def __init__(self,
              display,
              images,
              money=[1, 1, 1, 1, [], 0, 0],
              mode="won"):
     self.display = display
     self.images = images
     self.mode = mode
     self.frame = 1
     self.frame_time = 0
     self.frame_rate = 1 / 25
     self.time_passed = 0
     self.anim_done = False
     self.done = False
     self.text = ["Save + Continue", "Save + Exit"]
     self.top_selected = True
     self.money_old, self.money_new, self.bonus, self.bonus1, self.acc, self.lost, self.maxcombo = money
     try:
         self.acc_per = self.acc.count(True) / len(self.acc)
         self.acc_per2 = round(self.acc_per * 100, 3)
     except ZeroDivisionError:
         self.acc_per = 0
         self.acc_per2 = 0
     self.money_new += round(self.bonus)
     self.money_new += round(self.bonus1 * self.acc_per)
     self.money_sound = Sound(fix_path("audio/money.wav"))
     self.register_sound = Sound(fix_path("audio/cashRegister.wav"))
     if mode == "won":
         self.money_sound.play(-1)
     self.exit = False
     self.stopped = False
 def __init__(self, pos, images, mission, dry=False):
     super().__init__(pos, images, mission, dry)
     self.title = "Jupiter Hovercraft"
     self.name = "jupiter_hover"
     self.fire_per_sec = 6.5
     self.death_frames = 21
     self.size = (32, 32)
     self.boom_size = (256, 256)
     self.fire_from = (24, 5)
     self.health = .75
     self.max_health = .75
     self.shield = 0
     self.max_shield = 2
     self.rect = self.get_rect()
     self.hover = True
     self.rotate = True
     self.mass = .75
     self.max_temp = 500
     self.hover_alt = 430
     self.frame_rate = 1 / 35
     self.extra_dip = 10
     self.speed *= .8
     self.friction = .5
     self.send_to_ground()
     self.weapon_power = .75
     self.death_sound = Sound(fix_path("audio/jupiter_hover_explode.wav"),
                              True)
Exemplo n.º 3
0
 def __init__(self, center, images, rotation=0):
     super().__init__(center, images, rotation)
     self.damage = 5
     self.laserType = "greenlaser"
     self.green = True
     self.impactAnimationName = "GreenImpact"
     self.fire_sound = Sound("audio/greenlaser.wav", True)
Exemplo n.º 4
0
 def __init__(self, center, images, rotation=0):
     self.images = images
     testSurf = pygame.Surface((10, 16))
     self.size = pygame.transform.rotate(testSurf, -rotation).get_size()
     rect = pygame.Rect((0, 0), self.size)
     rect.center = center
     self.pos = list(rect.topleft)
     self.phase = random.randint(1, 5)
     self._phase_speed = 0.01
     self.phase_time = 0
     self.time_passed = 0
     self.speed = 1200  # Speed in pixels per second
     self.dead = False
     self.kill = False
     self.damage = 1
     self.laserType = "laser"
     self.impactAnimationName = "RedImpact"
     self.impactAnimationLength = 6
     self.impactAnimationFrame = 1
     self.impactAnimationTime = 0
     self.impactAnimationRate = 1 / 35
     self.hits = 0
     self.rotation = rotation
     self.green = False
     self.fire_sound = Sound("audio/laser.wav", True)
Exemplo n.º 5
0
 def purchase(self):
     cat = self.catagories[self.rect_sel]
     if not cat:
         Sound(fix_path("audio/donk.wav")).play()
         return
     selected = list(cat.keys())[self.sel_num[self.rect_sel]]
     selected.planet = self.profile["planet"].name
     if self.profile["money"] >= selected.cost:
         Sound(fix_path("audio/cashRegister.wav")).play()
         cat[selected] -= 1
         if not cat[selected]:
             self.catagories[self.rect_sel].pop(selected)
         if self.sel_num[self.rect_sel] >= len(cat):
             self.sel_num[self.rect_sel] = len(cat) - 1
         if selected in self.profile["inventory"][self.rect_sel]:
             self.profile["inventory"][self.rect_sel][selected] += 1
         else:
             self.profile["inventory"][self.rect_sel][selected] = 1
         if selected.type == "Vehicle":
             self.profile["inventory"][
                 self.rect_sel][selected] = self.profile["planet"].name
         self.profile["money"] -= selected.cost
     else:
         Sound(fix_path("audio/donk.wav")).play()
 def fire(self):
     self.completeness = 0
     center = Vector2(self.get_rect().topleft)
     if self.fire_from != "center":
         center += Vector2((self.fire_from))
     else:
         center += (Vector2(self.size) / 2)
     obj = self.fireObject(center, self.images, self.rotation)
     obj.damage *= self.weapon_power
     if self.whimp:
         obj.damage /= 10
     self.lasers.append(obj)
     if not self.whimp:
         sound = "audio/laser.wav"
         if self.current_items:
             if "Green Laser" in self.current_items:
                 sound = "audio/greenlaser.wav"
         Sound(sound, True).play()
     return obj
 def __init__(self,
              center,
              images,
              mission,
              type="moneyBag",
              velocity=Vector2([0, 0]),
              amount=None,
              value=None,
              player=None,
              nobounce=False):
     self.images = images
     self.type = type
     self.size = (24, 24)
     self.physics = True
     self.player = player
     self.gotShot = False
     self.nobounce = nobounce
     self.max_lifetime = -1
     if self.type == "moneyBag":
         self.size = (12, 16)
     if self.type == "rock":
         self.size = (20, 20)
     if self.type == "aircraft":
         self.physics = False
         self.size = (48, 48)
     if self.type == "mine":
         self.size = (32, 32)
     self.rect_size = self.size
     if self.type == "laser":
         self.size = (10, 32)
         self.rect_size = (10, 32)
     rect = pygame.Rect((0, 0), self.size)
     rect.center = center
     self.pos = list(rect.topleft)
     self.rect = rect
     self.time_passed = 0
     self.frame = 1
     self.frame_rate = 1 / 30
     self.frame_time = 0
     self.max_frame = 185
     self.velocity = copy.copy(velocity)
     self.dead = False
     self.kill = False
     self.amount = amount
     self.jackpot = False
     self.mission = mission
     self.health = .1
     self.has_touched_ground = False
     self.kaboom = False
     self.immune_to = None
     self.tracking = True
     self.update_attraction()
     if self.type == "block":
         self.max_frame = 30
     if self.type == "moneyBag":
         self.max_frame = 13
         self.frame_rate = 1 / 8
         self.frame = random.randint(1, 13)
         self.frame_time = random.uniform(0, self.frame_rate)
         self.health = 1
         global MoneySerialNumber
         self.ser_num = MoneySerialNumber
         MoneySerialNumber += 1
     if self.type == "aircraft":
         self.depart = random.randint(0, 1)
         self.direction = random.randint(0, 1)
         if self.direction == 0:
             self.direction = -1
         if self.depart == 0:
             self.depart = -1
         self.frame_rate = 1
         self.max_frame = 3
         x = 0
         y = 0
         if self.direction == -1:
             x = SIZE[0]
         if self.depart == -1:
             y = self.mission.ground
         rect = self.get_rect()
         rect.center = (x, y)
         self.pos = list(rect.topleft)
         self.velocity = Vector2([1 * self.direction, .5 * self.depart
                                  ]) * 300 * random.uniform(.9, 1.1)
         self.jet_sound = Sound(fix_path("audio/jet.wav"))
         self.jet_sound.play(-1)
     if self.type == "mine":
         self.frame_rate = .5
         self.max_frame = 3
         self.health = 1
         self.tracking = True
         self.max_lifetime = random.uniform(2.3, 2.8)
     if self.type == "laser":
         self.max_frame = 5
         self.frame_rate = 0.01
         self.physics = False
         self.velocity = Vector2([0, 1200])
     self.value = value
     self.start_health = self.health
     self.life_bar = True
     self.hitBy = []
     self.lifetime = 0
     self.time_on_ground = 0
class GameObject:
    def __init__(self,
                 center,
                 images,
                 mission,
                 type="moneyBag",
                 velocity=Vector2([0, 0]),
                 amount=None,
                 value=None,
                 player=None,
                 nobounce=False):
        self.images = images
        self.type = type
        self.size = (24, 24)
        self.physics = True
        self.player = player
        self.gotShot = False
        self.nobounce = nobounce
        self.max_lifetime = -1
        if self.type == "moneyBag":
            self.size = (12, 16)
        if self.type == "rock":
            self.size = (20, 20)
        if self.type == "aircraft":
            self.physics = False
            self.size = (48, 48)
        if self.type == "mine":
            self.size = (32, 32)
        self.rect_size = self.size
        if self.type == "laser":
            self.size = (10, 32)
            self.rect_size = (10, 32)
        rect = pygame.Rect((0, 0), self.size)
        rect.center = center
        self.pos = list(rect.topleft)
        self.rect = rect
        self.time_passed = 0
        self.frame = 1
        self.frame_rate = 1 / 30
        self.frame_time = 0
        self.max_frame = 185
        self.velocity = copy.copy(velocity)
        self.dead = False
        self.kill = False
        self.amount = amount
        self.jackpot = False
        self.mission = mission
        self.health = .1
        self.has_touched_ground = False
        self.kaboom = False
        self.immune_to = None
        self.tracking = True
        self.update_attraction()
        if self.type == "block":
            self.max_frame = 30
        if self.type == "moneyBag":
            self.max_frame = 13
            self.frame_rate = 1 / 8
            self.frame = random.randint(1, 13)
            self.frame_time = random.uniform(0, self.frame_rate)
            self.health = 1
            global MoneySerialNumber
            self.ser_num = MoneySerialNumber
            MoneySerialNumber += 1
        if self.type == "aircraft":
            self.depart = random.randint(0, 1)
            self.direction = random.randint(0, 1)
            if self.direction == 0:
                self.direction = -1
            if self.depart == 0:
                self.depart = -1
            self.frame_rate = 1
            self.max_frame = 3
            x = 0
            y = 0
            if self.direction == -1:
                x = SIZE[0]
            if self.depart == -1:
                y = self.mission.ground
            rect = self.get_rect()
            rect.center = (x, y)
            self.pos = list(rect.topleft)
            self.velocity = Vector2([1 * self.direction, .5 * self.depart
                                     ]) * 300 * random.uniform(.9, 1.1)
            self.jet_sound = Sound(fix_path("audio/jet.wav"))
            self.jet_sound.play(-1)
        if self.type == "mine":
            self.frame_rate = .5
            self.max_frame = 3
            self.health = 1
            self.tracking = True
            self.max_lifetime = random.uniform(2.3, 2.8)
        if self.type == "laser":
            self.max_frame = 5
            self.frame_rate = 0.01
            self.physics = False
            self.velocity = Vector2([0, 1200])
        self.value = value
        self.start_health = self.health
        self.life_bar = True
        self.hitBy = []
        self.lifetime = 0
        self.time_on_ground = 0
        # Bounce equation:
#        V = (V - GF) * (C + C2)

    def update_attraction(self):
        if self.player:
            if "Magnet" in self.player.current_items:
                self.tracking_speed = constants.ATTRACTION_WITH_MAGNET.get(
                    self.type, 0
                ) * self.mission.magnet_power  # tracing velocity change in m/s
                if self.type == "heart" and self.player.health == self.player.max_health:
                    self.tracking_speed = 0
                if self.type == "shield" and self.player.shield == self.player.max_shield:
                    self.tracking_speed = 0
            else:
                self.tracking_speed = constants.ATTRACTION.get(self.type, 0)

    def get_rect(self):
        """Returns a pygame.Rect object representing this GameObject"""
        rect = pygame.Rect((0, 0), self.rect_size)
        rect.topleft = self.pos
        return rect

    def calculate_ground_impact(self):
        """Calculates the point on the ground where this will impact"""
        if self.has_touched_ground or not self.physics:
            return self.get_rect().center
        SIM_SPEED = 0.1  # Seconds / Simulation Tick
        rect = copy.copy(self.get_rect())
        pos = Vector2(rect.center)
        vel = Vector2(copy.copy(self.velocity))
        while rect.bottom < self.mission.ground:
            vel[1] += (self.mission.planet.gravity * G) * SIM_SPEED / METER
            pos += vel * SIM_SPEED
            rect.center = pos
        return pos

    def draw(self, surf):
        if self.type in ("rock") and not self.dead:
            surf.blit(self.images[self.type], self.pos)
        if self.type in "moneyBag" and self.dead:
            self.max_frame = 75
            self.frame_rate = 1 / 25
            rect = self.get_rect()
            rect2 = pygame.Rect((0, 0), (256, 256))
            rect2.center = rect.center
            if self.frame > self.max_frame:
                self.kill = True
                return
            surf.blit(
                self.images[
                    f"money_explosion_t{(self.ser_num % 5) + 1}{self.frame}"],
                rect2)
        if self.type in ("shield", "block", "heart", "mine", "laser",
                         "moneyBag") and not self.dead:
            t = self.type
            size = (32, 32)
            if t == "laser":
                t = "bluelaser"
                size = self.size
            if t == "moneyBag":
                size = self.size
            surf.blit(
                pygame.transform.scale(self.images[f"{t}{self.frame}"], size),
                self.pos)
        if self.type == "aircraft" and not self.dead:
            surf.blit(
                pygame.transform.flip(
                    pygame.transform.scale(
                        self.images[
                            f"aircraft{'Down' if self.depart == 1 else ''}{self.frame}"],
                        self.size), self.direction == -1, 0), self.pos)
        if self.type in ("rock", "block", "heart", "shield") and self.dead:
            self.max_frame = 10
            if self.type in ("block", "heart", "shield"):
                self.max_frame = 29
            rect = self.get_rect()
            rect2 = pygame.Rect((0, 0), (50, 50))
            if self.type in ("block", "heart", "shield"):
                rect2 = pygame.Rect((0, 0), (96, 96))
            rect2.center = rect.center
            if self.frame > self.max_frame - 1:
                self.kill = True
                return
            if self.type in ("block", "heart", "shield"):
                t = self.type
                if t == "block":
                    t = "item"
                surf.blit(self.images[f"{t}_boom{self.frame}"], rect2)
            else:
                surf.blit(self.images[f"rockCrush{self.frame}"], rect2)
        if self.type == "aircraft" and self.dead:
            self.max_frame = 58
            rect = self.get_rect()
            rect2 = pygame.Rect((0, 0), (128, 128))
            rect2.center = rect.center
            if self.frame > 58:
                self.kill = True
                return
            surf.blit(self.images[f"aircraft_explode{self.frame}"], rect2)
        if self.type == "mine" and self.dead:
            self.frame_rate = 1 / 25
            self.max_frame = 15
            rect = self.get_rect()
            rect2 = pygame.Rect((0, 0), (128, 128))
            rect2.center = rect.center
            if self.frame > 58:
                self.kill = True
                return
            surf.blit(self.images[f"mine_boom{self.frame}"], rect2)

    def update(self, time_passed):
        """Update physics and animations of this GameObject"""
        self.lifetime += time_passed
        if self.type == None:
            return
        if self.tracking and self.player and not self.dead and self.physics and not self.has_touched_ground and self.tracking_speed:
            impact = self.calculate_ground_impact()
            dest = self.player.get_rect().center
            if impact[0] > dest[0]:  # Need to move LEFT
                self.velocity[0] -= self.tracking_speed * time_passed / METER
            if impact[0] < dest[0]:  # Need to move RIGHT
                self.velocity[0] += self.tracking_speed * time_passed / METER
        rect = self.get_rect()
        if self.type == "aircraft":
            if not pygame.Rect(0, 0, 800, 600).colliderect(rect):
                self.jet_sound.stop()
                self.kill = True
        if self.time_on_ground > 4 and self.mission.is_bottomless(
        ) and self.type in CRUSHABLE:
            self.kill = True
            self.frame = 1
            self.frame_rate = 1 / 30
        if rect.bottom < self.mission.ground and self.physics:
            self.velocity[1] += (self.mission.planet.gravity *
                                 G) * time_passed / METER
        if rect.bottom >= self.mission.ground and self.physics:
            self.has_touched_ground = True
            if self.mission.is_bottomless() and self.type in CRUSHABLE:
                self.physics = False
                self.velocity[0] = 0
                self.velocity[1] = 15
            if self.type == "rock" and not self.dead:
                self.dead = True
                self.frame = 1
            if self.type == "laser":
                self.kill = True
            if self.type == "mine":
                self.phyiscs = False
            rect.bottom = self.mission.ground
            self.pos = list(rect.topleft)
            if self.physics and not self.mission.is_bottomless():
                self.velocity[1] = -(
                    (self.velocity[1] -
                     (self.mission.planet.gravity * G) * time_passed / METER) /
                    (constants.BOUNCE[self.type] + self.mission.bounce))
                if round(self.velocity[1], 1) == 0:
                    self.velocity[0] = 0
                    self.velocity[1] = 0
        if self.has_touched_ground:
            self.time_on_ground += self.time_passed
        if rect.bottom == self.mission.ground:
            try:
                if self.mission.planet.gravity * G > 1:
                    self.velocity[0] /= self.mission.planet.gravity * G
            except ZeroDivisionError:
                pass
        if not (self.type in ("moneyBag", "aircraft") and self.dead):
            centerx = rect.centerx
            if (centerx < 0 or centerx > 800) and not self.nobounce:
                self.velocity[0] *= -1
            self.pos[0] += self.velocity[0] * self.time_passed
            self.pos[1] += self.velocity[1] * self.time_passed
        self.frame_time += time_passed
        if self.frame_time >= self.frame_rate:
            self.frame += 1
            self.frame_time = 0
        if self.frame >= self.max_frame:
            if self.dead and self.type in ("rock", "moneyBag", "aircraft",
                                           "mine", "block", "shield", "heart"):
                self.kill = True
            self.frame = 1
        if self.kill:
            if self.type == "aircraft":
                self.jet_sound.stop()
        self.time_passed = time_passed
 def __init__(self, pos, images, mission, dry=False):
     self.dry = dry
     self.pos = pos
     self.images = images
     self.speed = 1  # Acceleration multiplier
     self.acceleration = 1
     self.fire_per_sec = 4.5
     self.completeness = 1
     self.title = "Alien Zapper 1"
     self.name = "zapper"
     self.time_passed = 0
     self.lasers = []
     self.size = (64, 64)
     self.boom_size = (200, 200)
     self.rect = self.get_rect()
     self.health = 1
     self.shield = 0
     self.max_health = 1
     self.max_shield = 1
     self.hover_alt = 0
     self.min_alt = 0
     self.target_alt = 0
     self.standard_alt = 0
     self.alt_change_speed = 5
     self.hitBy = []
     self.items = []
     self.current_items = {}
     self.fireObject = Laser
     self.dead = False
     self.kill = False
     self.frame = 1
     self.frame_rate = 1 / 25
     self.frame_time = 0
     self.friction = 1
     self.velocity = pygame.Vector2((0, 0))
     self.max_velocity = 6
     self.target_x_velocity = 0
     self.mission = mission
     self.mass = 1.5  # Mass in kilograms
     self.death_frames = 25
     self.max_temp = 300  # Works up to 300 deg. F
     self.canFire = True
     self.fire_from = "center"
     self.beam = False
     self.rotation = 0
     self.rotation_speed = 90
     self.max_rotation = 60
     self.add_temp = 0
     self.rotate = False
     self.whimp = False
     self.regen = False
     self.hover = False
     self.extra_dip = 0
     self.send_to_ground()
     self.regen_time = 0
     self.just_fired = False
     self.death_sound = None
     self.weapon_power = 1
     self.always_beam = False
     self.general_acc = 20
     self.im_back = False
     self.invincible = False
     self.invincible_time = 0
     self.even_frame = True
     self.damage_sound = Sound("audio/takeDamage.wav", True)
     self.fire_sound_pitches = (.95, 1, 1.05)
Exemplo n.º 10
0
class Zapper:
    """Zapper (Player) class"""
    def __init__(self, pos, images, mission, dry=False):
        self.dry = dry
        self.pos = pos
        self.images = images
        self.speed = 1  # Acceleration multiplier
        self.acceleration = 1
        self.fire_per_sec = 4.5
        self.completeness = 1
        self.title = "Alien Zapper 1"
        self.name = "zapper"
        self.time_passed = 0
        self.lasers = []
        self.size = (64, 64)
        self.boom_size = (200, 200)
        self.rect = self.get_rect()
        self.health = 1
        self.shield = 0
        self.max_health = 1
        self.max_shield = 1
        self.hover_alt = 0
        self.min_alt = 0
        self.target_alt = 0
        self.standard_alt = 0
        self.alt_change_speed = 5
        self.hitBy = []
        self.items = []
        self.current_items = {}
        self.fireObject = Laser
        self.dead = False
        self.kill = False
        self.frame = 1
        self.frame_rate = 1 / 25
        self.frame_time = 0
        self.friction = 1
        self.velocity = pygame.Vector2((0, 0))
        self.max_velocity = 6
        self.target_x_velocity = 0
        self.mission = mission
        self.mass = 1.5  # Mass in kilograms
        self.death_frames = 25
        self.max_temp = 300  # Works up to 300 deg. F
        self.canFire = True
        self.fire_from = "center"
        self.beam = False
        self.rotation = 0
        self.rotation_speed = 90
        self.max_rotation = 60
        self.add_temp = 0
        self.rotate = False
        self.whimp = False
        self.regen = False
        self.hover = False
        self.extra_dip = 0
        self.send_to_ground()
        self.regen_time = 0
        self.just_fired = False
        self.death_sound = None
        self.weapon_power = 1
        self.always_beam = False
        self.general_acc = 20
        self.im_back = False
        self.invincible = False
        self.invincible_time = 0
        self.even_frame = True
        self.damage_sound = Sound("audio/takeDamage.wav", True)
        self.fire_sound_pitches = (.95, 1, 1.05)

    def send_to_ground(self):
        if self.dry:
            return
        rect = self.get_rect()
        if not self.hover:
            rect.bottom = self.mission.ground
        else:
            rect.bottom = self.hover_alt
        self.standard_alt = rect.bottom
        self.target_alt = self.standard_alt
        self.min_alt = self.mission.ground
        self.pos[1] = rect.top
        if not self.hover and self.mission.is_bottomless():
            self.dead = True
            self.health = 0
            self.shield = 0
        if self.hover and self.mission.is_bottomless():
            self.min_alt += self.extra_dip

    def get_rect(self):
        """Returns a pygame.Rect object representing the player"""
        rect = pygame.Rect((0, 0), self.size)
        rect.topleft = self.pos
        return rect

    def make_invincible(self, no_sound=False):
        if self.dead:
            return
        self.invincible = True
        self.invincible_time = .75
        if not no_sound:
            self.damage_sound.play()

    def draw(self, surf):
        """Render the Zapper"""
        if not self.dead:
            if self.invincible and not self.even_frame:
                return
            if self.rotate:
                line_len = 50
                start_pos = Vector2(self.fire_from) + self.pos
                end_pos = start_pos - Vector2(
                    cos(radians(self.rotation + 90)) * line_len,
                    sin(radians(self.rotation + 90)) * line_len)
                pygame.draw.line(surf, (255, 0, 0), start_pos, end_pos, 1)
            name = f"{self.name}{int(6 * (self.completeness / 1))}"
            if name in self.images:
                self.image = pygame.transform.scale(self.images[name],
                                                    self.size)
            if self.rotate and self.completeness == 1 or not name in self.images:
                lr = ""
                if self.rotation >= 45:
                    lr = "R"
                if self.rotation <= -45:
                    lr = "L"
                surf.blit(
                    pygame.transform.scale(self.images[self.name + lr],
                                           self.size), self.pos)
            else:
                surf.blit(self.image, self.pos)
        if self.dead:
            rect = self.get_rect()
            rect.size = self.boom_size
            rect.center = self.get_rect().center
            surf.blit(
                pygame.transform.scale(
                    self.images[f"{self.name}Die{self.frame}"],
                    self.boom_size), rect)

    def fire(self):
        self.completeness = 0
        center = Vector2(self.get_rect().topleft)
        if self.fire_from != "center":
            center += Vector2((self.fire_from))
        else:
            center += (Vector2(self.size) / 2)
        obj = self.fireObject(center, self.images, self.rotation)
        obj.damage *= self.weapon_power
        if self.whimp:
            obj.damage /= 10
        self.lasers.append(obj)
        if not self.whimp:
            pitch = random.choice(self.fire_sound_pitches)
            obj.fire_sound.__init__(obj.fire_sound.original_filename,
                                    pitch=pitch)
            obj.fire_sound.play()
        return obj

    def events(self, event):
        """Handle user events for Zapper"""
        if (event.type == pygame.KEYDOWN
                or joystick.WasEvent()) and not self.dead:
            if (event.key in (pygame.K_SPACE, pygame.K_UP, pygame.K_w)
                    or joystick.JustPressedX()
                ) and self.completeness == 1 and self.canFire:
                obj = self.fire()
                self.just_fired = obj

    def update(self, time_passed):
        """Update Zapper"""
        self.even_frame = not self.even_frame
        if self.invincible:
            self.invincible_time -= time_passed
            if self.invincible_time < 0:
                self.invincible = False
        for item in self.current_items:
            self.current_items[item].total_time += time_passed
        self.just_fired = False
        if self.dead and self.health > 0:
            self.im_back = True
            self.dead = False
            self.frame = 1
        if self.regen:
            self.regen_time += time_passed
            t = 1
            if self.shield == 0:
                t = 2
            if self.regen_time >= t:
                self.regen_time = 0
                self.shield += .1
                if self.shield > self.max_shield:
                    self.shield = self.max_shield
        pressed = pygame.key.get_pressed()
        if (
                pressed[pygame.K_SPACE] or pressed[pygame.K_w]
                or pressed[pygame.K_UP] or joystick.CurrentState.X
        ) and self.completeness == 1 and self.canFire and self.beam and not self.dead:
            obj = self.fire()
            if not self.whimp:
                self.just_fired = obj
        if pressed[pygame.K_q] and self.rotate:
            self.rotation -= self.rotation_speed * time_passed
        if joystick.CurrentState.LT_val >= .05 and self.rotate:
            self.rotation -= self.rotation_speed * time_passed * joystick.CurrentState.LT_val

        if pressed[pygame.K_e] and self.rotate:
            self.rotation += self.rotation_speed * time_passed
        if joystick.CurrentState.RT_val >= .05 and self.rotate:
            self.rotation += self.rotation_speed * time_passed * joystick.CurrentState.RT_val

        if self.rotation < -self.max_rotation:
            self.rotation = -self.max_rotation
        if self.rotation > self.max_rotation:
            self.rotation = self.max_rotation
        if self.dead:
            if self.frame_rate <= self.frame_time:
                self.frame += 1
                self.frame_time = 0
            if self.frame > self.death_frames:
                self.kill = True
                self.frame = 25
            self.frame_time += time_passed
        self.time_passed = time_passed
        if self.completeness < 1:
            self.completeness += time_passed * self.fire_per_sec
        if self.completeness > 1:
            self.completeness = 1
        if not self.beam:
            self.image = pygame.transform.scale(self.images[\
                f"{self.name}{int(6 * (self.completeness / 1))}"], self.size)
        acc = True
        if (pressed[pygame.K_LEFT] or pressed[pygame.K_a]
                or joystick.CurrentState.joystick_left) and not self.dead:
            self.target_x_velocity = -self.max_velocity
        elif (pressed[pygame.K_RIGHT] or pressed[pygame.K_d]
              or joystick.CurrentState.joystick_right) and not self.dead:
            self.target_x_velocity = self.max_velocity
        else:
            acc = False
            self.target_x_velocity = 0
        if acc:
            self.velocity.x -= (
                self.velocity.x -
                self.target_x_velocity) * self.speed * self.friction * (
                    1 if self.hover else self.mission.friction *
                    self.mission.traction
                ) * self.acceleration * self.general_acc * self.time_passed
        if not acc:
            self.velocity.x -= (self.velocity.x -
                                self.target_x_velocity) * self.friction * (
                                    1 if self.hover else self.mission.friction
                                ) * self.general_acc * self.time_passed
        if self.velocity.x > self.max_velocity:
            self.velocity.x = self.max_velocity
        if self.velocity.x < -self.max_velocity:
            self.velocity.x = -self.max_velocity
        if abs(self.velocity.x) < .01 and not acc:
            self.velocity.x = 0
        if self.pos[0] <= 0 and self.velocity.x < 0:
            self.velocity.x = abs(self.velocity.x) * .2
        if self.rect.right >= 800 and self.velocity.x > 0:
            self.velocity.x = -abs(self.velocity.x) * .2


#        if self.pos[0] < 0:
#            self.pos[0] = 0
#            self.velocity[0] = 0
#        if self.pos[0] > 736:
#            self.pos[0] = 736
#            self.velocity[0] = 0
        if self.mission.temperature + self.add_temp > self.max_temp and not self.dead:
            remove = (
                (self.mission.temperature + self.add_temp - self.max_temp) /
                1000) * self.time_passed
            if self.shield > 0:
                self.shield -= remove
            else:
                self.health -= remove
            if self.shield < 0:
                self.shield = 0
        self.pos[0] += self.velocity[0]
        self.pos[1] += self.velocity[1]
        self.rect = self.get_rect()
        if not self.dead:
            self.rect.bottom -= ((self.rect.bottom - self.target_alt) *
                                 self.alt_change_speed * self.time_passed)
        self.pos[1] = self.rect.top
        self.rect = self.get_rect()

    def goToGround(self):
        self.target_alt = self.min_alt

    def goBackUp(self):
        self.target_alt = self.standard_alt
Exemplo n.º 11
0
def congrats(display, images, mode, data, profile=None):
    """Display a screen for awarding achievements / unlocking planets"""
    done = False
    pf = 1
    pt = 0
    pfr = 1 / 25
    time_passed = 0
    total_time_passed = 0
    clock = pygame.time.Clock()
    if profile and mode == "ach":
        Sound(fix_path("audio/cashRegister.wav")).play()
        profile["money"] += data[2]
        profile["achievements"].append(data[0])
    while not done:
        for event in pygame.event.get():
            joystick.Update(event)
            if not hasattr(event, "key"):
                event.key = None
            if event.type == pygame.KEYDOWN or joystick.WasEvent():
                if event.key in (pygame.K_RETURN,
                                 pygame.K_ESCAPE) or joystick.GoEvent(
                                 ) or joystick.BackEvent():
                    done = True
                if event.key == pygame.K_F2 or joystick.JustPressedLB():
                    screenshot.capture("_congrats", display)
        display.blit(images["background"], (0, 0))
        if not mode == "store":
            retro_text((400, 100),
                       display,
                       24,
                       "Congratulations!",
                       font="impact",
                       anchor="center")
        stuff_rect = pygame.Rect(0, 0, 450, 350)
        if mode == "ach":
            stuff_rect.w *= 1.5
        stuff_rect.midtop = (400, 90)
        stuff_surf = pygame.Surface(stuff_rect.size)
        stuff_surf.fill((255, 0, 255))
        stuff_surf.set_alpha(50)
        display.blit(stuff_surf, stuff_rect)
        if mode == "planet" or mode == "store":
            rgba = ""
            if data.rgba:
                rgba = "RGBA"
            name = f"spinning{data.name}{rgba}{pf}"
            if not name in images:
                name = f"still_{data.name.lower()}"
            image = images[name]
            rect = pygame.Rect(0, 0, 100, 100)
            rect.center = (400, 200)
            display.blit(pygame.transform.scale(image, (100, 100)), rect)
            text = ""
            if not mode == "store":
                retro_text((400, 300),
                           display,
                           14,
                           f"You have unlocked Planet {data.name}",
                           anchor="center")
            else:
                retro_text((400, 300),
                           display,
                           14,
                           f"Restocked Store on {data.name}",
                           anchor="center")
            pt += time_passed
            if pt >= pfr:
                pf += 1
                pt = 0
            if pf > 25:
                pf = 1
        if mode == "ach":  # Short for achievement
            retro_text((400, 250),
                       display,
                       17,
                       f"{data[0]} Achievement Unlocked!",
                       anchor="center",
                       font="Sans")
            retro_text((400, 280),
                       display,
                       15,
                       data[1],
                       anchor="center",
                       bold=True,
                       font="Sans")
            retro_text((400, 300),
                       display,
                       15,
                       f"Money Earned: {data[2]}",
                       bold=True,
                       font="Sans",
                       anchor="center")
        if total_time_passed >= 15:
            done = True
        pygame.display.update()
        time_passed = clock.tick(60) / 1000
        total_time_passed += time_passed
Exemplo n.º 12
0
 def events(self):
     for event in pygame.event.get():
         click = False
         joystick.Update(event)
         if not hasattr(event, "key"):
             event.key = None
         if event.type == pygame.MOUSEBUTTONDOWN:
             if self.button_rect.collidepoint(pygame.mouse.get_pos()):
                 click = True
         if event.type == pygame.KEYUP or joystick.WasEvent():
             if event.key == pygame.K_y or joystick.JustPressedY():
                 cat = self.catagories[self.selected]
                 sel = self.sel_num[self.selected]
                 if self.selected != 2:
                     item = list(cat.keys())[sel]
                 else:
                     item = cat[sel][1]
                 if item:
                     display_info(self.display, self.images, item)
         if event.type == pygame.KEYDOWN or joystick.WasEvent():
             if event.key in (pygame.K_UP,
                              pygame.K_w) or joystick.JustWentUp():
                 if not self.button_selected:
                     self.selected -= 1
                 else:
                     self.button_selected = False
             if event.key in (pygame.K_DOWN,
                              pygame.K_s) or joystick.JustWentDown():
                 self.selected += 1
             if self.selected < 0:
                 self.selected = 0
             if self.selected == len(self.rects):
                 self.selected = len(self.rects) - 1
                 self.button_selected = True
             if (event.key in (pygame.K_LEFT, pygame.K_a) or
                     joystick.JustWentLeft()) and not self.button_selected:
                 self.sel_num[self.selected] -= 1
             if (event.key in (pygame.K_RIGHT, pygame.K_d) or
                     joystick.JustWentRight()) and not self.button_selected:
                 self.sel_num[self.selected] += 1
             if self.sel_num[self.selected] < 0:
                 self.sel_num[self.selected] = 0
             if self.sel_num[self.selected] == len(
                     self.catagories[self.selected]):
                 self.sel_num[self.selected] = len(
                     self.catagories[self.selected]) - 1
             if (event.key == pygame.K_RETURN or
                     joystick.JustPressedA()) and not self.button_selected:
                 cat = self.catagories[self.selected]
                 lcat = list(cat)
                 sel = self.sel_num[self.selected]
                 didSomething = False
                 if self.selected == 1:
                     for x in self.catagories[2]:
                         if x[1] == None:
                             if not lcat:
                                 return
                             didSomething = True
                             x[1] = lcat[sel]
                             if cat[lcat[sel]] == 1:
                                 cat.pop(lcat[sel])
                                 break
                             else:
                                 cat[lcat[sel]] -= 1
                                 break
                 if not didSomething:
                     Sound(fix_path("audio/donk.wav")).play()
                 if self.selected == 2 and cat[sel][1] != None:
                     done = False
                     for x in self.catagories[1]:
                         if x == cat[sel][1]:
                             self.catagories[1][x] += 1
                             done = True
                     if not done:
                         self.catagories[1][cat[sel][1]] = 1
                     cat[sel][1] = None
             if (event.key == pygame.K_RETURN
                     or joystick.JustPressedA()) and self.button_selected:
                 click = True
         if click and not self.cannotContinue():
             self.done = True
class LoseWin:
    def __init__(self,
                 display,
                 images,
                 money=[1, 1, 1, 1, [], 0, 0],
                 mode="won"):
        self.display = display
        self.images = images
        self.mode = mode
        self.frame = 1
        self.frame_time = 0
        self.frame_rate = 1 / 25
        self.time_passed = 0
        self.anim_done = False
        self.done = False
        self.text = ["Save + Continue", "Save + Exit"]
        self.top_selected = True
        self.money_old, self.money_new, self.bonus, self.bonus1, self.acc, self.lost, self.maxcombo = money
        try:
            self.acc_per = self.acc.count(True) / len(self.acc)
            self.acc_per2 = round(self.acc_per * 100, 3)
        except ZeroDivisionError:
            self.acc_per = 0
            self.acc_per2 = 0
        self.money_new += round(self.bonus)
        self.money_new += round(self.bonus1 * self.acc_per)
        self.money_sound = Sound(fix_path("audio/money.wav"))
        self.register_sound = Sound(fix_path("audio/cashRegister.wav"))
        if mode == "won":
            self.money_sound.play(-1)
        self.exit = False
        self.stopped = False

    def main(self):
        while not self.done:
            self.events()
            self.draw()
            self.update()
        return self.exit

    def events(self):
        for event in pygame.event.get():
            joystick.Update(event)
            if not hasattr(event, "key"):
                event.key = None
            if event.type == pygame.KEYUP or joystick.WasEvent():
                if event.key == pygame.K_F2 or joystick.JustPressedLB():
                    screenshot.capture("WL", self.display)
                if event.key == pygame.K_ESCAPE or joystick.BackEvent():
                    self.money_old = self.money_new
                if event.key == pygame.K_TAB:
                    self.top_selected = not self.top_selected
                if event.key == pygame.K_UP or joystick.JustWentUp():
                    self.top_selected = True
                if event.key == pygame.K_DOWN or joystick.JustWentDown():
                    self.top_selected = False
                if event.key == pygame.K_y or joystick.JustPressedY():
                    self.info()
                if event.key == pygame.K_RETURN or joystick.JustPressedA():
                    self.stopped = True
                    if self.mode == "won":
                        self.register_sound.play()
                    self.money_sound.stop()
                    if self.top_selected:
                        self.done = True
                    else:
                        self.done = True
                        self.exit = True

    def info(self):
        display = self.display.copy()
        done = False
        rect = pygame.Rect(0, 0, 600, 400)
        rect.center = self.display.get_rect().center
        data = f"""
Shots fired: {len(self.acc)}
Shots hit: {self.acc.count(True)}
Shots missed: {self.acc.count(False)}
Accuracy: {self.acc_per2}%

Total attempts to beat this level:{self.lost}

Max Combo: {self.maxcombo}"""
        while not done:
            for event in pygame.event.get():
                joystick.Update(event)
                if not hasattr(event, "key"):
                    event.key = None
                if event.type == pygame.QUIT:
                    done = True
                if event.type == pygame.KEYUP or joystick.WasEvent():
                    if event.key == pygame.K_F2 or joystick.JustPressedLB():
                        screenshot.capture("WL_info", self.display)
                    if event.key in (pygame.K_q, pygame.K_ESCAPE,
                                     pygame.K_RETURN, pygame.K_SPACE,
                                     pygame.K_y) or joystick.BackEvent(
                                     ) or joystick.GoEvent():
                        done = True
            self.display.blit(display, (0, 0))
            pygame.draw.rect(self.display, (40, 40, 40), rect)
            pygame.draw.rect(self.display, (255, 255, 0), rect, 1)
            for index, line in enumerate(data.split("\n")):
                retro_text((121, 142 + index * 14),
                           self.display,
                           14,
                           line,
                           color=(0, 0, 0))
                retro_text((120, 140 + index * 14), self.display, 14, line)
            pygame.display.update()
        joystick.Reset()

    def draw(self):
        self.display.blit(self.images["background"], (0, 0))
        rect = pygame.Rect(0, 0, 400, 200)
        rect.center = self.display.get_rect().center
        self.display.blit(
            pygame.transform.scale(self.images[f"you_{self.mode}{self.frame}"],
                                   (400, 200)), rect)
        rect.move_ip(50, 0)
        pos = rect.left - 20, rect.bottom
        colors = [(255, 255, 175), (255, 255, 255)]
        if not self.top_selected:
            pos = rect.left - 20, rect.bottom + 20
            colors.reverse()
        self.display.blit(self.images["bullet"], pos)
        retro_text(rect.bottomleft,
                   self.display,
                   14,
                   self.text[0],
                   anchor="topleft",
                   color=colors[0])
        retro_text((rect.left, rect.bottom + 20),
                   self.display,
                   14,
                   self.text[1],
                   anchor="topleft",
                   color=colors[1])
        if self.mode == "won":
            retro_text((400, 25), self.display, 14, "Loot:", anchor="center")
            retro_text((400, 50),
                       self.display,
                       14,
                       round(self.money_old),
                       anchor="center")
            retro_text((400, 75),
                       self.display,
                       14,
                       "Fast Victory Bonus",
                       anchor="center")
            retro_text((400, 100),
                       self.display,
                       14,
                       round(self.bonus),
                       anchor="center")
            retro_text((400, 125),
                       self.display,
                       14,
                       "Accuracy Bonus",
                       anchor="center")
            retro_text((400, 150),
                       self.display,
                       14,
                       round(self.bonus1 * self.acc_per),
                       anchor="center")
        retro_text((400, 165),
                   self.display,
                   14,
                   "Press <Y> for more info",
                   anchor="center")

    def update(self):
        self.frame_time += self.time_passed
        if self.frame_time >= self.frame_rate and not self.anim_done:
            self.frame += 1
            self.frame_time = 0
        if self.frame > 50 and self.mode == "won":
            self.frame = 50
            self.anim_done = True
        if self.frame > 50 and self.mode == "lost":
            self.frame = 1
        if self.mode == "won":
            self.money_old -= (self.money_old - self.money_new) / 25
        if round(self.money_old) == round(
                self.money_new) and not self.stopped and self.mode == "won":
            self.money_sound.stop()
            self.register_sound.play()
            self.stopped = True
        pygame.display.update()
        self.time_passed = clock.tick(60) / 1000
Exemplo n.º 14
0
import os
import pygame
import time
import copy
from interplanetary_invaders.scripts.retro_text import retro_text
from interplanetary_invaders.scripts.sound import Sound
from interplanetary_invaders.scripts.utils import fix_path, colorize
from interplanetary_invaders.scripts.get_file import get_file

from interplanetary_invaders.scripts import saves
directory = get_file(fix_path("data/screenshots"))

pygame.init()

sound = Sound(fix_path("audio/click.wav"))
options = saves.load_options()
save_for_later = {}

FirstScreenshot = True


def capture(profile_num, surf, ingame=False):
    global FirstScreenshot
    if FirstScreenshot:
        print(colorize(f"Saving screenshots at: {directory}", "bold"))
        FirstScreenshot = False
    surf = copy.copy(surf)
    data = time.localtime()
    if not os.path.exists(directory):
        print(colorize("Screenshot directory missing.", "warning"))
        os.mkdir(directory)