class TheEnd(State): def __init__(self): State.__init__(self) self.bg_image = GLOBALS["backgrounds"]["the_end.png"] self.overlay = StaticWidget((638, 169)) self.overlay.set_pos((2, 160)) self.overlay.set_alpha(255) self.overlay.fill((0, 0, 0)) self.wait = Timer(50) def main_start(self): pygame.mouse.set_visible(0) GLOBALS["jb"].stop() def update_screen(self): self.background.fill((0, 0, 0)) self.background.blit(self.bg_image, (0, 0)) if not self.wait.active: alpha = self.overlay.get_alpha() if alpha > 0: self.overlay.set_alpha(alpha - 10) if alpha < 20: self.add_kbevent(KEYDOWN, K_ESCAPE, self.quit) elif self.wait.update(): self.wait.deactivate() self.overlay.draw(self.background) State.update_screen(self)
def show_signet(self, clans): #show recently gained signet(s) self.cur_blending = [] self.cur_blinking = [] for clan in clans: #signet signet = self.signets[clan][0] blend = StaticWidget(signet.get_size()) blend.fill((255, 0, 255)) blend.set_colorkey((255, 0, 255)) blend.blit(signet, (0, 0)) blend.set_pos(self.signet_pos[clan]) blend.set_alpha(0) self.cur_blending.append(blend) #green light img = self.light blink = StaticWidget(img.get_size()) blink.fill((255, 0, 255)) blink.set_colorkey((255, 0, 255)) blink.blit(img, (0, 0)) blink.set_pos(self.light_pos[clan]) self.cur_blinking.append(blink) self.blink_timer.set_interval(3)
class Outro(State): def __init__(self): State.__init__(self) self.fps = 40 #animation checkpoints and flags self.opening = 0 self.closing = 0 self.door_timer = Timer(15) #open slowly, then faster self.maelstrom_timer = Timer(30) #open doors a bit.. then pull self.nanji_command = None #generate pseudo-map screen_size = GLOBALS["screen_size"] self.bg_image = pygame.Surface(screen_size) self.top_layer = pygame.Surface(screen_size) self.top_layer.set_colorkey((255, 0, 255)) self.top_layer.fill((255, 0, 255)) #draw map background bg = GLOBALS["backgrounds"]["fuji.png"] self.bg_image.blit(bg, (0, 0)) #draw grass tsize = GLOBALS["tile_size"] grass_tile = GLOBALS["ts_tileset"][1, 0] x = -tsize y = screen_size[1] - tsize for i in xrange(22): self.top_layer.blit(grass_tile, (x, y)) x += tsize #draw mysterious myst = GLOBALS["ui_stuff"]["mysterious.png"] #draw full signet board on mysterious board = GLOBALS["ui_stuff"]["board_filled.png"] x, y = 66, 197 myst.blit(board, (x, y)) x = 5 * tsize y = screen_size[1] - myst.get_size()[1] - tsize self.myst = StaticWidget(myst.get_size()) self.myst.set_colorkey((255, 0, 255)) self.myst.fill((255, 0, 255)) self.myst.blit(myst, (0, 0)) self.myst.set_pos((x, y)) self.myst.pos = (x, y) self.myst.draw(self.top_layer) myst_centerx = x + myst.get_size()[0] / 2 myst_top = y + 30 #init doors self.door_speed = 1 door_left_image = GLOBALS["ui_stuff"]["door_left.png"] door_right_image = GLOBALS["ui_stuff"]["door_right.png"] self.door_left = StaticWidget(door_left_image.get_size()) self.door_left.blit(door_left_image, (0, 0)) self.door_left.set_pos((self.myst.pos[0] + 99, self.myst.pos[1] + 63)) self.door_right = StaticWidget(door_right_image.get_size()) self.door_right.blit(door_right_image, (0, 0)) self.door_right.set_pos( (self.myst.pos[0] + 177, self.myst.pos[1] + 63)) #init whirling vortex self.vortex = Vortex(centerpos=(myst_centerx, myst_top)) #init Nanji self.nanji = Nanji(cam=None) self.nanji.status = 0 self.nanji.set_pos((205, 401)) self.nanji_angle = 0 self.nanji_fly_img = self.nanji.all_images["landing"][0] self.nanji_shrink = 1 self.sprites.add(self.nanji) self.nanji_do("throw") def main_start(self): pygame.mouse.set_visible(0) State.main_start(self) def update_doors(self): if self.opening: lx, ly = self.door_left.get_pos() rx, ry = self.door_right.get_pos() self.door_left.set_pos((lx - self.door_speed, ly)) self.door_right.set_pos((rx + self.door_speed, ry)) if self.door_timer.update(): self.door_speed = 2 self.opening = lx > 165 elif self.closing: self.door_speed = 1 lx, ly = self.door_left.get_pos() rx, ry = self.door_right.get_pos() self.door_left.set_pos((lx + 1, ly)) self.door_right.set_pos((rx - 1, ry)) self.closing = lx < 258 if not self.closing: self.maelstrom_timer.set_interval(50) self.nanji_do("waitquit") self.door_left.draw(self.background) self.door_right.draw(self.background) def nanji_do(self, do="throw"): self.nanji_command = do if do == "throw": #lift paw self.nanji.change_images("throwing") self.nanji.anim_timer.set_interval(5) self.nanji.play() elif do == "unthrow": #put paw down images = self.nanji.images[:] images.reverse() self.nanji.set_images(images) self.nanji.play() elif do == "wait_door": self.nanji.change_images("idle") self.opening = 1 self.nanji.pause() elif do == "walk" or do == "walk2": self.nanji.look = -1 self.nanji.change_images("walking") self.nanji.anim_timer.set_interval(8) self.nanji.play() elif do == "sprint" or do == "sprint2": self.nanji.change_images("sprinting") self.nanji.anim_timer.set_interval(8) self.nanji.play() elif do == "duck": self.nanji.change_images("ducking") self.nanji.pause() elif do == "lift": self.nanji.change_images("landing") self.nanji.pause() def update_nanji(self): if self.nanji_command is None: return #update old command cmd = self.nanji_command x, y = self.nanji.pos #get pulled if cmd == "throw" and self.nanji.cur_image >= 3: #paw up self.nanji_do("unthrow") elif cmd == "unthrow" and self.nanji.cur_image >= 3: #paw down self.nanji_do("wait_door") elif cmd == "wait_door" and self.maelstrom_timer.update(): #wait self.nanji_do("walk") elif cmd == "walk": if x > 150: #walk left self.nanji.set_pos((x - 1, y)) else: self.nanji_do("walk2") elif cmd == "walk2": if x < 190: self.nanji.set_pos((x + 1, y)) else: self.nanji_do("sprint") elif cmd == "sprint": #try to sprint if x > 170: self.nanji.set_pos((x - 1, y)) else: self.nanji_do("sprint2") elif cmd == "sprint2": self.nanji.set_pos((x + 1, y)) if self.maelstrom_timer.update(): self.nanji_do("duck") elif cmd == "duck" and self.maelstrom_timer.update(): self.nanji_do("duckpull") elif cmd == "duckpull": if x < 250: self.nanji.set_pos((x + 1, y)) else: self.nanji_do("lift") elif cmd == "lift": if x < 280: self.nanji.set_pos((x + 1, y)) else: self.nanji_do("liftoff") self.maelstrom_timer.set_interval(10) elif cmd == "liftoff": self.nanji.set_pos((x, y - 1)) if self.maelstrom_timer.update(): self.nanji_do("whirl") elif cmd == "whirl": img = self.nanji_fly_img.copy() sx, sy = img.get_size() img = pygame.transform.scale( img, (sx - self.nanji_shrink, sy - self.nanji_shrink)) self.nanji_shrink += 1 if sx - self.nanji_shrink < 0 or sy - self.nanji_shrink < 0: self.nanji_do("done") self.nanji_angle += 10 if self.nanji_angle > 360: self.nanji_angle = self.nanji_angle - 360 img = pygame.transform.rotate(img, self.nanji_angle) center = self.nanji.rect.center self.nanji.set_image(img) self.nanji.rect.center = center if y > 350: y -= 1 if x < 350: x += 1 self.nanji.set_pos((x, y)) elif cmd == "done": self.nanji_do(None) self.closing = 1 elif cmd == "waitquit" and self.maelstrom_timer.update(): self.next = TheEnd() self.quit() def update_screen(self): self.background.blit(self.bg_image, (0, 0)) #update and draw vortex self.vortex.update() self.background.blit(self.vortex.image, self.vortex.pos) #update and draw doors self.update_doors() #draw grass, building self.background.blit(self.top_layer, (0, 0)) #draw nanji self.update_nanji() State.update_screen(self)
class Level(State): def __init__(self, lvl_map="tutorial.map", testing=False, prev=None): State.__init__(self) self.fps = 60 self.prev = prev tsize = GLOBALS["tile_size"] self.trigger = None self.exit_timer = Timer(50) self.exit_timer.deactivate() pygame.mixer.music.set_volume(1) GLOBALS["jb"].play("bgm.xm", -1) player_data["health"] = 9 #always full health on map start #player_data["lives"] = #for gameover testing #scrolling background - maybe later XD #bg_back = GLOBALS["backgrounds"]["fuji.png"] #bg_front = GLOBALS["backgrounds"]["trees.png"] #self.scroll_bg = Background(bg_back, bg_front) #non-scrolling background self.bg = GLOBALS["backgrounds"]["fuji.png"] #map self.map_filename = lvl_map self.map = Map(lvl_map) self.lvl_map = self.map["tilemap"] x, y = self.map["max"] self.lvl_img, self.blocks = self.map.draw(editing=False) self.lvl_layer = pygame.Surface(self.lvl_img.get_size()) #other spritegroups self.bullets = pygame.sprite.Group() #player self.player = Nanji(None) self.player.set_pos((self.map["start"][0]*tsize, self.map["start"][1]*tsize)) self.sprites.add(self.player) #camera self.camera = Camera(self.player) screen_x, screen_y = GLOBALS["screen_size"] mx = self.map["max"][0] * tsize - screen_x my = self.map["max"][1] * tsize - screen_y + 4*tsize self.camera.set_max(mx,my) self.player.camera = self.camera self.camera.update() #add enemies self.enemies = pygame.sprite.Group() clan = self.map["options"]["clan"] for e in self.map.enemies: ninjat = Ninjat(self.camera, clan) ninjat.set_pos((e[0]*tsize, e[1]*tsize-32))#FIXME:enemies are spawned too low..? self.enemies.add(ninjat) self.sprites.add(ninjat) #ui layer self.ui_layer = StaticWidget((GLOBALS["screen_size"][0], 30)) self.ui_layer.fill((255,0,255)) self.ui_layer.set_colorkey((255,0,255)) self.ui_layer.set_pos((0,0)) self.heart_img = GLOBALS["ui_stuff"]["heart"] self.heart_empty_img = GLOBALS["ui_stuff"]["heart_empty"] self.life_img = GLOBALS["ui_stuff"]["life"] self.fontholder = TextLine("", fontsize=16) self.update_ui() #keyboard events self.key_pressed = { "up": 0, "down": 0, "left": 0, "right": 0, "jump":0, "sprint":0, "throw": 0, "shuriken": 0, } self.add_kbevent(KEYDOWN, K_LEFT, self.set_keypress, k="left", v=1) #move self.add_kbevent(KEYDOWN, K_RIGHT, self.set_keypress, k="right", v=1) self.add_kbevent(KEYDOWN, K_UP, self.set_keypress, k="up", v=1) self.add_kbevent(KEYDOWN, K_DOWN, self.set_keypress, k="down", v=1) self.add_kbevent(KEYDOWN, K_SPACE, self.set_keypress, k="jump", v=1) #jump self.add_kbevent(KEYDOWN, K_LSHIFT, self.set_keypress, k="sprint", v=1) #sprint self.add_kbevent(KEYDOWN, K_RSHIFT, self.set_keypress, k="sprint", v=1) self.add_kbevent(KEYDOWN, K_RCTRL, self.set_keypress, k="throw", v=1) #throw self.add_kbevent(KEYDOWN, K_LCTRL, self.set_keypress, k="throw", v=1) self.add_kbevent(KEYUP, K_LEFT, self.set_keypress, k="left", v=0) self.add_kbevent(KEYUP, K_RIGHT, self.set_keypress, k="right", v=0) self.add_kbevent(KEYUP, K_UP, self.set_keypress, k="up", v=0) self.add_kbevent(KEYUP, K_DOWN, self.set_keypress, k="down", v=0) self.add_kbevent(KEYUP, K_SPACE, self.set_keypress, k="jump", v=0) self.add_kbevent(KEYUP, K_LSHIFT, self.set_keypress, k="sprint", v=0) self.add_kbevent(KEYUP, K_RSHIFT, self.set_keypress, k="sprint", v=0) self.add_kbevent(KEYUP, K_RCTRL, self.set_keypress, k="throw", v=0) self.add_kbevent(KEYUP, K_LCTRL, self.set_keypress, k="throw", v=0) if testing: self.add_kbevent(KEYUP, K_ESCAPE, self.quit) def main_start(self): pygame.mouse.set_visible(0) State.main_start(self) def reset_keys(self): self.key_pressed = { "up": 0, "down": 0, "left": 0, "right": 0, "jump":0, "sprint":0, "throw": 0, "shuriken": 0, } def update_other(self): if self.player.exiting: self.show_exit_anim() return kp = self.key_pressed vx = 0 if kp["left"] and not kp["right"]: vx = -1 if kp["right"] and not kp["left"]: vx = 1 self.player.mod_vel(vx=vx) if kp["jump"]: self.player.jump() elif self.player.status==4: self.player.unjump() if kp["sprint"]: self.player.sprint() #self.scroll_bg.front_speed = 8 elif self.player.status==2: self.player.unsprint() #self.scroll_bg.front_speed = 4 if kp["down"]: self.player.duck() elif self.player.status==7: self.player.unduck() if kp["throw"]: kp["throw"] = 0 if self.player.throw(): self.bullets.add(Shuriken(self.player, self.camera)) def set_keypress(self, k, v): self.key_pressed[k] = v def show_exit_anim(self): self.fps = 30 self.reset_keys() if self.player.exiting == -1: self.player.set_vel((0,0)) self.player.set_image(GLOBALS["nanji"]["idle"][0]) if not self.exit_timer.active: self.exit_timer.activate() elif self.player.vel[1]: self.player.status = 5 else: self.player.status = 1 self.player.mod_vel(vx=1) if self.player.pos[0] > self.map["exit"][0]*tsize+10*tsize or \ self.exit_timer.update(): #TODO: play some funky tune / do SOMETHING on level exit if self.prev: self.prev.success = True self.quit() def show_dialog(self, dialog_id): self.pause() self.next = ShowDialog(dialog_id, self.screen) self.quit() def unpause(self): self.reset_keys() State.unpause(self) def check_collisions(self): #check bullet collisions b = self.bullets s = self.enemies bl = self.blocks #test if bullet hit player coll = pygame.sprite.spritecollide(self.player, self.bullets, False) for bullet in coll: if bullet.thrower is not self.player and bullet.flying and not \ self.player.invincible: bullet.kill() self.player.get_hit() self.rem_health() #test if bullet hit wall dead = [] for bullet in self.bullets: if bullet.rect.collidelist(bl) > -1: dead.append(bullet) for d in dead: if d.flying: d.kill() #test if bullet hit enemy (ninjats can't shoot each other) coll = pygame.sprite.groupcollide(s, b, False, False) for victim in coll.keys(): #my code gets weird... for murderer in coll[victim]: if murderer.thrower is self.player: victim.die() murderer.kill() #test player vs. enemy collisions coll = pygame.sprite.spritecollide(self.player, s, False) pbottom = self.player.rect.bottom for enemy in coll: if enemy.status == 8: #enemy dead.. ignore! continue etop = enemy.rect.top if self.player.status==5 and pbottom >= etop: #enemy below player and player is falling -> enemy crushed! enemy.die() self.player.bounce() elif not self.player.invincible and not self.player.status==7: #not ducking -> get hit self.player.get_hit() self.rem_health() def rem_health(self): player_data["health"] -= 1 GLOBALS["sfx"][sfx_hit].play() if player_data["health"] <= 0: self.player.die() self.update_ui() def update_ui(self): self.ui_layer.fill((255,0,255)) #health x, y, add = 4, 2, self.heart_img.get_size()[0] + 2 for i in xrange(9): if i < player_data["health"]: #TODO: if i < hp self.ui_layer.blit(self.heart_img, (x,y)) else: self.ui_layer.blit(self.heart_empty_img, (x,y)) x += add #lives x, y, add = 595, 2, self.life_img.get_size()[0] + 2 self.ui_layer.blit(self.life_img, (x,y)) lives = player_data["lives"] life_text = self.fontholder.font.render("x"+str(lives), False, (255,255,255)) self.ui_layer.blit(life_text, (x+add, y+10)) def update_screen(self): for s in self.sprites: s.update_status() if not s.ai: #update player s.update() if not s.status==8 and not self.player.off_screen(): s.check_mapcollisions(self.blocks) trig = s.check_trigcollisions(self.map.triggers) if trig: if trig.name=="exit": self.player.exiting = 1 elif trig.name=="dtrigger": self.show_dialog(trig.params) if trig.params=="tut08": self.player.exiting = -1 self.player.set_image(GLOBALS["nanji"]["idle"][0]) else: player_data["health"] = 9 player_data["lives"] -= 1 if player_data["lives"] > 0: next = Level(self.map_filename, prev=self.prev) else: next = GameOver() self.next = FadeState(self.screen, next.background, next) self.quit() else: #update ai if s.ai_update(self): #throw shuriken? self.bullets.add(Shuriken(s, self.camera)) self.bullets.update() self.camera.update() #draw bg #self.scroll_bg.update(self.player.vel[0]) self.background.blit(self.bg, (0,0)) #draw map and sprites self.lvl_layer.fill((255,0,255)) self.lvl_layer.blit(self.lvl_img, self.camera.pos, [self.camera.pos, GLOBALS["screen_size"]]) self.lvl_layer.set_colorkey((255,0,255)) self.bullets.draw(self.lvl_layer) self.sprites.draw(self.lvl_layer) #pygame.draw.rect(self.lvl_layer, (255,255,0), self.player.colrect, 1) #draw collision rect of nanji if self.player.exiting: #draw semi-black image over dojo entry while entering self.lvl_layer.blit(GLOBALS["objects"]["dojo_entry"], self.map.dojo_pos) self.background.blit(self.lvl_layer, (0,0), [self.camera.pos, GLOBALS["screen_size"]]) self.ui_layer.draw(self.background) self.screen.blit(self.background, (0,0)) pygame.display.flip()
class Editor(State): def __init__(self): State.__init__(self) self.buttons = {} #tileset area self.tileset_area = StaticWidget((1020, 280)) self.tileset_area.set_pos((2, 485)) self.tileset_area.pos = (2, 485) ca = ClickArea(pygame.Rect([2, 485, 1024, 280]), self.choose_tiletype) self.widgets.append(ca) self.tileset_id = "ts_tileset" self.marked_type = None self.load_tileset() #set clan buttons = [ "wood", "day", "fire", "life", "earth", "night", "metal", "water", "death" ] x, y = 900, 50 for clan in buttons: btn = ImgButton(GLOBALS["signets"][clan][1], \ self.set_clan, clan=clan) btn.set_pos((x, y)) self.widgets.append(btn) self.buttons[clan] = btn btn.draw(self.background) y = y + btn.get_size()[1] + 5 self.clan = "fire" #Camera self.camera = Camera(None) #load empty map self.filename = "" self.load_map(new=True) #map area self.map_area = StaticWidget((640, 480)) self.map_area.set_pos((0, 0)) self.map_area_rect = pygame.Rect([0, 0, 640, 480]) self.widgets.append(ca) #grid overlay for map area w, h = self.map_area.get_size() self.grid = StaticWidget((w, h)) self.grid.fill((255, 0, 255)) self.grid.set_colorkey((255, 0, 255)) self.grid.set_alpha(100) for row in xrange(h / tsize): for col in xrange(w / tsize): pygame.draw.line(self.grid, (255, 255, 255), (col * 32, 0), (col * 32, h)) pygame.draw.line(self.grid, (255, 255, 255), (0, row * 32), (w, row * 32)) self.grid.set_pos(self.map_area.get_pos()) #buttons buttons = [(" NEW ", self.new_map), (" LOAD ", self.open_file), (" SAVE AS ", self.save_file), (" SAVE ", self.save_map)] x, y = 650, 1 for b in buttons: name, callback = b btn = ImgButton(TextLine(name), callback) btn.set_pos((x, y)) btn.draw_border((255, 255, 255)) self.widgets.append(btn) btn.draw(self.background) x = x + btn.get_size()[0] + 4 #add objects buttons = [ (" delete obj", "delete"), (" add start ", "start"), (" add exit ", "exit"), (" add enemy ", "enemy"), (" add dialog-trigger ", "dtrigger"), ] x, y = 650, 50 for b in buttons: name, cmd = b btn = ImgButton(TextLine(name, fontsize=15), \ self.select_add_object, cmd=cmd) btn.set_pos((x, y)) self.widgets.append(btn) btn.draw(self.background) y = y + btn.get_size()[1] + 5 self.buttons[cmd] = btn #TEST button :) btn = ImgButton(TextLine(" TEST ", fontsize=25), self.test) btn.set_pos((900, 420)) btn.draw_border((255, 255, 255)) self.widgets.append(btn) btn.draw(self.background) #keyboard events pygame.key.set_repeat(10, 20) #scroll map self.add_kbevent(KEYDOWN, K_UP, self.scroll_map, vy=-1) self.add_kbevent(KEYDOWN, K_DOWN, self.scroll_map, vy=1) self.add_kbevent(KEYDOWN, K_LEFT, self.scroll_map, vx=-1) self.add_kbevent(KEYDOWN, K_RIGHT, self.scroll_map, vx=1) def update_screen(self): #draw map self.lvl_layer.set_colorkey(None) self.lvl_layer.fill((255, 0, 255)) self.lvl_layer.blit(self.lvl_img, (0, 0)) self.lvl_layer.set_colorkey((255, 0, 255)) self.map_area.fill((0, 0, 0)) self.map_area.blit(self.lvl_layer, (0, 0), area=[self.camera.pos, GLOBALS["screen_size"]]) self.map_area.draw_border((255, 255, 255)) #draw map area self.map_area.draw(self.background) self.grid.draw(self.background) State.update_screen(self) def test(self): self.save_map() if self.filename: self.pause() self.next = Level(self.filename, testing=True) self.quit() def set_clan(self, clan): #unmark previous selection self.buttons[self.clan].draw_border((0, 0, 0)) self.buttons[self.clan].draw(self.background) #mark current selection self.clan = clan self.buttons[self.clan].draw_border((255, 255, 255)) self.map["options"]["clan"] = self.clan self.buttons[self.clan].draw(self.background) def set_option(self, param): old_value = "" if self.map["options"].has_key(param): old_value = self.map["options"][param] entry = tkSimpleDialog.askstring(title="Set " + param, prompt="Enter " + param + ":", initialvalue=old_value) print param, ":", entry if entry is not None: self.map["options"][param] = entry def select_add_object(self, cmd): #dehighlight old button if self.buttons.has_key(self.marked_type): self.buttons[self.marked_type].draw_border((0, 0, 0)) self.buttons[self.marked_type].draw(self.background) elif self.marked_type: self.mark_tile(None) #deselect tile #highlight button self.buttons[cmd].draw_border((255, 255, 255)) self.buttons[cmd].draw(self.background) self.marked_type = cmd def load_map(self, filename="", new=False): if not new: try: new_map = Map(filename) except: print "Could not load map" return else: new_map = Map() self.filename = filename pygame.display.set_caption(filename) self.map = new_map self.lvl_map = self.map["tilemap"] self.lvl_img, blocks = self.map.draw(editing=True) self.lvl_layer = pygame.Surface(self.lvl_img.get_size()) self.camera.set_pos((0, tsize * 20)) self.load_tileset(self.map["tset"]) self.set_clan(self.map["options"]["clan"]) def scroll_map(self, vx=0, vy=0): x, y = self.camera.pos self.camera.set_pos((x + vx * tsize, y + vy * tsize)) def open_file(self): filename = tkFileDialog.askopenfilename(title="Open", initialfile=map_path) if filename: self.load_map(filename) def save_file(self): self.asksaveasfilename() if self.filename: self.save_map() def asksaveasfilename(self): filename = tkFileDialog.asksaveasfilename(title="Save as", initialfile=map_path) if filename: self.filename = filename def save_map(self): if not self.filename: self.asksaveasfilename() if self.filename: self.map.save_map(path=self.filename) else: self.map.save_map(path=self.filename) def new_map(self): ok = tkMessageBox.askyesno(title="Just asking..", message="Really create a new map?") if ok: self.load_map(new=True) self.load_tileset() def choose_tiletype(self): x, y = pygame.mouse.get_pos() off_x, off_y = self.tileset_area.pos x, y = (x - off_x) / (tsize + 2), (y - off_y) / (tsize + 2) if GLOBALS[self.tileset_id].has_key((x, y)): self.mark_tile((x, y)) def mark_tile(self, coord): def draw_tile_border(coord, color=(255, 255, 255)): x, y = coord[0] * (tsize + 2), coord[1] * (tsize + 2) r = pygame.Rect([x - 1, y - 1, tsize + 2, tsize + 2]) pygame.draw.rect(self.tileset_area, color, r, 1) if self.marked_type: if GLOBALS[self.tileset_id].has_key(self.marked_type): draw_tile_border(self.marked_type, (0, 0, 0)) elif self.buttons.has_key(self.marked_type): self.buttons[self.marked_type].draw_border((0, 0, 0)) self.buttons[self.marked_type].draw(self.background) if coord: draw_tile_border(coord) self.marked_type = coord self.tileset_area.draw(self.background) def load_tileset(self, tset="tileset"): ts_id = "ts_" + tset if not GLOBALS.has_key(ts_id): ts_id = "ts_tileset" self.marked_type = None self.tileset_area.fill((0, 0, 0)) self.tileset_id = ts_id tiles = GLOBALS[ts_id] keys = tiles.keys() keys.sort() for k in keys: x, y = k[0] * (tsize + 2), k[1] * (tsize + 2) self.tileset_area.blit(tiles[k], (x, y)) self.tileset_area.draw(self.background) def check_collisions(self): #check if map was clicked -> put tiles on map mpos = pygame.mouse.get_pos() pressed = pygame.mouse.get_pressed() lbutton, rbutton = pressed[0], pressed[2] if not self.map_area_rect.collidepoint(mpos) or \ (not rbutton and not (lbutton and self.marked_type)): return #calculate map coordinates off_x, off_y = self.camera.pos x, y = (mpos[0] + off_x) / tsize, (mpos[1] + off_y) / tsize #set tile info if rbutton and self.lvl_map.has_key((x, y)): self.lvl_map.pop((x, y)) elif lbutton and GLOBALS[self.tileset_id].has_key(self.marked_type): #place tile self.lvl_map[x, y] = self.marked_type elif lbutton and self.buttons.has_key(self.marked_type): #place object if self.marked_type == "delete" and self.map["objects"].has_key( (x, y)): self.map["objects"].pop((x, y)) else: params = None t = self.marked_type if t == "dtrigger": params = tkSimpleDialog.askstring( title="Set dialog id", prompt="Enter dialog ID:", ) if params is None: #didn't want to add that trigger anyway return if not dialog.has_key(params): print "Warning: Dialog id not found... just for your information. ^^" self.map["objects"][x, y] = (self.marked_type, params) if params: self.mark_tile(None) self.lvl_img, blocks = self.map.draw(editing=True) self.lvl_layer = pygame.Surface(self.lvl_img.get_size())
class LevelSelection(State): def __init__(self, new=True): State.__init__(self) self.success = False self.new = new #start tutorial before showing level selection! self.signet_pos = { "wood": (83, 181), "day": (158, 75), "fire": (284, 34), "life": (410, 75), "earth": (485, 181), "night": (456, 307), "metal": (348, 368), "water": (220, 368), "death": (112, 307) } self.light_pos = { "wood": (239, 225), "day": (261, 173), "fire": (315, 155), "life": (369, 173), "earth": (391, 225), "night": (383, 271), "metal": (345, 307), "water": (285, 307), "death": (247, 271) } self.cur_blinking = None self.cur_blending = None self.cur_clan = None self.blink_timer = Timer(50) self.blink_count = 0 self.blink_max = 10 self.light = GLOBALS["ui_stuff"]["green_light"] r = pygame.Rect([281, 203, 78, 77]) r.inflate(-10, -10) bigredbutton = ClickArea(r, self.bigred_pressed) self.widgets.append(bigredbutton) self.donotpress = pygame.Rect([267, 188, 106, 95]) self.signets = GLOBALS["signets"] self.bg_image = GLOBALS["backgrounds"]["gameboard.png"].copy() self.ui_layer = pygame.Surface(GLOBALS["screen_size"]) self.ui_layer.fill((255, 0, 255)) self.ui_layer.set_colorkey((255, 0, 255)) self.tooltip_layer = pygame.Surface(GLOBALS["screen_size"]) self.tooltip_layer.fill((255, 0, 255)) self.tooltip_layer.set_colorkey((255, 0, 255)) self.tooltip = StaticWidget((80, 20)) self.dnp_tooltip = GLOBALS["ui_stuff"]["donotpress"] #level selection buttons self.signet_buttons = [] levels = GLOBALS["clan_levels"] for k in self.signet_pos.keys(): if self.signets.has_key(k) and levels.has_key(k): btn = ImgButton(self.signets[k][0], self.start_level, \ clan=k, level=levels[k]) btn.set_pos(self.signet_pos[k]) btn.rect = pygame.Rect([self.signet_pos[k], btn.get_size()]) btn.rect.inflate(-20, -20) btn.clan = k self.widgets.append(btn) self.signet_buttons.append(btn) #show savegame progress self.show_signet(player_data["unlocked"]) #keyboard events self.add_kbevent(KEYDOWN, K_ESCAPE, self.quit) self.background.blit(self.bg_image, (0, 0)) self.background.blit(self.tooltip_layer, (0, 0)) self.background.blit(self.ui_layer, (0, 0)) self.tooltip_layer.fill((255, 0, 255)) def main_start(self): if pygame.mixer.music.get_busy(): pygame.mixer.music.fadeout(300) pygame.mouse.set_visible(1) if self.new is True: self.new = "somewhere in between" self.cur_clan = None self.next = Level("tutorial.map", prev=self) self.pause() self.quit() elif self.new == "somewhere in between": self.new = False self.update_screen() self.next = ShowDialog("donotpress", self.screen) self.pause() self.quit() def start_level(self, clan, level): if clan in player_data[ "unlocked"] or self.cur_blending or self.cur_blinking: #do not start finished maps and wait while blending new signet in return self.success = False self.cur_clan = clan self.next = Level(level, prev=self) self.pause() self.quit() def unpause(self): if self.success: if self.cur_clan: self.show_signet([self.cur_clan]) player_data["unlocked"].append(self.cur_clan) #track progress self.cur_clan = None self.autosave() #save progress State.unpause(self) def autosave(self): try: save_object(player_data, "save.dat") except: print "Autosave failed. Uh.. guess you need to keep playing?" def show_signet(self, clans): #show recently gained signet(s) self.cur_blending = [] self.cur_blinking = [] for clan in clans: #signet signet = self.signets[clan][0] blend = StaticWidget(signet.get_size()) blend.fill((255, 0, 255)) blend.set_colorkey((255, 0, 255)) blend.blit(signet, (0, 0)) blend.set_pos(self.signet_pos[clan]) blend.set_alpha(0) self.cur_blending.append(blend) #green light img = self.light blink = StaticWidget(img.get_size()) blink.fill((255, 0, 255)) blink.set_colorkey((255, 0, 255)) blink.blit(img, (0, 0)) blink.set_pos(self.light_pos[clan]) self.cur_blinking.append(blink) self.blink_timer.set_interval(3) def update_other(self): if self.cur_blending: #fancy alpha blending effect for new signet alpha = self.cur_blending[0].get_alpha() + 5 if alpha > 100: #stop blending for blend in self.cur_blending: blend.set_alpha(None) blend.draw(self.bg_image) self.cur_blending = None else: #keep blending for blend in self.cur_blending: blend.set_alpha(alpha) blend.draw(self.bg_image) elif self.cur_blinking: if not self.blink_timer.update(): return #fancy blinking light o/ self.blink_count += 1 b = self.blink_count #simulate irregular flickering if b == 1: self.blink_timer.set_interval(2) elif b == 3: self.blink_timer.set_interval(3) elif b == 6: self.blink_timer.set_interval(1) #to draw or not to draw... if self.blink_count % 2: for blink in self.cur_blinking: blink.draw(self.ui_layer) else: self.ui_layer.fill((255, 0, 255)) #ok, stop flickering. if self.blink_count > self.blink_max: for blink in self.cur_blinking: blink.draw(self.bg_image) self.ui_layer.fill((255, 0, 255)) self.blink_count = 0 self.cur_blinking = None else: self.check_mouseover() def check_mouseover(self): #check if mouse hovers signet and show tooltip mpos = pygame.mouse.get_pos() for b in self.signet_buttons: if b.rect.collidepoint(mpos): self.tooltip.fill((255, 255, 255)) self.tooltip.draw_border((0, 0, 0)) self.tooltip.blit(GLOBALS["kanji"]["clan"], (10, 3)) self.tooltip.blit(GLOBALS["kanji"][b.clan], (60, 4)) pos = (mpos[0] + 10, mpos[1] + 20) x = (b.rect.centerx - self.tooltip.get_size()[0] / 2) y = b.rect.top pos = (x, y) self.tooltip_layer.blit(self.tooltip, pos) break dnp = self.donotpress if dnp.collidepoint(mpos): pos = (dnp.left - 60, dnp.top - 22) self.tooltip_layer.blit(self.dnp_tooltip, pos) def bigred_pressed(self): if self.cur_blending or self.cur_blinking: return if len(player_data["unlocked"]) < 9: self.next = ShowDialog("nothinghappened", self.screen) self.pause() self.quit() else: self.next = Outro() self.quit() def update_screen(self): self.background.blit(self.bg_image, (0, 0)) self.background.blit(self.tooltip_layer, (0, 0)) self.background.blit(self.ui_layer, (0, 0)) self.tooltip_layer.fill((255, 0, 255)) State.update_screen(self)
class SaveMenu(BgState): def __init__(self, img, map, mapname="", folder="custom"): BgState.__init__(self, img) self.map = map self.folder = folder pygame.mouse.set_visible(1) #background image + "save as" self.menu = StaticWidget((250, 100)) self.menu.fill((0, 0, 0)) txt = TextLine("Save as:", fontsize=15) self.menu.blit(txt, (10, 10)) w, h = self.menu.get_size() pygame.draw.lines(self.menu, (0, 0, 255), True, ((0, 0), (w - 4, 0), (w - 4, h - 4), (0, h - 4)), 4) x, y = utils.center((w, h), (800, 600)) self.menu.set_pos((x, y)) #text entry + ".map" self.entry = TextEntry(text=mapname[:-4]) self.entry.set_pos((x + 10, y + 30)) txt = TextLine(".map", fontsize=20) self.menu.blit(txt, (self.entry.get_size()[0] + 15, 30)) #save/cancel buttons msg_pos = self.menu.get_pos() size = self.menu.get_size() btn = FixedTextButton((100, 24), "Cancel", callback=self.quit) btn.set_pos((msg_pos[0], msg_pos[1] + size[1] + 4)) btn.draw_border() self.add_button("cancel", btn) btn.draw(self.background) btn = FixedTextButton((100, 24), "Save", callback=self.submit) btn.set_pos((msg_pos[0] + size[0] - 100, msg_pos[1] + size[1] + 4)) btn.draw_border() self.add_button("save", btn) btn.draw(self.background) self.redraw() self.quit_timer = utils.Timer(20) self.quit_timer.deactivate() self.add_kbevent(KEYDOWN, K_ESCAPE, callback=self.quit) self.add_textentry_events(self.entry) def redraw(self): self.menu.draw(self.background) for b in self.buttons.keys(): self.buttons[b].draw(self.background) self.entry.draw(self.background) self.upd = 1 def update_other(self): if self.quit_timer.active: if self.quit_timer.update(): self.quit() elif self.entry.update(): self.redraw() def submit(self): if self.quit_timer.active: return filename = self.entry.text + ".map" if not self.map.save(filename, self.folder): txt = "Ok, map saved." self.next = Editor(filename, folder=self.folder) else: txt = "ERROR: Could not save map." size = self.menu.get_size() msg = pygame.Surface((size[0] - 2, size[1] - 2)) msg.fill((0, 0, 0)) txt = TextLine(txt) msg.blit(txt, utils.center(txt.get_size(), msg.get_size())) self.menu.blit(msg, (1, 1)) self.menu.draw(self.background) self.upd = 1 self.quit_timer.activate()