def Render(self, screen): screen.fill((0, 0, 0)) screen.blit(GetImage("Images/Neptune.jpg"), (0 - Camera.GetXOffset(), 0)) # Draw your units on screen for unit in self.cu: topLeft = (unit.xpos - Camera.GetXOffset(), unit.ypos, unit.width, unit.hight) bottomRight = (unit.animate.frame, 0, unit.width, unit.hight) if (self.UnitMovement.movementmode == "A"): unit.animate.nextFrame() screen.blit(GetImage(unit.imagepath + "walk.png"), topLeft, bottomRight) else: unit.animate.prevFrame() screen.blit( pygame.transform.flip( GetImage(unit.imagepath + "walk.png"), True, False), topLeft, bottomRight) # Draw enemy units on screen for unit in self.ce: unit.animate.prevFrame() topLeft = (unit.xpos - Camera.GetXOffset(), unit.ypos, unit.width, unit.hight) bottomRight = (unit.animate.frame, 0, unit.width, unit.hight) screen.blit( pygame.transform.flip(GetImage(unit.imagepath + "walk.png"), True, False), topLeft, bottomRight) # Draw the GUI self.attackbutton.Draw(screen) self.holdbutton.Draw(screen) self.defendbutton.Draw(screen) # Make sure not to update the text unless it has changed if "Moon Crystals: " + str( CurrencyManagement.GetMoonCrystals()) != self.resourcebar.txt: self.resourcebar.SetText("Moon Crystals: " + str(CurrencyManagement.GetMoonCrystals())) if "Units: " + str( UnitLoader.GetUsedSupply()) + "/40" != self.supplybar.txt: self.supplybar.SetText("Units: " + str(UnitLoader.GetUsedSupply()) + "/40") self.resourcebar.Draw(screen) self.supplybar.Draw(screen) self.buildqueue.Draw(screen) self.buildmenu.Draw(screen) self.openmenu.Draw(screen) self.basehealth.Draw(screen) self.ebasehealth.Draw(screen) self.text.Draw(screen) self.etext.Draw(screen)
def EnqueueUnit(cls, unit): if CurrencyManagement.GetMoonCrystals() - unit.unitcost >= 0: if len(cls.createdUnits) + len(cls.queuedUnits) < 40: if cls.lane > 2: cls.lane = 1 else: cls.lane = cls.lane + 1 unit.laneid = cls.lane CurrencyManagement.PurchaseUnit(unit) cls.queuedUnits.append(unit) else: print("Max unit count reached!")
def Attack(cls, Friendlies, Enemies, EnemyList, Rate, OGSpeed=0, EOGSpeed=0): if (Friendlies.speed != 0): OGSpeed = Friendlies.speed Friendlies.speed = 0 if ((Rate * (Friendlies.attackrate)) > 50): Enemies.DamageUnit(Friendlies.damage) if (Enemies.health < 1): CurrencyManagement.AddMoonCrystals((Enemies.unitcost) / 2) UnitSpawner.DeleteUnit(Enemies)
def Update(self): if self.movecamera != 0: if Camera.CheckCameraOffsets(self.offset, self.movecamera): self.offset += self.movecamera Camera.SetCameraOffset(self.offset, 0) self.cu = UnitLoader.GetCreatedUnits() self.ce = UnitSpawner.GetCreatedUnits() self.basehealth.SetFillPercentage(self.Health, 1000) self.ebasehealth.SetFillPercentage(self.EHealth, 1000) #Generate Money if (len(self.cu) > 0): self.Economy = True if (self.Economy == True): if (self.MoneyCounter == 60): self.MoneyCounter = 0 if UpgradeData.economy: CurrencyManagement.AddMoonCrystals(15) elif not UpgradeData.economy: CurrencyManagement.AddMoonCrystals(10) else: self.MoneyCounter += 1 if (len(self.cu) < 1): if (len(self.ce) < 1): if (self.Economy == True): self.Economy = False if (CurrencyManagement.GetMoonCrystals() < 100): CurrencyManagement.AddMoonCrystals( 100 - CurrencyManagement.GetMoonCrystals()) # Move all the units based on the current movement mode self.UnitMovement.MoveUnits() self.UnitMovement.MoveEnemyUnits() UnitLoader.BuildUnitsInQueue(self.buildqueue) # Call the AI self.AI.AIUpdate() # Move all spawned enemy units self.UnitMovement.MoveEnemyUnits() UnitSpawner.BuildUnitsInQueue() #You attack AttackDefend.UnitsAttack(self.cu, self.ce, self.AttackRate, self.EAttackRate) if (self.AttackRate > 50): self.AttackRate = 0 else: self.AttackRate += 1 if (self.EAttackRate > 50): self.EAttackRate = 0 else: self.EAttackRate += 1 #Attack Base if (self.Health != 1000): if (self.Health != 1500): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0, self.Health) if (self.Health == 1500): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0, self.Health) if (self.Health == 1000): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0) if (self.Health <= 0): print "Congrats you have won" self.SwitchToScene("Scenes.Levels.Level6Victory.Level6Victory") #Enemies Attack Base if (self.EHealth != 1000): if (self.EHealth != 1500): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlayer( self.ce, 1, self.EHealth) if (self.EHealth == 1000): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlayer(self.ce, 1) if (self.EHealth == 1500): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlayer(self.ce, 1, self.EHealth) if (self.EHealth <= 0): print "YOU LOST YOU F*****G SUCK YOU LITTLE DUMBASS" self.SwitchToScene("Scenes.Levels.Level6Defeat.Level6Defeat")
def ProcessInput(self, events, pressed_keys): mousepos = pygame.mouse.get_pos() for event in events: # Keydown events if event.type == pygame.KEYDOWN: if event.key == pygame.K_RETURN: self.SwitchToScene(None) elif event.key == pygame.K_ESCAPE: self.SwitchToScene( "Scenes.Levels.Level6Victory.Level6Victory") elif event.key == pygame.K_a: self.buildqueue.SetFillPercentage(10, 100) elif event.key == pygame.K_b: self.buildmenutoggle = not self.buildmenutoggle self.buildmenu.ToggleMenu(self.buildmenutoggle) elif event.key == pygame.K_RIGHT: if self.movecamera >= 0: self.movecamera += self.scrollfactor elif event.key == pygame.K_LEFT: if self.movecamera <= 3600: self.movecamera -= self.scrollfactor elif event.key == pygame.K_m: CurrencyManagement.AddMoonCrystals(100) elif event.type == pygame.KEYUP: if event.key == pygame.K_RIGHT: if self.movecamera >= 0: self.movecamera -= self.scrollfactor elif event.key == pygame.K_LEFT: if self.movecamera <= 3600: self.movecamera += self.scrollfactor # Mouse click events elif event.type == pygame.MOUSEBUTTONDOWN: if self.attackbutton.IsClicked(mousepos): self.attackbutton.call_back_() elif self.defendbutton.IsClicked(mousepos): self.defendbutton.call_back_() elif self.holdbutton.IsClicked(mousepos): self.holdbutton.call_back_() elif self.buildhorserifleblaster.IsClicked(mousepos): self.buildhorserifleblaster.call_back_() elif self.buildspaceraider.IsClicked(mousepos): self.buildspaceraider.call_back_() elif self.buildtank.IsClicked(mousepos): self.buildtank.call_back_() elif self.buildrifleblaster.IsClicked(mousepos): self.buildrifleblaster.call_back_() elif self.openmenu.IsClicked(mousepos): self.buildmenutoggle = not self.buildmenutoggle self.buildmenu.ToggleMenu(self.buildmenutoggle)