示例#1
0
 def explode(self):
     explosion = None
     if self.correct:
         explosion = sprites.spriteAnimation(assets.explosionABMS, 30)
         s = []
         a = int(self.ans)
         for i in self.enemy.solution:
             if i != a:
                 s.append(i)
         self.enemy.solution = s
         self.player.abmh.starttime = 0
         self.player.score += self.enemy.getValue() * cap(self.player.combo, 1, None)
         self.player.correct += 1
         self.player.combo += 1
         if self.player.combo % 10 == 0:
             self.player.hp += 1
     else:
         explosion = sprites.spriteAnimation(assets.explosionABMF, 30)
         self.player.combo = 0
     self.player.total +=1
     explosion.start()
     self.player.game.explosions.append((explosion, self.getPos()))
     self.player.abms.remove(self)
示例#2
0
 def explode(self):
     explosion = None
     if self.correct:
         explosion = sprites.spriteAnimation(assets.explosionABMS, 30)
         s = []
         a = int(self.ans)
         for i in self.enemy.solution:
             if i != a:
                 s.append(i)
         self.enemy.solution = s
         self.player.abmh.starttime = 0
         self.player.score += self.enemy.getValue() * cap(
             self.player.combo, 1, None)
         self.player.correct += 1
         self.player.combo += 1
         if self.player.combo % 10 == 0:
             self.player.hp += 1
     else:
         explosion = sprites.spriteAnimation(assets.explosionABMF, 30)
         self.player.combo = 0
     self.player.total += 1
     explosion.start()
     self.player.game.explosions.append((explosion, self.getPos()))
     self.player.abms.remove(self)
示例#3
0
def startscreen(display):

    miscfont = pygame.font.Font('freesansbold.ttf', 32)
    smallfont = pygame.font.Font('freesansbold.ttf', 16)
    largeFont = pygame.font.Font('freesansbold.ttf', 30)
    textFont = pygame.font.Font('freesansbold.ttf', 20)

    displayrect = display.get_rect()

    city = assets.city.copy()
    cityrect = city.get_rect()
    cityrect.midbottom = displayrect.midbottom

    title = assets.title.copy()
    titlerect = title.get_rect()
    titlerect.midtop = (int(displayrect.w / 2), int(displayrect.h / 4))

    rockets = []
    for i in range(0, 5):
        r = choice([assets.rocket1, assets.rocket2, assets.rocket3_2])
        rocket = pygame.transform.rotate(r.copy(), 270)
        rocketrect = rocket.get_rect()
        rocketrect.center = randint(0,
                                    displayrect.w), randint(0, displayrect.h)
        rockets.append((rocket, rocketrect))

    coin = assets.coin.copy()
    coinrect = coin.get_rect()
    coinrect.center = (randint(0, displayrect.w - 1),
                       randint(0, displayrect.h - 1))
    holdingCoin = False

    recep = sprites.spriteAnimation(assets.receptacle.copy(), 10)
    receprect = recep.getSurface().get_rect()
    receprect.midbottom = displayrect.midbottom

    insertcoin = smallfont.render('Please insert 3.14 cents', True,
                                  colors.aqua)
    insertcoinrect = insertcoin.get_rect()
    insertcoinrect.midbottom = receprect.midtop

    startingsoon = miscfont.render('Starting...', True, colors.white)
    startingsoonrect = startingsoon.get_rect()
    startingsoonrect.midbottom = displayrect.midbottom

    highscores = pygame.Surface((350, 210), pygame.SRCALPHA, 32)
    highscoresrect = highscores.get_rect()
    highscoresrect.midtop = displayrect.center
    highscoresborder = highscoresrect.copy()
    highscoresborder.top -= 10
    highscoresborder.left -= 10
    n = 0
    c = colors.black
    for name, s in gameover.getHighScores():
        highscores.blit(miscfont.render(str(n + 1), True, c), (0, n * 40))
        highscores.blit(textFont.render(name.upper(), True, c), (50, n * 40))
        highscores.blit(textFont.render(str(s), True, c), (250, n * 40))
        n += 1
        if n == 5:
            break

    while True:
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    MAIN.terminate()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if holdingCoin:
                    if receprect.colliderect(coinrect):
                        holdingCoin = False
                        coinrect.bottomright = (0, 0)
                        recep.start()
                    else:
                        holdingCoin = False
                else:
                    if coinrect.collidepoint(event.pos):
                        holdingCoin = True

        if holdingCoin:
            pygame.mouse.set_visible(False)
            coinrect.center = pygame.mouse.get_pos()
        else:
            pygame.mouse.set_visible(True)

        if recep.isFinished():
            raise MAIN.LevelFinished()

        display.fill(colors.sky_blue)
        display.blit(city, cityrect)
        for rocket, rect in rockets:
            display.blit(rocket, rect)
        display.blit(title, titlerect)
        display.blit(recep.getSurface(), receprect)
        display.blit(insertcoin, insertcoinrect)
        pygame.draw.rect(display, colors.yellow, highscoresborder)
        display.blit(highscores, highscoresrect)
        if recep.hasStarted:
            display.blit(startingsoon, startingsoonrect)
        display.blit(coin, coinrect)

        if not pygame.mixer.get_busy():
            assets.loop1.play()

        pygame.display.update()
示例#4
0
    def mainLoop(self):

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                key = pygame.key.name(event.key)
                if key in '1234567890' and len(self.player.answer) < 2:
                    self.player.answer += key
                elif key in KEYPAD:
                    self.player.answer += key[1:-1]
                elif event.key in (pygame.K_KP_MINUS, pygame.K_MINUS):
                    self.player.negative = not self.player.negative
                elif event.key == pygame.K_BACKSPACE:
                    self.player.answer = self.player.answer[:-1]
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1 and self.player.canLaunch():
                    self.player.launch()
                    self.player.negative = False

        w, h = self.resolution
        screenrect = pygame.Rect(0, 0, w, h)
        mx, my = pygame.mouse.get_pos()

        surf = pygame.Surface(self.resolution)
        surf.fill(colors.sky_blue)

        surf.blit(assets.sun, self.sunpos)

        bgRect = assets.background.get_rect()
        bgRect.midright = screenrect.midright
        bgRect.right += 50
        if self.dying:
            xdeviation = randint(-50, 50)
            ydeviation = randint(-50, 50)
            dist = int((time.time() - self.died) * 100)
            bgRect.right = screenrect.right + dist + xdeviation
            bgRect.top = bgRect.top + ydeviation
        surf.blit(assets.background, bgRect)
        surf.blit(self.enemy.getSurface(), (0, 0))

        if self.enemy.canSpawn():
            self.enemy.spawn()

        for abm in self.player.abms:
            surf.blit(abm.getSurface(), abm.getPos())
            if abm.hasArrived():
                abm.explode()

        for e, p in self.explosions:
            rect = e.getRect()
            rect.center = p
            surf.blit(e.getSurface(), rect)
            if e.isFinished():
                self.explosions.remove((e, p))

        for e in self.enemy:
            if e.getProgress() >= 1:
                e.explode()
                if self.player.hp != 0:
                    self.player.hp -= 1
                self.player.combo = 0
            elif e.canExplode():
                e.explode()

        if self.player.hp == 0:
            self.dying = True
            if self.died == -1:
                self.player.survived = secToMS(int(time.time() - self.start))
                self.died = time.time()

        if self.dying and time.time() - self.lastExplosion > 60 / (140 * 2):
            self.lastExplosion = time.time()
            explosions = [
                assets.explosionEnd1, assets.explosionEnd2, assets.explosion1,
                assets.explosion2, assets.explosion3, assets.explosionABMF
            ]
            sprite = choice(explosions)
            point = (randint(0, w - 1), randint(0, h - 1))
            exp = sprites.spriteAnimation(sprite, 24)
            exp.start()
            self.explosions.append((exp, point))

        if self.dying and time.time() - self.died > 5:
            txt = largeFont.render('GAME OVER', True, colors.black)
            txtRect = txt.get_rect()
            txtRect.center = screenrect.center
            surf.blit(txt, txtRect)
            if time.time() - self.died > 6:
                txt2 = abmlFont.render('Press any key to continue', True,
                                       colors.black)
                txt2Rect = txt2.get_rect()
                txt2Rect.midtop = txtRect.midbottom
                surf.blit(txt2, txt2Rect)
                if True in pygame.key.get_pressed():
                    gameover.endscreen(self.display, self.player)

        abml = None
        if self.player.lastMouseY == my:
            abml = self.player.lastABML
        elif self.player.lastMouseY < my:
            abml = assets.abmLauncherDown.copy()
        elif self.player.lastMouseY > my:
            abml = assets.abmLauncherUp.copy()
        self.player.lastABML = abml.copy()

        abml = self.player.getABML()
        abmlRect = abml.get_rect()
        abmlRect.midright = (w, my)

        abmlText = abmlFont.render(self.player.getAnswer(), True, colors.white)
        abmlTextRect = abmlText.get_rect()
        abmlTextRect.center = abmlRect.center

        surf.blit(abml, abmlRect)
        surf.blit(abmlText, abmlTextRect)
        surf.blit(self.player.getGUI(), (0, 0))

        if not pygame.mixer.get_busy():
            assets.loop1.play()

        self.display.fill(colors.white)
        self.display.blit(surf, (0, 0))
        pygame.display.update()
示例#5
0
 def getABMHolder(self):
     return sprites.spriteAnimation(assets.abmHolder, 6)
示例#6
0
    def mainLoop(self):

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                key = pygame.key.name(event.key)
                if key in '1234567890' and len(self.player.answer) < 2:
                    self.player.answer += key
                elif key in KEYPAD:
                    self.player.answer += key[1:-1]
                elif event.key in (pygame.K_KP_MINUS, pygame.K_MINUS):
                    self.player.negative = not self.player.negative
                elif event.key == pygame.K_BACKSPACE:
                    self.player.answer = self.player.answer[:-1]
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1 and self.player.canLaunch():
                    self.player.launch()
                    self.player.negative = False


        w, h = self.resolution
        screenrect = pygame.Rect(0, 0, w, h)
        mx, my = pygame.mouse.get_pos()

        surf = pygame.Surface(self.resolution)
        surf.fill(colors.sky_blue)

        surf.blit(assets.sun, self.sunpos)

        bgRect = assets.background.get_rect()
        bgRect.midright = screenrect.midright
        bgRect.right += 50
        if self.dying:
            xdeviation = randint(-50, 50)
            ydeviation = randint(-50, 50)
            dist = int((time.time() - self.died) * 100)
            bgRect.right = screenrect.right + dist + xdeviation
            bgRect.top = bgRect.top + ydeviation
        surf.blit(assets.background, bgRect)
        surf.blit(self.enemy.getSurface(), (0, 0))

        if self.enemy.canSpawn():
            self.enemy.spawn()

        for abm in self.player.abms:
            surf.blit(abm.getSurface(), abm.getPos())
            if abm.hasArrived():
                abm.explode()

        for e, p in self.explosions:
            rect = e.getRect()
            rect.center = p
            surf.blit(e.getSurface(), rect)
            if e.isFinished():
                self.explosions.remove((e, p))

        for e in self.enemy:
            if e.getProgress() >= 1:
                e.explode()
                if self.player.hp != 0:
                    self.player.hp -= 1
                self.player.combo = 0
            elif e.canExplode():
                e.explode()

        if self.player.hp == 0:
            self.dying = True
            if self.died == -1:
                self.player.survived = secToMS(int(time.time() - self.start))
                self.died = time.time()

        if self.dying and time.time() - self.lastExplosion > 60 / (140 * 2):
            self.lastExplosion = time.time()
            explosions = [
                assets.explosionEnd1, assets.explosionEnd2,
                assets.explosion1, assets.explosion2, assets.explosion3,
                assets.explosionABMF
            ]
            sprite = choice(explosions)
            point = (randint(0, w-1), randint(0, h-1))
            exp = sprites.spriteAnimation(sprite, 24)
            exp.start()
            self.explosions.append((exp, point))

        if self.dying and time.time() - self.died > 5:
            txt = largeFont.render('GAME OVER', True, colors.black)
            txtRect = txt.get_rect()
            txtRect.center = screenrect.center
            surf.blit(txt, txtRect)
            if time.time() - self.died > 6:
                txt2 = abmlFont.render('Press any key to continue', True, colors.black)
                txt2Rect = txt2.get_rect()
                txt2Rect.midtop = txtRect.midbottom
                surf.blit(txt2, txt2Rect)
                if True in pygame.key.get_pressed():
                    gameover.endscreen(self.display, self.player)

        abml = None
        if self.player.lastMouseY == my:
            abml = self.player.lastABML
        elif self.player.lastMouseY < my:
            abml = assets.abmLauncherDown.copy()
        elif self.player.lastMouseY > my:
            abml = assets.abmLauncherUp.copy()
        self.player.lastABML = abml.copy()

        abml = self.player.getABML()
        abmlRect = abml.get_rect()
        abmlRect.midright = (w, my)

        abmlText = abmlFont.render(self.player.getAnswer(), True, colors.white)
        abmlTextRect = abmlText.get_rect()
        abmlTextRect.center = abmlRect.center

        surf.blit(abml, abmlRect)
        surf.blit(abmlText, abmlTextRect)
        surf.blit(self.player.getGUI(), (0, 0))

        if not pygame.mixer.get_busy():
            assets.loop1.play()

        self.display.fill(colors.white)
        self.display.blit(surf, (0, 0))
        pygame.display.update()
示例#7
0
 def getABMHolder(self):
     return sprites.spriteAnimation(assets.abmHolder, 6)
示例#8
0
def startscreen(display):

    miscfont = pygame.font.Font('freesansbold.ttf', 32)
    smallfont = pygame.font.Font('freesansbold.ttf', 16)
    largeFont = pygame.font.Font('freesansbold.ttf', 30)
    textFont = pygame.font.Font('freesansbold.ttf', 20)

    displayrect = display.get_rect()

    city = assets.city.copy()
    cityrect = city.get_rect()
    cityrect.midbottom = displayrect.midbottom

    title = assets.title.copy()
    titlerect = title.get_rect()
    titlerect.midtop = (int(displayrect.w/2), int(displayrect.h/4))

    rockets = []
    for i in range(0, 5):
        r = choice([assets.rocket1, assets.rocket2, assets.rocket3_2])
        rocket = pygame.transform.rotate(r.copy(), 270)
        rocketrect = rocket.get_rect()
        rocketrect.center = randint(0, displayrect.w), randint(0, displayrect.h)
        rockets.append((rocket, rocketrect))

    coin = assets.coin.copy()
    coinrect = coin.get_rect()
    coinrect.center = (randint(0, displayrect.w-1), randint(0, displayrect.h-1))
    holdingCoin = False

    recep = sprites.spriteAnimation(assets.receptacle.copy(), 10)
    receprect = recep.getSurface().get_rect()
    receprect.midbottom = displayrect.midbottom

    insertcoin = smallfont.render('Please insert 3.14 cents', True, colors.aqua)
    insertcoinrect = insertcoin.get_rect()
    insertcoinrect.midbottom = receprect.midtop

    startingsoon = miscfont.render('Starting...', True, colors.white)
    startingsoonrect = startingsoon.get_rect()
    startingsoonrect.midbottom = displayrect.midbottom

    highscores = pygame.Surface((350, 210), pygame.SRCALPHA, 32)
    highscoresrect = highscores.get_rect()
    highscoresrect.midtop = displayrect.center
    highscoresborder = highscoresrect.copy()
    highscoresborder.top -= 10
    highscoresborder.left -= 10
    n = 0
    c = colors.black
    for name, s in gameover.getHighScores():
        highscores.blit(miscfont.render(str(n+1), True, c), (0, n*40))
        highscores.blit(textFont.render(name.upper(), True, c), (50, n*40))
        highscores.blit(textFont.render(str(s), True, c), (250, n*40))
        n += 1
        if n == 5:
            break


    while True:
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    MAIN.terminate()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if holdingCoin:
                    if receprect.colliderect(coinrect):
                        holdingCoin = False
                        coinrect.bottomright = (0, 0)
                        recep.start()
                    else:
                        holdingCoin = False
                else:
                    if coinrect.collidepoint(event.pos):
                        holdingCoin = True

        if holdingCoin:
            pygame.mouse.set_visible(False)
            coinrect.center = pygame.mouse.get_pos()
        else:
            pygame.mouse.set_visible(True)

        if recep.isFinished():
            raise MAIN.LevelFinished()

        display.fill(colors.sky_blue)
        display.blit(city, cityrect)
        for rocket, rect in rockets:
            display.blit(rocket, rect)
        display.blit(title, titlerect)
        display.blit(recep.getSurface(), receprect)
        display.blit(insertcoin, insertcoinrect)
        pygame.draw.rect(display, colors.yellow, highscoresborder)
        display.blit(highscores, highscoresrect)
        if recep.hasStarted:
            display.blit(startingsoon, startingsoonrect)
        display.blit(coin, coinrect)

        if not pygame.mixer.get_busy():
            assets.loop1.play()

        pygame.display.update()
示例#9
0
 def getExplosion(self):
     return sprites.spriteAnimation(assets.explosion3, 60)