示例#1
0
 def ending_animation(self):
     y_pos_girl = 180
     upper = self.create_compatible_surface(self.screen)
     self.fbp.render(69 if is_win95 else 61, upper)
     lower = self.create_compatible_surface(self.screen)
     self.fbp.render(70 if is_win95 else 62, lower)
     buf = self.mgo[571]
     buf_girl = self.mgo[572]
     src_rect = pg.Rect(0, 0, 320, 0)
     dst_rect = pg.Rect(0, 0, 320, 0)
     self.screen_wave = 2
     for i in range(400):
         src_rect.h = dst_rect.h = 200 - i // 2
         src_rect.y, dst_rect.y = 0, i // 2
         self.blit(lower, dst_rect, src_rect)
         src_rect.h = dst_rect.h = i // 2
         src_rect.y, dst_rect.y = 200 - i // 2, 0
         self.blit(upper, dst_rect, src_rect)
         self.apply_wave(self.screen)
         buf[0].blit_to(self.screen, (0, -400 + i))
         buf[1].blit_to(self.screen, (0, -200 + i))
         y_pos_girl -= i & 1
         if y_pos_girl < 80:
             y_pos_girl = 80
         buf_girl[(pg.time.get_ticks() // 50) % 4].blit_to(
             self.screen, (220, y_pos_girl))
         self.update_screen()
         if self.need_fadein:
             self.fadein(1)
             self.need_fadein = False
             upper.set_palette(self.screen.get_palette())
             lower.set_palette(self.screen.get_palette())
         self.delay(50)
     self.screen_wave = 0
示例#2
0
 def draw_text(self, text, pos, color, shadow, update):
     if len(pos) > 2:
         use_8x8_font = pos[2]
         pos = pos[:2]
     else:
         use_8x8_font = False
     x, y = pos
     urect = pg.Rect(pos, (0, 16 + shadow))
     if x > 320:
         return
     for char in text:
         if shadow:
             self.draw_char_on_surface(char, (x + 1, y + 1), 0,
                                       use_8x8_font)
             self.draw_char_on_surface(char, (x + 1, y), 0, use_8x8_font)
         self.draw_char_on_surface(char, (x, y), color, use_8x8_font)
         char_width = get_char_width(char)
         x += char_width
         urect.w += char_width
     if update and urect.w > 0:
         if shadow:
             urect.w += 1
         if urect.x + urect.w > 320:
             urect.w = 320 - urect.x
         self.update_screen(urect)
示例#3
0
 def dialog_wait_for_key_with_maximum_seconds(self, max_seconds):
     beginning_ticks = pg.time.get_ticks()
     current_palette = self.get_palette()
     palette = copy.deepcopy(current_palette)
     if self.dialog_position not in {
             DialogPos.CenterWindow, DialogPos.Center
     }:
         p = self.dialog_icons[self.icon]
         if p is not None:
             rect = pg.Rect(self.pos_icon, (16, 16))
             p.blit_to(self.screen, self.pos_icon)
             self.update_screen(rect)
     self.clear_key_state()
     while True:
         self.delay(100)
         if self.dialog_position not in {
                 DialogPos.CenterWindow, DialogPos.Center
         }:
             t = palette[0xF9]
             palette[0xF9:0xFE] = palette[0xF9 + 1:0xFE + 1]
             palette[0xFE] = t
             self.set_screen_palette(palette)
         if (math.fabs(max_seconds) > sys.float_info.epsilon
                 and pg.time.get_ticks() - beginning_ticks >
                 1000 * max_seconds):
             break
         if self.input_state.key_press != 0:
             break
     if self.dialog_position not in {
             DialogPos.CenterWindow, DialogPos.Center
     }:
         self.set_palette(self.num_palette, self.night_palette)
     self.clear_key_state()
     self.user_skip = False
示例#4
0
 def check_obstacle(self, pos, check_event_objects, self_object):
     x, y = pos
     if not pg.Rect(0, 0, 2047, 2047).collidepoint(x, y):
         return True
     x, xr = divmod(x, 32)
     y, yr = divmod(y, 16)
     h = 0
     if xr + yr * 2 >= 16:
         if xr + yr * 2 >= 48:
             x += 1
             y += 1
         elif 32 - xr + yr * 2 < 16:
             x += 1
         elif 32 - xr + yr * 2 < 48:
             h = 1
         else:
             y += 1
     if self.maps.tile_blocked(x, y, h):
         return True
     if check_event_objects:
         for i in range(
                 self.scenes[self.num_scene - 1].event_object_index,
                 self.scenes[self.num_scene].event_object_index,
         ):
             p = self.event_objects[i]
             if i == self_object - 1:
                 continue
             if p.state >= ObjectState.Blocker:
                 if abs(p.x - pal_x(pos)) + abs(p.y - pal_y(pos)) * 2 < 16:
                     return True
     return False
示例#5
0
 def make_scene(self):
     rect = pg.Rect(self.viewport, (320, 200))
     self.maps.blit_to(self.screen, rect, 0)
     self.maps.blit_to(self.screen, rect, 1)
     self.apply_wave(self.screen)
     self.scene_draw_sprites()
     if self.need_fadein:
         self.update_screen()
         self.fadein(1)
         self.need_fadein = False
示例#6
0
 def start_dialog_with_offset(self, dialog_location, font_color,
                              num_char_face, playing_rng, x_off, y_off):
     if self.in_battle and self.updated_in_battle:
         self.update_screen()
         self.updated_in_battle = True
     self.icon = 0
     self.pos_icon = 0
     self.current_dialog_line_num = 0
     self.pos_dialog_title = 12, 8
     self.user_skip = False
     if font_color != 0:
         self.current_font_color = font_color
     if playing_rng and num_char_face:
         self.screen_bak.blit(self.screen, (0, 0))
         self.playing_rng = True
     if dialog_location == DialogPos.Upper:
         if num_char_face > 0:
             w, h = self.rgm[num_char_face].size
             pos = (max(48 - w // 2 + x_off,
                        0), max(55 - h // 2 + y_off, 0))
             self.rgm[num_char_face].blit_to(self.screen, pos)
             rect = pg.Rect(pos, (w, h))
             self.update_screen(rect)
             self.pos_dialog_title = 80, 8
             self.pos_dialog_text = 96, 26
         else:
             self.pos_dialog_title = 12, 8
             self.pos_dialog_text = 44, 26
     elif dialog_location == DialogPos.Center:
         self.pos_dialog_text = 80, 40
     elif dialog_location == DialogPos.Lower:
         if num_char_face > 0:
             pos = (
                 270 - self.rgm[num_char_face].width // 2 + x_off,
                 144 - self.rgm[num_char_face].height // 2 + y_off,
             )
             self.rgm[num_char_face].blit_to(self.screen, pos)
             self.update_screen()
             self.pos_dialog_title = 4, 108
             self.pos_dialog_text = 20, 126
         else:
             self.pos_dialog_title = 12, 108
             self.pos_dialog_text = 44, 126
     elif dialog_location == DialogPos.CenterWindow:
         self.pos_dialog_text = 160, 40
     self.pos_dialog_title = (pal_x(self.pos_dialog_title) + x_off,
                              pal_y(self.pos_dialog_title) + y_off)
     self.pos_dialog_text = (pal_x(self.pos_dialog_text) + x_off,
                             pal_y(self.pos_dialog_text) + y_off)
     self.dialog_position = dialog_location
示例#7
0
 def scroll_fbp(self, chunk_num, scroll_speed, scroll_down):
     p = self.create_compatible_surface(self.screen)
     p.blit(self.screen, (0, 0))
     self.screen_bak.blit(self.screen, (0, 0))
     self.fbp.render(chunk_num, p)
     if scroll_speed == 0:
         scroll_speed = 1
     rect = pg.Rect(0, 0, 320, 0)
     dst_rect = pg.Rect(0, 0, 320, 0)
     for l in range(220):
         i = min(l, 200)
         rect.h = dst_rect.h = 200 - i
         if scroll_down:
             rect.y, dst_rect.y = 0, i
         else:
             rect.y, dst_rect.y = i, 0
         self.blit(self.screen_bak, dst_rect, rect)
         rect.h = dst_rect.h = i
         if scroll_down:
             rect.y, dst_rect.y = 200 - i, 0
         else:
             rect.y, dst_rect.y = 0, 200 - i
         self.blit(p, dst_rect, rect)
         self.apply_wave(self.screen)
         if self.cur_effect_sprite != 0:
             f = pg.time.get_ticks() // 50
             buf_sprite = self.mgo[self.cur_effect_sprite]
             buf_sprite[f % len(buf_sprite)].blit_to(self.screen, (0, 0))
         self.update_screen()
         if self.need_fadein:
             self.fadein(1)
             self.need_fadein = False
             p.set_palette(self.screen.get_palette())
         self.delay(800 // scroll_speed)
     self.blit(p, (0, 0))
     del p
     self.update_screen()
示例#8
0
 def show_dialog_text(self, text):
     self.clear_key_state()
     self.icon = 0
     if self.in_battle and not self.updated_in_battle:
         self.update_screen()
         self.updated_in_battle = False
     if self.current_dialog_line_num > 3:
         self.dialog_wait_for_key()
         self.current_dialog_line_num = 0
         self.blit(self.screen_bak, (0, 0))
         self.update_screen()
     x = pal_x(self.pos_dialog_text)
     y = pal_y(self.pos_dialog_text) + self.current_dialog_line_num * 18
     if self.dialog_position == DialogPos.CenterWindow:
         length = wcwidth.wcswidth(text)
         pos = (pal_x(self.pos_dialog_text) - length * 4,
                pal_y(self.pos_dialog_text))
         box = self.one_line_box_with_shadow(pos, (length + 1) // 2, False,
                                             self.dialog_shadow)
         rect = pg.Rect(pos, (320 - pal_x(pos) * 2 + 32, 64))
         self.update_screen(rect)
         self.display_text(text,
                           pal_x(pos) + 8 + ((length & 1) << 2),
                           pal_y(pos) + 10, True)
         self.update_screen(rect)
         self.dialog_wait_for_key_with_maximum_seconds(1.4)
         self.delete_box(box)
         self.update_screen(rect)
         self.end_dialog()
     else:
         if (self.current_dialog_line_num == 0
                 and self.dialog_position != DialogPos.Center
                 and text[-1] in {u'\uff1a', u'\u2236', u':'}):
             self.draw_text(text, self.pos_dialog_title,
                            FONT_COLOR_CYAN_ALT, True, True)
         else:
             if not self.playing_rng and self.current_dialog_line_num == 0:
                 self.screen_bak.blit(self.screen, (0, 0))
             x = self.display_text(text, x, y, False)
             if self.user_skip:
                 self.update_screen()
             self.pos_icon = x, y
             self.current_dialog_line_num += 1
示例#9
0
    def blit_to_with_shadow(self, dst_surface, pos, shadow, pxarray=None):
        if pxarray is None:
            pxarray = pg.PixelArray(dst_surface)
        max_w, max_h = dst_surface.get_size()
        ui_width, ui_height = self.size
        if isinstance(pos, tuple):
            pos = pg.Rect(pos, self.size)
        offset = 4

        i = 0
        while i < ui_width * ui_height:
            num = self.data[offset]
            offset += 1
            if (num & 0x80) and num <= 0x80 + ui_width:
                i += num - 0x80
            else:
                y = i // ui_width + pos.y
                if y >= (pos.h + pos.y) or y >= max_h:
                    return
                elif y < 0:
                    j = -y * ui_width - 1
                    y = (i + j) // ui_width + pos.y
                    x = (i + j) % ui_width + pos.x
                else:
                    x = i % ui_width + pos.x
                if x < 0:
                    if num + x >= max(pos.x, 0) and pos.w + pos.x >= 0:
                        w = min(max_w, pos.w + pos.x, num + x)
                        pxarray[:w,
                                y] = ((calc_shadow_color(color)
                                       for color in pxarray[:w,
                                                            y]) if shadow else
                                      self.data[offset - x:offset - x + w])
                elif x <= max_w:
                    w = min(max_w - x, num)
                    pxarray[x:x + w,
                            y] = ((calc_shadow_color(color)
                                   for color in pxarray[x:x + w, y])
                                  if shadow else self.data[offset:offset + w])
                offset += num
                i += num