class OfficeCutscene(BaseCutscene): """ The cutscene where the dog and cat are talking in the office. """ def __init__(self, screen): super().__init__(screen) self.rect = pg.Rect(0, 0, 0, 0) office = CUTSCENE_RESOURCES["office"] self.origin = pg.time.get_ticks() # milliseconds self.elapsed = 0 # milliseconds self._isSentMessage = False self.render = RenderComponent(self) self.render.add("office_dog", office["dog"], 1500) self.render.add("office_cat", office["cat"], 1500) self.audio = AudioComponent(self, isAutoPlay=False) # self.audio.add("meow", SFX_RESOURCES["meow_1"]) self.dialogue = Dialogue(self.screen) self.dialogue.add(dialogue.OFFICE_1, 240, 50, "left") self.dialogue.add(dialogue.OFFICE_2, 370, 100) self.dialogue.add(dialogue.OFFICE_3, 240, 50, "left") self.dialogue.add(dialogue.OFFICE_4, 370, 100) speed = 1 ts = [0, 4000, 8000, 12000, 16000] self.timings = [speed * t for t in ts] def __str__(self): return "office_cutscene" def handleEvent(self, event): if event.type == pg.KEYDOWN: if event.key == pg.K_RETURN: self._messageNextScene() def update(self): self.elapsed = pg.time.get_ticks() - self.origin if self.timings[0] >= self.elapsed: self.render.state = "office_dog" self.dialogue.index = None elif self.timings[1] > self.elapsed: self.render.state = "office_cat" self.dialogue.index = 0 elif self.timings[2] > self.elapsed: self.render.state = "office_dog" self.dialogue.index = 1 elif self.timings[3] > self.elapsed: self.render.state = "office_cat" self.dialogue.index = 2 elif self.timings[4] >= self.elapsed: self.render.state = "office_dog" self.dialogue.index = 3 else: self._messageNextScene() self.dialogue.update() self.render.update() def draw(self, camera=None): self.render.draw(camera) self.dialogue.draw() def _messageNextScene(self): """ Sends a message to play the next cutscene. """ if not self._isSentMessage: self.messageCutScene("transition", "telephone_cutscene") self._isSentMessage = True
class JailCutscene(BaseCutscene): """ The cutscene where the cat is being escorted to jail. """ def __init__(self, screen): super().__init__(screen) self.rect = pg.Rect(0, 0, 0, 0) jail = CUTSCENE_RESOURCES["jail"] self.origin = pg.time.get_ticks() # milliseconds self.elapsed = 0 # milliseconds self._isComplete = False self.render = RenderComponent(self, enableRepeat=False) self.render.add("fence_show", jail["fence_show"], 2000) self.render.add("fence_static", jail["fence_static"]) self.render.add("fence_hide", jail["fence_hide"], 2000) self.render.add("cat_static", jail["cat_static"]) self.render.add("cat_close", jail["cat_close"], 3500) self.audio = AudioComponent(self) self.dialogue = Dialogue(self.screen) self.dialogue.add(dialogue.JAIL_1, 19, 25, "caption") speed = 1 ts = [2000, 4000, 6000, 9500, 11500] self.timings = [speed * t for t in ts] def __str__(self): return "jail_cutscene" def handleEvent(self, event): if event.type == pg.KEYDOWN: if event.key == pg.K_RETURN: self._messageStart() def update(self): self.elapsed = pg.time.get_ticks() - self.origin if self.timings[0] > self.elapsed: self.render.state = "fence_show" self.dialogue.index = 0 elif self.timings[1] > self.elapsed: self.render.state = "fence_static" self.dialogue.index = None elif self.timings[2] > self.elapsed: self.render.state = "fence_hide" self.dialogue.index = None elif self.timings[3] > self.elapsed: self.render.state = "cat_close" self.dialogue.index = None elif self.timings[4] > self.elapsed: self.render.state = "cat_static" self.dialogue.index = None else: if not self._isComplete: self._isComplete = True self._messageStart() self.dialogue.update() self.render.update() def draw(self, camera=None): self.render.draw(camera) self.dialogue.draw() def _messageStart(self): """ Sends out events to end the cutscene and start playing the game. """ self.messageCutScene("transition", "blank_cutscene") self.messageScene("start_game", "solo")
class PigCutscene(BaseCutscene): """ The cutscene where the pig boss appears. """ def __init__(self, screen): super().__init__(screen) self.rect = pg.Rect(0, 0, 0, 0) pig = CUTSCENE_RESOURCES["pig"]["appear"] pig = [addBackground(p) for p in pig] self.origin = pg.time.get_ticks() # milliseconds self.elapsed = 0 # milliseconds self._isComplete = False self.render = RenderComponent(self, enableRepeat=False) self.render.add("appear", pig, 3000) self.audio = AudioComponent(self) self.audio.add("machine", SFX_RESOURCES["pig_machine"]) self.audio.state = "machine" self.dialogue = Dialogue(self.screen) speed = 1 ts = [3000] self.timings = [speed * t for t in ts] def __str__(self): return "pig_cutscene" def handleEvent(self, event): if event.type == pg.KEYDOWN: if event.key == pg.K_RETURN: self._messageStart() def update(self): self.elapsed = pg.time.get_ticks() - self.origin if self.timings[0] > self.elapsed: self.render.state = "appear" self.dialogue.index = None else: if not self._isComplete: self._isComplete = True self._messageStart() self.dialogue.update() self.render.update() self.audio.update() def draw(self, camera=None): self.render.draw(camera) self.render.draw() self.dialogue.draw() def _messageStart(self): """ Sends out events to end the cutscene and start playing the game. """ self.messageCutScene("transition", "blank_cutscene") self.messageScene("unpause") pg.mixer.stop()
class JailScene03(BaseScene): LEVEL_NUM = 3 def __init__(self, screen): super().__init__(screen) self.levelNum = 3 self.players = self.addPlayers() self.bosses = self.addBosses() self.bosses[0].target(self.players) self.walls = self.addWalls() self.sPlatforms = self.addSPlatforms() self.dPlatforms = self.addDPlatforms() self.mPlatforms = self.addMPlatforms() self.switches = self.addSwitches() self.doors = self.addDoors() self.spikes = self.addSpikes() self.decorations = self.addDecorations() self.elapsed = 0 self.origin = pg.time.get_ticks() image = ZONE1_RESOURCES["levels"]["coop_jail_03"] self.render = RenderComponent(self) self.render.add("idle", image) self.render.state = "idle" self.dialogue = Dialogue(self.screen) self.dialogue.add(dialogue.JAIL_COOP_3, 10, 410, "caption") self.messageCutScene("transition", "pig_cutscene") self.messageMenu("transition", "blank_menu") def __str__(self): return "coop_jail_scene_03" def handleEvent(self, event): [p.handleEvent(event) for p in self.players] if event.type == self.SCENE_EVENT: [d.handleEvent(event) for d in self.doors] def update(self): self.elapsed = pg.time.get_ticks() - self.origin self.render.update() [w.update() for w in self.walls] [s.update() for s in self.switches] [d.update() for d in self.doors] [s.update() for s in self.spikes] [p.update() for p in self.sPlatforms] [p.update() for p in self.mPlatforms] [p.update() for p in self.dPlatforms] [d.update() for d in self.decorations] [p.update() for p in self.players] [b.update() for b in self.bosses] self.dialogue.update() if 5000 > self.elapsed >= 0: self.dialogue.draw() else: self.dialogue.index = None def draw(self, camera=None): self.screen.fill(settings.COLOURS["black_red"]) self.render.draw(camera) [w.draw(camera) for w in self.walls] [s.draw(camera) for s in self.switches] [d.draw(camera) for d in self.doors] [s.draw(camera) for s in self.spikes] [p.draw(camera) for p in self.sPlatforms] [p.draw(camera) for p in self.mPlatforms] [p.draw(camera) for p in self.dPlatforms] [d.draw(camera) for d in self.decorations] [p.draw(camera) for p in self.players] [b.draw(camera) for b in self.bosses] self.dialogue.draw() def addPlayers(self): p1Spawn = (330, 210) p2Spawn = (330, 210) p1 = PlayerOne(self.screen) p2 = PlayerTwo(self.screen) p1.rect.center = p1Spawn p2.rect.center = p2Spawn players = [p1, p2] return players def addBosses(self): b1Spawn = (970, 280) b1 = PigBoss(self.screen) b1.rect.center = b1Spawn bosses = [b1] return bosses def addWalls(self): wall = ZONE1_RESOURCES["walls"] blockWall = [wall["block_left"][0], wall["block_mid"][0], wall["block_right"][0]] boundaries = \ [ #Wall(600, 0, 9, "v", wall["boundary_right"], self.screen), Wall(600, 52, 1, "v", wall["plat_top"], self.screen), Wall(600, 116, 7, "v", wall["plat_mid"], self.screen), Wall(600, 564, 1, "v", wall["plat_bot"], self.screen), Wall(0, 750, 20, "h", wall["boundary_bot"], self.screen), Wall(0, 0, 12, "v", wall["boundary_left"], self.screen), Wall(0, 0, 20, "h", wall["boundary_top"], self.screen), Wall(1250, 0, 12, "v", wall["boundary_right"], self.screen), Wall(0, 0, 1, "v", wall["upper_corner_left"], self.screen), Wall(0, 750, 1, "v", wall["inner_corner_left"], self.screen), Wall(1250, 0, 1, "v", wall["upper_corner_right"], self.screen), Wall(1250, 750, 1, "v", wall["inner_corner_right"], self.screen), ] obstacles = \ [ Wall(167, 330, 3, "h", blockWall, self.screen), Wall(220, 600, 1, "h", blockWall, self.screen), ] return boundaries + obstacles def addSPlatforms(self): platforms = \ [ SPlatform(240, 240, 2, self.screen), ] return platforms def addMPlatforms(self): vImage = ZONE1_RESOURCES["platforms"]["moving_vertical"] hImage = ZONE1_RESOURCES["platforms"]["moving_horizontal"] platforms = \ [ MPlatform((100, 100), (100, 600), 0, 20, self.screen, vImage), MPlatform((130, 100), (130, 600), 0, 20, self.screen, vImage), MPlatform((160, 100), (160, 600), 0, 20, self.screen, vImage), MPlatform((190, 100), (190, 600), 0, 20, self.screen, vImage), MPlatform((210, 100), (210, 600), 0, 20, self.screen, vImage), MPlatform((240, 100), (240, 600), 0, 20, self.screen, vImage), MPlatform((360, 100), (360, 600), 0, 20, self.screen, vImage), MPlatform((390, 100), (390, 600), 0, 20, self.screen, vImage), MPlatform((420, 100), (420, 600), 0, 20, self.screen, vImage), MPlatform((450, 100), (450, 600), 0, 20, self.screen, vImage), MPlatform((480, 100), (480, 600), 0, 20, self.screen, vImage), MPlatform((510, 100), (410, 600), 0, 20, self.screen, vImage), MPlatform((900, 200), (1000, 200), 10, 0, self.screen, hImage), ] return platforms def addDPlatforms(self): platforms = \ [ DPlatform(900, 660, 1, self.screen), DPlatform(664, 460, 1, self.screen), DPlatform(1143, 460, 1, self.screen), DPlatform(700, 260, 1, self.screen), DPlatform(900, 360, 1, self.screen), DPlatform(1100, 160, 1, self.screen), ] return platforms def addSwitches(self): switches = \ [ Switch(210, 200, 1, self.screen), Switch(400, 200, 2, self.screen), Switch(100, 100, 3, self.screen), Switch(510, 100, 4, self.screen), Switch(300, 480, 5, self.screen), Switch(940, 600, 6, self.screen), Switch(1200, 700, 7, self.screen), Switch(940, 600, 8, self.screen), Switch(940, 400, 9, self.screen), Switch(660, 50, 10, self.screen), ] return switches def addDoors(self): doors = \ [ Door(280, 133, 1, self.screen), Door(1115, 55, 2, self.screen), ] doors[0].render.state = "open" doors[1].switchesWaiting = list(range(1, 11)) return doors def addSpikes(self): assets = ZONE1_RESOURCES["traps"] spikes = \ [ Spike(50, 50, 26, "h", assets["spike_down"][0], self.screen), Spike(165, 305, 15, "h", assets["spike_up"][0], self.screen), Spike(165, 380, 15, "h", assets["spike_down"][0], self.screen), Spike(230, 575, 8, "h", assets["spike_up"][0], self.screen), ] return spikes def addDecorations(self): skull = ZONE1_RESOURCES["decorations"]["skull"][0] deco = ZONE1_RESOURCES["decorations"] decorations = \ [ Decoration(500, 730, skull, self.screen), Decoration(530, 730, skull, self.screen), Decoration(560, 730, skull, self.screen), Decoration(590, 730, skull, self.screen), Decoration(620, 730, skull, self.screen), Decoration(750, 730, skull, self.screen), Decoration(780, 730, skull, self.screen), Decoration(810, 730, skull, self.screen), Decoration(840, 730, skull, self.screen), Decoration(870, 730, skull, self.screen), Decoration(900, 730, skull, self.screen), Decoration(1000, 730, skull, self.screen), Decoration(1030, 730, skull, self.screen), Decoration(1060, 730, skull, self.screen), Decoration(1090, 730, skull, self.screen), Decoration(1200, 730, skull, self.screen), Decoration(940, 513, deco["torch"], self.screen), ] return decorations
class TelephoneCutscene(BaseCutscene): """ The cutscene where the dog is talking on the phone. """ def __init__(self, screen): super().__init__(screen) self.rect = pg.Rect(0, 0, 0, 0) telephone = CUTSCENE_RESOURCES["telephone"] self.origin = pg.time.get_ticks() # milliseconds self.elapsed = 0 # milliseconds self._isComplete = False self._isReversed = False self.render = RenderComponent(self, enableRepeat=False) self.render.add("telephone_none", telephone["none"]) self.render.add("telephone_pick", telephone["pick"], 1100) self.render.add("telephone_hold", telephone["hold"]) self.render.add("telephone_put", telephone["put"], 1100) self.audio = AudioComponent(self) self.dialogue = Dialogue(self.screen) self.dialogue.add(dialogue.TELEPHONE_1, 350, 150, "left") self.dialogue.add(dialogue.TELEPHONE_2, 350, 150, "left") speed = 1 ts = [2000, 2800, 3300, 6300, 10300, 11300, 12100, 14000] self.timings = [speed * t for t in ts] def __str__(self): return "telephone_cutscene" def handleEvent(self, event): if event.type == pg.KEYDOWN: if event.key == pg.K_RETURN: self.messageCutScene("transition", "jail_cutscene") def update(self): self.elapsed = pg.time.get_ticks() - self.origin if self.timings[0] > self.elapsed: self.render.state = "telephone_none" self.dialogue.index = None elif self.timings[1] > self.elapsed: self.render.state = "telephone_pick" self.dialogue.index = None elif self.timings[2] > self.elapsed: self.render.state = "telephone_hold" self.dialogue.index = None elif self.timings[3] > self.elapsed: self.render.state = "telephone_hold" self.dialogue.index = 0 elif self.timings[4] > self.elapsed: self.render.state = "telephone_hold" self.dialogue.index = 1 elif self.timings[5] > self.elapsed: self.render.state = "telephone_hold" self.dialogue.index = None elif self.timings[6] > self.elapsed: self.render.state = "telephone_put" self.dialogue.index = None elif self.timings[7] > self.elapsed: self.render.state = "telephone_none" self.dialogue.index = None else: if not self._isComplete: self._isComplete = True self.messageCutScene("transition", "jail_cutscene") self.dialogue.update() self.render.update() def draw(self, camera=None): self.render.draw(camera) self.dialogue.draw()
class JailScene02(BaseScene): LEVEL_NUM = 2 def __init__(self, screen): super().__init__(screen) self.levelNum = 2 self.players = self.addPlayers() self.walls = self.addWalls() self.dPlatforms = self.addDPlatforms() self.mPlatforms = self.addMPlatforms() self.switches = self.addSwitches() self.doors = self.addDoors() self.spikes = self.addSpikes() self.decorations = self.addDecorations() self.elapsed = 0 self.origin = pg.time.get_ticks() image = ZONE1_RESOURCES["levels"]["coop_jail_02"] self.render = RenderComponent(self) self.render.add("idle", image) self.render.state = "idle" self.dialogue = Dialogue(self.screen) self.dialogue.add(dialogue.JAIL_COOP_2, 10, 410, "caption") def __str__(self): return "coop_jail_scene_02" def handleEvent(self, event): [p.handleEvent(event) for p in self.players] if event.type == self.SCENE_EVENT: [d.handleEvent(event) for d in self.doors] def update(self): self.elapsed = pg.time.get_ticks() - self.origin self.render.update() [d.update() for d in self.decorations] [w.update() for w in self.walls] [s.update() for s in self.switches] [d.update() for d in self.doors] [s.update() for s in self.spikes] [p.update() for p in self.mPlatforms] [p.update() for p in self.dPlatforms] [p.update() for p in self.players] self.dialogue.update() if 5000 > self.elapsed >= 0: self.dialogue.index = 0 else: self.dialogue.index = None def draw(self, camera=None): self.screen.fill(settings.COLOURS["black_red"]) self.render.draw(camera) [d.draw(camera) for d in self.decorations] [w.draw(camera) for w in self.walls] [s.draw(camera) for s in self.switches] [d.draw(camera) for d in self.doors] [s.draw(camera) for s in self.spikes] [p.draw(camera) for p in self.mPlatforms] [p.draw(camera) for p in self.dPlatforms] [p.draw(camera) for p in self.players] self.dialogue.draw() def addPlayers(self): p1Spawn = (70, 510) p2Spawn = (90, 510) p1 = PlayerOne(self.screen) p2 = PlayerTwo(self.screen) p1.rect.center = p1Spawn p2.rect.center = p2Spawn players = [p1, p2] return players def addWalls(self): wall = ZONE1_RESOURCES["walls"] platWall = [wall["plat_top"][0], wall["plat_mid"][0], wall["plat_bot"][0]] boundaries = \ [ Wall(50, 0, 8, "h", wall["boundary_top"], self.screen), Wall(0, 50, 8, "v", wall["boundary_left"], self.screen), Wall(0, 548, 15, "h", wall["boundary_bot"], self.screen), Wall(0, 548, 1, "h", wall["inner_corner_left"], self.screen), Wall(952, 50, 8, "v", wall["boundary_right"], self.screen), Wall(952, 548, 1, "h", wall["inner_corner_right"], self.screen) ] obstacles = \ [ Wall(210, 300, 1, "h", wall["block_left"], self.screen), Wall(265, 300, 1, "h", wall["block_right"], self.screen), Wall(435, 490, 1, "h", wall["block_left"], self.screen), Wall(490, 490, 1, "h", wall["block_right"], self.screen), Wall(655, 300, 1, "h", wall["block_left"], self.screen), Wall(710, 300, 1, "h", wall["block_right"], self.screen), Wall(770, 105, 2, "v", platWall, self.screen), ] return boundaries + obstacles def addDPlatforms(self): platforms = \ [ DPlatform(170, 450, 1, self.screen), DPlatform(60, 330, 0, self.screen), ] return platforms def addMPlatforms(self): vImage = ZONE1_RESOURCES["platforms"]["moving_vertical"] hImage = ZONE1_RESOURCES["platforms"]["moving_horizontal"] platforms = \ [ MPlatform((340, 100), (600, 500), 20, 20, self.screen, hImage), MPlatform((660, 350), (660, 435), 0, 0, self.screen, vImage), MPlatform((660, 435), (660, 530), 0, 0, self.screen, vImage), ] return platforms def addSwitches(self): switches = \ [ # Top Switch(250, 200, 1, self.screen), Switch(480, 200, 2, self.screen), Switch(700, 200, 3, self.screen), # Middle Switch(370, 430, 4, self.screen), Switch(480, 430, 5, self.screen), Switch(590, 430, 6, self.screen), # Corners Switch(50, 50, 7, self.screen), Switch(790, 60, 8, self.screen), ] return switches def addDoors(self): door1 = Door(865, 440, 1, self.screen) door1.switchesWaiting = [1, 2, 3, 4, 5, 6, 7, 8] return [door1] def addSpikes(self): assets = ZONE1_RESOURCES["traps"] spikes = \ [ # Floor Spike(325, 525, 5, "h", assets["spike_up"][0], self.screen), Spike(550, 525, 5, "h", assets["spike_up"][0], self.screen), # Roof Spike(300, 50, 20, "h", assets["spike_down"][0], self.screen), ] return spikes def addDecorations(self): deco = ZONE1_RESOURCES["decorations"] decorations = \ [ Decoration(778, 81, deco["skull"][0], self.screen) ] return decorations
class JailScene01(BaseScene): LEVEL_NUM = 1 def __init__(self, screen): super().__init__(screen) self.players = self.addPlayers() self.walls = self.addWalls() self.dPlatforms = self.addDPlatforms() self.switches = self.addSwitches() self.doors = self.addDoors() self.decorations = self.addDecorations() self.elapsed = 0 self.origin = pg.time.get_ticks() image = ZONE1_RESOURCES["levels"]["coop_jail_01"] self.render = RenderComponent(self) self.render.add("idle", image) self.render.state = "idle" self.dialogue = Dialogue(self.screen) self.dialogue.add(dialogue.JAIL_COOP_1A, 10, 410, "caption") self.dialogue.add(dialogue.JAIL_COOP_1B, 10, 410, "caption") def __str__(self): return "coop_jail_scene_01" def handleEvent(self, event): [p.handleEvent(event) for p in self.players] if event.type == self.SCENE_EVENT: [d.handleEvent(event) for d in self.doors] def update(self): self.elapsed = pg.time.get_ticks() - self.origin self.render.update() [w.update() for w in self.walls] [d.update() for d in self.decorations] [d.update() for d in self.doors] [s.update() for s in self.switches] [p.update() for p in self.dPlatforms] [p.update() for p in self.players] self.dialogue.update() if 5000 > self.elapsed >= 0: self.dialogue.index = 0 elif 15000 > self.elapsed: self.dialogue.index = 1 else: self.dialogue.index = None def draw(self, camera=None): self.screen.fill(settings.COLOURS["black_red"]) self.render.draw(camera) [w.draw(camera) for w in self.walls] [d.draw(camera) for d in self.decorations] [d.draw(camera) for d in self.doors] [s.draw(camera) for s in self.switches] [p.draw(camera) for p in self.dPlatforms] [p.draw(camera) for p in self.players] self.dialogue.draw() def addPlayers(self): p1Spawn = (100, 400) p2Spawn = (150, 400) p1 = PlayerOne(self.screen) p2 = PlayerTwo(self.screen) p1.rect.center = p1Spawn p2.rect.center = p2Spawn players = [p1, p2] return players def addWalls(self): wall = ZONE1_RESOURCES["walls"] boundaries = \ [ Wall(0, 10, 8, "v", wall["boundary_left"], self.screen), Wall(19, 478, 3, "h", wall["boundary_bot"], self.screen), Wall(0, 478, 1, "h", wall["inner_corner_left"], self.screen), # Wall(170, 260, 4, "v", wall["boundary_right"], self.screen), Wall(170, 478, 1, "h", wall["inner_corner_right"], self.screen), Wall(584, 478, 1, "h", wall["boundary_bot"], self.screen), Wall(628, 138, 6, "v", wall["boundary_right"], self.screen), Wall(164, 138, 8, "h", wall["boundary_top"], self.screen), Wall(160, 138, 1, "v", wall["corner_top_left"], self.screen), Wall(160, 10, 2, "v", wall["boundary_right"], self.screen), Wall(628, 138, 1, "v", wall["upper_corner_right"], self.screen), Wall(628, 478, 1, "h", wall["inner_corner_right"], self.screen), Wall(170, 260, 1, "v", wall["plat_top"], self.screen), Wall(170, 324, 3, "v", wall["plat_mid"], self.screen), Wall(170, 470, 1, "v", wall["plat_bot"], self.screen), Wall(106, 478, 1, "v", wall["bot_ending_right"], self.screen), Wall(520, 478, 1, "v", wall["bot_ending_left"], self.screen), ] obstacles = \ [ Wall(48, 418, 1, "h", wall["block_left"], self.screen), Wall(108, 418, 1, "h", wall["block_right"], self.screen), ] return boundaries + obstacles def addDPlatforms(self): platforms = \ [ DPlatform(240, 255, 5, self.screen), DPlatform(240, 330, 4, self.screen), ] return platforms def addSwitches(self): switches = \ [ Switch(300, 205, 1, self.screen), Switch(350, 205, 2, self.screen), Switch(400, 205, 3, self.screen), Switch(450, 205, 4, self.screen), Switch(500, 205, 5, self.screen), Switch(250, 290, 5, self.screen), Switch(300, 290, 6, self.screen), Switch(350, 290, 7, self.screen), Switch(400, 290, 8, self.screen), Switch(450, 290, 9, self.screen), Switch(250, 400, 10, self.screen), ] return switches def addDoors(self): door1 = Door(547, 370, 1, self.screen) door1.switchesWaiting = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] return [door1] def addDecorations(self): deco = ZONE1_RESOURCES["decorations"] decorations = \ [ Decoration(70, 393, deco["skull"][0], self.screen), Decoration(90, 393, deco["skull"][0], self.screen), Decoration(175, 236, deco["skull"][0], self.screen), ] return decorations
class ForestScene02(BaseScene): LEVEL_NUM = 6 def __init__(self, screen): super().__init__(screen) self.players = self.addPlayers() self.walls = self.addWalls() self.mPlatforms = self.addMPlatforms() self.switches = self.addSwitches() self.doors = self.addDoors() self.spikes = self.addSpikes() self.spears = self.addSpears() self.dPlatforms = self.addDPlatforms() self.decorations = self.addDecorations() self.elapsed = 0 self.origin = pg.time.get_ticks() image = ZONE2_RESOURCES["levels"]["solo_forest_01"] self.render = RenderComponent(self) self.render.add("background", image) self.render.state = "background" self.dialogue = Dialogue(self.screen) self.dialogue.add(dialogue.FOREST_SOLO_2, 10, 410, "caption") def __str__(self): return "solo_forest_scene_02" def handleEvent(self, event): [p.handleEvent(event) for p in self.players] if event.type == self.SCENE_EVENT: [d.handleEvent(event) for d in self.doors] def update(self): self.elapsed = pg.time.get_ticks() - self.origin self.render.update() [d.update() for d in self.decorations] [w.update() for w in self.walls] [s.update() for s in self.switches] [d.update() for d in self.doors] [s.update() for s in self.spikes] [s.update() for s in self.spears] [p.update() for p in self.dPlatforms] [p.update() for p in self.mPlatforms] [p.update() for p in self.players] [b.update() for b in self.bosses] self.dialogue.update() if 5000 > self.elapsed >= 0: self.dialogue.index = 0 else: self.dialogue.index = None def draw(self, camera=None): self.screen.fill(settings.COLOURS["dark_blue"]) self.render.draw(camera) [d.draw(camera) for d in self.decorations] [w.draw(camera) for w in self.walls] [s.draw(camera) for s in self.switches] [d.draw(camera) for d in self.doors] [s.draw(camera) for s in self.spikes] [s.draw(camera) for s in self.spears] [p.draw(camera) for p in self.dPlatforms] [p.draw(camera) for p in self.mPlatforms] [p.draw(camera) for p in self.players] [b.draw(camera) for b in self.bosses] self.dialogue.draw() def addPlayers(self): spawn = (400, 900) player = [PlayerOne(self.screen)] player[0].rect.center = spawn return player def addWalls(self): wall = ZONE2_RESOURCES["walls"] pillar = ZONE2_RESOURCES["pillars"] platWall = [ wall["plat_top"][0], wall["plat_mid"][0], wall["plat_bot"][0] ] pillarWall = [ pillar["steel_top"][0], pillar["steel_mid"][0], pillar["steel_bot"][0] ] boundaries = \ [ Wall(0, 962, 9, "h", wall["ground"], self.screen), Wall(0, 1074, 9, "h", wall["ground_clean"], self.screen), Wall(1375, 962, 6, "h", wall["ground"], self.screen), Wall(1375, 1074, 6, "h", wall["ground_clean"], self.screen), ] boundaries[0].render.shrinkBy = (0, -50) obstacles = \ [ Wall(288, 706, 2,"v", platWall, self.screen), Wall(1814, 518, 1, "h", wall["corner_top_right"], self.screen), Wall(1750, 518, 1, "h", wall["corner_top_left"], self.screen), Wall(1750, 454, 1, "h", wall["corner_bot_right"], self.screen), Wall(1814, 454, 1, "h", wall["corner_bot_left"], self.screen), ] return boundaries + obstacles def addDPlatforms(self): platforms = \ [ ] return platforms def addMPlatforms(self): vImage = ZONE2_RESOURCES["platforms"]["moving_vertical"] hImage = ZONE2_RESOURCES["platforms"]["moving_horizontal"] x_axis = 595 x_axis2 = 800 y_axis = 885 platforms = \ [ #MPlatform((595, 885), (800, 450), 8, 0, self.screen, hImage), #MPlatform((753, 808), (958, 300), 8, 0, self.screen, hImage), #MPlatform((911, 731), (1116, 435), 8, 0, self.screen, hImage), #MPlatform((1064, 731), (1116, 435), 8, 0, self.screen, hImage), #MPlatform((660, 435), (660, 530), 0, 0, self.screen, vImage), ] for x in range(6): platforms.append( MPlatform((x_axis, y_axis), (x_axis2, 450), 8, 0, self.screen, hImage)) x_axis += 158 x_axis2 += 158 y_axis -= 77 return platforms def addSwitches(self): switches = \ [ Switch(962, 571, 1, self.screen, zoneArtwork=2), #Switch(1070, 900, 2, self.screen, zoneArtwork=2), #Switch(1600, 750, 3, self.screen, zoneArtwork=2), #Switch(1600, 900, 3, self.screen, zoneArtwork=2), #Switch(700, 200, 4, self.screen, zoneArtwork=2), ] return switches def addDoors(self): door1 = Door(1798, 346, 1, self.screen, zoneArtwork=2) door1.switchesWaiting = [1] return [door1] def addSpikes(self): assets = ZONE2_RESOURCES["traps"] spikes = \ [ Spike(1375, 938, 25, "h", assets["spike_up"][0], self.screen), #Spear(1340, 963, self.screen), #Spike(550, 525, 5, "h", assets["spike_up"][0], self.screen), ] x_axis = 798 for x in range(4): spikes.append(Spear(x_axis, 915, self.screen)) x_axis += 64 return spikes def addDecorations(self): deco = ZONE2_RESOURCES["decorations"] door = ZONE2_RESOURCES["doors"] x_axis = 0 x_axis2 = 1375 #x_axis3 = 1550 decorations = \ [ Decoration(732, 456, deco["moon"][0], self.screen), Decoration(352, 854, door["open"][0], self.screen), ] for x in range(9): decorations.append( Decoration(x_axis, 950, deco["grass"][0], self.screen)) x_axis += 125 for x in range(6): decorations.append( Decoration(x_axis2, 950, deco["grass"][0], self.screen)) x_axis2 += 125 return decorations def addSpears(self): spears = \ [ #Spear(1370, 946, self.screen), #Spear(862, 915, self.screen), #Spear(926, 915, self.screen), #Spear(0, 915, self.screen), ] return spears
class ForestScene01(BaseScene): LEVEL_NUM = 5 def __init__(self, screen): super().__init__(screen) self.players = self.addPlayers() self.walls = self.addWalls() self.mPlatforms = self.addMPlatforms() self.switches = self.addSwitches() self.doors = self.addDoors() self.spikes = self.addSpikes() self.spears = self.addSpears() self.dPlatforms = self.addDPlatforms() self.decorations = self.addDecorations() self.elapsed = 0 self.origin = pg.time.get_ticks() image = ZONE2_RESOURCES["levels"]["solo_forest_01"] self.render = RenderComponent(self) self.render.add("background", image) self.render.state = "background" self.dialogue = Dialogue(self.screen) self.dialogue.add(dialogue.JAIL_SOLO_1, 10, 410, "caption") def __str__(self): return "solo_forest_scene_01" def handleEvent(self, event): [p.handleEvent(event) for p in self.players] if event.type == self.SCENE_EVENT: [d.handleEvent(event) for d in self.doors] def update(self): self.elapsed = pg.time.get_ticks() - self.origin self.render.update() [d.update() for d in self.decorations] [w.update() for w in self.walls] [s.update() for s in self.switches] [d.update() for d in self.doors] [s.update() for s in self.spikes] [s.update() for s in self.spears] [p.update() for p in self.dPlatforms] [p.update() for p in self.mPlatforms] [p.update() for p in self.players] [b.update() for b in self.bosses] self.dialogue.update() if 5000 > self.elapsed >= 0: self.dialogue.index = 0 else: self.dialogue.index = None def draw(self, camera=None): self.screen.fill(settings.COLOURS["dark_blue"]) self.render.draw(camera) [d.draw(camera) for d in self.decorations] [w.draw(camera) for w in self.walls] [s.draw(camera) for s in self.switches] [d.draw(camera) for d in self.doors] [s.draw(camera) for s in self.spikes] [s.draw(camera) for s in self.spears] [p.draw(camera) for p in self.dPlatforms] [p.draw(camera) for p in self.mPlatforms] [p.draw(camera) for p in self.players] [b.draw(camera) for b in self.bosses] self.dialogue.draw() def addPlayers(self): spawn = (400, 900) player = [PlayerOne(self.screen)] player[0].rect.center = spawn return player def addWalls(self): wall = ZONE2_RESOURCES["walls"] pillar = ZONE2_RESOURCES["pillars"] platWall = [ wall["plat_top"][0], wall["plat_mid"][0], wall["plat_bot"][0] ] pillarWall = [ pillar["steel_top"][0], pillar["steel_mid"][0], pillar["steel_bot"][0] ] boundaries = \ [ Wall(0, 962, 4, "h", wall["ground"], self.screen), Wall(0, 1074, 4, "h", wall["ground_clean"], self.screen), Wall(675, 962, 4, "h", wall["ground"], self.screen), Wall(1550, 962, 5, "h", wall["ground"], self.screen), Wall(675, 1074, 12, "h", wall["ground_clean"], self.screen), # Wall(0, 500, 6, "v", pillarWall, self.screen), ] boundaries[0].render.shrinkBy = (0, -50) obstacles = \ [ Wall(0, 898, 1, "h", wall["single_plat"], self.screen), Wall(160, 898, 1, "h", wall["single_plat"], self.screen), Wall(288, 770, 1, "h", wall["single_plat"], self.screen), Wall(-32, 770, 4, "h", wall["block_mid"], self.screen), Wall(224, 770, 1, "h", wall["block_right"], self.screen), Wall(288, 898, 1, "h", wall["corner_top_right"], self.screen), Wall(224, 898, 1, "h", wall["corner_top_left"], self.screen), Wall(224, 834, 1, "h", wall["corner_bot_right"], self.screen), Wall(288, 834, 1, "h", wall["corner_bot_left"], self.screen), Wall(192, 738, 1, "h", wall["block_small"], self.screen), Wall(96, 930, 1, "h", wall["block_small"], self.screen), Wall(875, 850, 1, "h", wall["block_small"], self.screen), Wall(1050, 750, 1, "h", wall["block_small"], self.screen), Wall(1325, 1010, 1, "h", wall["block_small"], self.screen), Wall(1815, 706, 2, "v", platWall, self.screen), #Wall(210, 300, 1, "h", wall["block_left"], self.screen), #Wall(265, 300, 1, "h", wall["block_right"], self.screen), #Wall(435, 490, 1, "h", wall["block_left"], self.screen), #Wall(490, 490, 1, "h", wall["block_right"], self.screen), #Wall(655, 300, 1, "h", wall["block_left"], self.screen), #Wall(710, 300, 1, "h", wall["block_right"], self.screen), #Wall(770, 105, 2, "v", platWall, self.screen), ] return boundaries + obstacles def addDPlatforms(self): platforms = \ [ DPlatform(1550, 800, 1, self.screen, zoneArtwork=2), #DPlatform(60, 330, 0, self.screen, zoneArtwork=2), ] return platforms def addMPlatforms(self): vImage = ZONE2_RESOURCES["platforms"]["moving_vertical"] hImage = ZONE2_RESOURCES["platforms"]["moving_horizontal"] platforms = \ [ MPlatform((1000, 710), (1300, 260), 9, 0, self.screen, hImage), #MPlatform((1000, 450), (600, 450), 8, 0, self.screen, hImage), #MPlatform((340, 300), (600, 300), 8, 0, self.screen, hImage), #MPlatform((660, 350), (660, 435), 0, 0, self.screen, vImage), #MPlatform((660, 435), (660, 530), 0, 0, self.screen, vImage), ] return platforms def addSwitches(self): switches = \ [ Switch(1070, 650, 1, self.screen, zoneArtwork=2), Switch(1070, 900, 2, self.screen, zoneArtwork=2), Switch(1600, 750, 3, self.screen, zoneArtwork=2), #Switch(1600, 900, 3, self.screen, zoneArtwork=2), #Switch(700, 200, 4, self.screen, zoneArtwork=2), ] return switches def addDoors(self): door1 = Door(1710, 854, 1, self.screen, zoneArtwork=2) door1.switchesWaiting = [1, 2, 3] return [door1] def addSpikes(self): assets = ZONE2_RESOURCES["traps"] spikes = \ [ Spike(1175, 1050, 18, "h", assets["spike_up"][0], self.screen), Spear(1340, 963, self.screen), #Spike(550, 525, 5, "h", assets["spike_up"][0], self.screen), ] x_axis = 798 for x in range(4): spikes.append(Spear(x_axis, 915, self.screen)) x_axis += 64 return spikes def addDecorations(self): deco = ZONE2_RESOURCES["decorations"] x_axis = 0 x_axis2 = 675 x_axis3 = 1550 decorations = \ [ Decoration(732, 456, deco["moon"][0], self.screen) ] for x in range(4): decorations.append( Decoration(x_axis, 950, deco["grass"][0], self.screen)) x_axis += 125 for x in range(4): decorations.append( Decoration(x_axis2, 950, deco["grass"][0], self.screen)) x_axis2 += 125 for x in range(5): decorations.append( Decoration(x_axis3, 950, deco["grass"][0], self.screen)) x_axis3 += 125 return decorations def addSpears(self): spears = \ [ #Spear(1370, 946, self.screen), #Spear(862, 915, self.screen), #Spear(926, 915, self.screen), #Spear(0, 915, self.screen), ] return spears
class JailScene04(BaseScene): LEVEL_NUM = 4 def __init__(self, screen): super().__init__(screen) self.players = self.addPlayers() self.bosses = self.addBosses() self.bosses[0].target(self.players) self.walls = self.addWalls() self.mPlatforms = self.addMPlatforms() self.switches = self.addSwitches() self.doors = self.addDoors() self.spikes = self.addSpikes() self.dPlatforms = self.addDPlatforms() self.decorations = self.addDecorations() self.elapsed = 0 self.origin = pg.time.get_ticks() image = ZONE1_RESOURCES["levels"]["solo_jail_04"] self.render = RenderComponent(self) self.render.add("background", image) self.render.state = "background" self.dialogue = Dialogue(self.screen) self.dialogue.add(dialogue.JAIL_SOLO_1, 10, 410, "caption") self.messageCutScene("transition", "pig_cutscene") self.messageMenu("transition", "blank_menu") def __str__(self): return "solo_jail_scene_04" def handleEvent(self, event): [p.handleEvent(event) for p in self.players] if event.type == self.SCENE_EVENT: [d.handleEvent(event) for d in self.doors] def update(self): self.elapsed = pg.time.get_ticks() - self.origin self.render.update() [d.update() for d in self.decorations] [w.update() for w in self.walls] [s.update() for s in self.switches] [d.update() for d in self.doors] [s.update() for s in self.spikes] [p.update() for p in self.dPlatforms] [p.update() for p in self.mPlatforms] [p.update() for p in self.players] [b.update() for b in self.bosses] self.dialogue.update() if 5000 > self.elapsed >= 0: self.dialogue.index = 0 else: self.dialogue.index = None def draw(self, camera=None): self.screen.fill(settings.COLOURS["black_red"]) self.render.draw(camera) [d.draw(camera) for d in self.decorations] [w.draw(camera) for w in self.walls] [s.draw(camera) for s in self.switches] [d.draw(camera) for d in self.doors] [s.draw(camera) for s in self.spikes] [p.draw(camera) for p in self.dPlatforms] [p.draw(camera) for p in self.mPlatforms] [p.draw(camera) for p in self.players] [b.draw(camera) for b in self.bosses] self.dialogue.draw() def addPlayers(self): spawn = (250, 200) player = [PlayerOne(self.screen)] player[0].rect.center = spawn return player def addBosses(self): b1Spawn = (670, 260) b1 = PigBoss(self.screen) b1.rect.center = b1Spawn bosses = [b1] return bosses def addWalls(self): wall = ZONE1_RESOURCES["walls"] pillar = ZONE1_RESOURCES["pillars"] pillarWall = [ pillar["steel_top"][0], pillar["steel_mid"][0], pillar["steel_bot"][0] ] blockWall = [ wall["block_left"][0], wall["block_mid"][0], wall["block_right"][0] ] boundaries = \ [ Wall(12, 288, 3, "v", wall["boundary_left"], self.screen), Wall(4, 52, 1, "v", wall["boundary_left"], self.screen), Wall(4, 0, 1, "h", wall["upper_corner_left"], self.screen), Wall(0, 116, 1, "h", wall["corner_top_right"], self.screen), Wall(52, 0, 6, "h", wall["boundary_top"], self.screen), Wall(432, 0, 1, "h", wall["corner_top_right"], self.screen), Wall(0, 236, 1, "v", wall["corner_bot_left"], self.screen), ] obstacles = \ [ Wall(139, 288, 2, "h", blockWall, self.screen), Wall(3411, 304, 2, "h", blockWall, self.screen), Wall(3, 167, 2, "v", pillarWall, self.screen), Wall(3359, 217, 3, "v", pillarWall, self.screen), Wall(494, 256, 1, "h", wall["block_small"], self.screen), Wall(632, 169, 1, "h", wall["block_small"], self.screen), Wall(805, 126, 1, "h", wall["block_small"], self.screen), Wall(805, 304, 1, "h", wall["block_small"], self.screen), Wall(1021, 230, 1, "h", wall["block_small"], self.screen), Wall(974, 384, 1, "h", wall["block_small"], self.screen), Wall(3347, 302, 1, "h", wall["block_small"], self.screen), Wall(1692, 116, 2, "h", wall["boundary_bot"], self.screen), Wall(1632, 168, 2, "v", wall["boundary_right"], self.screen), Wall(1780, 168, 2, "v", wall["boundary_left"], self.screen), Wall(1692, 296, 2, "h", wall["boundary_top"], self.screen), Wall(1632, 116, 1, "h", wall["corner_bot_right"], self.screen), Wall(1632, 296, 1, "h", wall["corner_top_left"], self.screen), Wall(1768, 116, 1, "h", wall["corner_bot_left"], self.screen), Wall(1776, 296, 1, "h", wall["corner_top_right"], self.screen), Wall(1936, 224, 1, "h", wall["block_small"], self.screen), Wall(2144, 373, 1, "h", wall["block_small"], self.screen), ] return boundaries + obstacles def addMPlatforms(self): vImage = ZONE1_RESOURCES["platforms"]["moving_vertical"] hImage = ZONE1_RESOURCES["platforms"]["moving_horizontal"] platforms = \ [ MPlatform((1187, 304), (1407, 325), 4, 0, self.screen, hImage), MPlatform((2309, 337), (2437, 325), 4, 0, self.screen, hImage), MPlatform((2558, 304), (2686, 325), 4, 0, self.screen, hImage), MPlatform((2696, 346), (2950, 325), 4, 0, self.screen, hImage), MPlatform((3049, 232), (3049, 406), 0, 4, self.screen, vImage), MPlatform((3144, 195), (3049, 344), 0, 4, self.screen, vImage), MPlatform((3289, 195), (3049, 330), 0, 4, self.screen, vImage), ] return platforms def addDPlatforms(self): platforms = \ [ DPlatform(1517, 126, 1, self.screen), DPlatform(1517, 216, 1, self.screen), DPlatform(1517, 305, 1, self.screen), ] return platforms def addSwitches(self): switches = \ [ Switch(822, 92, 1, self.screen), Switch(822, 263, 2, self.screen), Switch(992, 350, 3, self.screen), Switch(1296, 250, 4, self.screen), Switch(2610, 240, 5, self.screen), Switch(3138, 143, 6, self.screen), ] return switches def addDoors(self): door1 = Door(3579, 196, 1, self.screen) door1.switchesWaiting = [1, 2, 3, 4, 5, 6] return [door1] def addSpikes(self): spike = ZONE1_RESOURCES["traps"] spikes = \ [ Spike(3362, 195, 2, "h", spike["spike_up"][0], self.screen), ] return spikes def addDecorations(self): deco = ZONE1_RESOURCES["decorations"] decorations = \ [ Decoration(416, 112, deco["torch"], self.screen), # Decoration(2176, 140, deco["torch"], self.screen), Decoration(1308, 143, deco["torch"], self.screen), Decoration(2182, 143, deco["torch"], self.screen), Decoration(3486, 143, deco["torch"], self.screen), ] return decorations
class JailScene03(BaseScene): LEVEL_NUM = 3 def __init__(self, screen): super().__init__(screen) self.players = self.addPlayers() self.walls = self.addWalls() self.mPlatforms = self.addMPlatforms() self.switches = self.addSwitches() self.doors = self.addDoors() self.spikes = self.addSpikes() self.elapsed = 0 self.origin = pg.time.get_ticks() image = ZONE1_RESOURCES["levels"]["solo_jail_03"][0] self.render = RenderComponent(self) self.render.add("idle", image) self.render.state = "idle" self.dialogue = Dialogue(self.screen) self.dialogue.add(dialogue.JAIL_SOLO_3, 10, 410, "caption") def __str__(self): return "solo_jail_scene_03" def handleEvent(self, event): [p.handleEvent(event) for p in self.players] if event.type == self.SCENE_EVENT: [d.handleEvent(event) for d in self.doors] def update(self): self.elapsed = pg.time.get_ticks() - self.origin self.render.update() [w.update() for w in self.walls] [s.update() for s in self.switches] [d.update() for d in self.doors] [s.update() for s in self.spikes] [p.update() for p in self.mPlatforms] [p.update() for p in self.players] self.dialogue.update() if 5000 > self.elapsed >= 0: self.dialogue.index = 0 else: self.dialogue.index = None def draw(self, camera=None): self.screen.fill(settings.COLOURS["black_red"]) self.render.draw(camera) [w.draw(camera) for w in self.walls] [s.draw(camera) for s in self.switches] [d.draw(camera) for d in self.doors] [s.draw(camera) for s in self.spikes] [p.draw(camera) for p in self.mPlatforms] [p.draw(camera) for p in self.players] self.dialogue.draw() def addPlayers(self): spawn = (315, 128) player = [PlayerOne(self.screen)] player[0].rect.center = spawn return player def addWalls(self): wall = ZONE1_RESOURCES["walls"] pillar = ZONE1_RESOURCES["pillars"] pillarWall = [ pillar["steel_top"][0], pillar["steel_mid"][0], pillar["steel_bot"][0] ] platWall = [ wall["plat_top"][0], wall["plat_mid"][0], wall["plat_bot"][0] ] blockWall = [ wall["block_left"][0], wall["block_mid"][0], wall["block_right"][0] ] boundaries = \ [ Wall(739, 0, 5, "h", wall["boundary_top"], self.screen), Wall(99, 0, 5, "h", wall["boundary_top"], self.screen), Wall(0, 64, 7, "v", wall["boundary_left"], self.screen), Wall(1102, 60, 7, "v", wall["boundary_right"], self.screen), Wall(587, 367, 2, "v", wall["boundary_left"], self.screen), Wall(507, 367, 2, "v", wall["boundary_right"], self.screen), ] obstacles = \ [ Wall(363, 48, 6, "v", pillarWall, self.screen), Wall(738, 48, 6, "v", pillarWall, self.screen), Wall(167, 182, 2, "h", blockWall, self.screen), Wall(735, 182, 2, "h", blockWall, self.screen), Wall(543, 198, 1, "h", wall["block_small"], self.screen), Wall(575, 363, 1, "v", wall["corner_bot_left"], self.screen), Wall(507, 363, 1, "h", wall["corner_bot_right"], self.screen), Wall(375, 423, 1, "v", platWall, self.screen), Wall(703, 423, 1, "v", platWall, self.screen), ] return boundaries + obstacles def addMPlatforms(self): vImage = ZONE1_RESOURCES["platforms"]["moving_vertical"][0] hImage = ZONE1_RESOURCES["platforms"]["moving_horizontal"][0] platforms = \ [ MPlatform((83, 250), (240, 400), 0, 3, self.screen, vImage), MPlatform((1035, 250), (250, 400), 0, 3, self.screen, vImage), MPlatform((215, 325), (310, 325), 3, 0, self.screen, hImage), MPlatform((849, 372), (950, 372), 3, 0, self.screen, hImage), MPlatform((420, 279), (700, 685), 3, 0, self.screen, hImage), ] return platforms def addSwitches(self): switches = \ [ Switch(565, 146, 1, self.screen), Switch(565, 305, 2, self.screen), ] return switches def addDoors(self): door1 = Door(795, 74, 1, self.screen) door1.switchesWaiting = [1, 2] return [door1] def addSpikes(self): assets = ZONE1_RESOURCES["traps"] spikes = \ [ Spike(415, 190, 2, "v", assets["spike_left"][0], self.screen), Spike(711, 190, 2, "v", assets["spike_right"][0], self.screen), Spike(45, 590, 16, "h", assets["spike_up"][0], self.screen), Spike(765, 590, 16, "h", assets["spike_up"][0], self.screen), ] return spikes
class JailScene01(BaseScene): LEVEL_NUM = 1 def __init__(self, screen): super().__init__(screen) self.players = self.addPlayers() self.walls = self.addWalls() self.sPlatforms = self.addSPlatforms() self.switches = self.addSwitches() self.doors = self.addDoors() self.elapsed = 0 self.origin = pg.time.get_ticks() image = ZONE1_RESOURCES["levels"]["solo_jail_01"][0] self.render = RenderComponent(self) self.render.add("background", image) self.render.state = "background" self.dialogue = Dialogue(self.screen) self.dialogue.add(dialogue.JAIL_SOLO_1, 10, 410, "caption") def __str__(self): return "solo_jail_scene_01" def handleEvent(self, event): [p.handleEvent(event) for p in self.players] if event.type == self.SCENE_EVENT: [d.handleEvent(event) for d in self.doors] def update(self): self.elapsed = pg.time.get_ticks() - self.origin self.render.update() [w.update() for w in self.walls] [d.update() for d in self.doors] [s.update() for s in self.switches] [p.update() for p in self.sPlatforms] [p.update() for p in self.players] self.dialogue.update() if 5000 > self.elapsed >= 0: self.dialogue.index = 0 else: self.dialogue.index = None def draw(self, camera=None): self.screen.fill(settings.COLOURS["black_red"]) self.render.draw(camera) [w.draw(camera) for w in self.walls] [d.draw(camera) for d in self.doors] [s.draw(camera) for s in self.switches] [p.draw(camera) for p in self.sPlatforms] [p.draw(camera) for p in self.players] self.dialogue.draw() def addPlayers(self): spawn = (100, 0) player = [PlayerOne(self.screen)] player[0].rect.center = spawn return player def addWalls(self): assets = ZONE1_RESOURCES["walls"] boundaries = \ [ Wall(0, 10, 8, "v", assets["boundary_left"], self.screen), Wall(19, 478, 4, "h", assets["boundary_bot"], self.screen), Wall(320, 478, 5, "h", assets["boundary_bot"], self.screen), Wall(628, 138, 6, "v", assets["boundary_right"], self.screen), Wall(164, 138, 8, "h", assets["boundary_top"], self.screen), Wall(160, 138, 1, "v", assets["corner_top_left"], self.screen), Wall(160, 10, 2, "v", assets["boundary_right"], self.screen), Wall(628, 138, 1, "v", assets["upper_corner_right"], self.screen), Wall(0, 478, 1, "h", assets["inner_corner_left"], self.screen), Wall(628, 478, 1, "h", assets["inner_corner_right"], self.screen), Wall(240, 478, 1, "h", assets["inner_corner_right"], self.screen), Wall(240, 426, 1, "h", assets["corner_bot_right"], self.screen), Wall(308, 426, 1, "h", assets["corner_bot_left"], self.screen), Wall(320, 478, 1, "h", assets["inner_corner_left"], self.screen) ] obstacles = \ [ Wall(48, 418, 1, "h", assets["block_left"], self.screen), Wall(108, 418, 1, "h", assets["block_right"], self.screen), Wall(170, 450, 1, "h", assets["block_small"], self.screen), ] return boundaries + obstacles def addSPlatforms(self): platforms = \ [ SPlatform(475, 330, 1, self.screen), SPlatform(240, 255, 2, self.screen) ] return platforms def addSwitches(self): switches = \ [ Switch(295, 376, 1, self.screen), Switch(524, 280, 2, self.screen), Switch(295, 205, 3, self.screen) ] return switches def addDoors(self): door1 = Door(547, 370, 1, self.screen) door1.switchesWaiting = [1, 2, 3] return [door1]