Пример #1
0
def regenerate():
	target = thing.Skiff(X = state.mother.X, y = state.mother.y - 11, vx = 0)
	state.you = thing.SlowTeleport(X = state.you.X, y = state.you.y, targetid = target.thingid)
	state.ships.append(target)
	state.effects.append(state.you)
	sound.play("longteleport")
	control.clear()
	dialog.play("convo5")
Пример #2
0
def regenerate():
    target = thing.Skiff(X=state.mother.X, y=state.mother.y - 11, vx=0)
    state.you = thing.SlowTeleport(X=state.you.X,
                                   y=state.you.y,
                                   targetid=target.thingid)
    state.ships.append(target)
    state.effects.append(state.you)
    sound.play("longteleport")
    control.clear()
    dialog.play("convo5")
Пример #3
0
def init():
	global tplay

	window.camera.X0 = 0
	window.camera.y0 = 500
	window.camera.R = window.sy / 40
	sound.epicness = 2
	dialog.play("convo16")
	tplay = 0
	background.wash()
	state.you = getattr(thing, quest.quests["Finale"].winner)(X = 0, y = window.camera.y0 + 20)
	state.effects = []
Пример #4
0
def regenerate():
	state.you = thing.Skiff(X = state.mother.X, y = state.mother.y - 11, vx = 0)
	window.camera.X0 = state.you.X
	window.camera.y0 = state.you.y
	state.ships.append(state.you)
	clearfull()
	populatefull()
	sound.play("longteleport")
	control.clear()
	dialog.play("convo5")
	background.wash()
	background.drawwash()
	if settings.saveonemergency:
		state.save()
Пример #5
0
def regenerate():
    state.you = thing.Skiff(X=state.mother.X, y=state.mother.y - 11, vx=0)
    window.camera.X0 = state.you.X
    window.camera.y0 = state.you.y
    state.ships.append(state.you)
    clearfull()
    populatefull()
    sound.play("longteleport")
    control.clear()
    dialog.play("convo5")
    background.wash()
    background.drawwash()
    if settings.saveonemergency:
        state.save()
Пример #6
0
def init():
    global tplay

    window.camera.X0 = 0
    window.camera.y0 = 500
    window.camera.R = window.sy / 40
    sound.epicness = 2
    dialog.play("convo16")
    tplay = 0
    background.wash()
    state.you = getattr(thing,
                        quest.quests["Finale"].winner)(X=0,
                                                       y=window.camera.y0 + 20)
    state.effects = []
Пример #7
0
	def settarget(self):
		if self.progress > 1:
			sound.play("yes")
	
		if self.progress == 1:
			hud.show("Use arrow keys or WASD to move.")
			dialog.play("intro1")
		elif self.progress == 2:
			hud.clear()
		elif self.progress == 4:
			hud.show("Hold space (or enter, shift, or Z) and use arrows to teleport between ships.")
			dialog.play("intro2")
		elif self.progress == 5:
			hud.clear()
		elif self.progress == 6:
			dialog.play("intro3")
		elif self.progress == 10:
			dialog.play("intro4")

		if self.progress in (1, 2, 3, 5, 6, 8):
			dx, dy = self.tps[self.progress]
			state.target = thing.Target(X = dx / window.camera.y0, y = window.camera.y0 - dy)
			state.effects.append(state.target)
		elif self.progress in (4, 7, 9):
			state.target = None
			# better chance of getting something not obscured by the HUD
			if self.progress == 4:
				state.target = state.ships[-1]
			while state.target in (None, state.you):
				state.target = random.choice(state.ships)
			state.effects.append(thing.ShipTarget(parentid = state.target.thingid))
Пример #8
0
    def settarget(self):
        if self.progress > 1:
            sound.play("yes")

        if self.progress == 1:
            hud.show("Use arrow keys or WASD to move.")
            dialog.play("intro1")
        elif self.progress == 2:
            hud.clear()
        elif self.progress == 4:
            hud.show("Hold space (or enter, shift, or Z) and use arrows to teleport between ships.")
            dialog.play("intro2")
        elif self.progress == 5:
            hud.clear()
        elif self.progress == 6:
            dialog.play("intro3")
        elif self.progress == 10:
            dialog.play("intro4")

        if self.progress in (1, 2, 3, 5, 6, 8):
            dx, dy = self.tps[self.progress]
            state.target = thing.Target(X=dx / window.camera.y0, y=window.camera.y0 - dy)
            state.effects.append(state.target)
        elif self.progress in (4, 7, 9):
            state.target = None
            # better chance of getting something not obscured by the HUD
            if self.progress == 4:
                state.target = state.ships[-1]
            while state.target in (None, state.you):
                state.target = random.choice(state.ships)
            state.effects.append(thing.ShipTarget(parentid=state.target.thingid))
Пример #9
0
def init():
	global tplay, tspawn

	window.camera.X0 = 0
	window.camera.y0 = 500
	window.camera.R = window.sy / 40
	sound.epicness = 2
	dialog.play("finale")
	tplay = 0
	background.wash()
	state.you = getattr(thing, quest.quests["Finale"].winner)(X = 0, y = window.camera.y0 + 20)
	state.effects = []
	frange = lambda x, y, a = 1.0: [n * a for n in range(int(x / a), int(y / a))]
	tspawn = frange(12, 30, 2) + frange(14.5, 30, 1.11) + frange(19.27, 30, 0.28)
	tspawn.sort()
Пример #10
0
	def think(self, dt):
		if self.done or not self.available:
			return
		self.t += dt
		if not self.cutscened:
			if self.t > 15 and dialog.tquiet > 15:
				self.cutscened = True
				from src.scenes import act2cutscene
				from src import scene
				scene.current = act2cutscene
				scene.toinit = act2cutscene
		if self.progress == 0 and thing.get(self.goal).isvisible():
			dialog.play("convo10")
			self.progress = 1

		if self.progress == 1 and self.cutscened:
			self.done = True
			quests["Seek"].setup()
Пример #11
0
def init():
    global tplay, tspawn

    window.camera.X0 = 0
    window.camera.y0 = 500
    window.camera.R = window.sy / 40
    sound.epicness = 2
    dialog.play("finale")
    tplay = 0
    background.wash()
    state.you = getattr(thing,
                        quest.quests["Finale"].winner)(X=0,
                                                       y=window.camera.y0 + 20)
    state.effects = []
    frange = lambda x, y, a=1.0: [n * a for n in range(int(x / a), int(y / a))]
    tspawn = frange(12, 30, 2) + frange(14.5, 30, 1.11) + frange(
        19.27, 30, 0.28)
    tspawn.sort()
Пример #12
0
    def think(self, dt):
        if self.done or not self.available:
            return
        self.t += dt
        if not self.cutscened:
            if self.t > 15 and dialog.tquiet > 15:
                self.cutscened = True
                from src.scenes import act2cutscene
                from src import scene

                scene.current = act2cutscene
                scene.toinit = act2cutscene
        if self.progress == 0 and thing.get(self.goal).isvisible():
            dialog.play("convo10")
            self.progress = 1

        if self.progress == 1 and self.cutscened:
            self.done = True
            quests["Seek"].setup()
Пример #13
0
    def think(self, dt):
        if self.done or not self.available:
            return
        self.t += dt
        nvis = sum(convergence.isvisible() for convergence in state.convergences)
        if nvis > self.progress:
            self.chooserandomgoal()
            self.updateprogress(nvis)
            if self.progress == 1:
                dialog.play("convo13")

        if self.progress == 0 and dialog.tquiet > 10:
            dialog.play("convo11")
        if self.progress >= 1 and dialog.tquiet > 11:
            dialog.play("convo12")
        if self.progress >= 2 and dialog.tquiet > 12:
            dialog.play("echo1")
        if self.progress >= 3 and dialog.tquiet > 13:
            dialog.play("echo2")
        if self.progress >= 3 and dialog.tquiet > 60:
            dialog.play("echo3")
            dialog.play("echo4")
        if self.progress >= 4 and dialog.tquiet > 15:
            dialog.play("echo5")
        if self.progress >= 5 and dialog.tquiet > 16 and "convo14" in dialog.played:
            dialog.play("convo15")
            quests["Finale"].setup()

        if state.you.y - state.Rcore < 30 and dialog.tquiet > 10:
            dialog.play("convo14")
Пример #14
0
def think(dt, events, kpressed):
	global todraw, tplay
	hud.think(dt)
	quest.think(dt)
	dialog.think(dt)
	background.think(dt)
	sound.think(dt)

	if playing:
		tplay += dt
		background.flowt += dt * 4
		if tplay > 3:
			dialog.play("convo9")
		if tplay > 6:
			background.wash()
			from src import scene
			from src.scenes import play
			scene.current = play
			state.you.tflash = settings.tcutsceneinvulnerability
		return

	nbubble = int(dt * 30) + (random.random() < dt * 30 % 1)
	for _ in range(nbubble):
		X = random.gauss(state.you.X, 30 / state.you.y)
		y = random.gauss(state.you.y, 30)
		if y < state.R - 10:
			state.effects.append(thing.Bubble(X = X, y = y))

	todraw = []
	scollide = []
	hcollide = []

	nships = []
	for ship in state.ships:
		if not window.camera.near(ship):
			nships.append(ship)
			continue
		ship.think(dt)
		if ship.alive:
			nships.append(ship)
			if window.camera.on(ship):
				todraw.append(ship)
		else:
			ship.die()
			if ship is state.you:
				regenerate()
	state.ships = nships
	nobjs = []
	for obj in state.objs:
		if not window.camera.on(obj):
			nobjs.append(obj)
			continue
		obj.think(dt)
		if obj.alive:
			nobjs.append(obj)
			todraw.append(obj)
		else:
			obj.die()
	state.obj = nobjs
	for hazard in state.hazards:
		if not window.camera.near(hazard):
			continue
		hazard.think(dt)
		todraw.append(hazard)
		if window.camera.on(hazard):
			hcollide.append(hazard)
	state.obj = nobjs
	neffects = []
	for effect in state.effects:
		effect.think(dt)
		if effect.alive:
			todraw.append(effect)
			neffects.append(effect)
		else:
			effect.die()
	state.effects = neffects
	window.camera.follow(state.you)
	window.camera.think(dt)
Пример #15
0
	def think(self, dt):
		if self.done or not self.available:
			return
		self.t += dt
		nvis = sum(convergence.isvisible() for convergence in state.convergences)
		if nvis > self.progress:
			self.chooserandomgoal()
			self.updateprogress(nvis)
			if self.progress == 1:
				dialog.play("convo13")

		if self.progress == 0 and dialog.tquiet > 10:
			dialog.play("convo11")
		if self.progress >= 1 and dialog.tquiet > 11:
			dialog.play("convo12")
		if self.progress >= 2 and dialog.tquiet > 12:
			dialog.play("echo1")
		if self.progress >= 3 and dialog.tquiet > 13:
			dialog.play("echo2")
		if self.progress >= 3 and dialog.tquiet > 60:
			dialog.play("echo3")
			dialog.play("echo4")
		if self.progress >= 4 and dialog.tquiet > 15:
			dialog.play("echo5")
		if self.progress >= 5 and dialog.tquiet > 16 and "convo14" in dialog.played:
			dialog.play("convo15")
			quests["Finale"].setup()
		
		if state.you.y - state.Rcore < 30 and dialog.tquiet > 10:
			dialog.play("convo14")
Пример #16
0
	def think(self, dt):
		if self.done or not self.available:
			return
		self.t += dt
		inmapper = isinstance(state.you, thing.Mapper)
		showingmap = inmapper and state.you.deployed
		if self.progress == 0:
			self.progress = 1
			payloads = [
				thing.Payload(pos = pos) for pos in state.worlddata["payloads"][:3]
			]
			state.objs.extend(payloads)
			state.goals.extend(payloads)
			self.goals = [p.thingid for p in payloads]
		if self.progress == 1 and self.t > 2:
			dialog.play("start1")
		if self.progress == 1 and self.t > 3 and dialog.tquiet and not inmapper:
			mappers = [ship for ship in state.ships if isinstance(ship, thing.Mapper)]
			nearestid = min(mappers, key = lambda obj: window.distance(obj, state.you)).thingid if mappers else None
			if not self.mappertargetid or thing.get(self.mappertargetid).parentid != nearestid:
				if self.mappertargetid:
					thing.get(self.mappertargetid).die()
				if nearestid:
					mappertarget = thing.ShipTarget(parentid = nearestid)
					state.effects.append(mappertarget)
					self.mappertargetid = mappertarget.thingid
		if self.progress > 1 and self.mappertargetid:
			if thing.get(self.mappertargetid):
				thing.get(self.mappertargetid).die()
			self.mappertargetid = None
		if self.progress == 1 and inmapper:
			self.progress = 2
			dialog.play("start2")
		if self.progress == 2 and showingmap:
			self.progress = 3
		if self.progress == 3 and not showingmap and dialog.tquiet > 5:
			dialog.play("start3")
		if self.progress >= 1:
			if any(window.distance(thing.get(goal), state.you) < 20 for goal in self.goals):
				dialog.play("convo3")
				self.progress = 4
		if self.progress >= 4:
			nvisible = sum(thing.get(goal).isvisible() for goal in self.goals)
			if self.progress == 4 and nvisible >= 1:
				dialog.play("convo4")
				self.progress = 5
			if self.progress == 5 and nvisible >= 2:
				dialog.play("convo7")
				self.progress = 6
			if self.progress == 6 and nvisible == 3:
				dialog.play("convo8")
				self.progress = 7
				self.done = True
				quests["Act2"].setup()
		if not self.distressed and state.you.y < 270:
			dialog.play("distress")
Пример #17
0
from __future__ import division
import pygame, math, sys, os.path, json, random
from pygame.locals import *

sys.path.insert(1, sys.path[0] + "/..")
from src import ptext, dialog

pygame.mixer.init()
clock = pygame.time.Clock()
toplay = list(dialog.lines)
dialog.sound.init()

while toplay:
    dt = clock.tick(60) * 0.001
    dialog.think(dt)
    if not dialog.queue and not dialog.sound.lineplaying():
        convo = toplay.pop(0)
        print
        print convo
        for line in dialog.lines[convo]:
            print line
        dialog.play(convo)
Пример #18
0
def think(dt, events, kpressed):
    global todraw, tplay
    hud.think(dt)
    quest.think(dt)
    dialog.think(dt)
    background.think(dt)
    sound.think(dt)

    if playing:
        tplay += dt
        background.flowt += dt * 4
        if tplay > 3:
            dialog.play("convo9")
        if tplay > 6:
            background.wash()
            from src import scene
            from src.scenes import play
            scene.current = play
            state.you.tflash = settings.tcutsceneinvulnerability
        return

    nbubble = int(dt * 30) + (random.random() < dt * 30 % 1)
    for _ in range(nbubble):
        X = random.gauss(state.you.X, 30 / state.you.y)
        y = random.gauss(state.you.y, 30)
        if y < state.R - 10:
            state.effects.append(thing.Bubble(X=X, y=y))

    todraw = []
    scollide = []
    hcollide = []

    nships = []
    for ship in state.ships:
        if not window.camera.near(ship):
            nships.append(ship)
            continue
        ship.think(dt)
        if ship.alive:
            nships.append(ship)
            if window.camera.on(ship):
                todraw.append(ship)
        else:
            ship.die()
            if ship is state.you:
                regenerate()
    state.ships = nships
    nobjs = []
    for obj in state.objs:
        if not window.camera.on(obj):
            nobjs.append(obj)
            continue
        obj.think(dt)
        if obj.alive:
            nobjs.append(obj)
            todraw.append(obj)
        else:
            obj.die()
    state.obj = nobjs
    for hazard in state.hazards:
        if not window.camera.near(hazard):
            continue
        hazard.think(dt)
        todraw.append(hazard)
        if window.camera.on(hazard):
            hcollide.append(hazard)
    state.obj = nobjs
    neffects = []
    for effect in state.effects:
        effect.think(dt)
        if effect.alive:
            todraw.append(effect)
            neffects.append(effect)
        else:
            effect.die()
    state.effects = neffects
    window.camera.follow(state.you)
    window.camera.think(dt)
Пример #19
0
from __future__ import division
import pygame, math, sys, os.path, json, random
from pygame.locals import *
sys.path.insert(1, sys.path[0] + "/..")
from src import ptext, dialog

pygame.mixer.init()
clock = pygame.time.Clock()
toplay = list(dialog.lines)
dialog.sound.init()

while toplay:
	dt = clock.tick(60) * 0.001
	dialog.think(dt)
	if not dialog.queue and not dialog.sound.lineplaying():
		convo = toplay.pop(0)
		print
		print convo
		for line in dialog.lines[convo]:
			print line
		dialog.play(convo)
			
		



Пример #20
0
 def think(self, dt):
     if self.done or not self.available:
         return
     self.t += dt
     inmapper = isinstance(state.you, thing.Mapper)
     showingmap = inmapper and state.you.deployed
     if self.progress == 0:
         self.progress = 1
         payloads = [thing.Payload(pos=pos) for pos in state.worlddata["payloads"][:3]]
         state.objs.extend(payloads)
         state.goals.extend(payloads)
         self.goals = [p.thingid for p in payloads]
     if self.progress == 1 and self.t > 2:
         dialog.play("start1")
     if self.progress == 1 and self.t > 3 and dialog.tquiet and not inmapper:
         mappers = [ship for ship in state.ships if isinstance(ship, thing.Mapper)]
         nearestid = min(mappers, key=lambda obj: window.distance(obj, state.you)).thingid if mappers else None
         if not self.mappertargetid or thing.get(self.mappertargetid).parentid != nearestid:
             if self.mappertargetid:
                 thing.get(self.mappertargetid).die()
             if nearestid:
                 mappertarget = thing.ShipTarget(parentid=nearestid)
                 state.effects.append(mappertarget)
                 self.mappertargetid = mappertarget.thingid
     if self.progress > 1 and self.mappertargetid:
         if thing.get(self.mappertargetid):
             thing.get(self.mappertargetid).die()
         self.mappertargetid = None
     if self.progress == 1 and inmapper:
         self.progress = 2
         dialog.play("start2")
     if self.progress == 2 and showingmap:
         self.progress = 3
     if self.progress == 3 and not showingmap and dialog.tquiet > 5:
         dialog.play("start3")
     if self.progress >= 1:
         if any(window.distance(thing.get(goal), state.you) < 20 for goal in self.goals):
             dialog.play("convo3")
             self.progress = 4
     if self.progress >= 4:
         nvisible = sum(thing.get(goal).isvisible() for goal in self.goals)
         if self.progress == 4 and nvisible >= 1:
             dialog.play("convo4")
             self.progress = 5
         if self.progress == 5 and nvisible >= 2:
             dialog.play("convo7")
             self.progress = 6
         if self.progress == 6 and nvisible == 3:
             dialog.play("convo8")
             self.progress = 7
             self.done = True
             quests["Act2"].setup()
     if not self.distressed and state.you.y < 270:
         dialog.play("distress")
Пример #21
0
	def think(self, dt):
		if self.done or not self.available:
			return
		self.t += dt
		if self.progress == 0 and self.t > 1:
			dialog.play("convo2")
			self.progress = 1
			payloads = [
				thing.Payload(pos = pos) for pos in state.worlddata["payloads"][:3]
			]
			state.objs.extend(payloads)
			state.goals.extend(payloads)
			self.goals = [p.thingid for p in payloads]
		if self.progress == 1:
			if any(window.distance(thing.get(goal), state.you) < 20 for goal in self.goals):
				dialog.play("convo3")
				self.progress = 2
		if self.progress >= 2:
			nvisible = sum(thing.get(goal).isvisible() for goal in self.goals)
			if self.progress == 2 and nvisible >= 1:
				dialog.play("convo4")
				self.progress = 3
			if self.progress == 3 and nvisible >= 2:
				dialog.play("convo7")
				self.progress = 4
			if self.progress == 4 and nvisible == 3:
				dialog.play("convo8")
				self.progress = 5
				self.done = True
				quests["Act2"].setup()
		if not self.distressed and state.you.y < 270:
			dialog.play("distress")