示例#1
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class HighScores(_State):
    """
    Shown by clicking the high scores button in the lobby page.
    """
    def __init__(self, controller):
        super(HighScores, self).__init__(controller)
        self.next = None
        self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
        cent_x = self.screen_rect.centerx
        self.anykey = FlashingText((cent_x, 650), "[Press Any Key]",
                                   "Fixedsys500c", pg.Color("gold"), 30, 350)
        text = "Under Construction"
        self.title = Label(prepare.FONTS["Fixedsys500c"], 72, text,
                           pg.Color("white"),
                           {"center": self.screen_rect.center})

    def update(self, surface, keys, current_time, dt, scale):
        """
        Updates the highcore screen.
        """
        self.anykey.update(current_time)
        self.draw(surface)

    def draw(self, surface):
        surface.fill(prepare.BACKGROUND_BASE)
        self.title.draw(surface)
        surface.blit(self.anykey.image, self.anykey.rect)

    def get_event(self, event, scale):
        if event.type == pg.QUIT:
            self.done = True
            self.quit = True
        elif event.type == pg.KEYUP:
            self.done = True
            self.next = "lobby"
示例#2
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class TitleScreen(_State):
    """
    Initial state of the game.
    """
    def __init__(self, controller):
        super(TitleScreen, self).__init__(controller)
        self.next = "lobby"
        self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
        self.title = prepare.GFX["collab_title"]
        cent_x = self.screen_rect.centerx
        self.title_rect = self.title.get_rect(centerx=cent_x, y=100)
        self.anykey = FlashingText((cent_x, 650), "[Please Insert Coin]",
                                   "Fixedsys500c", pg.Color("gold"), 30, 350)

    def get_event(self, event, scale):
        if event.type == pg.QUIT:
            self.done = True
            self.quit = True
        elif event.type == pg.KEYUP:
            self.done = True
            if event.key == pg.K_ESCAPE:
                self.quit = True

    def update(self, surface, keys, current_time, dt, scale):
        self.anykey.update(current_time)
        self.draw(surface)

    def draw(self, surface):
        surface.fill(prepare.BACKGROUND_BASE)
        surface.blit(self.title, self.title_rect)
        surface.blit(self.anykey.image, self.anykey.rect)
示例#3
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    def __init__(self, controller):
        super(Credits, self).__init__(controller)
        self.next = None
        self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
        cent_x = self.screen_rect.centerx
        self.anykey = FlashingText((cent_x, 650), "[Press Any Key]",
                                   "Fixedsys500c", pg.Color("gold"), 30, 350)
        self.titles = []
        names = ["/u/mekire", "/u/bitcraft", "/u/iminurnamez"]

        for i, name in enumerate(names, start=-1):
            text = "Some stuff by {}".format(name)
            self.titles.append(
                Label(
                    prepare.FONTS["Fixedsys500c"], 48, text, pg.Color("white"),
                    {
                        "centerx": self.screen_rect.centerx,
                        "centery": self.screen_rect.centery + i * 80
                    }))
        self.titles.append(
            Label(
                prepare.FONTS["Fixedsys500c"], 48, "Your Name Here",
                pg.Color("white"), {
                    "centerx": self.screen_rect.centerx,
                    "centery": self.screen_rect.centery + (i + 1) * 80
                }))
示例#4
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    def startup(self, persistent):
        self.persist = persistent
        self.labels = pg.sprite.Group()
        font = prog_constants.FONTS["Fixedsys500c"]
        sr = constants.SCREEN_RECT
        self.missiles = pg.sprite.Group()
        self.all_explosions = pg.sprite.Group()
        self.explosions = pg.sprite.Group()
        self.buildings = pg.sprite.Group()

        left, bottom = 50, 500
        for x in "Missiles":
            label = Label(font, 192, x, constants.LOW_LIGHT_GREEN,
                          {"bottomleft": (left, bottom)})
            img = label.image
            damaged_label = Label(font, 192, x, (166, 0, 33),
                                  {"bottomleft": (left, bottom)})
            damaged_img = damaged_label.image
            width = img.get_width()
            MockCity((left + (width // 2), bottom), img, damaged_img,
                     self.buildings)
            left += width
        self.blinker = FlashingText(font, 50, "[Press Any Key]",
                                    pg.Color("white"),
                                    {"center": (sr.centerx, 625)}, 350)
        self.missile_speed = .12
        self.missile_timer = 0
        self.missile_frequency = 200
示例#5
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class Scene(_State):
    """
    This State is updated while our game is running.
    The game autodetection requires that the name of this class not be changed.
    """
    def __init__(self, controller):
        super(Scene, self).__init__(controller)
        self.next = None
        self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
        cent_x = self.screen_rect.centerx
        self.anykey = FlashingText((cent_x, 650), "[Press Any Key]",
                                   "Fixedsys500c", pg.Color("gold"), 30, 350)
        self.title = Label(prepare.FONTS["Fixedsys500c"], 72, "Your game here!",
                         pg.Color("white"), {"center": self.screen_rect.center})

    def startup(self, persistent):
        """
        This method will be called each time the state resumes.
        """
        self.start_time = pg.time.get_ticks()
        self.persist = persistent

    def cleanup(self):
        """
        Add variables that should persist to the self.persist dictionary.
        Then reset State.done to False.
        """
        self.done = False
        return self.persist

    def update(self, surface, keys, current_time, dt, scale):
        """
        Updates the game scene and then draws the screen screen.
        """
        self.anykey.update(current_time)
        self.draw(surface)

    def draw(self, surface):
        """
        Put all drawing logic here.  Called at the end of the update method.
        """
        surface.fill(prepare.BACKGROUND_BASE)
        self.title.draw(surface)
        surface.blit(self.anykey.image, self.anykey.rect)

    def get_event(self, event, scale):
        """
        Process all events here. States must not have their own embedded
        event loops as this cuts the rest of the program off from events.
        If you would like to use mouse position events you will need to scale it
        with scaled_mouse_pos found in data.core.tools.py.
        """
        if event.type == pg.QUIT:
            self.done = True
            self.quit = True
        elif event.type == pg.KEYUP:
            self.done  = True
            self.next = "lobby"
示例#6
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class Credits(_State):
    """
    Shown by clicking the credits button in the lobby page.
    """
    def __init__(self, controller):
        super(Credits, self).__init__(controller)
        self.next = None
        self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
        cent_x = self.screen_rect.centerx
        self.anykey = FlashingText((cent_x, 650), "[Press Any Key]",
                                   "Fixedsys500c", pg.Color("gold"), 30, 350)
        self.titles = []
        names = ["/u/mekire", "/u/bitcraft", "/u/iminurnamez"]

        for i, name in enumerate(names, start=-1):
            text = "Some stuff by {}".format(name)
            self.titles.append(
                Label(
                    prepare.FONTS["Fixedsys500c"], 48, text, pg.Color("white"),
                    {
                        "centerx": self.screen_rect.centerx,
                        "centery": self.screen_rect.centery + i * 80
                    }))
        self.titles.append(
            Label(
                prepare.FONTS["Fixedsys500c"], 48, "Your Name Here",
                pg.Color("white"), {
                    "centerx": self.screen_rect.centerx,
                    "centery": self.screen_rect.centery + (i + 1) * 80
                }))

    def startup(self, current_time, persistent):
        """
        This method will be called each time the state resumes.
        """
        self.start_time = current_time
        self.persist = persistent

    def update(self, surface, keys, current_time, dt, scale):
        """
        Updates the credit screen.
        """
        self.anykey.update(current_time)
        self.draw(surface)

    def draw(self, surface):
        surface.fill(prepare.BACKGROUND_BASE)
        for title in self.titles:
            title.draw(surface)
        surface.blit(self.anykey.image, self.anykey.rect)

    def get_event(self, event, scale):
        if event.type == pg.QUIT:
            self.done = True
            self.quit = True
        elif event.type == pg.KEYUP:
            self.done = True
            self.next = "lobby"
示例#7
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 def __init__(self, controller):
     super(Scene, self).__init__(controller)
     self.next = None
     self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
     cent_x = self.screen_rect.centerx
     self.anykey = FlashingText((cent_x, 650), "[Press Any Key]",
                                "Fixedsys500c", pg.Color("gold"), 30, 350)
     self.title = Label(prepare.FONTS["Fixedsys500c"], 72, "Your game here!",
                      pg.Color("white"), {"center": self.screen_rect.center})
示例#8
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 def __init__(self, controller):
     super(TitleScreen, self).__init__(controller)
     self.next = "lobby"
     self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
     self.title = prepare.GFX["collab_title"]
     cent_x = self.screen_rect.centerx
     self.title_rect = self.title.get_rect(centerx=cent_x, y=100)
     self.anykey = FlashingText((cent_x, 650), "[Please Insert Coin]",
                                "Fixedsys500c", pg.Color("gold"), 30, 350)
示例#9
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 def __init__(self, controller):
     super(TitleScreen, self).__init__(controller)
     self.next = "lobby"
     self.screen_rect = pg.Rect((0, 0), constants.RENDER_SIZE)
     self.title = constants.GFX["collab_title"]
     cent_x = self.screen_rect.centerx
     self.title_rect = self.title.get_rect(centerx=cent_x, y=100)
     anykey_args = (constants.FONTS["Fixedsys500c"], 30, "[Please Insert Coin]",
                    pg.Color("gold"), {"center" : (cent_x, 650)}, 350)
     self.anykey = FlashingText(*anykey_args)
示例#10
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 def __init__(self, controller):
     super(HighScores, self).__init__(controller)
     self.next = None
     self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
     cent_x = self.screen_rect.centerx
     self.anykey = FlashingText((cent_x, 650), "[Press Any Key]",
                                "Fixedsys500c", pg.Color("gold"), 30, 350)
     text = "Under Construction"
     self.title = Label(prepare.FONTS["Fixedsys500c"], 72, text,
                        pg.Color("white"),
                        {"center": self.screen_rect.center})
示例#11
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 def __init__(self, title, controller):
     super(AnyKey, self).__init__(controller)
     self.next = None
     self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
     cent_x = self.screen_rect.centerx
     self.anykey = FlashingText((cent_x, 625), "[Press Any Key]",
                                "Fixedsys500c", pg.Color("white"), 50, 350)
     self.title = Label(prepare.FONTS["Fixedsys500c"], 100, title,
                        pg.Color("white"), {
                            "centerx": cent_x,
                            "y": 50
                        })
     self.screen_copy = None
示例#12
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    def make_high_scores_table(self, high_scores, score):
        font = prog_constants.FONTS["Fixedsys500c"]
        color = constants.LOW_LIGHT_GREEN
        left1, left2, top = 350, 500, 100
        placed = False
        self.name_label = None
        self.flasher = None
        self.textbox = None
        for i, info in enumerate(high_scores):
            name, high_score = info
            name_label = Label(font, 32, name, color,
                               {"topleft": (left1, top)})
            if high_score == score and not placed and not name:
                placed = True
                label = FlashingText(font, 32, "{}".format(high_score), color,
                                     {"topleft": (left2, top)}, 500)
                self.flasher = label
                self.name_label = name_label
                self.name_index = i
                validator = lambda x: len(x) == 3
                box_size = (96, 32)
                self.textbox = Textbox2({"topleft": (left1 - 4, top + 2)},
                                        call=self.enter_name,
                                        box_size=box_size,
                                        validator=validator,
                                        font_path=font)
            else:
                label = Label(font, 32, "{}".format(high_score), color,
                              {"topleft": (left2, top)})

            self.labels.extend([label, name_label])
            top += 40
        self.high_scores = high_scores
示例#13
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class Scene(_State):
    """
    This State is updated while our game is running.
    The game autodetection requires that the name of this class not be changed.
    """
    def __init__(self, controller):
        super(Scene, self).__init__(controller)
        self.next = None
        self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
        cent_x = self.screen_rect.centerx
        self.anykey = FlashingText((cent_x, 650), "[Press Any Key]",
                                   "Fixedsys500c", pg.Color("gold"), 30, 350)
        self.title = Label(prepare.FONTS["Fixedsys500c"], 72,
                           "Your game here!", pg.Color("white"),
                           {"center": self.screen_rect.center})

    def startup(self, current_time, persistent):
        """
        This method will be called each time the state resumes.
        """
        self.start_time = current_time
        self.persist = persistent

    def update(self, surface, keys, current_time, dt, scale):
        """
        Updates the game scene screen.
        """
        self.anykey.update(current_time)
        self.draw(surface)

    def draw(self, surface):
        surface.fill(prepare.BACKGROUND_BASE)
        self.title.draw(surface)
        surface.blit(self.anykey.image, self.anykey.rect)

    def get_event(self, event, scale):
        if event.type == pg.QUIT:
            self.done = True
            self.quit = True
        elif event.type == pg.KEYUP:
            self.done = True
            self.next = "lobby"
class AnyKey(_State):
    """
    A state for the start and death scene.
    """
    def __init__(self, title, controller):
        super(AnyKey, self).__init__(controller)
        self.next = None
        self.screen_rect = pg.Rect((0, 0), prog_consts.RENDER_SIZE)
        cent_x = self.screen_rect.centerx
        anykey_args = (prog_consts.FONTS["Fixedsys500c"], 50,
                       "[Press Any Key]", pg.Color("white"), {
                           "center": (cent_x, 625)
                       }, 350)
        self.anykey = FlashingText(*anykey_args)
        self.title = Label(prog_consts.FONTS["Fixedsys500c"], 100, title,
                           pg.Color("white"), {
                               "centerx": cent_x,
                               "y": 50
                           })
        self.screen_copy = None

    def draw(self, surface):
        if self.screen_copy:
            surface.blit(self.screen_copy, (0, 0))
        else:
            surface.fill(prog_consts.BACKGROUND_BASE)
        self.title.draw(surface)
        surface.blit(self.anykey.image, self.anykey.rect)

    def update(self, surface, keys, current_time, dt, scale):
        self.anykey.update(current_time)
        self.draw(surface)

    def get_event(self, event, scale):
        """
        Switch to game on keydown.
        """
        if event.type == pg.KEYDOWN:
            self.done = True
            self.next = "GAME"
示例#15
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class TitleScreen(_State):
    def __init__(self, controller):
        super(TitleScreen, self).__init__(controller)

    def startup(self, persistent):
        self.persist = persistent
        self.labels = pg.sprite.Group()
        font = prog_constants.FONTS["Fixedsys500c"]
        sr = constants.SCREEN_RECT
        self.missiles = pg.sprite.Group()
        self.all_explosions = pg.sprite.Group()
        self.explosions = pg.sprite.Group()
        self.buildings = pg.sprite.Group()

        left, bottom = 50, 500
        for x in "Missiles":
            label = Label(font, 192, x, constants.LOW_LIGHT_GREEN,
                          {"bottomleft": (left, bottom)})
            img = label.image
            damaged_label = Label(font, 192, x, (166, 0, 33),
                                  {"bottomleft": (left, bottom)})
            damaged_img = damaged_label.image
            width = img.get_width()
            MockCity((left + (width // 2), bottom), img, damaged_img,
                     self.buildings)
            left += width
        self.blinker = FlashingText(font, 50, "[Press Any Key]",
                                    pg.Color("white"),
                                    {"center": (sr.centerx, 625)}, 350)
        self.missile_speed = .12
        self.missile_timer = 0
        self.missile_frequency = 200

    def add_missile(self):
        origin = randint(0, constants.SCREEN_SIZE[0]), -20
        target = randint(
            0, constants.SCREEN_SIZE[0]), constants.SCREEN_SIZE[1] - 20
        m = Missile(origin, target, self.missile_speed, 20, .1)
        self.missiles.add(m)

    def start_game(self, *args):
        self.done = True
        self.next = "LEVEL_START"
        player = load_player()
        self.persist["player"] = player
        self.persist["level"] = Level(player)

    def get_event(self, event, scale):
        if event.type == pg.QUIT:
            self.quit = True
        elif event.type == pg.KEYDOWN:
            if event.key == pg.K_ESCAPE:
                self.quit = True
            else:
                self.start_game()
        elif event.type == pg.MOUSEBUTTONUP:
            self.start_game()

    def update(self, surface, keys, current_time, dt, scale):
        self.blinker.update(current_time)
        self.missile_timer += dt
        if self.missile_timer >= self.missile_frequency:
            self.add_missile()
            self.missile_timer -= self.missile_frequency
        self.explosions.update(dt)
        self.missiles.update(dt, self.all_explosions, self.explosions,
                             self.buildings)
        self.buildings.update(dt, self.explosions)

        self.draw(surface)

    def draw(self, surface):
        surface.fill(constants.BACKGROUND_BASE)
        self.buildings.draw(surface)
        for m in self.missiles:
            m.draw(surface)
        self.explosions.draw(surface)
        self.blinker.draw(surface)