def bg(new_bg, overlay=True): ls = core.screen.copy().convert() core.screen.blit( core.load_image("gfx/" + new_bg), (0,0) ) if overlay: core.screen.blit( mo, (0,0) ) core.dissolve_transition(ls, core.screen.copy().convert(), nvl.intime) nvl.intime = 100
def credits_screen(): goscreen = core.load_image("credits.png", directory="gfx", auto_alpha=False) core.dissolve_transition( core.screen.copy().convert(), goscreen.copy().convert(), 1000 ) while True: core.clock.tick(core.MAX_FPS) events = pygame.event.get() if core.handleEvents(events) == "quit": exit() for event in events: if event.type == KEYUP: core.play_sound("button_click") Input.update() core.next_screen = main_menu return core.screen.blit(goscreen, (0,0)) core.updateScreen()
def game_over(score, rank): core.play_music("game over", queue=True) # load game over screen goscreen = core.load_image("game_over.png", directory="gfx", auto_alpha=False) core.dissolve_transition( core.screen.copy().convert(), goscreen.copy().convert(), 1000 ) while True: core.clock.tick(core.MAX_FPS) events = pygame.event.get() if core.handleEvents(events) == "quit": exit() for event in events: if event.type == KEYUP: core.next_screen = core.curry(hiscores_screen, score, rank) Input.update() return core.screen.blit(goscreen, (0,0)) core.updateScreen()
def feather_received(attack): last_screen = core.screen.copy().convert() ls = last_screen.copy().convert() core.screen.blit( core.load_image("gfx/feather_received.png"), (0,0) ) core.screen.blit( attack.image, (165, 265) ) received_text = "You've received the %s Feather!" % attack.name core.fonts.Draw( core.screen, None, 24, received_text, pygame.Rect(275,250,450,50), (255,255,255,255), alignHoriz='center', alignVert='center', antialias=True) core.dissolve_transition( last_screen, core.screen.copy().convert(), 1000) try: while True: lag = core.clock.tick(core.MAX_FPS) events = pygame.event.get() for event in events: if event.type == KEYUP: raise eOutOfLoop if core.handleEvents(escape_exits=False) == "quit": exit() except eOutOfLoop: pass core.dissolve_transition( core.screen.copy().convert(), ls, 1000 )
def cls(color=(0,0,0,255)): ls = core.screen.copy().convert() core.screen.fill(color) core.screen.blit( mo, (0,0) ) core.dissolve_transition(ls, core.screen.copy().convert(), nvl.intime) nvl.intime = 100
def level_clear_screen(mc, killed_bugs, ltime, lives, lost_lives, score): core.play_music("stage clear", queue=True) last_screen = core.screen.copy().convert() ls = last_screen.copy().convert() bg = core.load_image("stage_clear.png", directory="gfx") stars = core.load_image("rank_star.png", directory="gfx") stars = [ core.im_crop(stars, pygame.Rect(0,0,55,51)), core.im_crop(stars, pygame.Rect(55,0,55,51)) ] ltime = int(ltime) used_feathers, wasted_feathers, waste_penalty = getFeatherStats(mc) rank = getRank(mc, lost_lives, lives, ltime, killed_bugs) state = 0 skilled_bugs = oStatsDisp(0, (465,155), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time) stime = oStatsDisp(0, (465,190), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time) slives = oStatsDisp(0, (465,225), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time) sfeathers = oStatsDisp(0, (465,260), useNumbers=True, xalign=1.0, width=100, formatValue=format_level_time) stotal = oStatsDisp(score, (235,370), useNumbers=True, xalign=1.0, width=330, formatValue=format_score) last_total = score forceUpdate = True vel = .3 vel2 = 100 while True: lag = core.clock.tick(core.MAX_FPS) if lag <= 0: lag = 1 dirty_rects = [] if core.handleEvents() == "quit": exit() vel = 0.2 if Input.up(K_RETURN): if state < 8: vel = sys.maxint else: core.dissolve_transition(core.screen.copy().convert(), ls, 1000) return stotal.value, rank core.screen.blit(ls, (0,0)) core.screen.blit(bg, (0,0)) # points if state == 0: skilled_bugs.update( skilled_bugs.value + vel*lag ) if skilled_bugs.value >= killed_bugs: skilled_bugs.value = killed_bugs state += 1 elif state == 1: stime.update( stime.value + vel*lag ) if stime.value >= ltime: stime.value = ltime state += 1 elif state == 2: slives.update( slives.value + vel*lag ) if slives.value >= lives: slives.value = lives state += 1 elif state == 3: sfeathers.update( sfeathers.value + vel*lag ) if sfeathers.value >= wasted_feathers: sfeathers.value = wasted_feathers state += 1 elif state == 4: stotal.update( stotal.value + vel2*lag ) if stotal.value >= last_total + killed_bugs*10: stotal.value = last_total + killed_bugs*10 last_total = stotal.value state += 1 elif state == 5: stotal.update( stotal.value + vel2*lag ) if stotal.value >= last_total + ltime*100: stotal.value = last_total + ltime*100 last_total = stotal.value state += 1 elif state == 6: stotal.update( stotal.value + vel2*lag ) if stotal.value >= last_total + lives*1000: stotal.value = last_total + lives*1000 last_total = stotal.value state += 1 elif state == 7: stotal.update( stotal.value - vel2*lag ) if stotal.value <= last_total - waste_penalty: stotal.value = last_total - waste_penalty last_total = stotal.value state += 1 # draw dirty_rects.extend( skilled_bugs.draw(core.screen) ) if state > 0: dirty_rects.extend( stime.draw(core.screen) ) if state > 1: dirty_rects.extend( slives.draw(core.screen) ) if state > 2: dirty_rects.extend( sfeathers.draw(core.screen) ) if state > 3: dirty_rects.extend( stotal.draw(core.screen) ) if state > 7: def draw_rank_star(pos, rank_need): if rank >= rank_need: return core.screen.blit(stars[1], pos) else: return core.screen.blit(stars[0], pos) dirty_rects.append( draw_rank_star((405,430), 3) ) dirty_rects.append( draw_rank_star((460,430), 2) ) dirty_rects.append( draw_rank_star((515,430), 1) ) if last_screen is not None: core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000) last_screen = None if forceUpdate: dirty_rects = None forceUpdate = False core.updateScreen(dirty_rects)
def hiscores_screen(score=None, rank=0): last_screen = core.screen.copy().convert() scores = [] import xdrlib if not os.path.exists("high_scores"): # fill with default scores default_scores = [(100000,2),(50000,2),(30000,2),(20000,2),(10000,2),(8000,1), (4000,1),(500,0)] for i in range(8): s, r = default_scores[i] scores.append( ("Nozomi", s, r) ) else: # load from file data = open("high_scores", "rb").read() loader = xdrlib.Unpacker(data) for i in range(8): scores.append( (loader.unpack_string(), loader.unpack_int(), loader.unpack_int()) ) # verify if we have a high score =D if score is not None: for index, _score in enumerate(scores): name, _score, _rank = _score if (score > _score) or (score == _score and rank > _rank): player_name = core.InputPrompt("Nice timing! You've scored high, Mr/Mrs...", "Player") scores.insert(index, (player_name, score, rank)) break # save scores p = xdrlib.Packer() for name, score, rank in scores: p.pack_string(name) p.pack_int(score) p.pack_int(rank) f = open("high_scores", "wb") f.write(p.get_buffer()) f.close() # load graphics =D bg = core.load_image("hiscores.png", directory="gfx") stars = pygame.transform.smoothscale(core.load_image("rank_star.png", directory="gfx"), (86,40)) stars = [ core.im_crop(stars, pygame.Rect(0,0,43,40)), core.im_crop(stars, pygame.Rect(43,0,43,40)) ] core.screen.blit(bg, (0,0)) # render high scores! for index, score in enumerate(scores): name, score, rank = score # 260, 100 y = 100 + 40*index # name core.fonts.Draw(core.screen, None, 36, name, pygame.Rect(260,y,200,40), (255,255,255,255),alignVert='center',antialias=True) # points score = str(score) w = 160-core.numbers.getWidth(score) core.numbers.draw(core.screen, (470+w,y+8), score) # rank if rank > 2: core.screen.blit(stars[1], (660,y)) else: core.screen.blit(stars[0], (660,y)) if rank > 1: core.screen.blit(stars[1], (703,y)) else: core.screen.blit(stars[0], (703,y)) if rank > 0: core.screen.blit(stars[1], (746,y)) else: core.screen.blit(stars[0], (746,y)) core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000) while True: events = pygame.event.get() if core.handleEvents(events) == "quit": exit() for event in events: if event.type == KEYUP: core.next_screen = main_menu core.play_sound("button_click") Input.update() return
def main_menu(): core.play_music("main menu") # load bg bg = core.load_image("main_menu.png", directory="gfx", auto_alpha=False) selected = 0 def genButton(images, pos): button = sprite.oSprite() button.x = pos[0] button.y = pos[1] button.animations = { "active": { "N": [0,True,[sprite.oFrame(images[0])]] }, "inactive": { "N": [0,True,[sprite.oFrame(images[1])]] } } core.render_group.add(button) return button selected = 0 buttons = [] core.render_group.clear() for i, button in enumerate(["new game","help","credits","exit"]): y = 180 + i*40 x = 75 buttons.append( genButton(core.game_images[button], (x,y)) ) menu_screens = [ game_intro, # new game hiscores_screen,# high scores credits_screen, # credits exit_screen, # exit ] forceUpdate = True last_screen = core.screen.copy().convert() while True: lag = core.clock.tick(core.MAX_FPS) if core.handleEvents() == "quit": exit() if Input.up(K_UP): core.play_sound("cursor_move") selected -= 1 if selected < 0: selected = len(buttons)-1 if Input.up(K_DOWN): core.play_sound("cursor_move") selected += 1 if selected >= len(buttons): selected = 0 if Input.up(K_RETURN): core.next_screen = menu_screens[selected] core.play_sound("button_click") return for i, button in enumerate(buttons): button.changeState("active" if i == selected else "inactive") dirty_rects = core.render_group.update(lag) core.screen.blit(bg, (0,0)) core.render_group.draw(core.screen) if last_screen is not None: core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000) last_screen = None if forceUpdate: dirty_rects = None core.updateScreen(dirty_rects)
def yesno_prompt(text): last_screen = core.screen.copy().convert() ls = last_screen.copy().convert() bg = core.load_image("yesno_prompt.png", directory="gfx") selected = 0 button_group = sprite.oSpriteGroup() def genButton(images, pos): button = sprite.oSprite() button.x = pos[0] button.y = pos[1] button.animations = { "active": { "N": [0,True,[sprite.oFrame(images[0])]] }, "inactive": { "N": [0,True,[sprite.oFrame(images[1])]] } } button_group.add(button) return button selected = 0 buttons = [] buttons.append( genButton(core.game_images["no"], (200,300)) ) buttons.append( genButton(core.game_images["yes"], (400,300)) ) forceUpdate = True while True: lag = core.clock.tick(core.MAX_FPS) if core.handleEvents() == "quit": exit() if Input.up(K_LEFT): core.play_sound("cursor_move") selected -= 1 if selected < 0: selected = len(buttons)-1 if Input.up(K_RIGHT): core.play_sound("cursor_move") selected += 1 if selected >= len(buttons): selected = 0 if Input.up(K_RETURN): core.play_sound("button_click") core.dissolve_transition(core.screen.copy().convert(), ls, 1000) return bool(selected) for i, button in enumerate(buttons): button.changeState("active" if i == selected else "inactive") dirty_rects = button_group.update(lag) core.screen.blit(ls, (0,0)) core.screen.blit(bg, (0,0)) button_group.draw(core.screen) dirty_rects.append(core.fonts.Draw(core.screen, None, 36, text, pygame.Rect(50,250,700,50), (255,255,255,255), alignHoriz='center', antialias=True)) if last_screen is not None: core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000) last_screen = None core.updateScreen(dirty_rects)
def show_texts(self, texts, char=0): rv = True self.char = char x, y = self.x, self.y if self.background is not None: last_screen = core.screen.copy().convert() ls = last_screen.copy().convert() core.screen.blit( self.background, self.bg_pos ) core.dissolve_transition( last_screen, core.screen.copy().convert(), self.intime ) last_screen = core.screen.copy().convert() try: for text in texts: text = "\n".join( self.wrap_multi_line(text, self.font, self.width) ) + ' ' self.dismissed = False start = 0 while not self.dismissed: lag = core.clock.tick(core.MAX_FPS) if lag <= 0: lag = 1 if core.handleEvents(escape_exits = not K_ESCAPE in self.skip_keys) == "quit": exit() core.screen.blit(last_screen, (0,0)) for skip_key in self.skip_keys: if Input.up(skip_key): rv = False raise eSkipText if start < len(text): for dismiss in self.dismiss_keys: if Input.up(dismiss): self.char = len(text) self.char += self.speed * lag chars = text[start:int(self.char)] start += len(chars) update_rects = [] for char in chars: if char in ["\r","\n"]: y += self.font.size("W")[1] + self.line_spacing x = self.x else: text_surf = self.font.render( char, True, self.color ) update_rects.append( last_screen.blit(text_surf, (x,y)) ) x += text_surf.get_width() core.updateScreen() else: if self.ctc is not None: self.ctc.x = x self.ctc.y = y ctc_rect = self.ctc.update(lag) self.ctc.draw(core.screen) ctc_rect.extend(update_rects) core.updateScreen(ctc_rect) for dismiss in self.dismiss_keys: if Input.up(dismiss): self.dismissed = True self.char -= len(text) x = self.x y += self.font.size("W")[1] + self.line_spacing except eSkipText: pass core.dissolve_transition( core.screen.copy().convert(), ls, self.intime ) return rv