls.down() or controls.joy_down():
                    d = dir.DOWNRIGHT
                else:
                    d = dir.RIGHT
            elif controls.up() or controls.joy_up():
                d = dir.UP
            elif controls.down() or controls.joy_down():
                d = dir.DOWN
            else:
                self.state = self.standState()
                yield None

            self.move(d)
            # handle animation and junk
            if d != oldDir:
                self.anim = 'walk'
                self.direction = d
                oldDir = d
            yield None
Exemplo n.º 9
0
def gameOver():
    global fields
    c = Caption(
        'G A M E   O V E R', duration=1000000,
        y=(ika.Video.yres - font.height) / 2
    )
    t = 80
    i = 0
    fields = []
    while True:
        i = min(i + 1, t)
        c.update()
        tick()
        raw_draw()
        # darken the screen, draw the game over message:
        ika.Video.DrawRect(0, 0, ika.Video.xres, ika.Video.yres,
                           ika.RGB(0, 0, 0, i * 255 / t), True)
        c.draw()
        ika.Video.ShowPage()
        ika.Delay(4)
        if i == t and (controls.attack1() or controls.joy_attack1() or controls.ui_accept() or controls.ui_cancel()):
            break
Exemplo n.º 10
0
 def update(self):
     assert (len(self.layout.children),
             'There should be at least one frame in here. (Either '
             'indicating no saves, or to create a new save.)')
     ika.Input.Update()
     if self.curY < self.oldY:
         self.oldY -= 2
     elif self.curY > self.oldY:
         self.oldY += 2
     elif (controls.up.pressed or controls.ui_up.pressed or controls.joy_up.pressed) and self.cursorPos > 0:
        sound.menuMove.Play()
        self.cursorPos -= 1
        self.curY = self.cursorPos * self.wndHeight
     elif (controls.down.pressed or controls.ui_down.pressed or controls.joy_down.pressed) and \
          self.cursorPos < len(self.layout.children) - 1:
        sound.menuMove.Play()
        self.cursorPos += 1
        self.curY = self.cursorPos * self.wndHeight
     elif (controls.attack1() or controls.joy_attack1() or controls.ui_accept()):
         sound.menuSelect.Play()
         return self.cursorPos
     elif (controls.cancel() or controls.joy_cancel() or controls.ui_cancel()):
         return Cancel
Exemplo n.º 11
0
def menu():
    clouds.speed = (1.0, .75)
    bg = ika.Image('%s/title_bg.png' % config.IMAGE_PATH)
    logo = ika.Image('%s/title_logo.png' % config.IMAGE_PATH)
    cursor = ika.Image('%s/ui/pointer.png' % config.IMAGE_PATH)
    result = None
    cursorPos = 0
    menuTop = 175
    menuLeft = 120
    secrat = 0
    menuItems = ("New Game", "Load Game", "Quit Game")
    wnd = subscreen.Window('gfx/ui/win_%s.png')
    FADE_TIME = 60
    opacity = 0
    opacity2 = 0
    opacity3 = 0

    def draw():
        ika.Video.Blit(bg, 0, 0, ika.Opaque)
        clouds.update()
        clouds.draw()
        font.Print(2, 2, "v.1/05")

        ika.Video.TintBlit(logo, 0, 0, ika.RGB(255, 255, 255, opacity))

        wnd.draw(menuLeft - 5, menuTop - 5, ika.Video.xres - (menuLeft * 2),
                 (len(menuItems) * font.height) + 10,
                 ika.RGB(255, 255, 255, opacity3))
        y = 0
        for i in menuItems:
            font.Print(menuLeft, menuTop + y,
                       '#[%02XFFFFFF]%s' % (opacity2, i))
            y += font.height
        ika.Video.TintBlit(cursor, menuLeft - cursor.width - 2,
                           menuTop + cursorPos * font.height + 2,
                           ika.RGB(255, 255, 255, opacity2))

    for i in range(FADE_TIME - 1, -1, -1):
        draw()
        ika.Video.DrawRect(0, 0, ika.Video.xres, ika.Video.yres,
                           ika.RGB(255, 255, 255, i * 255 / FADE_TIME), True)
        ika.Video.ShowPage()
        ika.Input.Update()
        ika.Delay(1)

    u = 0  # unpress hack
    while result == None:
        opacity = min(255, opacity + 2)
        opacity2 = min(255, opacity2 + (opacity >= 128) * 2)
        opacity3 = min(255, opacity2 * 3)
        draw()
        ika.Video.ShowPage()
        ika.Input.Update()
        ika.Delay(1)
        if opacity2 == 255:
            if controls.up.pressed or controls.ui_up.pressed or controls.joy_up.pressed:
                sound.menuMove.Play()
                if cursorPos > 0:
                    cursorPos -= 1
                else:
                    secrat += 1
                    if (secrat == 6):
                        menuItems = ("New Game", "Load Game", "Quit Game",
                                     "New Game +")
                        cursorPos = 3

            elif (controls.down.pressed or controls.ui_down.pressed
                  or controls.joy_down.pressed
                  ) and cursorPos < (len(menuItems) - 1):
                sound.menuMove.Play()
                cursorPos += 1
            elif controls.attack1() or controls.joy_attack1(
            ) or controls.ui_accept():
                result = cursorPos

    if result in (0, 3):
        sound.newGame.Play()
    else:
        sound.menuSelect.Play()
    return result
Exemplo n.º 12
0
    def thrustState(self, me):
        if me.direction == dir.UPLEFT or me.direction == dir.DOWNLEFT:
            me.direction = dir.LEFT
        elif me.direction == dir.UPRIGHT or me.direction == dir.DOWNRIGHT:
            me.direction = dir.RIGHT

        class SpeedSaver(object):
            def __init__(_self):
                _self.s = me.speed

            def __del__(_self):
                me.speed = _self.s

        ss = SpeedSaver()
        me.anim = 'thrust'
        me.speed += 200
        me.move(me.direction, 1000)
        r = thrustRange[me.direction] + (me.layer, )
        rect = list(r)
        sound.sword3.Play()

        hitlist = set()

        def hurt():
            rect[0] = r[0] + me.x
            rect[1] = r[1] + me.y
            ents = ika.EntitiesAt(*rect)
            for e in ents:
                if e in hitlist: continue

                hitlist.add(e)

                x = engine.entFromEnt[e]
                if isinstance(x, Enemy) and not x.invincible:
                    x.hurt(int(me.stats.att * 1.5), 150, me.direction)
                    me.giveMPforHit()
                    #me.stop()
                    return False
                elif isinstance(e, _Powerup):
                    e.touch()

            return False

        i = 8
        while i > 0:
            i -= 1
            me.speed -= (8 - i) * 5
            self.cutBush(me, rect)
            result = hurt()
            if result: break

            yield None

        spin = None
        i = 50
        while i > 0:
            i -= 1

            if controls.attack1() and spin is None:
                # tiny window: press the slash button just as the thrust finishes to do uber-attack!
                if i > 40: spin = False
                else: spin = True

            me.speed = max(10, me.speed - 10)
            yield None
        me.stop()

        if spin:
            print 'Spin!!! NYI omfg'
Exemplo n.º 13
0
    def slashState(self, me):
        if 0: me.overlay.renderscript = self.drawRect

        me.stop()
        me.anim = 'slash'
        r = slashRange[me.direction]
        thrust = False
        backslash = False
        backthrust = False
        # when we hit an entity, we append it here so that
        # we know not to hurt it again.
        hitList = set([])
        sound.sword1.Play()
        while not me._animator.kill:
            rect = list(r[me._animator.index]) + [me.layer]
            rect[0] += me.x
            rect[1] += me.y
            ents = ika.EntitiesAt(*rect)
            for e in ents:
                if e is me.overlay or e in hitList: continue
                if e in engine.entFromEnt:
                    x = engine.entFromEnt[e]

                    if isinstance(
                            x,
                            Enemy) and not x.invincible and x not in hitList:
                        hitList.add(x)
                        x.hurt(int(me.stats.att), 120, me.direction)
                        me.giveMPforHit()

                    elif isinstance(x, Arrow):
                        hitList.add(x)
                        sound.deflect.Play()
                        engine.destroyEntity(x)

                    elif isinstance(x, _Powerup):
                        x.touch()

            self.cutBush(me, rect)

            if (controls.up()
                    or controls.joy_up()) and me.direction == dir.DOWN:
                backthrust = True
            elif (controls.down()
                  or controls.joy_down()) and me.direction == dir.UP:
                backthrust = True
            elif (controls.left() or controls.joy_left()) and me.direction in [
                    dir.RIGHT, dir.UPRIGHT, dir.DOWNRIGHT
            ]:
                backthrust = True
            elif (controls.right()
                  or controls.joy_right()) and me.direction in [
                      dir.LEFT, dir.UPLEFT, dir.DOWNLEFT
                  ]:
                backthrust = True
            elif (controls.attack1() or controls.joy_attack1()) and not thrust:
                backslash = True
            elif (controls.attack2()
                  or controls.joy_attack2()) and not backslash:
                thrust = True
            yield None

        if 0: me.overlay.renderscript = None

        if thrust:
            me.state = self.thrustState(me)
        elif backslash:
            me.state = self.backSlashState(me)
        else:
            # Stall:
            count = 8
            while count > 0:
                count -= 1
                #if controls.attack2():
                #    me.state = me.thrustState()
                yield None

        yield None