Пример #1
0
    def loop(self):
        self.buffer.draw(self.rect)
        if (self.slide):
            self.texts[(1 - self.current) + 1].move((0, -1))
            if (self.time == 10):
                self.slide = False
                self.time = 0

        elif (self.time == 6 and not(self.finished)):

            self.time = 0
            # Add a letter
            lenA0 = self.current_index
            lenA1 = len(self.lines[self.line_counter])
            if (lenA0 < lenA1):
                if lenA0 != 0:
                    new_string = self.lines[self.line_counter][0:lenA0+1]
                    new_text = sfml.Text(new_string, self.font, 8)

                    new_text.position = (4 + (1 if self.current+1 > 0 else 0) * 8, 4 + 10*(self.current+1))

                    new_text.color = sfml.Color.BLACK
                    self.texts[self.current + 1] = new_text

                    # if (char != " " and self.char_counter % 1 == 0):
                    snd_manager.play_sound(self.sound)
                self.current_index += 1
                # self.char_counter += 1
                # if (char == " "):
                #     self.char_counter = 0
            else:
                self.current_index = 0
                self.swap()
                self.line_counter += 1
                if (self.line_counter == len(self.lines)):
                    self.finished = True
                if (self.line_counter >= 2):
                    self.texts[self.current + 1] = None
                    self.slide = True

        for t in self.texts:
            if t is not None:
                self.buffer.draw(t)

        self.buffer.display()
        self.time += 1
        spr = sfml.Sprite(self.buffer.texture)
        spr.position = (8, 8)
        return spr
Пример #2
0
    def update_state(self):
        lock = level_manager.level.lock
        RIGHT = input_manager.get_button('RIGHT')
        LEFT = input_manager.get_button('LEFT')
        UP = input_manager.get_button('UP')
        DOWN = input_manager.get_button('DOWN')
        A_BUTTON = input_manager.get_button('A')
        B_BUTTON = input_manager.get_button('B')
        if lock or self.life == 0:
            RIGHT = False
            LEFT = False
            UP = False
            DOWN = False
            A_BUTTON = False
            B_BUTTON = False


        
        horizontal = RIGHT-LEFT
        vertical = UP-DOWN
        
        physics_events = get_physics_event()
        
        for event in physics_events:
            #log("Physics collision: "+str(event.a.userData)+" "+str(event.b.userData)+" "+str(event.begin) +" "+str(physics_manager.get_body_position(self.obj.body).get_tuple()))
            if (event.a.userData == 2 and 15 >= event.b.userData >= 11 ) or \
                    ( event.b.userData == 2 and 15 >= event.a.userData >= 11):
                if event.begin:
                    self.foot += 1
                else:
                    self.foot -= 1
            elif (event.a.userData == 3 and event.b.userData == 11 ) or \
                    ( event.b.userData == 3  and event.a.userData == 11):
                if event.begin:
                    self.wall = 1
                else:
                    self.wall = 0

            elif (event.a.userData == 4 and event.b.userData == 11 ) or \
                    ( event.b.userData == 4  and event.a.userData == 11):
                if event.begin:
                    self.wall = 2
                else:
                    self.wall = 0
            elif (event.a.userData == 3 and event.b.userData == 12 ) or \
                    ( event.b.userData == 3  and 15 >= event.a.userData == 12):
                log("Physics: "+str(event.a.userData)+" "+str(event.b.userData))
                if event.begin:
                    self.not_sliding_wall = 1
                else:
                    self.not_sliding_wall = 0

            elif (event.a.userData == 4 and event.b.userData == 12 ) or \
                    ( event.b.userData == 4  and event.a.userData == 12):
                log("Physics: "+str(event.a.userData)+" "+str(event.b.userData))
                if event.begin:
                    self.not_sliding_wall = 2
                else:
                    self.not_sliding_wall = 0
            elif (event.a.userData == 1 and event.b.userData >= 20 and event.b.userData % 10 == 0) or \
                    ( event.b.userData == 1 and event.a.userData >= 20 and event.a.userData % 10 == 0):
                log("Touched by cat")
                if event.begin:
                    self.touched = True
                    self.cat_touched = True
                else:
                    self.touched = False
            elif (event.a.userData == 1 and event.b.userData >= 20 and event.b.userData %10 != 0) or \
                    ( event.b.userData == 1 and event.a.userData >= 20 and event.a.userData %10 != 0):
                log("Touched by bullet")
                if event.begin:
                    self.touched = True
                else:
                    self.touched = False
            if (event.a.userData == 1 and event.b.userData == 13 ) or \
                    ( event.b.userData == 1 and event.a.userData == 13):
                log("Touched by spike")
                if event.begin:
                    self.touched = True
                else:
                    self.touched = False





        if self.invincibility:
            self.invincibility -= 1

        if A_BUTTON and ((self.foot and self.jump_step) or (not self.foot and self.jump_step and self.wall)):
            if self.wall == 1:
                #going RIGHT because LEFT wall
                physics_manager.move(self.player.body, vx=self.speed)
                self.wall_jump_step = CONST.wall_jump

            elif self.wall == 2:
                physics_manager.move(self.player.body, vx=-self.speed)
                self.wall_jump_step = CONST.wall_jump
            physics_manager.jump(self.player.body)
            snd_manager.play_sound(self.jump_sound)
            self.jump_step -= 1
        elif not self.foot and not self.wall :
            self.jump_step = 0
        elif (self.foot or (not self.foot and self.wall)) and not A_BUTTON:
            self.jump_step = CONST.jump_step



        if horizontal == -1:
            #LEFT
            self.direction = False
            if self.foot:
                self.state = 'move'
            self.player.flip = True

            move_condition = self.wall != 1 and self.wall_jump_step == 0 and self.not_sliding_wall != 1
            if get_value('boss_limit') is not None:
                move_condition = move_condition and (self.player.pos + \
                                                    self.player.screen_relative_pos * \
                                                    engine.screen_size).x > get_value('boss_limit')[0]
            if move_condition:
                physics_manager.move(self.player.body, -self.speed)
        elif horizontal == 1:
            #RIGHT
            self.direction = True
            if self.foot:
                self.state = 'move'
            self.player.flip = False

            move_condition = self.wall != 2 and self.wall_jump_step == 0 and self.not_sliding_wall != 2
            if get_value('boss_limit') is not None:
                move_condition = move_condition and (self.player.pos + \
                                                    self.player.screen_relative_pos * \
                                                    engine.screen_size ).x < get_value('boss_limit')[1]
            if move_condition:
                physics_manager.move(self.player.body, self.speed)
        else:
            if self.foot:
                if self.direction:
                    self.state = 'still'
                    self.player.flip = False
                else:
                    self.state = 'still'
                    self.player.flip = True
            if self.wall_jump_step == 0:
                physics_manager.move(self.player.body, 0)

        if not self.foot:
            if self.direction:
                self.state = 'jump'
                self.player.flip = False
            else:
                self.state = 'jump'
                self.player.flip = True



        #"gravity" effect like nes game
        velocity = physics_manager.get_body_velocity(self.player.body)
        delta = self.gravity
        if self.wall and self.wall_jump_step == 0:
            velocity.y = self.wall_speed
            self.state = 'slide'
            if self.direction:
                self.player.flip = False
            else:
                self.player.flip = True
        elif self.foot:
            pass
        else:
            velocity.y += delta
        physics_manager.set_body_velocity(self.player.body, velocity)

        physics_pos = physics_manager.get_body_position(self.player.body)
        
        if physics_pos:
            pos = physics_pos-self.player.size/2
        else:
            pos = self.player.pos
        if self.player.screen_relative_pos:
            pos = pos-self.player.screen_relative_pos*engine.get_screen_size()
        self.player.pos = pos

        self.set_screen_pos()

        if self.wall_jump_step != 0:
            self.wall_jump_step -= 1

        for i in range(self.life):
            img_manager.show_image(self.heart,img_manager.buffer,pos=Vector2(i*18,0),new_size=Vector2(16,16))

        if self.move_deal:
            if self.deal_delta.y < 0:
                self.deal_delta = Vector2(0,self.deal_delta.y+1)
            elif self.dialog == 0:
                self.deal_delta = Vector2()
                if engine.textbox.finished:
                    if input_manager.get_button('A') or input_manager.get_button('B'):
                        snd_manager.set_playlist(["data/music/menu_gbjam.ogg"])
                        self.dialog = -1
                        engine.textbox.set_text("Furbrawl", "A game by Team KwaKwa")

            if not self.direction:
                self.deal_delta = Vector2(-20,self.deal_delta.y)
            else:
                self.deal_delta = Vector2(0, self.deal_delta.y)

        if self.dialog == -1 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 1
                engine.textbox.set_text("Lead designer", "Elias Farhan")
        if self.dialog == 1 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 2
                engine.textbox.set_text("Programmer", """Hamza "Tenchi" Haiken""")
        if self.dialog == 2 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 3
                engine.textbox.set_text("Artist", """Josh Grilli""")
        if self.dialog == 3 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 4
                engine.textbox.set_text("Artist", """Austin Lewis""")
        if self.dialog == 4 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 5
                engine.textbox.set_text("Music", """Dorian SRed""")
        if self.dialog == 5 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 6
                engine.textbox.set_text("THANKS", """For playing the game""")
        if self.dialog == 6 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                engine.show_dialog = False
                from levels.logo_kwakwa import Kwakwa
                level_manager.switch_level(Kwakwa())
        if self.touched and not self.invincibility and self.life > 0:
            self.life -= 1
            self.invincibility = CONST.invincibility
            self.anim_counter = self.anim_freq-1

            if self.life == 0:
                level_manager.level.game_over = True
                self.invincibility = 1000
            if self.cat_touched:
                self.touched = False
                self.cat_touched = False
        if self.invincibility > CONST.invincibility - 20 or level_manager.level.game_over:
            self.state = 'hit'

        if self.invincibility %20 > 10:
            self.player.show = False
        else:
            self.player.show = True

        if B_BUTTON and self.attacking == 0:
            self.state = 'attack'
            self.attacking = self.attack_time
        if self.attacking > 1:
            self.state = 'attack'
            self.attacking -= 1
            self.slash.update_animation(state='slash')
            slash_pos = Vector2()
            if self.direction:
                slash_pos = self.player.pos + engine.screen_size * self.player.screen_relative_pos + Vector2(self.player.size.x/1.5,0)
            else:
                slash_pos = self.player.pos + engine.screen_size * self.player.screen_relative_pos - Vector2(self.player.size.x/1.5,0)
            img_manager.show_image(self.slash.img, engine.screen, pos=slash_pos-level_manager.level.screen_pos,new_size=Vector2(36,36),flip=not self.direction)
        elif not B_BUTTON:
            self.attacking = 0
        if ( self.player.pos + engine.screen_size * self.player.screen_relative_pos ).x > 2500:
            from levels.dialog import Dialog
            boss_level = Dialog()
            boss_level.last_checkpoint = level_manager.level.last_checkpoint
            level_manager.switch_level(boss_level)
Пример #3
0
 def touched(self):
     self.boum = True
     self.explosion.index = 0
     snd_manager.play_sound(self.explosion_sound)
Пример #4
0
    def update_state(self):
        if not self.obj.move:
            self.anim_freq = 2
        if self.nmb == 0:
            self.nmb = self.obj.body.fixtures[0].userData
            self.current_bullet = self.nmb + 1

        player_pos = level_manager.level.player.pos + level_manager.level.player.screen_relative_pos*engine.screen_size
        if self.obj.pos.x+engine.screen_size.x > player_pos.x > self.obj.pos.x-engine.screen_size.x:
            self.active = True
        else:
            self.active = False

        if self.active and not self.obj.move and self.death == -1:
            if self.bullet_time == 0:
                snd_manager.play_sound(self.shoot_sound)
                self.state = 'attack'
                self.bullets.append(Bullet(
                                            pos=self.obj.pos+Vector2(-10,17),
                                            size=Vector2(16,16),
                                            userData=self.current_bullet,
                                            speed=Vector2(self.direction*5,0)))
                self.current_bullet += 1
                if self.current_bullet == self.nmb + 10:
                    self.current_bullet = self.nmb + 1
                self.bullet_time = self.bullet_frequency
            else:
                self.bullet_time -= 1
                if self.state == 'attack' and self.bullet_time < self.bullet_frequency-3*self.anim_freq:
                    self.state = 'still'
            remove_bullet = []
            for b in self.bullets:
                b.loop(engine.screen)
                if not (b.pos.x+engine.screen_size.x > player_pos.x > b.pos.x-engine.screen_size.x):
                    remove_bullet.append(b)
            for b in remove_bullet:
                self.bullets.remove(b)
            del remove_bullet[:]


        if self.death == -1:
            self.obj.pos = physics_manager.get_body_position(self.obj.body)-self.obj.size/2






        for event in physics_events:
            if ((event.a.userData == 5 and event.b.userData == self.nmb) or\
                    (event.b.userData == 5 and event.a.userData == self.nmb)):

                self.in_area_left = event.begin
            elif (event.b.userData == 6 and event.a.userData == self.nmb) or\
                    (event.a.userData == 6 and event.b.userData == self.nmb):
                self.in_area_right = event.begin
            elif self.obj.move and (( 15 > event.a.userData >= 11 and event.b.userData == self.nmb) or\
                ( 15 > event.b.userData >= 11 and event.a.userData == self.nmb)):
                if event.begin:
                    self.direction = - self.direction

        if self.obj.move and self.death == -1:
            physics_manager.move(self.obj.body, vx=self.direction*3)
            self.state = 'move'

        if self.direction == -1:
            self.obj.flip = True
        else:
            self.obj.flip = False

        if self.death == -1:
            if self.in_area_left:
                if not self.player.anim.direction and self.player.anim.attacking>1:
                    self.death = 60
                    physics_manager.remove_body(self.obj.body)
            if self.in_area_right:
                if self.player.anim.direction and self.player.anim.attacking > 1:
                    self.death = 60
                    physics_manager.remove_body(self.obj.body)

        if self.death > 0:
            self.state = 'hit'
            self.death -= 1
            if self.death % 20 > 10:
                self.obj.show = False
            else:
                self.obj.show = True


        if self.death == 0:
            self.obj.remove = True
Пример #5
0
 def execute(self):
     snd_manager.play_sound(self.sound)
     Event.execute(self)