Пример #1
0
def main():
    """ Main Program """
    pygame.mixer.pre_init(44100, -16, 2, 2048)
    pygame.init()

    # Initialize gameplay
    game = Gameplay()

    # Start game clock
    clock = pygame.time.Clock()

    # End loop condition
    loop = True

    # ======== Main Game Loop ========
    while loop:
        for event in pygame.event.get():
            if event.type == QUIT:
                loop = False

        # Check for level change
        game.change_level()

        # Limit to 60 FPS
        game.set_fps(FPS, clock)

        # Checks for input based on player type (ship vs hero)
        game.get_input()

        # Update each sprite groups in current level
        game.update()

        # Render level
        game.render_level(clock.get_fps())

        # Update screen
        pygame.display.flip()
Пример #2
0
class FourElementsRunWindow(arcade.Window):
    def __init__(self, width, height, window_title):
        super().__init__(width, height, window_title)
        self.stage = MENU
        self.all_check_cover()
        self.howto_page = 1
        self.gameplay = Gameplay()
        self.sound_fx = Sound()

    def all_check_cover(self):
        self.start_cover = False
        self.how_cover = False
        self.howto_left = False
        self.howto_right = False
        self.game_over_cover = False
        self.sound_onoff_cover = False
        self.howto_gui_cover()

    def howto_gui_cover(self):
        self.player = False
        self.range = False
        self.melee = False
        self.hp = False
        self.power = False
        self.floor = False
        self.score = False
        self.platform = False
        self.monster = False

    def all_howto_interface(self, x, y):
        self.howto_interface_player(x, y)
        self.howto_interface_range(x, y)
        self.howto_interface_melee(x, y)
        self.howto_interface_hp(x, y)
        self.howto_interface_power(x, y)
        self.howto_interface_floor(x, y)
        self.howto_interface_score(x, y)
        self.howto_interface_platform(x, y)
        self.howto_interface_monster(x, y)

    def howto_interface_player(self, x, y):
        if x in range(127, 178) and y in range(121, 187):
            self.player = True
        else:
            self.player = False

    def howto_interface_range(self, x, y):
        if x in range(206, 323) and y in range(159, 208):
            self.range = True
        else:
            self.range = False

    def howto_interface_melee(self, x, y):
        if x in range(206, 271) and y in range(102, 150):
            self.melee = True
        else:
            self.melee = False

    def howto_interface_hp(self, x, y):
        if x in range(166, 367) and y in range(462, 483):
            self.hp = True
        else:
            self.hp = False

    def howto_interface_power(self, x, y):
        if x in range(166, 347) and y in range(451, 461):
            self.power = True
        else:
            self.power = False

    def howto_interface_floor(self, x, y):
        if x in range(581, 640) and y in range(466, 483):
            self.floor = True
        else:
            self.floor = False

    def howto_interface_score(self, x, y):
        if x in range(581, 640) and y in range(448, 465):
            self.score = True
        else:
            self.score = False

    def howto_interface_platform(self, x, y):
        if x in range(501, 680) and y in range(332, 349):
            self.platform = True
        else:
            self.platform = False

    def howto_interface_monster(self, x, y):
        if x in range(561, 620) and y in range(192, 242):
            self.monster = True
        else:
            self.monster = False

    def menu_hover(self, x, y):
        self.game_over_cover = False
        if x in range(274, 526) and y in range(151, 204):
            self.start_cover = True
        else:
            self.start_cover = False
        if x in range(382, 418) and y in range(87, 124):
            self.how_cover = True
        else:
            self.how_cover = False
        if x in range(750, 785) and y in range(15, 50):
            self.sound_onoff_cover = True
        else:
            self.sound_onoff_cover = False

    def menu_press(self, x, y):
        if x in range(274, 526) and y in range(151, 204):
            self.stage = GAMEPLAY
            self.gameplay.set_up()
        elif x in range(382, 418) and y in range(87, 124):
            self.stage = HOWTOPLAY
        elif x in range(750, 785) and y in range(15, 50):
            self.gameplay.enable_sound = not self.gameplay.enable_sound

    def game_over_press(self, x, y):
        if self.gameplay.world.player.is_dead:
            if x in range(312, 489) and y in range(50, 100):
                self.stage = MENU

    def game_over_hover(self, x, y):
        if self.gameplay.world.player.is_dead:
            if x in range(312, 489) and y in range(50, 100):
                self.game_over_cover = True
            else:
                self.game_over_cover = False

    def howto_press(self, x, y):
        if 1 <= self.howto_page <= 3:
            if x in range(22, 96) and y in range(274, 325):
                self.howto_page -= 1
            elif x in range(707, 781) and y in range(274, 325):
                self.howto_page += 1

    def howto_arrow_hover(self, x, y):
        if x in range(22, 96) and y in range(274, 325):
            self.howto_left = True
        else:
            self.howto_left = False
        if x in range(707, 781) and y in range(274, 325):
            self.howto_right = True
        else:
            self.howto_right = False

    def draw_sprite(self, condition, location):
        if condition:
            sprite = arcade.Sprite(location, scale=0.24)
            sprite.set_position(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2)
            sprite.draw()

    def draw_menu(self):
        arcade.draw_xywh_rectangle_textured(
            0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
            arcade.load_texture('images/menu/menu.png'))
        self.draw_sprite(self.gameplay.enable_sound,
                         'images/menu/sound_on.png')
        self.draw_sprite(not self.gameplay.enable_sound,
                         'images/menu/sound_off.png')
        self.draw_sprite(self.gameplay.enable_sound and self.sound_onoff_cover,
                         'images/menu/sound_on_cover.png')
        self.draw_sprite(
            not self.gameplay.enable_sound and self.sound_onoff_cover,
            'images/menu/sound_off_cover.png')
        self.draw_sprite(self.start_cover, 'images/menu/start_cover.png')
        self.draw_sprite(self.how_cover, 'images/menu/how_cover.png')

    def draw_howto(self):
        arcade.draw_xywh_rectangle_textured(
            0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
            arcade.load_texture('images/how_to/menu_bg.png'))
        if 1 <= self.howto_page <= 3:
            arcade.draw_xywh_rectangle_textured(
                0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                arcade.load_texture('images/how_to/howto_' +
                                    str(self.howto_page) + '.png'))
            self.draw_sprite(self.howto_left, 'images/how_to/arrow_left.png')
            self.draw_sprite(self.howto_right, 'images/how_to/arrow_right.png')
            if self.howto_page == 2:
                self.draw_howto_interface()
        else:
            self.stage = MENU
            self.howto_page = 1

    def draw_game_over_hover(self):
        if self.game_over_cover:
            over = arcade.Sprite('images/game_over/game_over_cover.png',
                                 scale=0.24)
            over.set_position(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2)
            over.draw()

    def draw_howto_interface(self):
        self.draw_sprite(self.player, 'images/how_to/howto_2-1.png')
        self.draw_sprite(self.range, 'images/how_to/howto_2-2.png')
        self.draw_sprite(self.melee, 'images/how_to/howto_2-3.png')
        self.draw_sprite(self.hp, 'images/how_to/howto_2-4.png')
        self.draw_sprite(self.floor, 'images/how_to/howto_2-5.png')
        self.draw_sprite(self.score, 'images/how_to/howto_2-6.png')
        self.draw_sprite(self.power, 'images/how_to/howto_2-7.png')
        self.draw_sprite(self.platform, 'images/how_to/howto_2-8.png')
        self.draw_sprite(self.monster, 'images/how_to/howto_2-9.png')

    def sound_on_mouse_motion(self, x, y, dx, dy):
        if self.stage == MENU:
            if x in range(274, 526) and y in range(151, 204):
                self.sound_fx.play_hover()
            elif x in range(382, 418) and y in range(87, 124):
                self.sound_fx.play_hover()
            else:
                self.sound_fx.reset_sound_play()
        elif self.stage == GAMEPLAY and self.gameplay.world.player.is_dead:
            if x in range(312, 489) and y in range(50, 100):
                self.sound_fx.play_hover()
            else:
                self.sound_fx.reset_sound_play()
        elif self.stage == HOWTOPLAY:
            if x in range(22, 96) and y in range(274, 325):
                self.sound_fx.play_hover()
            elif x in range(707, 781) and y in range(274, 325):
                self.sound_fx.play_hover()
            else:
                self.sound_fx.reset_sound_play()

    def sound_on_mouse_press(self, x, y):
        if self.stage == MENU:
            if x in range(274, 526) and y in range(151, 204):
                self.sound_fx.play_select()
                self.sound_fx.reset_sound_play()
            elif x in range(382, 418) and y in range(87, 124):
                self.sound_fx.play_select()
                self.sound_fx.reset_sound_play()
        elif self.stage == GAMEPLAY and self.gameplay.world.player.is_dead:
            if x in range(312, 489) and y in range(50, 100):
                self.sound_fx.play_main_menu()
            else:
                self.sound_fx.reset_sound_play()
        elif self.stage == HOWTOPLAY:
            if 1 <= self.howto_page <= 3:
                if x in range(22, 96) and y in range(274, 325):
                    self.sound_fx.play_flip()
                elif x in range(707, 781) and y in range(274, 325):
                    self.sound_fx.play_flip()
                else:
                    self.sound_fx.reset_sound_play()
            else:
                if x in range(22, 96) and y in range(274, 325):
                    self.sound_fx.play_close()
                elif x in range(707, 781) and y in range(274, 325):
                    self.sound_fx.play_close()
                else:
                    self.sound_fx.reset_sound_play()

    def on_draw(self):
        arcade.start_render()
        if self.stage == MENU:
            self.draw_menu()
        elif self.stage == GAMEPLAY:
            self.gameplay.on_draw()
            self.draw_game_over_hover()
        elif self.stage == HOWTOPLAY:
            self.draw_howto()

    def update(self, delta):
        # self.set_update_rate(1/70)
        if self.stage == GAMEPLAY:
            self.gameplay.update(delta)

    def on_key_press(self, key, key_modifiers):
        self.gameplay.on_key_press(key, key_modifiers)

    def on_key_release(self, key, key_modifiers):
        self.gameplay.on_key_release(key, key_modifiers)

    def on_mouse_motion(self, x, y, dx, dy):
        if self.gameplay.enable_sound:
            self.sound_on_mouse_motion(x, y, dx, dy)
        if self.stage == MENU:
            self.menu_hover(x, y)
        elif self.stage == GAMEPLAY:
            self.game_over_hover(x, y)
        elif self.stage == HOWTOPLAY:
            self.howto_arrow_hover(x, y)
            if self.howto_page == 2:
                self.all_howto_interface(x, y)

    def on_mouse_press(self, x, y, button, modifiers):
        if self.gameplay.enable_sound:
            self.sound_on_mouse_press(x, y)
        if self.stage == MENU:
            self.menu_press(x, y)
        if self.stage == GAMEPLAY:
            self.game_over_press(x, y)
        if self.stage == HOWTOPLAY:
            self.howto_press(x, y)
Пример #3
0
class SplitScreen(State):
    def __init__(self) -> None:
        self.gameplay1 = Gameplay()
        self.gameplay2 = Gameplay()

        self.popups1: List[Popup] = []
        self.popups2: List[Popup] = []
        self.current_popup1: Optional[Popup] = None
        self.current_popup2: Optional[Popup] = None

        self.finished = False
        self.end_screen = False

    def is_finished(self) -> bool:
        return self.finished

    def initialize(self) -> None:
        self.gameplay1.set_device(ctx.device1)
        self.gameplay1.initialize()

        self.gameplay2.set_device(ctx.device2)
        self.gameplay2.initialize()

    def update(self, switch_state: Callable) -> None:
        if not self.end_screen:
            if self.gameplay1.game_over and not self.gameplay2.game_over:
                self.gameplay2.game_over = True
                self.end_screen = True
                self.popups1.append(
                    Popup("You lost!", color="red", gcolor="orange"))
                self.popups2.append(
                    Popup("You won!", color="green", gcolor="yellow"))
            elif self.gameplay2.game_over and not self.gameplay1.game_over:
                self.gameplay1.game_over = True
                self.end_screen = True
                self.popups1.append(
                    Popup("You won!", color="green", gcolor="yellow"))
                self.popups2.append(
                    Popup("You lost!", color="red", gcolor="orange"))
            elif self.gameplay1.game_over and self.gameplay2.game_over:
                self.end_screen = True
                self.popups1.append(Popup("Draw!", color="cyan"))
                self.popups2.append(Popup("Draw!", color="cyan"))

        if self.gameplay1.cancel or self.gameplay2.cancel:
            if self.end_screen or self.gameplay1.countdown > 0:
                self.finished = True
                return
            else:
                self.gameplay1.game_over = self.gameplay1.cancel
                self.gameplay2.game_over = self.gameplay2.cancel
                self.gameplay1.cancel = False
                self.gameplay2.cancel = False

        self.gameplay1.update()
        self.gameplay2.update()

        if self.gameplay1.score.duel_lines > 0:
            hole = randint(0, 9)
            self.gameplay2.add_garbage(hole, self.gameplay1.score.duel_lines)
            self.gameplay1.score.duel_lines = 0

        if self.gameplay2.score.duel_lines > 0:
            hole = randint(0, 9)
            self.gameplay1.add_garbage(hole, self.gameplay2.score.duel_lines)
            self.gameplay2.score.duel_lines = 0

        self.popups1.extend(self.gameplay1.get_popups())
        self.gameplay1.clear_popups()

        self.popups2.extend(self.gameplay2.get_popups())
        self.gameplay2.clear_popups()

        if not self.current_popup1 and self.popups1:
            self.current_popup1 = self.popups1.pop(0)
        elif self.current_popup1:
            if not self.current_popup1.update():
                self.current_popup1 = None

        if not self.current_popup2 and self.popups2:
            self.current_popup2 = self.popups2.pop(0)
        elif self.current_popup2:
            if not self.current_popup2.update():
                self.current_popup2 = None

    def draw(self) -> None:
        self.gameplay1.draw(130, 80)
        self.gameplay2.draw(880, 80)

        if self.current_popup1:
            self.current_popup1.draw(130 + 155, 80 + 220)

        if self.current_popup2:
            self.current_popup2.draw(880 + 155, 80 + 220)
class Online(State):
    def __init__(self) -> None:
        self.gameplay1 = Gameplay()
        self.gameplay2 = Gameplay()

        self.popups1: List[Popup] = []
        self.popups2: List[Popup] = []
        self.current_popup1: Optional[Popup] = None
        self.current_popup2: Optional[Popup] = None

        self.waiting = True
        self.waiting_cycle = 0
        self.last_waiting_cycle = ctx.now

        self.buffer = b""
        self.socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
        self.socket.settimeout(10.0)

        self.finished = False
        self.end_screen = False

    def is_finished(self) -> bool:
        return self.finished

    def initialize(self) -> None:
        self.gameplay1.set_device(ctx.device1)
        self.gameplay1.initialize()

        self.gameplay2.set_device(Device("dummy"))
        self.gameplay2.initialize()

        try:
            self.socket.connect(config.server)
        except (ConnectionRefusedError, socket.timeout):
            print("unable to connect to server")
            self.finished = True

    def update(self, switch_state: Callable) -> None:
        read, write, error = select.select([self.socket], [self.socket],
                                           [self.socket], 0)

        if self.waiting:
            self.gameplay1.cancel_input.update()

            if self.socket in read:
                buffer = self.socket.recv(BUFFER_SIZE)
                if buffer == b"go":
                    self.waiting = False
                    self.current_popup2 = None
                elif buffer == b"ping":
                    self.socket.sendall(b"pong")
                elif buffer == b"":
                    print("server disconnected")
                    self.finished = True
            elif self.gameplay1.cancel:
                self.socket.close()
                self.finished = True

            return

        if not self.end_screen:
            if self.gameplay1.game_over and not self.gameplay2.game_over:
                self.gameplay2.game_over = True
                self.end_screen = True
                self.popups1.append(
                    Popup("You lost!", color="red", gcolor="orange"))
                self.popups2.append(
                    Popup("You won!", color="green", gcolor="yellow"))
            elif self.gameplay2.game_over and not self.gameplay1.game_over:
                self.gameplay1.game_over = True
                self.end_screen = True
                self.popups1.append(
                    Popup("You won!", color="green", gcolor="yellow"))
                self.popups2.append(
                    Popup("You lost!", color="red", gcolor="orange"))
            elif self.gameplay1.game_over and self.gameplay2.game_over:
                self.end_screen = True
                self.popups1.append(Popup("Draw!", color="cyan"))
                self.popups2.append(Popup("Draw!", color="cyan"))

        if self.gameplay1.cancel:
            self.gameplay1.send = True

            self.gameplay1.cancel = False
            self.gameplay1.game_over = True

            if self.end_screen or self.gameplay1.countdown > 0:
                self.finished = True

        self.gameplay1.update()

        if self.socket in read:
            try:
                self.gameplay2 = jsonpickle.decode(
                    protocol.recv(self.socket).decode())
            except (RuntimeError, ConnectionResetError):
                error = [self.socket]

        if self.socket in write and self.gameplay1.send:
            self.gameplay1.send = False
            try:
                protocol.send(self.socket,
                              jsonpickle.encode(self.gameplay1).encode())
            except (ConnectionResetError, ConnectionAbortedError):
                error = [self.socket]

        if self.socket in error:
            if not self.end_screen:
                print("communication error")
                self.finished = True

        if self.gameplay2.score.duel_lines > 0:
            hole = randint(0, 9)
            self.gameplay1.add_garbage(hole, self.gameplay2.score.duel_lines)
            self.gameplay2.score.duel_lines = 0

        self.gameplay1.score.duel_lines = 0

        self.popups1.extend(self.gameplay1.get_popups())
        self.gameplay1.clear_popups()

        self.popups2.extend(self.gameplay2.get_popups())
        self.gameplay2.clear_popups()

        if not self.current_popup1 and self.popups1:
            self.current_popup1 = self.popups1.pop(0)
        elif self.current_popup1:
            if not self.current_popup1.update():
                self.current_popup1 = None

        if not self.current_popup2 and self.popups2:
            self.current_popup2 = self.popups2.pop(0)
        elif self.current_popup2:
            if not self.current_popup2.update():
                self.current_popup2 = None

    def draw(self) -> None:
        self.gameplay1.draw(130, 80)
        self.gameplay2.draw(880, 80, draw_piece=not self.waiting)

        if self.waiting:
            Text.draw("Awaiting", size=4, centerx=880 + 155, top=220)
            Text.draw("opponent",
                      size=4,
                      gcolor="red",
                      centerx=880 + 155,
                      top=280)

            string = "." * self.waiting_cycle

            Text.draw(string,
                      size=8,
                      gcolor="black",
                      centerx=880 + 155,
                      top=350)

            if ctx.now - self.last_waiting_cycle > 0.5:
                self.last_waiting_cycle = ctx.now
                self.waiting_cycle = (self.waiting_cycle + 1) % 4

        if self.current_popup1:
            self.current_popup1.draw(130 + 155, 80 + 220)

        if self.current_popup2:
            self.current_popup2.draw(880 + 155, 80 + 220)
class Marathon(State):
    def __init__(self) -> None:
        self.gameplay = Gameplay()

        self.gravity = [
            1.00000,
            0.79300,
            0.61780,
            0.47273,
            0.35520,
            0.26200,
            0.18968,
            0.13473,
            0.09388,
            0.06415,
            0.04298,
            0.02822,
            0.01815,
            0.01144,
            0.00706,
        ]

        self.goal = 5

        self.popups: List[Popup] = []
        self.current_popup: Optional[Popup] = None

        self.end_screen = False

        self.finished = False
        self.pause = False

    def is_finished(self) -> bool:
        return self.finished

    def initialize(self) -> None:
        self.gameplay.set_device(ctx.device1)
        self.gameplay.initialize()

    def update(self, switch_state: Callable) -> None:
        if self.gameplay.game_over and not self.end_screen:
            self.end_screen = True
            self.popups.append(Popup("Game over!", color="red"))

        if self.gameplay.game_over and self.gameplay.cancel:
            self.finished = True
            return

        if self.gameplay.cancel:
            if self.gameplay.countdown > 0:
                self.finished = True
                return
            else:
                self.gameplay.game_over = True
                self.gameplay.cancel = False

        self.gameplay.update()

        if self.gameplay.score.lines > 0:
            self.goal -= self.gameplay.score.lines
            self.goal = max(0, self.goal)
            self.gameplay.score.lines = 0

            if self.goal == 0:
                if self.gameplay.level == 15 and not self.end_screen:
                    self.end_screen = True
                    self.gameplay.game_over = True
                    self.popups.append(
                        Popup("You won!", color="green", gcolor="yellow")
                    )
                else:
                    self.gameplay.level += 1
                    self.goal = 5 * self.gameplay.level
                    self.gameplay.fall_interval = self.gravity[
                        self.gameplay.level - 1
                    ]

        self.popups.extend(self.gameplay.get_popups())
        self.gameplay.clear_popups()

        if not self.current_popup and self.popups:
            self.current_popup = self.popups.pop(0)
            self.current_popup.duration *= 2
        elif self.current_popup:
            if not self.current_popup.update():
                self.current_popup = None

    def draw(self) -> None:
        self.gameplay.draw(200, 80)

        Text().draw("Level", centerx=125, top=300)
        Text().draw(
            str(self.gameplay.level),
            centerx=125,
            top=340,
            size=4,
            color="gold",
        )

        Text().draw("Goal", centerx=125, top=450)
        Text().draw(
            str(self.goal), centerx=125, top=490, size=4, color="green"
        )

        if self.current_popup:
            self.current_popup.draw(650, 250, center=False)