class UpgradeState(UIEnabledState): NEARBY_RANGE = 70 is_basic_joystick_panel = True def __init__(self, scene): UIEnabledState.__init__(self, scene) self.pending_upgrade = None self.cursor_icon = None self.selection_info_text = None #self.back_button = None self.current_cursor = None def enter(self): sound.play("panel") self.scene.paused = True resource = self.scene.player_civ.upgrades_stocked[0] is_new_roll = len(self.scene.player_civ.offered_upgrades) == 0 offered_upgrades = self.scene.player_civ.offer_upgrades(resource) self.panel = UpgradePanel(V2(0,0), offered_upgrades, resource, self.on_select, self.on_reroll, is_new_roll) self.panel.add_all_to_group(self.scene.ui_group) self.panel.position_nicely(self.scene) self.hover_filter = self.filter_only_panel_ui self.selected_targets = [] self.extras = [] super().enter() self.panel.fade_in(speed=3) def filter_my_planets(self, x): return ( x.get_selection_info() and x.get_selection_info()['type'] == 'planet' and x.owning_civ == self.scene.player_civ and x.upgradeable and x.is_buildable() ) def filter_any_planets(self, x): return ( x.get_selection_info() and x.get_selection_info()['type'] == 'planet' ) def filter_my_fleets(self, x): return ( x.get_selection_info() and x.get_selection_info()['type'] == 'fleet' and x.owning_civ == self.scene.player_civ ) def get_joystick_cursor_controls(self): l = [] if self.panel: return self.panel.joystick_controls def exit(self): self.hover_filter = lambda x:True self.scene.paused = False if self.selection_info_text: self.selection_info_text.kill() if self.cursor_icon: self.cursor_icon.kill() #if self.back_button: # self.back_button.kill() super().exit() def finish(self, target=None, cancel = False): for extra in self.extras: extra.kill() self.extras = [] if not cancel: self.scene.player_civ.upgrades_stocked.pop(0) self.scene.player_civ.register_research(self.pending_upgrade.name) self.scene.player_civ.clear_offers() sound.play("upgrade2") self.scene.pop_asset_button() if self.panel: self.panel.kill() if self.joystick_overlay: self.joystick_overlay.kill() self.scene.sm.transition(levelstates.PlayState(self.scene)) def on_reroll(self): self.scene.player_civ.clear_offers() self.panel.kill() self.scene.game.run_info.rerolls -= 1 resource = self.scene.player_civ.upgrades_stocked[0] self.panel = UpgradePanel(V2(0,0), self.scene.player_civ.offer_upgrades(resource), resource, self.on_select, self.on_reroll, True) self.panel.add_all_to_group(self.scene.ui_group) self.panel.position_nicely(self.scene) self.panel.fade_in(speed=10) if self.joystick_overlay: self.joystick_overlay.kill() self.joystick_overlay = joystickcursor.JoystickPanelCursor(self.scene, self.get_joystick_cursor_controls()) self.scene.ui_group.add(self.joystick_overlay) def setup_cursor_type(self, cursor): if self.joystick_overlay: self.joystick_overlay.kill() self.joystick_overlay = joystickcursor.JoystickCursor(self.scene, self.scene.game.last_joystick_pos[0]) self.scene.ui_group.add(self.joystick_overlay) self.joystick_overlay.set_button_options(["[*x*] Select"]) res = self.scene.game.game_resolution if self.panel: self.panel.kill() if cursor == "allied_planet": self.cursor_icon = SimpleSprite(V2(0,0), "assets/i-planet-cursor.png") self.hover_filter = self.filter_my_planets self.selection_info_text = text.Text("Select one of your Planets to apply upgrade", "big", V2(res.x / 2, res.y / 2), PICO_WHITE, multiline_width=180,shadow=PICO_BLACK, flash_color=PICO_YELLOW) elif cursor == "any_planet": self.cursor_icon = SimpleSprite(V2(0,0), "assets/i-planet-cursor.png") self.hover_filter = self.filter_any_planets self.selection_info_text = text.Text("Select any Planet to apply upgrade", "big", V2(res.x / 2, res.y / 2), PICO_WHITE, multiline_width=180,shadow=PICO_BLACK, flash_color=PICO_YELLOW) elif cursor == "allied_fleet": self.scene.fleet_managers['my'].generate_selectable_objects() self.cursor_icon = SimpleSprite(V2(0,0), "assets/i-fleet-cursor.png") self.hover_filter = self.filter_my_fleets self.selection_info_text = text.Text("Select one of your Fleets to apply upgrade", "big", V2(res.x / 2, res.y / 2), PICO_WHITE, multiline_width=180,shadow=PICO_BLACK, flash_color=PICO_YELLOW) elif cursor == "point": self.cursor_icon = SimpleSprite(V2(0,0), "assets/i-point-cursor.png") self.hover_filter = self.filter_only_ui self.selection_info_text = text.Text("Select a point", "big", V2(res.x / 2, res.y / 2), PICO_WHITE, multiline_width=180,shadow=PICO_BLACK, flash_color=PICO_YELLOW) elif cursor == "nearby": self.cursor_icon = SimpleSprite(V2(0,0), "assets/i-point-cursor.png") self.range = RangeIndicator(self.selected_targets[0].pos, self.NEARBY_RANGE, PICO_LIGHTGRAY) self.scene.ui_group.add(self.range) self.extras.append(self.range) self.hover_filter = self.filter_only_ui self.selection_info_text = text.Text("Select a point nearby", "big", V2(res.x / 2, res.y / 2), PICO_WHITE, multiline_width=180,shadow=PICO_BLACK, flash_color=PICO_YELLOW) self.cursor_icon.offset = (0.5, 0.5) self.cursor_icon._recalc_rect() self.scene.ui_group.add(self.cursor_icon) self.selection_info_text.offset = (0.5,0.5) self.selection_info_text.layer = 15 self.scene.ui_group.add(self.selection_info_text) self.scene.pause_sprite.set_exceptions([s for s in self.scene.game_group.sprites() if self.hover_filter(s)]) def on_select(self, upgrade): if isinstance(upgrade.cursor, list): self.cursors = upgrade.cursor[::] else: self.cursors = [upgrade.cursor] self.current_cursor = self.cursors.pop(0) if self.current_cursor == None: self.pending_upgrade = upgrade self.scene.player_civ.upgrades.append(upgrade) upgrade().apply(self.scene.player_civ) self.scene.ui_group.add(FunNotification(self.pending_upgrade.title, None)) self.finish() else: self.pending_upgrade = upgrade self.setup_cursor_type(self.current_cursor) #self.back_button = Button(V2(game.RES[0] / 2, game.RES[1] - 5), "Back", "small", self.on_back) #self.back_button.offset = (0.5, 1) #self.scene.ui_group.add(self.back_button) def next_selection_step(self): sound.play("click1") for extra in self.extras: extra.kill() self.extras = [] if self.selection_info_text: self.selection_info_text.kill() if self.cursor_icon: self.cursor_icon.kill() if self.cursors: self.current_cursor = self.cursors.pop(0) self.setup_cursor_type(self.current_cursor) else: u = self.pending_upgrade().apply(*self.selected_targets) self.finish(target=self.selected_targets[0]) def mouse_input(self, input, event): handled = super().mouse_input(input, event) if handled and input != "menu": return if self.cursor_icon: if input in ["mouse_move", "mouse_drag"]: self.cursor_icon.pos = event.gpos + V2(10,10) if self.current_cursor: if input == "menu": self.on_back() if input == "click" and self.hover_sprite: sel = self.hover_sprite.get_selection_info() if sel: if self.current_cursor == "allied_planet" and sel['type'] == "planet" and self.hover_sprite.owning_civ == self.scene.player_civ: self.selected_targets.append(self.hover_sprite) self.next_selection_step() return if self.current_cursor == "any_planet" and sel['type'] == "planet": self.selected_targets.append(self.hover_sprite) self.next_selection_step() return if self.current_cursor == "allied_fleet" and sel['type'] == "fleet": self.selected_targets.append(self.hover_sprite) self.scene.fleet_managers['my'].destroy_selectable_objects() self.next_selection_step() return if input == "click" and self.current_cursor == "point": self.selected_targets.append(event.gpos) self.next_selection_step() return if input == "click" and self.current_cursor == "nearby": if (event.gpos - self.selected_targets[0].pos).length_squared() < self.NEARBY_RANGE ** 2: self.selected_targets.append(event.gpos) self.next_selection_step() return else: if input == "menu": self.finish(cancel = True) if input == "click": pr = pygame.Rect(self.panel.x, self.panel.y, self.panel.width, self.panel.height) if not pr.collidepoint(event.gpos): self.finish(cancel = True) def joystick_input(self, input, event): if input == "back": if self.pending_upgrade: sound.play("cancel") self.on_back() else: sound.play("cancel") self.finish(cancel = True) if self.pending_upgrade is None: self.joystick_overlay.controls = self.get_joystick_cursor_controls() return super().joystick_input(input, event) if input == "joymotion": self.joystick_overlay.joystick_delta(event['delta']) if input == "confirm": spr = self.joystick_overlay.nearest_obj if spr: sel = spr.get_selection_info() if sel: if self.current_cursor == "allied_planet" and sel['type'] == "planet" and spr.owning_civ == self.scene.player_civ: self.selected_targets.append(spr) self.next_selection_step() return if self.current_cursor == "any_planet" and sel['type'] == "planet": self.selected_targets.append(spr) self.next_selection_step() return if self.current_cursor == "allied_fleet" and sel['type'] == "fleet": self.selected_targets.append(spr) self.scene.fleet_managers['my'].destroy_selectable_objects() self.next_selection_step() return if self.current_cursor == "point": self.selected_targets.append(self.joystick_overlay.cursor_pos) self.next_selection_step() return if self.current_cursor == "nearby": if (self.joystick_overlay.cursor_pos - self.selected_targets[0].pos).length_squared() < self.NEARBY_RANGE ** 2: self.selected_targets.append(self.joystick_overlay.cursor_pos) self.next_selection_step() return def joystick_update(self, dt): if self.pending_upgrade is None: return all_sprites = [] all_sprites.extend( sorted(self.scene.ui_group.sprites()[::], key=lambda x:x.layer, reverse=True) ) all_sprites.extend( sorted(self.scene.game_group.sprites()[::], key=lambda x:x.layer, reverse=True) ) selectable_sprites = [s for s in all_sprites if s.selectable and s.visible and isinstance(s, SpaceObject) and self.hover_filter(s)] nearest, d = get_nearest(self.joystick_overlay.cursor_pos, selectable_sprites) if d < 40 ** 2: self.joystick_overlay.set_nearest(nearest) else: self.joystick_overlay.set_nearest(None) def on_back(self): print("on_back") if self.cursor_icon: self.cursor_icon.kill() self.cursor_icon = None self.current_cursor = None self.cursor_type = None self.pending_upgrade = None resource = self.scene.player_civ.upgrades_stocked[0] self.panel = UpgradePanel(V2(0,0), self.scene.player_civ.offer_upgrades(resource), resource, self.on_select, self.on_reroll, False) self.panel.add_all_to_group(self.scene.ui_group) self.panel.position_nicely(self.scene) self.panel.fade_in(speed=10) self.hover_filter = self.filter_only_panel_ui #self.back_button.kill() #self.back_button = None self.selection_info_text.kill() self.selection_info_text = None self.selected_targets = [] for extra in self.extras: extra.kill() self.extras = [] if self.joystick_overlay: self.joystick_overlay.kill() self.joystick_overlay = joystickcursor.JoystickPanelCursor(self.scene, self.get_joystick_cursor_controls()) self.scene.ui_group.add(self.joystick_overlay) def update(self, dt): if self.scene.game.input_mode == "joystick": self.joystick_update(dt) return super().update(dt)
class Scout(fighter.Fighter): SHIP_NAME = "scout" SHIP_BONUS_NAME = "scout" BASE_HEALTH = 15 BASE_DAMAGE = 3 FIRE_RATE = 0.5 FIRE_RANGE = 36 DOGFIGHTS = True BOMBS = True FUEL = 9999 def __init__(self, scene, pos, owning_civ): super().__init__(scene, pos, owning_civ) self._set_player_ship_sprite_sheet() self.busters = 2 self.max_busters = 2 self.buster_time = 1.0 self.states['siege']['enter'] = self.enter_state_siege self.comm_radius = 100 self.owning_civ.comm_objects.append(self) self.buster_display = SimpleSprite(V2(0, 0), None) self.buster_display.offset = (0.5, 0) self.buster_display.layer = 5 self._generate_buster_display() self.scene.game_group.add(self.buster_display) self.enter_stealth_time = 1 def set_starting_busters(self, num): self.max_busters = num self.busters = num self._generate_buster_display() def _generate_buster_display(self): self.buster_display.image = pygame.Surface((3 * self.max_busters, 3), pygame.SRCALPHA) self.buster_display._width, self.buster_display._height = self.buster_display.image.get_size( ) for i in range(self.max_busters): pygame.draw.ellipse(self.buster_display.image, PICO_PURPLE, (i * 3, 0, 3, 3)) if i < self.busters: self.buster_display.image.set_at((i * 3 + 1, 1), PICO_PINK) else: self.buster_display.image.set_at((i * 3 + 1, 1), PICO_BLACK) self.buster_display._recalc_rect() def update(self, dt): if self.get_stat("scout_stealth") and not self.stealth: self.enter_stealth_time -= dt if self.enter_stealth_time < 0: self.stealth = True self.enter_stealth_time = 10 self.buster_display.pos = self.pos + V2(0, 4) return super().update(dt) def fire(self, at): super().fire(at) self.enter_stealth_time = 10 def wants_to_dogfight(self): if self.stealth: return False if not isinstance(self.effective_target, planet.Planet): return True if not self.effective_target.owning_civ or self.effective_target.owning_civ == self.owning_civ: return True if (self.effective_target.pos - self.pos).length_squared() > 100**2: return True if self.busters <= 0: return True return False def enter_state_siege(self): self.buster_time = 1.3 def prepare_bullet_mods(self): mods = super().prepare_bullet_mods() mods['shape'] = 'circle' mods['size'] = 1 mods['grey_goo'] = self.get_stat("grey_goo") return mods def state_siege(self, dt): super().state_siege(dt) if self.busters > 0 and isinstance(self.effective_target, planet.Planet): self.buster_time -= dt if self.buster_time <= 0: self.busters -= 1 self.buster_time = 0.5 ang = (self.effective_target.pos - self.pos).as_polar()[1] ang *= 3.14159 / 180 rvel = helper.from_angle(ang + 3.14159 + random.random() - 0.5) b = bullet.Bullet(self.pos, self.effective_target, self, vel=rvel, mods={ 'homing': 0.5, 'color': PICO_PINK, 'missile_speed': -0.65, 'life': 15, 'kill_pop': 1, 'shape': 'circle', 'size': 2, 'trail': PICO_PINK }) self.scene.game_group.add(b) self._generate_buster_display() def emit_thrust_particles(self): pvel = V2(random.random() - 0.5, random.random() - 0.5) * 5 pvel += -self.velocity / 2 p = particle.Particle( [PICO_WHITE, PICO_BLUE], 1, self.pos + -helper.try_normalize(self.velocity) * self.radius, 2, pvel) self.scene.add_particle(p) def kill(self): self.buster_display.kill() return super().kill()