def handleEvents(events=None, escape_exits=True): global next_screen, forceUpdate, quitPrompt # update last events Input.update() # Update our mouse position and 3 button state Input.update_mouse(pygame.mouse.get_pressed(), pygame.mouse.get_pos()) # Add all events from the event queue to the input module # for this loop cycle. if events is None: events = pygame.event.get() Input.add_events(events) if (Input.down(K_ESCAPE) and escape_exits) or Input.isset("QUIT"): if not quitPrompt: quitPrompt = True if game.yesno_prompt("Exit RED -spider lily-?"): next_screen = None return "quit" quitPrompt = False forceUpdate = True Input.update() # if Input.up(K_F9): # level = int(getInput("Goto level #:", pygame.Rect(0, 550, 800, 50), default="0")) # forceUpdate = True # game.load_level(level, game.mc) if Input.up(K_F8): mapeditor.map_editor() forceUpdate = True
def dissolve_transition(old_screen, new_screen, time, rect=None): # initialize values alpha = 0 # calculate how much we will increase alpha incAlpha = 255/float(time) while alpha < 255: lag = clock.tick(MAX_FPS) if handleEvents() == "quit": exit() if Input.up(K_ESCAPE): new_screen.set_alpha(None) screen.blit(new_screen, (0,0)) updateScreen() return # blit the old and new screens screen.blit(old_screen, (0,0)) new_screen.set_alpha(int(alpha)) screen.blit(new_screen, (0,0)) updateScreen() # increase alpha alpha += incAlpha * lag # blit the new screen with full opacity new_screen.set_alpha(None) screen.blit(new_screen, (0,0)) updateScreen()
def level_clear_screen(mc, killed_bugs, ltime, lives, lost_lives, score): core.play_music("stage clear", queue=True) last_screen = core.screen.copy().convert() ls = last_screen.copy().convert() bg = core.load_image("stage_clear.png", directory="gfx") stars = core.load_image("rank_star.png", directory="gfx") stars = [ core.im_crop(stars, pygame.Rect(0,0,55,51)), core.im_crop(stars, pygame.Rect(55,0,55,51)) ] ltime = int(ltime) used_feathers, wasted_feathers, waste_penalty = getFeatherStats(mc) rank = getRank(mc, lost_lives, lives, ltime, killed_bugs) state = 0 skilled_bugs = oStatsDisp(0, (465,155), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time) stime = oStatsDisp(0, (465,190), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time) slives = oStatsDisp(0, (465,225), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time) sfeathers = oStatsDisp(0, (465,260), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time) stotal = oStatsDisp(score, (235,370), useNumbers=True, xalign=1.0, width=330, formatValue=format_score) last_total = score forceUpdate = True vel = .3 vel2 = 100 while True: lag = core.clock.tick(core.MAX_FPS) if lag <= 0: lag = 1 dirty_rects = [] if core.handleEvents() == "quit": exit() vel = 0.2 if Input.up(K_RETURN): if state < 8: vel = sys.maxint else: core.dissolve_transition(core.screen.copy().convert(), ls, 1000) return stotal.value, rank core.screen.blit(ls, (0,0)) core.screen.blit(bg, (0,0)) # points if state == 0: skilled_bugs.update( skilled_bugs.value + vel*lag ) if skilled_bugs.value >= killed_bugs: skilled_bugs.value = killed_bugs state += 1 elif state == 1: stime.update( stime.value + vel*lag ) if stime.value >= ltime: stime.value = ltime state += 1 elif state == 2: slives.update( slives.value + vel*lag ) if slives.value >= lives: slives.value = lives state += 1 elif state == 3: sfeathers.update( sfeathers.value + vel*lag ) if sfeathers.value >= wasted_feathers: sfeathers.value = wasted_feathers state += 1 elif state == 4: stotal.update( stotal.value + vel2*lag ) if stotal.value >= last_total + killed_bugs*10: stotal.value = last_total + killed_bugs*10 last_total = stotal.value state += 1 elif state == 5: stotal.update( stotal.value + vel2*lag ) if stotal.value >= last_total + ltime*100: stotal.value = last_total + ltime*100 last_total = stotal.value state += 1 elif state == 6: stotal.update( stotal.value + vel2*lag ) if stotal.value >= last_total + lives*1000: stotal.value = last_total + lives*1000 last_total = stotal.value state += 1 elif state == 7: stotal.update( stotal.value - vel2*lag ) if stotal.value <= last_total - waste_penalty: stotal.value = last_total - waste_penalty last_total = stotal.value state += 1 # draw dirty_rects.extend( skilled_bugs.draw(core.screen) ) if state > 0: dirty_rects.extend( stime.draw(core.screen) ) if state > 1: dirty_rects.extend( slives.draw(core.screen) ) if state > 2: dirty_rects.extend( sfeathers.draw(core.screen) ) if state > 3: dirty_rects.extend( stotal.draw(core.screen) ) if state > 7: def draw_rank_star(pos, rank_need): if rank >= rank_need: return core.screen.blit(stars[1], pos) else: return core.screen.blit(stars[0], pos) dirty_rects.append( draw_rank_star((405,430), 3) ) dirty_rects.append( draw_rank_star((460,430), 2) ) dirty_rects.append( draw_rank_star((515,430), 1) ) if last_screen is not None: core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000) last_screen = None if forceUpdate: dirty_rects = None forceUpdate = False core.updateScreen(dirty_rects)
def main_menu(): core.play_music("main menu") # load bg bg = core.load_image("main_menu.png", directory="gfx", auto_alpha=False) selected = 0 def genButton(images, pos): button = sprite.oSprite() button.x = pos[0] button.y = pos[1] button.animations = { "active": { "N": [0,True,[sprite.oFrame(images[0])]] }, "inactive": { "N": [0,True,[sprite.oFrame(images[1])]] } } core.render_group.add(button) return button selected = 0 buttons = [] core.render_group.clear() for i, button in enumerate(["new game","help","credits","exit"]): y = 180 + i*40 x = 75 buttons.append( genButton(core.game_images[button], (x,y)) ) menu_screens = [ game_intro, # new game hiscores_screen,# high scores credits_screen, # credits exit_screen, # exit ] forceUpdate = True last_screen = core.screen.copy().convert() while True: lag = core.clock.tick(core.MAX_FPS) if core.handleEvents() == "quit": exit() if Input.up(K_UP): core.play_sound("cursor_move") selected -= 1 if selected < 0: selected = len(buttons)-1 if Input.up(K_DOWN): core.play_sound("cursor_move") selected += 1 if selected >= len(buttons): selected = 0 if Input.up(K_RETURN): core.next_screen = menu_screens[selected] core.play_sound("button_click") return for i, button in enumerate(buttons): button.changeState("active" if i == selected else "inactive") dirty_rects = core.render_group.update(lag) core.screen.blit(bg, (0,0)) core.render_group.draw(core.screen) if last_screen is not None: core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000) last_screen = None if forceUpdate: dirty_rects = None core.updateScreen(dirty_rects)
def yesno_prompt(text): last_screen = core.screen.copy().convert() ls = last_screen.copy().convert() bg = core.load_image("yesno_prompt.png", directory="gfx") selected = 0 button_group = sprite.oSpriteGroup() def genButton(images, pos): button = sprite.oSprite() button.x = pos[0] button.y = pos[1] button.animations = { "active": { "N": [0,True,[sprite.oFrame(images[0])]] }, "inactive": { "N": [0,True,[sprite.oFrame(images[1])]] } } button_group.add(button) return button selected = 0 buttons = [] buttons.append( genButton(core.game_images["no"], (200,300)) ) buttons.append( genButton(core.game_images["yes"], (400,300)) ) forceUpdate = True while True: lag = core.clock.tick(core.MAX_FPS) if core.handleEvents() == "quit": exit() if Input.up(K_LEFT): core.play_sound("cursor_move") selected -= 1 if selected < 0: selected = len(buttons)-1 if Input.up(K_RIGHT): core.play_sound("cursor_move") selected += 1 if selected >= len(buttons): selected = 0 if Input.up(K_RETURN): core.play_sound("button_click") core.dissolve_transition(core.screen.copy().convert(), ls, 1000) return bool(selected) for i, button in enumerate(buttons): button.changeState("active" if i == selected else "inactive") dirty_rects = button_group.update(lag) core.screen.blit(ls, (0,0)) core.screen.blit(bg, (0,0)) button_group.draw(core.screen) dirty_rects.append(core.fonts.Draw(core.screen, None, 36, text, pygame.Rect(50,250,700,50), (255,255,255,255), alignHoriz='center', antialias=True)) if last_screen is not None: core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000) last_screen = None core.updateScreen(dirty_rects)
def handlePlayerControls(char, lag): if char.animState == "dying": return d = "" ly = char.y lx = char.x if Input.motion(CONTROLS["up"]): char.y -= char.speed*char.speedMul * lag d += "N" if Input.motion(CONTROLS["down"]): char.y += char.speed*char.speedMul * lag d += "S" if Input.motion(CONTROLS["left"]): char.x -= char.speed*char.speedMul * lag d += "W" if Input.motion(CONTROLS["right"]): char.x += char.speed*char.speedMul * lag d += "E" if d == "": char.changeState("stopped") else: char.changeState("walking") char.changeDirection(d) if not char.canWalk(): char.x = lx char.y = ly if Input.motion(CONTROLS["attack"]): char.attacks[char.use_attack].attack(char) if Input.up(CONTROLS["prev_feather"]): char.use_attack -= 1 if char.use_attack < 0: char.use_attack = len(char.attacks)-1 if Input.up(CONTROLS["next_feather"]): char.use_attack += 1 if char.use_attack >= len(char.attacks): char.use_attack = 0 # if Input.motion(CONTROLS["run"]): # char.speedMul = 2 # else: # char.speedMul = 1 if Input.up(CONTROLS["action"]): w, h = level.tileSize x = int( math.floor( char.x / w ) ) y = int( math.floor( (char.y-33) / h ) )# fix tiles have a blank area on top o.o tile = level.getTile(x, y) if tile.portal and tile.active: play_sound("portal_activate") level.portalActive = True if tile.op > -1: tile.active = not tile.active if tile.active: play_sound("block_activate") else: play_sound("block_deactivate") tile.changed = True mathExp.activateTerm(x, y) level.activateTiles(mathExp.getResult()) level.genBitmask()
def show_texts(self, texts, char=0): rv = True self.char = char x, y = self.x, self.y if self.background is not None: last_screen = core.screen.copy().convert() ls = last_screen.copy().convert() core.screen.blit( self.background, self.bg_pos ) core.dissolve_transition( last_screen, core.screen.copy().convert(), self.intime ) last_screen = core.screen.copy().convert() try: for text in texts: text = "\n".join( self.wrap_multi_line(text, self.font, self.width) ) + ' ' self.dismissed = False start = 0 while not self.dismissed: lag = core.clock.tick(core.MAX_FPS) if lag <= 0: lag = 1 if core.handleEvents(escape_exits = not K_ESCAPE in self.skip_keys) == "quit": exit() core.screen.blit(last_screen, (0,0)) for skip_key in self.skip_keys: if Input.up(skip_key): rv = False raise eSkipText if start < len(text): for dismiss in self.dismiss_keys: if Input.up(dismiss): self.char = len(text) self.char += self.speed * lag chars = text[start:int(self.char)] start += len(chars) update_rects = [] for char in chars: if char in ["\r","\n"]: y += self.font.size("W")[1] + self.line_spacing x = self.x else: text_surf = self.font.render( char, True, self.color ) update_rects.append( last_screen.blit(text_surf, (x,y)) ) x += text_surf.get_width() core.updateScreen() else: if self.ctc is not None: self.ctc.x = x self.ctc.y = y ctc_rect = self.ctc.update(lag) self.ctc.draw(core.screen) ctc_rect.extend(update_rects) core.updateScreen(ctc_rect) for dismiss in self.dismiss_keys: if Input.up(dismiss): self.dismissed = True self.char -= len(text) x = self.x y += self.font.size("W")[1] + self.line_spacing except eSkipText: pass core.dissolve_transition( core.screen.copy().convert(), ls, self.intime ) return rv