Пример #1
0
class Menu(object):
    # Home Screen
    NEWGAME = 0
    HELP = 1
    QUIT = 2

    # Game Selection Screen
    GAME = 0
    DRAW = 1
    BACK = 2

    def __init__(self, screen, gameSelection=False):
        self.screen = screen
        self.gameSelection = gameSelection
        self.font = load.load_font("Nexa Light", 40)
        self.timer = pygame.time.Clock()
        self.selection = 0
        self.bg = Surface((32, 32))
        self.titleImg = load.load_image("title")
        self.offset = 175
        self.mouse = pygame.mouse

        s = random.choice("01")
        self.snowing = int(s)
        if not self.snowing:
            r = random.choice("00000001")
            self.raining = int(r)
        else:
            self.raining = False
        self.rain = Rain()
        self.snow = Snow()

        # random trees
        self.numTrees = random.randint(10, 15)
        self.trees = pygame.sprite.Group()
        increment = SCREEN_WIDTH // self.numTrees
        for t in range(self.numTrees):
            # better random distribution
            x = random.randint(t * increment - 5, (t + 1) * increment + 5)
            img = int(random.choice("111223"))
            y = SCREEN_HEIGHT + random.randint(10, 60)
            tree = Tree(x, y, img)
            self.trees.add(tree)

    def run(self):
        self.done = False
        while not self.done:
            self.bg.convert()
            if not self.raining:
                self.bg.fill(Color(208, 229, 246))
            else:
                self.bg.fill((135, 156, 183))

            for y in range(32):
                for x in range(32):
                    self.screen.blit(self.bg, (x * 32, y * 32))

            for tree in self.trees:
                self.screen.blit(tree.image, tree.rect)

            if self.raining:
                self.rain.update()
                self.rain.draw(self.screen)

            if self.snowing:
                self.snow.update()
                self.snow.draw(self.screen)

            if not self.gameSelection:
                self.render("PLAY", Menu.NEWGAME)
                self.render("HELP", Menu.HELP)
                self.render("QUIT", Menu.QUIT)
            else:
                self.render("BEGIN GAME", Menu.GAME)
                self.render("DRAWING MODE", Menu.DRAW)
                self.render("BACK", Menu.BACK)

            rect = self.titleImg.get_rect()
            rect.centerx = self.screen.get_rect().centerx
            rect.centery = self.offset
            self.screen.blit(self.titleImg, rect)

            pygame.display.flip()

            self.timer.tick(60)
            for e in pygame.event.get():
                if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
                    self.done = True
                    pygame.quit()
                    sys.exit()
                elif e.type == KEYDOWN:
                    if e.key == K_UP:
                        self.selection -= 1
                        if self.selection < 0:
                            self.selection = 0
                    if e.key == K_DOWN:
                        self.selection += 1
                        if not self.gameSelection:
                            if self.selection > Menu.QUIT:
                                self.selection = Menu.QUIT
                        else:
                            if self.selection > Menu.BACK:
                                self.selection = Menu.BACK
                            if self.selection < 0:
                                self.selction = 0
                    if e.key == K_RETURN:
                        self.done = True
        return self.selection

    def render(self, text, num):
        # draws buttons
        textColor = (255, 255, 255)
        if self.selection == num:
            textColor = (50, 150, 225)
        image = self.font.render(text, True, textColor)
        rect = image.get_rect()
        rect.centerx = self.screen.get_rect().centerx
        rect.top = self.titleImg.get_height() + num * rect.height * 1.4 + 20

        self.screen.blit(image, rect)
Пример #2
0
    if t / 8.0 == 164:
        snow.stop()
    if t / 8.0 == 220:
        snow.start()
        for f in fires:
            f.stop()
    if t / 8.0 == 252:
        title = UnTypist("Animation by Evan Shimoniak",
                         x="center",
                         y="center",
                         win=stdscr)

    #Draw
    stdscr.clear()
    if t / 8.0 >= 82:
        snow.draw(stdscr)
    for f in fires:
        f.draw(stdscr)
    tps.draw(stdscr)
    tps2.draw(stdscr)
    title.draw(stdscr)

    #	stdscr.addstr(0, 0, "measure=%i" % (t / 32 + 1))
    #	stdscr.addstr(1, 0, "beat=%i" % ((t % 32) / 8 + 1))
    #	stdscr.addstr(2, 0, "cbeat=%i" % (t / 8 + 1))
    #	stdscr.addstr(3, 0, "t=%i" % t)

    stdscr.refresh()

    t += 1
    #	sleep(1.0 / 8.0) #60 bpm (maybe)
Пример #3
0
def menu():
    bg = ika.Image('gfx/title.png')
    cursor = ika.Image('gfx/ui/pointer.png')
    snow = Snow(velocity=(0, 0.5))
    snow.update()
    result = None
    cursorPos = 0
    FADE_TIME = 60

    font = ika.Font('system.fnt')

    def draw():
        ika.Video.Blit(bg, 0, 0, ika.Opaque)
        ika.Video.Blit(cursor, 68, 128 + cursorPos * 26)
        txt = '(c) 2003, 2021'
        length = font.StringWidth(txt)
        font.Print(ika.Video.xres - length - 10, ika.Video.yres - 10, txt)
        txt = 'Version 1.02'
        length = font.StringWidth(txt)
        font.Print(ika.Video.xres - length - 10, ika.Video.yres - 20, txt)
        if controls.useGamePad:
            font.Print(10, ika.Video.yres - 10, 'Gamepad controls enabled.')

    for i in range(FADE_TIME - 1, -1, -1):
        draw()
        ika.Video.DrawRect(0, 0, ika.Video.xres, ika.Video.yres,
                           ika.RGB(0, 0, 0, i * 255 / FADE_TIME), True)
        snow.update()
        snow.draw()
        ika.Video.ShowPage()
        ika.Input.Update()
        ika.Delay(1)

    u = 0  # gay unpress hack

    while result == None:
        draw()
        snow.update()
        snow.draw()
        ika.Video.ShowPage()
        ika.Input.Update()
        ika.Delay(1)

        if (controls.up() or controls.ui_up()
                or controls.joy_up()) and cursorPos > 0:
            if not u:
                cursorPos -= 1
                u = 1
        elif (controls.down() or controls.ui_down()
              or controls.joy_down()) and cursorPos < 2:
            if not u:
                cursorPos += 1
                u = 1
        elif controls.attack() or controls.ui_accept() or controls.joy_attack(
        ):
            result = cursorPos
        else:
            u = 0

    # one last draw.  Later on, there's a blurfade that can take advantage of this:
    draw()
    snow.draw()
    return result

    for i in range(FADE_TIME):
        draw()
        ika.Video.DrawRect(0, 0, ika.Video.xres, ika.Video.yres,
                           ika.RGB(0, 0, 0, i * 255 / FADE_TIME), True)
        snow.update()
        snow.draw()
        ika.Video.ShowPage()
        ika.Input.Update()
        ika.Delay(1)
Пример #4
0
class Game(object):
    bgColor = [208, 229, 246]
    textColor = (236, 247, 255)

    def __init__(self, screen, timer, custom=False):
        self.screen = screen
        self.timer = timer

        '''Game Mode'''
        if custom != False:  # 0, if no platforms are drawn
            self.custom = True
            if isinstance(custom, list):
                self.customPlatTypes = custom
                self.customNumPlatforms = None
            else:
                self.customNumPlatforms = custom
                self.customPlatTypes = None
        else:
            self.custom = False

        '''Game Mechanics'''
        self.totalGameTime = 1000
        self.gameover = False
        self.gameover_image = None
        self.gameover_rect = None
        self.pause = False
        self.done = False
        font = load.load_font("OpenSans-Semibold", 40)
        self.pause_image = font.render("Paused", True, (236, 247, 255))
        self.pause_rect = self.pause_image.get_rect()
        self.pause_rect.center = self.screen.get_rect().center
        self.exit = True
        self.showFPS = False
        self.noCrashes = False

        '''Background'''
        self.bg = Surface((32, 32))
        self.bgTime = 0
        self.bgColor = Game.bgColor
        self.sundownTime = 0
        self.rainStart = random.randint(0, self.totalGameTime)
        self.rainEnd = self.rainStart + random.randint(150, 500)
        self.rainEndColor = None
        self.darkenTime = (self.rainEnd - self.rainStart) / 3
        self.lightenTime = 2 * (self.rainEnd - self.rainStart) / 3
        self.raining = self.darkening = self.lightening = False
        self.snowing = False
        self.snow = Snow()

        '''Game entities'''
        self.entities = pygame.sprite.Group()
        self.rocks = pygame.sprite.Group()
        self.trees = pygame.sprite.Group()
        self.birds = pygame.sprite.Group()
        self.coins = pygame.sprite.Group()
        self.ice = pygame.sprite.Group()
        self.player = Player()
        self.entities.add(self.player)
        self.coinCount = 0
        self.flyingBirds = []
        self.collectedCoins = []
        self.clouds = None

        '''Score'''
        self.score = Score()
        self.scoreSprite = pygame.sprite.Group()
        self.scoreSprite.add(self.score)

        '''Platforms'''
        self.platforms = []
        self.numPlatforms = 30
        self.generatePlatforms()
        self.createPlatforms()

        '''Camera'''
        self.totalWidth = 1024 * len(self.platformTypes)
        self.totalHeight = 800
        self.camera = Camera(complex_camera, self.totalWidth, self.totalHeight)

        '''Generating obstacles'''
        self.iceCoords = makeIce(self.platforms)
        rockInfo = makeRock(self.platforms)
        self.treeDict = makeTrees(self.platforms)
        self.birdDict = generateBirds(self.platforms)
        self.coinDict = makeCoins(self.platforms)
        (self.rockRects, self.rockCoords, self.rockAngles) = \
            (rockInfo[0], rockInfo[1], rockInfo[2])

        # ROCKS
        offset = 1024
        for item in range(1, len(self.rockRects)):
            currentPlatform = self.platforms[item]
            x = self.rockRects[currentPlatform][0] + offset
            y = self.rockRects[currentPlatform][1]
            angle = self.rockAngles[currentPlatform]
            obstacle = random.choice("001")
            rock = Rock(x, y, angle) if obstacle == "0" else Penguin(
                x, y, angle)
            self.rocks.add(rock)
            offset += 1024

        # ICE
        iceOffset = 0
        for item in range(self.numPlatforms):
            currentPlatform = self.platforms[item]
            x = iceOffset
            ice = Ice(x, 299, currentPlatform, self.iceCoords)
            self.ice.add(ice)
            iceOffset += 1024

        # TREES
        offset = 0
        for item in range(len(self.treeDict)):
            currentPlatform = self.platforms[item]
            treeCoords = self.treeDict[currentPlatform]
            for tree in treeCoords:
                x = offset + tree[0]
                yOffset = random.randint(5, 20)
                y = tree[1] + 300 + yOffset
                tree = Tree(x, y)
                self.trees.add(tree)
            offset += 1024

        # BIRBS & COINS
        offset = 0
        for item in range(self.numPlatforms):
            currentPlatform = self.platforms[item]
            coords = self.birdDict[currentPlatform]
            coinCoords = self.coinDict[currentPlatform]
            if coords != None:
                for point in coords:
                    x = offset + point[0]
                    y = point[1]
                    bird = Bird(x, y, 0)
                    self.birds.add(bird)
            if coinCoords != None:
                for coin in coinCoords:
                    x = offset + coin[0]
                    y = coin[1]
                    coin = Coin(x, y)
                    self.coins.add(coin)
            offset += 1024

    def run(self):
        while not self.done:
            if not self.pause:
                # update all game entities
                self.camera.update(self.player)
                self.groundSpeed = \
                    self.player.update(
                        self.platforms, self.iceCoords, self.rocks)
                clouds.update(self.bgTime, self.totalGameTime, self.raining)

                for bird in self.birds:
                    if pixelPerfectCollision(self.player, bird) != None:
                        birds.update(bird)
                        self.flyingBirds.append(bird)

                if self.flyingBirds != []:  # bird animation
                    for bird in self.flyingBirds:
                        if bird.rect.top >= 0:
                            birds.update(bird)
                        else:
                            self.flyingBirds.remove(bird)
                            self.birds.remove(bird)

                for c in self.coins:
                    if pixelPerfectCollision(self.player, c) != None:
                        self.bgTime -= 1
                        coin.update(c)
                        self.collectedCoins.append([c, 0])

                if self.collectedCoins != []:  # coin animation
                    existCoins = False
                    for i in range(len(self.collectedCoins)):
                        c, num = self.collectedCoins[i]
                        if c != None and num != None:
                            existCoins = True
                            if num <= 20:
                                coin.update(c)
                                num += 1
                                self.collectedCoins[i] = [c, num]
                            else:
                                self.collectedCoins[i] = [None, None]
                                self.coins.remove(c)
                    if not existCoins:
                        self.collectedCoins = []  # no coins to update

                if self.raining:
                    self.rain.update()
                if self.snowing:
                    self.snow.update()

                particles.update(self.player.rect.centerx,
                                 self.player.rect.centery, self.player.angle,
                                 self.groundSpeed)
                if self.player.crashed and not self.noCrashes:
                    self.exit = False
                    self.setGameOver("You crashed! Press ENTER to exit.")
                elif self.player.crashed and self.noCrashes:
                    self.player.crashed = False
                elif self.player.tooSteep and self.custom:
                    self.exit = False
                    self.setGameOver(
                        "The slopes are too steep! Press ENTER to exit.")
                self.score.add(self.player.getScore())
            self.draw()
            self.handleEvents()
        return self.score.getScore()

    def draw(self):
        self.bg.convert()
        if not self.pause:
            self.bgTime += 1
        if self.bgTime + 1 == self.totalGameTime:
            print(self.player.rect.right // 1024)
            self.exit = False
            self.bgTime += 1  # avoid an endless loop
            self.setGameOver("Time's Up! Press ENTER to exit.")

        if self.bgTime % 5 == 0:
            if self.darkening or self.lightening or self.raining:
                self.bgColor = self.rainSky()
            else:
                self.bgColor = self.getTimeColor()

        color = (self.bgColor[0], self.bgColor[1], self.bgColor[2])
        try:
            self.bg.fill(color)
        except:
            self.bg.fill((59, 82, 119))

        # blit the background
        for y in range(32):
            for x in range(32):
                self.screen.blit(self.bg, (x * 32, y * 32))

        # draw the sun based on "time of day"
        sun = pygame.transform.scale(load.load_image("sun"), (150, 150))
        if 50 + (SCREEN_HEIGHT) * (self.bgTime / self.totalGameTime) <= 400:
            self.screen.blit(sun, (SCREEN_WIDTH - 150 - 50 *
                            (self.bgTime / self.totalGameTime),
                     50 + (SCREEN_HEIGHT) * (self.bgTime / self.totalGameTime)))

        if abs((50 + (SCREEN_HEIGHT) * (self.bgTime / self.totalGameTime))
                - 250) <= 2:
            self.sundownTime = self.bgTime

        # draw game entities
        for tree in self.trees:
            self.screen.blit(tree.image, self.camera.apply(tree))
        for e in self.entities:
            self.screen.blit(e.image, self.camera.apply(e))
        for ice in self.ice:
            self.screen.blit(ice.image, self.camera.apply(ice))
        for rock in self.rocks:
            self.screen.blit(rock.image, self.camera.apply(rock))
        for bird in self.birds:
            self.screen.blit(bird.image, self.camera.apply(bird))
        for coin in self.coins:
            self.screen.blit(coin.image, self.camera.apply(coin))

        self.scoreSprite.draw(self.screen)
        clouds.draw(self.screen)
        player.drawMessage(self.screen)

        if self.snowing:
            self.snow.draw(self.screen)

        self.checkForRain()

        particles.draw(self.screen, self.camera)

        # Draw game info
        font = load.load_font("Nexa Light", 30)
        fps = font.render("FPS: " + str(int(self.timer.get_fps())),
                          True, Game.textColor)
        speed = font.render("Speed: " + str(int(self.groundSpeed)),
                            True, Game.textColor)
        if self.showFPS:
            self.screen.blit(fps, (50, 60))
        self.screen.blit(speed, (SCREEN_WIDTH - 200, 30))
        timeLeft = "Time Left: "
        timer = font.render(timeLeft, True, Game.textColor)
        rect = timer.get_rect()
        rect.right = int(self.screen.get_rect().centerx)
        rect.top = 30
        self.screen.blit(timer, rect)
        time = font.render(str(self.totalGameTime - self.bgTime),
                           True, Game.textColor)
        rect = time.get_rect()
        rect.left = int(self.screen.get_rect().centerx)
        rect.top = 30
        self.screen.blit(time, rect)

        if self.gameover:
            if self.exit == False:  # when time runs out
                self.pause = True
                self.screen.blit(self.gameover_image, self.gameover_rect)
            else:
                self.done = True

        pygame.display.update()

    def handleEvents(self):
        self.timer.tick(60)
        for e in pygame.event.get():
            if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
                self.done = True
                pygame.quit()
                sys.exit()
            elif e.type == KEYDOWN:
                if not self.pause:
                    if e.key == K_UP:
                        self.player.moveUp(True)
                    if e.key == K_SPACE:
                        self.player.rotate(True)
                    # cheat: make it rain
                    if e.key == K_r:
                        self.bgTime = self.rainStart
                    # cheat: make it snow
                    if e.key == K_s:
                        self.snowing = not self.snowing
                    # cheat: show FPS
                    if e.key == K_f:
                        self.showFPS = not self.showFPS
                    # cheat: approach end of game
                    if e.key == K_e:
                        self.bgTime = self.totalGameTime - 50
                        self.rainStartColor = 0
                        if self.sundownTime == 0:
                            self.sundownTime = 1
                    # cheat: alter player speeds
                    if e.key == K_z:
                        self.player.groundSpeed += 1
                    elif e.key == K_x:
                        self.player.groundSpeed -= 1
                    # cheat: no crashing!
                    if e.key == K_c:
                        self.noCrashes = not self.noCrashes
                if e.key == K_p:
                    self.pause = not self.pause
                if self.gameover and e.key == K_RETURN:
                    self.exit = True
            elif e.type == KEYUP:
                if e.key == K_UP:
                    self.player.moveUp(False)
                if e.key == K_SPACE:
                    self.player.rotate(False)

    def createPlatforms(self, start=0):
        x = start
        y = 300
        for c in self.platformTypes:
            platformTypes = str(c)
            p = Platform(x, y, platformTypes)
            self.platforms.append(p)
            self.entities.add(p)
            x += p.width

    def generatePlatforms(self):
        self.platformTypes = ["start"]
        for i in range(self.numPlatforms):
            if self.custom:
                if self.customPlatTypes != None:
                    selections = "".join(self.customPlatTypes)
                    r = random.choice(selections)
                    platform = str(int(r) * 100)
                    self.platformTypes.append(platform)

                else: self.platformTypes.append(str(random.randint(1,
                                                self.customNumPlatforms) * 100))
            else:
                # randomly chooses platforms; weighted probability
                self.platformTypes.append(random.choice("911223344556"))
        return self.platformTypes

    def checkForRain(self):
        if abs(self.rainStart - self.bgTime) <= 1:
            # it started raining
            self.rain = Rain()
            self.rainStartColor = self.getTimeColor()
            self.darkening = True

        if self.rainStart < self.bgTime < self.rainEnd:
            # it is raining
            self.raining = True
            self.rain.draw(self.screen)
        else:
            # it's not raining
            self.raining = False

        if abs(self.bgTime - (self.rainStart + self.darkenTime)) <= 1:
            # sky is done darkening
            self.darkening = False

        if abs(self.bgTime - (self.rainStart + self.lightenTime)) <= 1:
            # 2/3 of rain is done, start lightening sky
            self.rainEndColor = self.getTimeColor(
                self.rainEnd + 40)  
            # anticipated color
            self.lightening = True

        if abs(self.bgTime - self.rainEnd - 40) <= 1:
            self.lightening = False

    def getTimeColor(self, time=None):  
        # throwback to rgb color blender
        if time != None:
            bgTime = time
        else:
            bgTime = self.bgTime
        if self.sundownTime != 0:
            # fraction of time elapsed
            r = 208 - ((208 - 59) *
                       ((bgTime - self.sundownTime) / self.totalGameTime))
            g = 229 - ((229 - 82) *
                       ((bgTime - self.sundownTime) / self.totalGameTime))
            b = 246 - ((246 - 119) *
                       ((bgTime - self.sundownTime) / self.totalGameTime))
            if r < 59:
                r = 59
            if g < 82:
                g = 82
            if b < 119:
                b = 119
            return [int(r), int(g), int(b)]
        else:
            return Game.bgColor

    def rainSky(self):
        if self.darkening:
            if self.bgTime <= self.rainStart + self.darkenTime:
                timeElapsed = (self.bgTime - self.rainStart)
                r = (self.rainStartColor[0] - ((self.rainStartColor[0] - 135)
                                               * timeElapsed / self.darkenTime))
                g = (self.rainStartColor[1] - ((self.rainStartColor[1] - 156)
                                               * timeElapsed / self.darkenTime))
                b = (self.rainStartColor[2] - ((self.rainStartColor[2] - 183)
                                               * timeElapsed / self.darkenTime))
                return [int(r), int(g), int(b)]
            else:
                return [135, 156, 183]
        elif self.lightening:
            secondsElapsed = self.bgTime - (self.rainEnd - self.darkenTime)
            if abs(secondsElapsed - (self.rainEnd - self.darkenTime + 40)) <= 5:
                self.raining = self.lightening = self.darkening = False
                # rain effects are over
                return self.rainEndColor
            else:
                a = self.rainEnd - self.darkenTime + 40
                color = self.rainEndColor
                r, g, b = color[0], color[1], color[2]
                newR = int(135 - (135 - r) * (secondsElapsed / a))
                newG = int(156 - (156 - g) * (secondsElapsed / a))
                newB = int(183 - (183 - g) * (secondsElapsed / a))
                return [int(newR), int(newG), int(newB)]
        else:  # just raining
            return [135, 156, 183]

    def setGameOver(self, message="Game Over"):
        # sets game over, shows a message depending on cause of death
        self.gameover = True
        images = []
        font = load.load_font("Nexa Light", 30)
        height = 0
        width = 0
        for text in message.split("\n"):
            images.append(font.render(text, True, (25, 51, 71)))
            height += images[-1].get_height()
            width = images[-1].get_width()
        self.gameover_image = pygame.Surface((width, height), SRCALPHA, 32)
        self.gameover_image.fill((0, 0, 0, 0))
        for i in range(len(images)):
            rect = images[i].get_rect()
            rect.top = i * images[i].get_height()
            rect.centerx = width / 2
            self.gameover_image.blit(images[i], rect)

        self.gameover_rect = self.gameover_image.get_rect()
        self.gameover_rect.center = self.screen.get_rect().center