class NPC(Player): def __init__(self, n): super(NPC, self).__init__(n) self.act_timer = Timer(1) self.goal = LocalPoint(0,0) self.interfaces = ['npc'] self.rotate = False def update(self): self.act_timer.tick() if self.point == self.goal: self.goal = LocalPoint(random.randint(0,settings.STAGE_WIDTH),random.randint((1-self.number)*settings.STAGE_WIDTH/2,(1-self.number)*settings.STAGE_WIDTH/2+settings.STAGE_WIDTH/2-3)) self.rotate = True else: if not self.act_timer.is_over(): return sub = self.goal - self.point if sub.x >0: self.point.x +=1 elif sub.x < 0: self.point.x -=1 if sub.y >0: self.point.y +=1 elif sub.y < 0: self.point.y -=1 self.move_pointer() self.act_timer.reset() self.act_timer.play() def poll(self): if self.rotate: self.rotate = False return random.choice([-1,1])
class GameTimer(Number): def __init__(self): self.timer = Timer(settings.FPS*settings.YEARS) super(GameTimer, self).__init__(u"../resources/image/main/navigation/timer.png", w=36, h=90) self.x, self.y = settings.TIMER_POSITON self.align = Number.TEXTALIGNCENTER self.n = int((self.timer.max-self.timer.now)/settings.FPS) def update(self): self.timer.tick() self.n = int((self.timer.max-self.timer.now)/settings.FPS) def play(self): self.timer.play() def is_over(self): return self.timer.is_over() def reset(self): self.timer.reset() @property def now(self): return self.n
class Unit(object): animation_enable = False offset = (0,0) parameter = ATTACK name = 'unit' degree = LocalPoint(0,0) def __init__(self, panels, stage): self.panels = panels self.stage = stage self.owner = panels[0].owner self.color = panels[0].color self.degree = LocalPoint(0, -1+self.owner*2) self.image = Animation(self.parameter['image'], AnimationInfo(self.owner,0,0,self.parameter['width'],self.parameter['height'],0)) self.hp = self.parameter['hp'] self.attack = self.parameter['attack'] self.limit = self.parameter['limit'] self.count = 0 self.timer = Timer(self.parameter['frequency']) appear_sound = Sound(u'../resources/sound/appear.wav') appear_sound.play() self.image.x, self.image.y = (self.panels[0].point + LocalPoint(self.offset)).to_global().to_pos() self.delay = Timer() if self.parameter['effect']['enable'] and settings.EFFECTENABLE: ef = self.parameter['effect'] Effect(ef['appear'], AnimationInfo(0,0,ef['frame'],ef['width'],ef['height'],1), x=self.image.x-ef['offset'][0], y=self.image.y-ef['offset'][1]) self.delay.set(self.parameter['delay']) self.delay.play() @classmethod def generate(cls, panels, map): raise NotImplementedError @staticmethod def check(panels): color = panels[0].color owner = panels[0].owner for panel in panels: if not panel.can_unit() or not color == panel.color or not owner == panel.owner: return False else: return True def update(self): u"""1のとき進める、-1のとき消す""" for panel in self.panels: if panel.disable or not panel.owner == self.owner: return -1 self.image.x, self.image.y = (self.panels[0].point + LocalPoint(self.offset)).to_global().to_pos() self.delay.tick() if self.delay.is_over(): self.timer.play() self.timer.tick() if self.timer.is_over(): if self.count < self.limit: self.timer.reset() self.count+=1 return 1 else: return -1 return def move(self, panels): pass def draw(self): if self.delay.is_over(): self.image.draw() def get_front(self, vector): x, y = vector.to_pos() if x is 0 and y is -1: return self.panels.sort(cmp=lambda x, y: cmp(x.y,y.y))[0] elif x is 1 and y is 0: return self.panels.sort(cmp=lambda x, y: cmp(x.x,y.x), reverse=True)[0] elif x is 0 and y is 1: return self.panels.sort(cmp=lambda x, y: cmp(x.y,y.y), reverse=True)[0] elif x is -1 and y is 0: return self.panels.sort(cmp=lambda x, y: cmp(x.x,y.x))[0] def has(self, panel): return panel in self.panels def disappear(self): if not self.name == 'bomb': disappear_sound = Sound(u'../resources/sound/disappear.wav') disappear_sound.play() for panel in self.panels: panel.change_color() panel.unit = False
class City(object): u"""街クラス。人口や発展状況などを管理する""" def __init__(self, owner, world): u""" owner : この街を所持するプレイヤー world : Worldクラスインスタンス """ self.owner = owner self.world = world self.population = 0 self.level = 1 self.buildings = [] self.territories = [] self.flow_timer = Timer(settings.FPS*settings.FLOW_POPULATION_YEAR) self.building_matrix = [] for x in xrange(0, 4): row = [] for y in xrange(0, 4): u"""領土内相対座標の二次配列作成""" row.append(None) self.building_matrix.append(row) def increase_population(self, p=None): u"""人口を増やす。その後、レベルアップの判定をする 増える人口はレベルに依存する。 p*2^(lv-1) """ self.flow_timer.reset() self.flow_timer.play() if not p: self.population += self._calc_population() else: self.population += p if self.level < 5 and settings.LEVELUP_BORDERLINES[self.level] < self.population: self.level +=1 print "LevelUp! %d" % self.level def decrease_population(self, p): u""" p人人口を減らす 実際に減った人数を返す """ self.flow_timer.reset() self.flow_timer.play() if self.population < p: p = self.population self.population = 0 else: self.population -= p return p def _create_building(self): if self.population <= 0: return if random.randint(0, settings.BUILDING_POP_RATE) != 0: return x = random.randint(0, 3) y = random.randint(0, 3) if not self.building_matrix[x][y] or (self.building_matrix[x][y] and self.building_matrix[x][y].level != self.level): bs = LEVEL_BUILDINGS[self.level-1] if len(bs) == 0: return building = random.choice(bs)(self.root_point.x+x, self.root_point.y+y) for sx in xrange(x, x+building.size): for sy in xrange(y, y+building.size): self.building_matrix[sx][sy] = building def _calc_population(self): u"""レベルに応じた増減する人口を算出する""" p = random.randint(8000, 12000) return p*2**(self.level-1) def update(self): self.flow_timer.tick() if self.flow_timer.is_over() and self.population > 0: u"""人を流出させる""" bottom_territories = self._get_bottom_territories() for territory in bottom_territories: u"""最も手前にある領土の一覧を取ってきて、繋がっているかどうか調査する""" front = self.world.get_panel_from(territory, 2) if territory.is_connect_with(front): self._flow_immigration(territory, front) self._create_building() updated = [] for x in xrange(0, 4): for y in xrange(0, 4): b = self.building_matrix[x][y] if b and not b in updated: b.update() updated.append(b) def draw(self): rendered = [] for x in xrange(0, 4): for y in xrange(0, 4): b = self.building_matrix[x][y] if b and not b in rendered: b.draw() rendered.append(b) def _flow_immigration(self, territory, front): immigrant = self.world.i_manager.create_immigrant(territory.point.x, territory.point.y) p = self._calc_population() p = self.decrease_population(p) immigrant.population = p immigrant.direction = 2 immigrant.ainfo.index = 2 immigrant.current_ground = territory immigrant.x, immigrant.y = territory.surface_bottom_edge.to_pos() immigrant.goal_ground = front self.flow_timer.reset() def _get_bottom_territories(self): u"""領土最下層のTerritoryのみを取ってくる""" list = [] for territory in self.territories: if territory.point.y == 3: list.append(territory) return list @property def root_point(self): return Vector(self.owner.number*4, 0)
class City(object): u"""街クラス。人口や発展状況などを管理する""" def __init__(self, owner, world): u""" owner : この街を所持するプレイヤー world : Worldクラスインスタンス """ self.owner = owner self.world = world self.levelup_sound = Sound("../resources/sound/levelup.wav") self.increase_sound = Sound("../resources/sound/increase.wav") self.population = 0 self.level = 1 self.buildings = [] self.territories = [] self.flow_timer = Timer(settings.FPS*settings.FLOW_POPULATION_YEAR) self.building_matrix = [[None for col in range(settings.STAGE_HEIGHT)] for row in range(settings.STAGE_WIDTH)] # 二次配列を生成してNoneで初期化 #self._constract_building(Laputa, 0, 0) def increase_population(self, p=None): u"""人口を増やす。その後、レベルアップの判定をする 増える人口はレベルに依存する。 p*2^(lv-1) """ self.flow_timer.reset() self.flow_timer.play() if not p: self.population += self._calc_population() else: self.population += p if self.level < 5 and settings.LEVELUP_BORDERLINES[self.level] < self.population: self.levelup_sound.play() self.level +=1 else: self.increase_sound.play() def decrease_population(self, p): u""" p人人口を減らす 実際に減った人数を返す """ self.flow_timer.reset() self.flow_timer.play() if self.population < p: p = self.population self.population = 0 else: self.population -= p return p def _pop_building(self): u"""ビルを建てる""" if self.population <= 0: return if random.randint(0, settings.BUILDING_POP_RATE) != 0: return buildings = LEVEL_BUILDINGS[self.level-1] if len(buildings) == 0: return if self.level <= 2: x = random.randint(0, 3) y = random.randint(0, 3) elif self.level <= 4: x, y = random.choice(((0, 0), (2, 0), (0, 2), (2, 2))) elif self.level == 5: x, y = (0, 0) if not self.building_matrix[x][y] or (self.building_matrix[x][y] and self.building_matrix[x][y].level != self.level): building = random.choice(buildings) self._constract_building(building, x, y) def _constract_building(self, cls, x, y): building = cls(self.root_point.x+x, self.root_point.y+y) for sx in xrange(x, x+building.size): for sy in xrange(y, y+building.size): self.building_matrix[sx][sy] = building self.buildings.append(building) def _calc_population(self): u"""レベルに応じた増減する人口を算出する""" p = random.randint(8000, 12000) return p*2**(self.level-1) def update(self): self.flow_timer.tick() if self.flow_timer.is_over() and self.population > 0: u"""人を流出させる""" bottom_territories = self._get_bottom_territories() for territory in bottom_territories: u"""最も手前にある領土の一覧を取ってきて、繋がっているかどうか調査する""" front = self.world.get_panel_from(territory, 2) if territory.is_connect_with(front): self._flow_immigration(territory, front) self._pop_building() updated = [] for x in xrange(0, 4): for y in xrange(0, 4): b = self.building_matrix[x][y] if b and not b in updated: b.update() updated.append(b) def draw(self): rendered = [] for x in xrange(0, 4): for y in xrange(0, 4): b = self.building_matrix[x][y] if b and not b in rendered: b.draw() rendered.append(b) def _flow_immigration(self, territory, front): u"""移民を流出させる""" immigrant = self.world.i_manager.create_immigrant(territory.point.x, territory.point.y) p = self._calc_population() p = self.decrease_population(p) immigrant.population = p immigrant.direction = 2 immigrant.ainfo.index = 2 immigrant.current_ground = territory immigrant.x, immigrant.y = territory.surface_bottom_edge.to_pos() immigrant.goal_ground = front self.flow_timer.reset() def _get_bottom_territories(self): u"""領土最下層のTerritoryのみを取ってくる""" list = [] for territory in self.territories: if territory.point.y == 3: list.append(territory) return list @property def root_point(self): u"""街の左上の座標を返す""" pc = self.world.player_count if pc == 1: return Vector(6, 0) elif pc == 2: return (Vector(2, 0), Vector(10, 0))[self.owner.number] elif pc == 3: return (Vector(1, 0), Vector(6, 0), Vector(11, 0))[self.owner.number] elif pc == 4: return Vector(self.owner.number*4, 0)
class City(object): u"""街クラス。人口や発展状況などを管理する""" def __init__(self, owner, world): u""" owner : この街を所持するプレイヤー world : Worldクラスインスタンス """ self.owner = owner self.world = world self.levelup_sound = Sound("../resources/sound/levelup.wav") self.increase_sound = Sound("../resources/sound/increase.wav") self.population = 0 self.level = 1 self.buildings = [] self.territories = [] self.flow_timer = Timer(settings.FPS * settings.FLOW_POPULATION_YEAR) self.building_matrix = [[None for col in range(settings.STAGE_HEIGHT)] for row in range(settings.STAGE_WIDTH) ] # 二次配列を生成してNoneで初期化 #self._constract_building(Laputa, 0, 0) def increase_population(self, p=None): u"""人口を増やす。その後、レベルアップの判定をする 増える人口はレベルに依存する。 p*2^(lv-1) """ self.flow_timer.reset() self.flow_timer.play() if not p: self.population += self._calc_population() else: self.population += p if self.level < 5 and settings.LEVELUP_BORDERLINES[ self.level] < self.population: self.levelup_sound.play() self.level += 1 else: self.increase_sound.play() def decrease_population(self, p): u""" p人人口を減らす 実際に減った人数を返す """ self.flow_timer.reset() self.flow_timer.play() if self.population < p: p = self.population self.population = 0 else: self.population -= p return p def _pop_building(self): u"""ビルを建てる""" if self.population <= 0: return if random.randint(0, settings.BUILDING_POP_RATE) != 0: return buildings = LEVEL_BUILDINGS[self.level - 1] if len(buildings) == 0: return if self.level <= 2: x = random.randint(0, 3) y = random.randint(0, 3) elif self.level <= 4: x, y = random.choice(((0, 0), (2, 0), (0, 2), (2, 2))) elif self.level == 5: x, y = (0, 0) if not self.building_matrix[x][y] or ( self.building_matrix[x][y] and self.building_matrix[x][y].level != self.level): building = random.choice(buildings) self._constract_building(building, x, y) def _constract_building(self, cls, x, y): building = cls(self.root_point.x + x, self.root_point.y + y) for sx in xrange(x, x + building.size): for sy in xrange(y, y + building.size): self.building_matrix[sx][sy] = building self.buildings.append(building) def _calc_population(self): u"""レベルに応じた増減する人口を算出する""" p = random.randint(8000, 12000) return p * 2**(self.level - 1) def update(self): self.flow_timer.tick() if self.flow_timer.is_over() and self.population > 0: u"""人を流出させる""" bottom_territories = self._get_bottom_territories() for territory in bottom_territories: u"""最も手前にある領土の一覧を取ってきて、繋がっているかどうか調査する""" front = self.world.get_panel_from(territory, 2) if territory.is_connect_with(front): self._flow_immigration(territory, front) self._pop_building() updated = [] for x in xrange(0, 4): for y in xrange(0, 4): b = self.building_matrix[x][y] if b and not b in updated: b.update() updated.append(b) def draw(self): rendered = [] for x in xrange(0, 4): for y in xrange(0, 4): b = self.building_matrix[x][y] if b and not b in rendered: b.draw() rendered.append(b) def _flow_immigration(self, territory, front): u"""移民を流出させる""" immigrant = self.world.i_manager.create_immigrant( territory.point.x, territory.point.y) p = self._calc_population() p = self.decrease_population(p) immigrant.population = p immigrant.direction = 2 immigrant.ainfo.index = 2 immigrant.current_ground = territory immigrant.x, immigrant.y = territory.surface_bottom_edge.to_pos() immigrant.goal_ground = front self.flow_timer.reset() def _get_bottom_territories(self): u"""領土最下層のTerritoryのみを取ってくる""" list = [] for territory in self.territories: if territory.point.y == 3: list.append(territory) return list @property def root_point(self): u"""街の左上の座標を返す""" pc = self.world.player_count if pc == 1: return Vector(6, 0) elif pc == 2: return (Vector(2, 0), Vector(10, 0))[self.owner.number] elif pc == 3: return (Vector(1, 0), Vector(6, 0), Vector(11, 0))[self.owner.number] elif pc == 4: return Vector(self.owner.number * 4, 0)