1460 lines
56 KiB
Python
1460 lines
56 KiB
Python
# -*- coding: utf-8 -*-
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from random import randint, choice
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from math import pi
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from copy import copy
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from glob import iglob
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from os.path import basename
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from pygame import Surface, Color
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from pygame.event import clear
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from pygame.mixer import Sound
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from pygame.image import load
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from pygame.transform import rotate, flip
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from pygame.time import get_ticks
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from pygame.font import Font
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from pygame.gfxdraw import aapolygon
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from pygame.locals import *
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from lib.pgfw.pgfw.Game import Game
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from lib.pgfw.pgfw.GameChild import GameChild
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from lib.pgfw.pgfw.Sprite import Sprite, RainbowSprite
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from lib.pgfw.pgfw.Animation import Animation
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from lib.pgfw.pgfw.extension import get_step, get_step_relative, get_delta, reflect_angle
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from lib.pgfw.pgfw.gfx_extension import aa_filled_polygon
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class SoundEffect(GameChild, Sound):
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def __init__(self, parent, path, volume=1.0):
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GameChild.__init__(self, parent)
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Sound.__init__(self, path)
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self.display_surface = self.get_display_surface()
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self.initial_volume = volume
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self.set_volume(volume)
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def play(self, loops=0, maxtime=0, fade_ms=0, position=None, x=None):
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self.set_volume(self.initial_volume *
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self.get_configuration("audio", "sfx-volume"))
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channel = Sound.play(self, loops, maxtime, fade_ms)
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if x is not None:
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position = float(x) / self.display_surface.get_width()
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if position is not None and channel is not None:
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channel.set_volume(*self.get_panning(position))
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return channel
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def get_panning(self, position):
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return 1 - max(0, ((position - .5) * 2)), \
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1 + min(0, ((position - .5) * 2))
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class NS(Game, Animation):
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LNW, LNE, LSE, LSW = range(4)
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N, NE, E, NW, S, W = range(6)
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FRONT_WIDTH = 230
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BACK_WIDTH = 500
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LENGTH = 150
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FRONT = 300
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STEP = .4
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IDLE_TIMEOUT = 60000 * 5
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def __init__(self):
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Game.__init__(self)
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Animation.__init__(self, self)
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self.load_sfx()
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self.subscribe(self.respond, KEYDOWN)
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self.subscribe(self.respond, KEYUP)
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self.subscribe(self.respond)
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ds = self.get_display_surface()
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self.background = Surface(ds.get_size())
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self.background.fill((0, 0, 0))
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self.title = Title(self)
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self.introduction = Introduction(self)
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self.wipe = Wipe(self)
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self.platform = Platform(self)
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self.dialogue = Dialogue(self)
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self.chemtrails = Chemtrails(self)
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self.boss = Boss(self)
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self.last_press = get_ticks()
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self.reset()
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clear()
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def load_sfx(self):
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sfx = self.sfx = {}
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for path in iglob(self.get_resource("sfx/") + "*.wav"):
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sfx[basename(path.split(".")[0])] = SoundEffect(self, path)
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def reset(self, leave_wipe_running=False):
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self.idle_elapsed = 0
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self.suppressing_input = False
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self.title.reset()
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if not leave_wipe_running:
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self.wipe.reset()
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self.introduction.reset()
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self.boss.reset()
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self.chemtrails.reset()
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self.platform.reset()
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self.dialogue.reset()
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def suppress_input(self):
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self.suppressing_input = True
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# self.platform.unpress()
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def unsuppress_input(self):
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self.suppressing_input = False
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def respond(self, event):
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if not self.suppressing_input and event.type in (KEYDOWN, KEYUP):
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# if self.last_press <= get_ticks() - int(self.get_configuration("input", "buffer")):
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pressed = True if event.type == KEYDOWN else False
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lights = self.platform.lights
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self.idle_elapsed = 0
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if event.key in (K_UP, K_o):
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lights[NS.LNW].pressed = pressed
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elif event.key in (K_RIGHT, K_p):
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lights[NS.LNE].pressed = pressed
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elif event.key in (K_DOWN, K_SEMICOLON):
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lights[NS.LSE].pressed = pressed
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elif event.key in (K_LEFT, K_l):
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lights[NS.LSW].pressed = pressed
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elif event.key == K_z:
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self.reset()
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self.last_press = get_ticks()
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else:
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if self.get_delegate().compare(event, "reset-game"):
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self.reset()
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def update(self):
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Animation.update(self)
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self.title.update()
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self.introduction.update()
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self.boss.update()
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if not self.introduction.active:
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self.platform.update()
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self.chemtrails.update()
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self.boss.update_dialogue()
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self.wipe.update()
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self.idle_elapsed += self.time_filter.get_last_frame_duration()
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if self.idle_elapsed >= self.IDLE_TIMEOUT:
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self.reset()
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class Title(GameChild):
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def __init__(self, parent):
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GameChild.__init__(self, parent)
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self.plank = Sprite(self)
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self.plank.load_from_path(self.get_resource("Title_plank.png"), True)
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ds = self.get_display_surface()
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dsr = ds.get_rect()
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self.plank.location.center = dsr.center
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self.slime_bag = Sprite(self)
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self.slime_bag.load_from_path(self.get_resource("Title_slime_bag.png"), True)
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self.slime_bag.location.bottomleft = dsr.bottomleft
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image = load(self.get_resource("Title_border.png")).convert()
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image.set_colorkey((0, 0, 0))
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self.border = RainbowSprite(self, image, 30)
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self.border.location.center = dsr.centerx, dsr.bottom - 100
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self.text = Sprite(self)
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self.text.load_from_path(self.get_resource("Title_text.png"), True, False, (255, 0, 0))
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self.text.load_from_path(self.get_resource("Title_text_half.png"), True, False, (255, 0, 0))
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self.text.add_frameset([0], name="full", switch=True)
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self.text.add_frameset([1], name="half")
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self.text.location.center = dsr.centerx, dsr.bottom - 100
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self.angle = choice((pi / 4, 3 * pi / 4, 5 * pi / 4, 7 * pi / 4))
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self.button_sound = self.get_game().sfx["button"]
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def reset(self):
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self.activate()
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self.first_pressed = False
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self.first_pressed_elapsed = 0
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self.text.set_frameset("full")
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def activate(self):
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self.active = True
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def deactivate(self):
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self.active = False
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def activate_introduction(self):
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self.deactivate()
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self.get_game().introduction.activate()
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def update(self):
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if self.active:
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ds = self.get_display_surface()
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ds.fill((255, 255, 255))
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dsr = ds.get_rect()
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if self.plank.location.right > dsr.right or self.plank.location.left < dsr.left:
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self.angle = reflect_angle(self.angle, 0)
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if self.plank.location.right > dsr.right:
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self.plank.move(dsr.right - self.plank.location.right)
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else:
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self.plank.move(dsr.left - self.plank.location.left)
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if self.plank.location.bottom > dsr.bottom or self.plank.location.top < dsr.top:
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self.angle = reflect_angle(self.angle, pi)
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if self.plank.location.bottom > dsr.bottom:
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self.plank.move(dy=dsr.bottom - self.plank.location.bottom)
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else:
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self.plank.move(dy=dsr.top - self.plank.location.top)
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dx, dy = get_delta(self.angle, 2, False)
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self.plank.move(dx, dy)
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self.plank.update()
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self.slime_bag.update()
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wipe = self.get_game().wipe
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if not self.first_pressed and self.get_game().platform.get_edge_pressed() == NS.N:
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self.first_pressed = True
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self.first_pressed_elapsed = 0
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self.text.set_frameset("half")
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self.button_sound.play()
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elif not wipe.is_playing() and self.first_pressed and \
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self.get_game().platform.get_edge_pressed() == NS.NW:
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wipe.start(self.activate_introduction)
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self.get_game().sfx["confirm"].play()
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elif self.first_pressed:
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self.first_pressed_elapsed += self.get_game().time_filter.get_last_frame_duration()
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if self.first_pressed_elapsed > 4000:
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self.first_pressed = False
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self.first_pressed_elapsed = 0
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self.text.set_frameset("full")
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self.border.update()
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self.text.update()
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class Dialogue(Animation):
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BACKGROUND = 255, 255, 255
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BORDER = 0, 0, 0
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TEXT_COLOR = 0, 0, 0
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FONT_PATH = "rounded-mplus-1m-bold.ttf"
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FONT_SIZE = 18
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def __init__(self, parent):
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Animation.__init__(self, parent)
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ds = self.get_display_surface()
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dsr = ds.get_rect()
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frame = Surface((640, 72))
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frame.fill(self.BORDER)
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frame.fill(self.BACKGROUND, (1, 1, frame.get_width() - 2, frame.get_height() - 2))
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self.text_box = Sprite(self)
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self.text_box.add_frame(frame)
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self.text_box.location.bottomleft = dsr.bottomleft
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frame = Surface((66, 66))
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frame.fill(self.BORDER)
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frame.fill(self.BACKGROUND, (1, 1, frame.get_width() - 2, frame.get_height() - 2))
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self.avatar_box = Sprite(self)
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self.avatar_box.add_frame(frame)
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self.avatar_box.location.bottomleft = self.text_box.location.topleft
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frame = Surface((128, 24))
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frame.fill(self.BORDER)
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frame.fill(self.BACKGROUND, (1, 1, frame.get_width() - 2, frame.get_height() - 2))
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self.name_box = Sprite(self)
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self.name_box.add_frame(frame)
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self.name_box.location.bottomleft = self.avatar_box.location.bottomright
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self.speech_channel = None
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def reset(self):
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self.stop_speech()
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self.halt()
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self.deactivate()
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self.first_pressed = False
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self.first_press_elapsed = 0
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def stop_speech(self):
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if self.speech_channel is not None:
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self.speech_channel.stop()
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self.speech_channel = None
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def deactivate(self):
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self.stop_speech()
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self.active = False
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def activate(self):
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self.active = True
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def set_avatar(self, image):
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self.avatar = Sprite(self)
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self.avatar.add_frame(image)
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self.avatar.location.center = self.avatar_box.location.center
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def set_name(self, text):
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font = Font(self.get_resource(self.FONT_PATH), self.FONT_SIZE)
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self.name = Sprite(self)
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self.name.add_frame(font.render(text, True, self.TEXT_COLOR))
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self.name.location.midleft = self.name_box.location.left + 5, self.name_box.location.centery
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def show_text(self, text):
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self.full_text = text
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self.text_index = 0
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self.speech_channel = self.get_game().sfx["talk"].play(-1)
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self.play()
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def build_frame(self):
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self.text_index += 2
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if self.text_index >= len(self.full_text):
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self.show_all()
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def show_all(self):
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self.stop_speech()
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self.text_index = len(self.full_text)
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self.halt()
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def update(self):
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if self.active:
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Animation.update(self)
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self.avatar_box.update()
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self.avatar.update()
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self.name_box.update()
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self.name.update()
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self.text_box.update()
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font = Font(self.get_resource(self.FONT_PATH), self.FONT_SIZE)
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message = Sprite(self)
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lines = self.full_text[:self.text_index].split("\n")
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frame = Surface((self.text_box.location.w - 10, 30 * len(lines)), SRCALPHA)
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for ii, line in enumerate(lines):
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surface = font.render(line, True, self.TEXT_COLOR)
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frame.blit(surface, (0, 30 * ii))
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message.add_frame(frame)
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message.location.topleft = self.text_box.location.left + 9, self.text_box.location.top + 8
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message.update()
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class Introduction(Animation):
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TEXT = "Hey, you lizard slime bag. It's me Giant Tony. " + \
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"Do you think you\ncan skate like me? Prove it!", \
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"I'll even give you my board for this adventure. And ink my name\n" + \
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"on it. Now the power of Giant Tony pulses through you.", \
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"Before you go, show me you can scrape! Use your board to touch\n" + \
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"the glowing pads on the platform!", \
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"Good job, lizard scum! Maybe now you're ready to take on Kool\n" + \
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"Man and his friends. Don't let me down!"
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SKATEBOARD_START = -30, -20
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TUTORIAL_MOVES = NS.S, NS.NE, NS.N, NS.E
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def __init__(self, parent):
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Animation.__init__(self, parent)
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self.tony = load(self.get_resource("Big_Tony.png")).convert()
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self.skateboard = Sprite(self)
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self.skateboard.load_from_path(self.get_resource("Introduction_skateboard.png"), True)
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self.slime_bag = Sprite(self)
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self.slime_bag.load_from_path(self.get_resource("Introduction_slime_bag.png"), True)
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self.slime_bag.load_from_path(self.get_resource("Introduction_slime_bag_board.png"), True)
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self.slime_bag.add_frameset([0], name="standing", switch=True)
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self.slime_bag.add_frameset([1], name="board")
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self.slime_bag.location.center = self.get_display_surface().get_rect().center
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self.tony_avatar = load(self.get_resource("Introduction_tony_avatar.png")).convert()
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self.advance_prompt = AdvancePrompt(self)
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self.skip_prompt = SkipPrompt(self, self.start_wipe)
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self.register(self.start, self.move_board, self.take_board)
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def reset(self):
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self.deactivate()
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self.slime_bag.set_frameset("standing")
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self.slime_bag.unhide()
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self.halt()
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self.skateboard.hide()
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self.text_index = 0
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self.tutorial_index = 0
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self.advance_prompt.reset()
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self.skip_prompt.reset()
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def deactivate(self):
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self.active = False
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def activate(self):
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self.active = True
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self.play(self.start, delay=3000, play_once=True)
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# self.get_game().platform.unpress()
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def start(self):
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self.advance_prompt.cancel_first_press()
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dialogue = self.get_game().dialogue
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dialogue.activate()
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dialogue.set_avatar(self.tony_avatar)
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dialogue.set_name("???")
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dialogue.show_text(self.TEXT[0])
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self.text_index = 0
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def give_board(self):
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self.skateboard.location.center = self.SKATEBOARD_START
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self.skateboard_step = get_step(self.skateboard.location.center, self.slime_bag.location.center, 2)
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self.skateboard.unhide()
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self.play(self.move_board)
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def move_board(self):
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self.skateboard.move(*self.skateboard_step)
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if self.skateboard.location.colliderect(self.slime_bag.location.inflate(-30, -30)):
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self.halt(self.move_board)
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self.play(self.take_board, delay=2000, play_once=True)
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self.get_game().sfx["go"].play()
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def take_board(self):
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self.skateboard.hide()
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self.slime_bag.set_frameset("board")
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def activate_boss(self):
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self.deactivate()
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self.get_game().boss.start_level(0)
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def start_wipe(self):
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self.get_game().wipe.start(self.activate_boss)
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def update(self):
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if self.active:
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Animation.update(self)
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dialogue = self.get_game().dialogue
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wipe = self.get_game().wipe
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if not wipe.is_playing() and not self.is_playing(self.start) and not self.text_index == 2:
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if self.advance_prompt.check_first_press():
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self.advance_prompt.press_first()
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elif self.advance_prompt.check_second_press():
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if dialogue.is_playing():
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dialogue.show_all()
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else:
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if self.text_index < len(self.TEXT) - 1:
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self.text_index += 1
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if self.text_index == 1:
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dialogue.set_name("Tony")
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self.give_board()
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elif self.text_index == 2:
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self.slime_bag.hide()
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self.halt(self.move_board)
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self.take_board()
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platform = self.get_game().platform
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platform.activate()
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platform.set_glowing(platform.get_buttons_from_edges(
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[self.TUTORIAL_MOVES[self.tutorial_index]]))
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self.get_game().chemtrails.activate()
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dialogue.show_text(self.TEXT[self.text_index])
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else:
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self.start_wipe()
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# self.get_game().platform.unpress()
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self.advance_prompt.cancel_first_press()
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elif self.text_index == 2:
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platform = self.get_game().platform
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if platform.get_edge_pressed() == self.TUTORIAL_MOVES[self.tutorial_index]:
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self.tutorial_index += 1
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self.get_game().sfx["land"].play()
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if self.tutorial_index == len(self.TUTORIAL_MOVES):
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self.text_index += 1
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self.advance_prompt.cancel_first_press()
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platform.set_glowing([])
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dialogue.show_text(self.TEXT[self.text_index])
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else:
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platform.set_glowing(platform.get_buttons_from_edges(
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[self.TUTORIAL_MOVES[self.tutorial_index]]))
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self.get_display_surface().blit(self.tony, (0, 0))
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self.slime_bag.update()
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self.skateboard.update()
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self.get_game().platform.update()
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self.get_game().dialogue.update()
|
|
if not wipe.is_playing() and not self.is_playing(self.start) and \
|
|
not self.text_index == 2:
|
|
self.advance_prompt.update()
|
|
if not wipe.is_playing() and not self.text_index == 2:
|
|
self.skip_prompt.update()
|
|
|
|
|
|
class SkipPrompt(Sprite):
|
|
|
|
def __init__(self, parent, callback):
|
|
Sprite.__init__(self, parent)
|
|
self.callback = callback
|
|
for ii in xrange(3):
|
|
self.load_from_path(self.get_resource("Skip_%i.png" % ii), True)
|
|
self.add_frameset([ii])
|
|
self.button_sound = self.get_game().sfx["button"]
|
|
|
|
def reset(self):
|
|
self.press_index = 0
|
|
self.press_elapsed = 0
|
|
self.set_frameset(1)
|
|
|
|
def update(self):
|
|
platform = self.get_game().platform
|
|
if self.press_index == 0 and platform.get_edge_pressed() == NS.S:
|
|
self.press_index += 1
|
|
self.set_frameset(2)
|
|
self.button_sound.play()
|
|
elif self.press_index == 1 and platform.get_edge_pressed() == NS.NE:
|
|
self.press_index += 1
|
|
self.set_frameset(3)
|
|
self.button_sound.play()
|
|
elif self.press_index == 2 and platform.get_edge_pressed() == NS.W:
|
|
self.callback()
|
|
self.get_game().sfx["confirm"].play()
|
|
elif self.press_index > 0:
|
|
self.press_elapsed += self.get_game().time_filter.get_last_frame_duration()
|
|
if self.press_elapsed > 4000:
|
|
self.reset()
|
|
Sprite.update(self)
|
|
|
|
|
|
class AdvancePrompt(Sprite):
|
|
|
|
def __init__(self, parent):
|
|
Sprite.__init__(self, parent)
|
|
self.load_from_path(self.get_resource("Dialogue_buttons_full.png"), True,
|
|
False, (255, 255, 255))
|
|
self.load_from_path(self.get_resource("Dialogue_buttons_half.png"), True,
|
|
False, (255, 255, 255))
|
|
self.add_frameset([0], name="full", switch=True)
|
|
self.add_frameset([1], name="half")
|
|
dsr = self.get_display_surface().get_rect()
|
|
self.location.bottomright = dsr.right - 3, dsr.bottom - 3
|
|
|
|
def reset(self):
|
|
self.cancel_first_press()
|
|
|
|
def cancel_first_press(self):
|
|
self.first_pressed = False
|
|
self.first_pressed_elapsed = 0
|
|
self.set_frameset("full")
|
|
|
|
def check_first_press(self):
|
|
return not self.first_pressed and self.get_game().platform.get_edge_pressed() == NS.N
|
|
|
|
def press_first(self):
|
|
self.first_pressed = True
|
|
self.set_frameset("half")
|
|
self.get_game().sfx["button"].play()
|
|
|
|
def check_second_press(self):
|
|
pressed = self.first_pressed and self.get_game().platform.get_edge_pressed() == NS.NW
|
|
if pressed:
|
|
self.get_game().sfx["confirm"].play()
|
|
return pressed
|
|
|
|
def update(self):
|
|
if self.first_pressed:
|
|
self.first_pressed_elapsed += self.get_game().time_filter.get_last_frame_duration()
|
|
if self.first_pressed_elapsed > 4000:
|
|
self.cancel_first_press()
|
|
Sprite.update(self)
|
|
|
|
|
|
class Wipe(Animation):
|
|
|
|
BLIND_COUNT = 4
|
|
SPEED = 6
|
|
TRANSPARENT_COLOR = 255, 0, 0
|
|
|
|
def __init__(self, parent):
|
|
Animation.__init__(self, parent)
|
|
self.image = load(self.get_resource("Ink.png")).convert()
|
|
self.image.set_colorkey(self.TRANSPARENT_COLOR)
|
|
self.sound = self.get_game().sfx["wipe"]
|
|
|
|
def reset(self):
|
|
self.deactivate()
|
|
self.halt()
|
|
|
|
def deactivate(self):
|
|
self.active = False
|
|
|
|
def activate(self):
|
|
self.active = True
|
|
|
|
def start(self, callback):
|
|
self.activate()
|
|
self.up = True
|
|
# self.get_game().suppress_input()
|
|
self.blind_height = self.get_display_surface().get_height() / self.BLIND_COUNT
|
|
self.callback = callback
|
|
self.play()
|
|
self.sound.play()
|
|
|
|
def build_frame(self):
|
|
if self.up:
|
|
self.blind_height -= self.SPEED
|
|
if self.blind_height <= 0:
|
|
self.up = False
|
|
self.callback()
|
|
else:
|
|
self.blind_height += self.SPEED
|
|
if self.blind_height >= self.get_display_surface().get_height() / self.BLIND_COUNT:
|
|
self.halt()
|
|
self.deactivate()
|
|
self.get_game().unsuppress_input()
|
|
|
|
def update(self):
|
|
if self.active:
|
|
Animation.update(self)
|
|
ds = self.get_display_surface()
|
|
dsr = ds.get_rect()
|
|
frame = self.image.copy()
|
|
for y in xrange(0, dsr.h, dsr.h / self.BLIND_COUNT):
|
|
if self.up:
|
|
frame.fill(self.TRANSPARENT_COLOR, (0, y, dsr.w, self.blind_height))
|
|
else:
|
|
frame.fill(self.TRANSPARENT_COLOR,
|
|
(0, y + dsr.h / self.BLIND_COUNT - self.blind_height, dsr.w, self.blind_height))
|
|
ds.blit(frame, (0, 0))
|
|
|
|
|
|
class Platform(GameChild):
|
|
|
|
def __init__(self, parent):
|
|
GameChild.__init__(self, parent)
|
|
self.lights = [
|
|
Light(self, "cyan", NS.LNW),
|
|
Light(self, "magenta", NS.LNE),
|
|
Light(self, "yellow", NS.LSE),
|
|
Light(self, "white", NS.LSW)
|
|
]
|
|
|
|
def reset(self):
|
|
self.deactivate()
|
|
self.reset_lights()
|
|
|
|
def reset_lights(self):
|
|
for light in self.lights:
|
|
light.reset()
|
|
|
|
def deactivate(self):
|
|
self.active = False
|
|
|
|
def activate(self):
|
|
self.active = True
|
|
|
|
def unpress(self):
|
|
for light in self.lights:
|
|
light.pressed = False
|
|
|
|
def get_pressed(self):
|
|
return [light.position for light in self.lights if light.pressed]
|
|
|
|
def get_edge_pressed(self):
|
|
pressed = self.get_pressed()
|
|
if NS.LNW in pressed and NS.LNE in pressed:
|
|
return NS.N
|
|
elif NS.LNE in pressed and NS.LSW in pressed:
|
|
return NS.NE
|
|
elif NS.LNE in pressed and NS.LSE in pressed:
|
|
return NS.E
|
|
elif NS.LNW in pressed and NS.LSE in pressed:
|
|
return NS.NW
|
|
elif NS.LSE in pressed and NS.LSW in pressed:
|
|
return NS.S
|
|
elif NS.LSW in pressed and NS.LNW in pressed:
|
|
return NS.W
|
|
|
|
def get_buttons_from_edges(self, edges):
|
|
buttons = set()
|
|
for edge in edges:
|
|
if edge == NS.N:
|
|
buttons = buttons.union((NS.LNW, NS.LNE))
|
|
elif edge == NS.NE:
|
|
buttons = buttons.union((NS.LNE, NS.LSW))
|
|
elif edge == NS.E:
|
|
buttons = buttons.union((NS.LNE, NS.LSE))
|
|
elif edge == NS.NW:
|
|
buttons = buttons.union((NS.LNW, NS.LSE))
|
|
elif edge == NS.S:
|
|
buttons = buttons.union((NS.LSE, NS.LSW))
|
|
elif edge == NS.W:
|
|
buttons = buttons.union((NS.LSW, NS.LNW))
|
|
return list(buttons)
|
|
|
|
def get_steps_from_edge(self, edge):
|
|
if edge == NS.N:
|
|
return NS.NE, NS.NW
|
|
elif edge == NS.NE:
|
|
return NS.N, NS.E, NS.S, NS.W
|
|
elif edge == NS.E:
|
|
return NS.NE, NS.NW
|
|
elif edge == NS.NW:
|
|
return NS.N, NS.E, NS.S, NS.W
|
|
elif edge == NS.S:
|
|
return NS.NE, NS.NW
|
|
elif edge == NS.W:
|
|
return NS.NE, NS.NW
|
|
|
|
def get_right_angles_from_edge(self, edge):
|
|
if edge == NS.N:
|
|
return NS.E, NS.W
|
|
elif edge == NS.NE:
|
|
return None
|
|
elif edge == NS.E:
|
|
return NS.N, NS.S
|
|
elif edge == NS.NW:
|
|
return None
|
|
elif edge == NS.S:
|
|
return NS.E, NS.W
|
|
elif edge == NS.W:
|
|
return NS.N, NS.S
|
|
|
|
def get_opposite_of_edge(self, edge):
|
|
if edge == NS.N:
|
|
return NS.S
|
|
elif edge == NS.NE:
|
|
return NS.NW
|
|
elif edge == NS.E:
|
|
return NS.W
|
|
elif edge == NS.NW:
|
|
return NS.NE
|
|
elif edge == NS.S:
|
|
return NS.N
|
|
elif edge == NS.W:
|
|
return NS.E
|
|
|
|
def set_glowing(self, selected):
|
|
for ii, light in enumerate(self.lights):
|
|
light.glow_index = 0
|
|
light.halt(light.glow)
|
|
if ii in selected:
|
|
light.play(light.glow)
|
|
|
|
def update(self):
|
|
if self.active:
|
|
for light in self.lights:
|
|
light.update()
|
|
|
|
|
|
|
|
class Light(Animation):
|
|
|
|
MAX_GLOW_INDEX = 16
|
|
INTRODUCTION_OFFSET = 80
|
|
|
|
def __init__(self, parent, color, position):
|
|
Animation.__init__(self, parent)
|
|
self.color = Color(color)
|
|
self.color.a = 225
|
|
self.position = position
|
|
self.pressed = False
|
|
ds = self.get_display_surface()
|
|
frontleft = ds.get_width() / 2 - NS.FRONT_WIDTH / 2, NS.FRONT
|
|
backleft = ds.get_width() / 2 - NS.BACK_WIDTH / 2, NS.FRONT + NS.LENGTH
|
|
left_step = get_step_relative(frontleft, backleft, NS.STEP)
|
|
midleft = frontleft[0] + left_step[0], frontleft[1] + left_step[1]
|
|
frontmid = ds.get_width() / 2, NS.FRONT
|
|
mid = ds.get_width() / 2, NS.FRONT + NS.LENGTH * NS.STEP
|
|
backmid = ds.get_width() / 2, NS.FRONT + NS.LENGTH
|
|
frontright = ds.get_width() / 2 + NS.FRONT_WIDTH / 2, NS.FRONT
|
|
backright = ds.get_width() / 2 + NS.BACK_WIDTH / 2, NS.FRONT + NS.LENGTH
|
|
right_step = get_step_relative(frontright, backright, NS.STEP)
|
|
midright = frontright[0] + right_step[0], frontright[1] + right_step[1]
|
|
if self.position == NS.LNW:
|
|
self.points = frontleft, frontmid, mid, midleft
|
|
elif self.position == NS.LNE:
|
|
self.points = frontmid, frontright, midright, mid
|
|
elif self.position == NS.LSE:
|
|
self.points = mid, midright, backright, backmid
|
|
elif self.position == NS.LSW:
|
|
self.points = midleft, mid, backmid, backleft
|
|
self.register(self.blink, interval=300)
|
|
self.register(self.glow)
|
|
|
|
def reset(self):
|
|
self.hidden = False
|
|
self.halt(self.blink)
|
|
self.halt(self.glow)
|
|
self.reset_timer()
|
|
self.glow_index = 0
|
|
|
|
def blink(self):
|
|
self.hidden = not self.hidden
|
|
|
|
def glow(self):
|
|
self.glow_index += 1
|
|
if self.glow_index > self.MAX_GLOW_INDEX:
|
|
self.glow_index = 0
|
|
|
|
def update(self):
|
|
Animation.update(self)
|
|
if not self.get_game().introduction.active:
|
|
boss = self.get_game().boss
|
|
chemtrails = self.get_game().chemtrails
|
|
if boss.queue and boss.brandish_complete and not self.is_playing(self.glow) \
|
|
and self.in_orientation(boss.queue[chemtrails.queue_index]):
|
|
self.play(self.glow)
|
|
elif self.is_playing(self.glow) and (not boss.queue or
|
|
not self.in_orientation(boss.queue[chemtrails.queue_index])):
|
|
self.reset()
|
|
points = self.points
|
|
else:
|
|
points = []
|
|
for point in self.points:
|
|
points.append((point[0], point[1] - self.INTRODUCTION_OFFSET))
|
|
if not self.hidden:
|
|
ds = self.get_display_surface()
|
|
aa_filled_polygon(ds, points, self.color)
|
|
for ii in reversed(xrange(self.glow_index)):
|
|
shifted = []
|
|
for point in points:
|
|
shifted.append((point[0], point[1] - 1 * (ii + 1)))
|
|
alpha = (1 - float(ii + 1) / (self.MAX_GLOW_INDEX + 1)) * 255
|
|
color = Color(self.color.r, self.color.g, self.color.b, int(alpha))
|
|
aapolygon(ds, shifted, color)
|
|
|
|
def in_orientation(self, orientation):
|
|
if self.position == NS.LNW:
|
|
return orientation in (NS.N, NS.NW, NS.W)
|
|
elif self.position == NS.LNE:
|
|
return orientation in (NS.N, NS.NE, NS.E)
|
|
elif self.position == NS.LSE:
|
|
return orientation in (NS.NW, NS.E, NS.S)
|
|
elif self.position == NS.LSW:
|
|
return orientation in (NS.S, NS.NE, NS.W)
|
|
|
|
|
|
class Chemtrails(Sprite):
|
|
|
|
TIME_ADDITION = 1000
|
|
|
|
def __init__(self, parent):
|
|
Sprite.__init__(self, parent)
|
|
self.load_from_path(self.get_resource("littleSlimeGoop"), True)
|
|
for direction in (NS.N, NS.NE, NS.E, NS.NW, NS.S, NS.W):
|
|
self.add_frameset([direction], switch=(direction == NS.N))
|
|
self.life = Life(self)
|
|
self.timer = Timer(self)
|
|
|
|
def reset(self):
|
|
self.deactivate()
|
|
self.life.reset()
|
|
self.timer.reset()
|
|
|
|
def deactivate(self):
|
|
self.active = False
|
|
|
|
def activate(self):
|
|
self.active = True
|
|
|
|
def challenge(self):
|
|
self.timer.reset()
|
|
self.queue_index = 0
|
|
|
|
def update(self):
|
|
if self.active:
|
|
self.orient()
|
|
Sprite.update(self)
|
|
if not self.get_game().introduction.active:
|
|
boss = self.get_game().boss
|
|
if boss.queue:
|
|
self.timer.tick()
|
|
self.attack()
|
|
if self.timer.time_remaining < 0:
|
|
self.life.decrease()
|
|
if not boss.is_playing(boss.show_end_dialogue):
|
|
self.timer.reset()
|
|
boss.combo()
|
|
self.timer.update()
|
|
self.life.update()
|
|
|
|
def attack(self):
|
|
boss = self.get_game().boss
|
|
queue = boss.queue
|
|
if self.orientation == queue[self.queue_index]:
|
|
self.timer.add_time(self.TIME_ADDITION)
|
|
if boss.level_index == 0:
|
|
boss.health.decrease(4)
|
|
elif boss.level_index == 1:
|
|
boss.health.decrease(4)
|
|
elif boss.level_index == 2:
|
|
boss.health.decrease(4)
|
|
self.queue_index += 1
|
|
boss.last_attack = self.orientation
|
|
boss.sword.block()
|
|
if self.queue_index == len(queue):
|
|
self.timer.reset()
|
|
if not boss.is_playing(boss.show_end_dialogue):
|
|
boss.combo()
|
|
self.get_game().sfx["complete_pattern"].play()
|
|
else:
|
|
self.get_game().sfx["land"].play()
|
|
self.get_game().platform.reset_lights()
|
|
|
|
def orient(self):
|
|
ds = self.get_display_surface()
|
|
edge = self.get_game().platform.get_edge_pressed()
|
|
dy = -Light.INTRODUCTION_OFFSET if self.get_game().introduction.active else 0
|
|
if edge is not None:
|
|
self.set_frameset(edge + 1)
|
|
self.unhide()
|
|
else:
|
|
self.hide()
|
|
if edge == NS.N:
|
|
self.location.center = ds.get_width() / 2, NS.FRONT + 15 + dy
|
|
self.orientation = NS.N
|
|
elif edge == NS.E:
|
|
self.location.center = ds.get_width() / 2 + NS.FRONT_WIDTH / 2 - 115, \
|
|
NS.FRONT + NS.LENGTH * NS.STEP - 75 + dy
|
|
self.orientation = NS.E
|
|
elif edge == NS.S:
|
|
self.location.center = ds.get_width() / 2, \
|
|
NS.FRONT + NS.LENGTH - NS.LENGTH * NS.STEP - 110 + dy
|
|
self.orientation = NS.S
|
|
elif edge == NS.W:
|
|
self.location.center = ds.get_width() / 2 - NS.FRONT_WIDTH / 2 + 100, \
|
|
NS.FRONT + NS.LENGTH * NS.STEP - 85 + dy
|
|
self.orientation = NS.W
|
|
elif edge == NS.NW:
|
|
self.location.center = ds.get_width() / 2 + 5, \
|
|
NS.FRONT + NS.LENGTH * NS.STEP - 75 + dy
|
|
self.orientation = NS.NW
|
|
elif edge == NS.NE:
|
|
self.location.center = ds.get_width() / 2 + 10, \
|
|
NS.FRONT + NS.LENGTH * NS.STEP - 80 + dy
|
|
self.orientation = NS.NE
|
|
else:
|
|
self.orientation = None
|
|
|
|
|
|
class Timer(GameChild):
|
|
|
|
TEXT = u"\u25F7"
|
|
BAR_POSITION = 448, 11
|
|
MAX_TIME = 10000
|
|
START_TIME = 7000
|
|
|
|
def __init__(self, parent):
|
|
GameChild.__init__(self, parent)
|
|
self.background = Sprite(self)
|
|
image = load(self.get_resource("HUD_background.png")).convert_alpha()
|
|
image = flip(image, True, False)
|
|
self.background.add_frame(image)
|
|
self.background.location.topright = self.get_display_surface().get_rect().topright
|
|
self.bar = load(self.get_resource("HUD_bar.png")).convert_alpha()
|
|
self.bar = flip(self.bar, True, False)
|
|
self.label = Sprite(self)
|
|
self.label.load_from_path(self.get_resource("Timer_label.png"), True)
|
|
dsr = self.get_display_surface().get_rect()
|
|
self.label.location.topright = dsr.right - 2, 5
|
|
|
|
def reset(self):
|
|
self.time_remaining = self.START_TIME
|
|
|
|
def add_time(self, amount):
|
|
self.time_remaining += amount
|
|
|
|
def tick(self):
|
|
self.time_remaining -= self.get_game().time_filter.get_last_frame_duration()
|
|
|
|
def update(self):
|
|
self.background.update()
|
|
self.label.update()
|
|
if self.time_remaining > 5500:
|
|
color = 0, 255, 0
|
|
elif self.time_remaining > 3000:
|
|
color = Color("orange")
|
|
else:
|
|
color = Color("red")
|
|
mask = Surface(self.bar.get_size())
|
|
mask.fill((128, 128, 128))
|
|
width = min(mask.get_width(), mask.get_width() * self.time_remaining / float(self.MAX_TIME))
|
|
mask.fill(color, (mask.get_width() - width, 0, width, mask.get_height()))
|
|
surface = self.bar.copy()
|
|
surface.blit(mask, (0, 0), None, BLEND_RGBA_MIN)
|
|
self.get_display_surface().blit(surface, self.BAR_POSITION)
|
|
|
|
|
|
class Life(GameChild):
|
|
|
|
SPACING = 30
|
|
MARGIN = 0
|
|
|
|
def __init__(self, parent):
|
|
GameChild.__init__(self, parent)
|
|
self.heart = load(self.get_resource("Heart.png")).convert_alpha()
|
|
|
|
def reset(self):
|
|
self.count = 3
|
|
|
|
def decrease(self):
|
|
self.get_game().sfx["hurt"].play()
|
|
if self.count > 0:
|
|
self.count -= 1
|
|
if self.count <= 0:
|
|
self.count = 0
|
|
self.get_game().boss.finish_battle(False)
|
|
|
|
def update(self):
|
|
ds = self.get_display_surface()
|
|
dsr = ds.get_rect()
|
|
hr = self.heart.get_rect()
|
|
rect = Rect(0, 0, hr.w * self.count + self.SPACING * (self.count - 1), hr.h)
|
|
rect.midbottom = dsr.centerx, dsr.h - self.MARGIN
|
|
for x in xrange(rect.left, rect.right, hr.w + self.SPACING):
|
|
ds.blit(self.heart, (x, rect.top))
|
|
|
|
|
|
class Boss(Animation):
|
|
|
|
def __init__(self, parent):
|
|
Animation.__init__(self, parent)
|
|
self.kool_man = RainbowSprite(self, load(self.get_resource("Kool_man.png")).convert_alpha(), 30)
|
|
self.visitor = RainbowSprite(self, load(self.get_resource("Visitor.png")).convert_alpha(), 30)
|
|
self.spoopy = RainbowSprite(self, load(self.get_resource("Spoopy.png")).convert_alpha(), 30)
|
|
self.health = Health(self)
|
|
self.sword = Sword(self)
|
|
self.register(self.brandish, self.cancel_flash, self.show_introduction_dialogue,
|
|
self.show_end_dialogue)
|
|
self.kool_man.add_frameset([0], name="normal", switch=True)
|
|
self.visitor.add_frameset([0], name="normal", switch=True)
|
|
self.spoopy.add_frameset([0], name="normal", switch=True)
|
|
self.kool_man_avatar = load(self.get_resource("Kool_man_avatar.png")).convert()
|
|
self.visitor_avatar = load(self.get_resource("Visitor_avatar.png")).convert()
|
|
self.spoopy_avatar = load(self.get_resource("Spoopy_avatar.png")).convert()
|
|
self.advance_prompt = AdvancePrompt(self)
|
|
|
|
def cancel_flash(self):
|
|
if self.level_index == 0:
|
|
self.kool_man.set_frameset("normal")
|
|
elif self.level_index == 1:
|
|
self.visitor.set_frameset("normal")
|
|
elif self.level_index == 2:
|
|
self.spoopy.set_frameset("normal")
|
|
|
|
def start_level(self, index):
|
|
self.level_index = index
|
|
self.battle_finished = False
|
|
self.player_defeated = False
|
|
self.health.reset()
|
|
self.get_game().chemtrails.timer.reset()
|
|
self.get_game().chemtrails.life.reset()
|
|
self.activate()
|
|
dialogue = self.get_game().dialogue
|
|
dialogue.deactivate()
|
|
if index == 0:
|
|
dialogue.set_avatar(self.kool_man_avatar)
|
|
dialogue.set_name("Kool Man")
|
|
self.kool_man.unhide()
|
|
self.kool_man.set_frameset("normal")
|
|
elif index == 1:
|
|
dialogue.set_avatar(self.visitor_avatar)
|
|
dialogue.set_name("Visitor")
|
|
self.visitor.unhide()
|
|
self.visitor.set_frameset("normal")
|
|
elif index == 2:
|
|
dialogue.set_avatar(self.spoopy_avatar)
|
|
dialogue.set_name("Spoopy")
|
|
self.spoopy.unhide()
|
|
self.spoopy.set_frameset("normal")
|
|
self.play(self.show_introduction_dialogue, delay=3000, play_once=True)
|
|
self.get_game().platform.activate()
|
|
self.get_game().chemtrails.activate()
|
|
self.last_attack = NS.NW
|
|
|
|
def show_introduction_dialogue(self):
|
|
dialogue = self.get_game().dialogue
|
|
dialogue.activate()
|
|
if self.level_index == 0:
|
|
dialogue.show_text("You'll never be able to block my sword, you lizard slime!" +
|
|
" See\nif you can keep up with these moves!")
|
|
elif self.level_index == 1:
|
|
dialogue.show_text("We're just warming up, slime breath! Prepare to get spun" +
|
|
" by\nthese combos!")
|
|
elif self.level_index == 2:
|
|
dialogue.show_text("Lizard! My moves are so unpredictable you might as well" +
|
|
" give\nup now!")
|
|
|
|
def reset(self):
|
|
self.level_index = 0
|
|
self.kills = 0
|
|
self.deactivate()
|
|
self.cancel_flash()
|
|
self.halt(self.cancel_flash)
|
|
self.health.reset()
|
|
self.halt(self.brandish)
|
|
self.sword.reset()
|
|
self.advance_prompt.reset()
|
|
self.queue = None
|
|
self.brandish_complete = True
|
|
|
|
def deactivate(self):
|
|
self.active = False
|
|
|
|
def activate(self):
|
|
self.active = True
|
|
|
|
def combo(self):
|
|
self.queue = None
|
|
self.play(self.brandish, delay=2500, play_once=True)
|
|
|
|
def brandish(self):
|
|
self.queue = []
|
|
platform = self.get_game().platform
|
|
if self.level_index == 0:
|
|
if self.health.amount > 90:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
self.queue = [first]
|
|
elif self.health.amount > 70:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
self.queue = [first, choice(platform.get_steps_from_edge(first))]
|
|
elif self.health.amount > 30:
|
|
choices = [0]
|
|
if self.last_attack in (NS.NE, NS.NW):
|
|
choices.append(1)
|
|
else:
|
|
choices.extend((2, 3))
|
|
result = choice(choices)
|
|
if result == 0:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
second = choice(platform.get_steps_from_edge(first))
|
|
self.queue = [first, second, first, second]
|
|
elif result == 1:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
self.queue = [first, choice(platform.get_steps_from_edge(first)),
|
|
choice(platform.get_right_angles_from_edge(first))]
|
|
elif result == 2:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
self.queue = [first, choice(platform.get_steps_from_edge(first)),
|
|
platform.get_opposite_of_edge(first)]
|
|
elif result == 3:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
second = choice(platform.get_steps_from_edge(first))
|
|
self.queue = [first, second,
|
|
choice(platform.get_right_angles_from_edge(second))]
|
|
else:
|
|
choices = [0, 1]
|
|
if self.last_attack in (NS.NE, NS.NW):
|
|
choices.extend((2, 3, 4))
|
|
else:
|
|
choices.append(5)
|
|
result = choice(choices)
|
|
if result == 0 or result == 1:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
second = choice(platform.get_steps_from_edge(first))
|
|
last = second if result else platform.get_opposite_of_edge(second)
|
|
self.queue = [first, second, platform.get_opposite_of_edge(first),
|
|
last]
|
|
elif result == 2:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
self.queue = [first, choice(platform.get_right_angles_from_edge(first)),
|
|
platform.get_opposite_of_edge(first)]
|
|
elif result == 3:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
self.queue = [first, choice(platform.get_steps_from_edge(first)),
|
|
choice(platform.get_right_angles_from_edge(first)),
|
|
platform.get_opposite_of_edge(first)]
|
|
elif result == 4:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
second = choice(platform.get_steps_from_edge(first))
|
|
self.queue = [first, second,
|
|
choice(platform.get_right_angles_from_edge(first)),
|
|
platform.get_opposite_of_edge(second)]
|
|
elif result == 5:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
second = choice(platform.get_steps_from_edge(first))
|
|
self.queue = [first, second, platform.get_opposite_of_edge(first),
|
|
choice(platform.get_right_angles_from_edge(second))]
|
|
elif self.level_index == 1:
|
|
if self.health.amount > 85:
|
|
if self.last_attack in (NS.NE, NS.NW):
|
|
choices = 1, 2
|
|
else:
|
|
choices = 0,
|
|
result = choice(choices)
|
|
if result == 0:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
self.queue = [first, platform.get_opposite_of_edge(first)]
|
|
elif result == 1:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
self.queue = [first, choice(platform.get_right_angles_from_edge(first)),
|
|
platform.get_opposite_of_edge(first)]
|
|
elif result == 2:
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
self.queue = [first, platform.get_opposite_of_edge(first)]
|
|
elif self.health.amount > 60:
|
|
if self.last_attack in (NS.NE, NS.NW):
|
|
choices = 2, 3
|
|
else:
|
|
choices = 0, 1
|
|
result = choice(choices)
|
|
first = choice(platform.get_steps_from_edge(self.last_attack))
|
|
if result == 0:
|
|
second = choice(platform.get_steps_from_edge(first))
|
|
self.queue = [first, second, platform.get_opposite_of_edge(second)]
|
|
elif result == 1:
|
|
second = choice(platform.get_steps_from_edge(first))
|
|
self.queue = [first, second,
|
|
choice(platform.get_right_angles_from_edge(second)),
|
|
platform.get_opposite_of_edge(first)]
|
|
elif result == 2:
|
|
second = platform.get_opposite_of_edge(first)
|
|
self.queue = [first, second,
|
|
choice(platform.get_right_angles_from_edge(second))]
|
|
elif result == 3:
|
|
second = choice(platform.get_right_angles_from_edge(first))
|
|
self.queue = [first, second, platform.get_opposite_of_edge(first),
|
|
platform.get_opposite_of_edge(second)]
|
|
elif self.health.amount > 30:
|
|
result = choice(range(3))
|
|
if result == 0:
|
|
first = self.choose_new_edge((NS.N, NS.E, NS.S, NS.W))
|
|
self.queue = [first, choice(platform.get_steps_from_edge(first)),
|
|
platform.get_opposite_of_edge(first), first]
|
|
elif result == 1:
|
|
first = self.choose_new_edge((NS.NE, NS.NW))
|
|
second = choice(platform.get_steps_from_edge(first))
|
|
self.queue = [first, second, platform.get_opposite_of_edge(second),
|
|
choice(platform.get_right_angles_from_edge(second))]
|
|
elif result == 2:
|
|
first = self.choose_new_edge((NS.NE, NS.NW))
|
|
second = choice(platform.get_steps_from_edge(first))
|
|
self.queue = [first, second,
|
|
choice(platform.get_right_angles_from_edge(second)),
|
|
platform.get_opposite_of_edge(second)]
|
|
else:
|
|
result = choice(range(4))
|
|
if result == 0:
|
|
first = self.choose_new_edge((NS.NE, NS.NW))
|
|
second = platform.get_opposite_of_edge(first)
|
|
self.queue = [first, second, first, second]
|
|
elif result == 1:
|
|
first = self.choose_new_edge((NS.N, NS.E, NS.S, NS.W))
|
|
self.queue = [first, platform.get_opposite_of_edge(first), first]
|
|
elif result == 2:
|
|
first = self.choose_new_edge((NS.N, NS.E, NS.S, NS.W))
|
|
self.queue = [first, choice(platform.get_steps_from_edge(first)),
|
|
choice(platform.get_right_angles_from_edge(first)),
|
|
platform.get_opposite_of_edge(first), first]
|
|
elif result == 3:
|
|
first = self.choose_new_edge((NS.N, NS.E, NS.S, NS.W))
|
|
second = platform.get_opposite_of_edge(first)
|
|
third = choice(platform.get_right_angles_from_edge(first))
|
|
self.queue = [first, second, third, platform.get_opposite_of_edge(second),
|
|
platform.get_opposite_of_edge(third)]
|
|
elif self.level_index == 2:
|
|
if self.health.amount > 90:
|
|
length = 3
|
|
elif self.health.amount > 70:
|
|
length = 4
|
|
elif self.health.amount > 40:
|
|
length = 5
|
|
else:
|
|
length = 6
|
|
while len(self.queue) < length:
|
|
while True:
|
|
orientation = randint(0, 5)
|
|
if (not self.queue and orientation != self.last_attack) or \
|
|
(len(self.queue) > 0 and orientation != self.queue[-1]):
|
|
self.queue.append(orientation)
|
|
break
|
|
self.unbrandished = copy(self.queue)
|
|
self.brandish_complete = False
|
|
self.sword.reset()
|
|
self.sword.play(self.sword.brandish, play_once=True)
|
|
self.get_game().chemtrails.challenge()
|
|
|
|
def choose_new_edge(self, edges):
|
|
while True:
|
|
edge = choice(edges)
|
|
if edge != self.last_attack:
|
|
return edge
|
|
|
|
def finish_battle(self, win):
|
|
self.battle_finished = True
|
|
self.halt(self.brandish)
|
|
self.halt(self.cancel_flash)
|
|
self.sword.reset()
|
|
self.queue = []
|
|
self.brandish_complete = True
|
|
if win:
|
|
if self.level_index == 0:
|
|
self.kool_man.set_frameset(0)
|
|
elif self.level_index == 1:
|
|
self.visitor.set_frameset(0)
|
|
elif self.level_index == 2:
|
|
self.spoopy.set_frameset(0)
|
|
self.player_defeated = not win
|
|
self.kills += not win
|
|
self.play(self.show_end_dialogue, delay=3000, play_once=True)
|
|
|
|
def show_end_dialogue(self):
|
|
dialogue = self.get_game().dialogue
|
|
dialogue.activate()
|
|
if self.level_index == 0:
|
|
if self.player_defeated:
|
|
dialogue.show_text("Maybe next time!")
|
|
else:
|
|
dialogue.show_text("Hey! Wow! Lizard!")
|
|
elif self.level_index == 1:
|
|
if self.player_defeated:
|
|
dialogue.show_text("Wiped out!")
|
|
else:
|
|
dialogue.show_text("Well done! But it's not over yet!")
|
|
elif self.level_index == 2:
|
|
if self.player_defeated:
|
|
dialogue.show_text("Just like I thought!")
|
|
else:
|
|
dialogue.show_text("H-how? But you're only a lizard! How could you" +
|
|
" manage to defeat\nall of us?")
|
|
|
|
def transition_to_battle(self):
|
|
index = self.level_index + (not self.player_defeated)
|
|
if self.kills < 3 and index < 3:
|
|
self.start_level(index)
|
|
else:
|
|
self.get_game().reset(True)
|
|
|
|
def transition_to_title(self):
|
|
self.get_game().reset(True)
|
|
|
|
def damage(self):
|
|
if self.level_index == 0:
|
|
self.kool_man.set_frameset(0)
|
|
elif self.level_index == 1:
|
|
self.visitor.set_frameset(0)
|
|
|
|
def update(self):
|
|
if self.active:
|
|
self.get_display_surface().fill((0, 0, 0))
|
|
dialogue = self.get_game().dialogue
|
|
if dialogue.active:
|
|
if self.advance_prompt.check_first_press():
|
|
self.advance_prompt.press_first()
|
|
elif self.advance_prompt.check_second_press():
|
|
if dialogue.is_playing():
|
|
dialogue.show_all()
|
|
else:
|
|
self.get_game().dialogue.deactivate()
|
|
if not self.battle_finished:
|
|
self.combo()
|
|
else:
|
|
self.get_game().wipe.start(self.transition_to_battle)
|
|
self.advance_prompt.cancel_first_press()
|
|
Animation.update(self)
|
|
if self.level_index == 0:
|
|
self.kool_man.update()
|
|
elif self.level_index == 1:
|
|
self.visitor.update()
|
|
elif self.level_index == 2:
|
|
self.spoopy.update()
|
|
self.sword.update()
|
|
self.health.update()
|
|
|
|
def update_dialogue(self):
|
|
if self.active:
|
|
dialogue = self.get_game().dialogue
|
|
if dialogue.active:
|
|
self.get_game().dialogue.update()
|
|
self.advance_prompt.update()
|
|
|
|
|
|
class Sword(Animation):
|
|
|
|
def __init__(self, parent):
|
|
Animation.__init__(self, parent)
|
|
image = load(self.get_resource("Sword.png")).convert_alpha()
|
|
sprites = self.sprites = []
|
|
for _ in xrange(6):
|
|
sprite = Sprite(self)
|
|
sprite.add_frame(image)
|
|
for angle in 270, 315, 45:
|
|
sprite.add_frame(rotate(image, angle))
|
|
sprite.add_frameset([0], name="vertical")
|
|
sprite.add_frameset([1], name="horizontal")
|
|
sprite.add_frameset([2], name="rdiagonal")
|
|
sprite.add_frameset([3], name="ldiagonal")
|
|
sprite.set_frameset("vertical")
|
|
sprite.location.center = self.get_display_surface().get_rect().center
|
|
sprites.append(sprite)
|
|
self.register(self.brandish, self.lower)
|
|
|
|
def reset(self):
|
|
self.halt(self.brandish)
|
|
self.halt(self.lower)
|
|
self.next_index = 0
|
|
for sprite in self.sprites:
|
|
sprite.hide()
|
|
|
|
def brandish(self):
|
|
position = self.parent.unbrandished.pop(0)
|
|
sprite = self.sprites[self.next_index]
|
|
self.next_index += 1
|
|
sprite.unhide()
|
|
dsr = self.get_display_surface().get_rect()
|
|
if position in (NS.W, NS.E):
|
|
sprite.set_frameset("vertical")
|
|
sprite.location.centery = dsr.centery - 100
|
|
if position == NS.W:
|
|
sprite.location.centerx = dsr.centerx - 100
|
|
else:
|
|
sprite.location.centerx = dsr.centerx + 100
|
|
elif position in (NS.N, NS.S):
|
|
sprite.set_frameset("horizontal")
|
|
sprite.location.centerx = dsr.centerx
|
|
if position == NS.N:
|
|
sprite.location.centery = dsr.centery - 200
|
|
else:
|
|
sprite.location.centery = dsr.centery
|
|
else:
|
|
if position == NS.NW:
|
|
sprite.set_frameset("ldiagonal")
|
|
else:
|
|
sprite.set_frameset("rdiagonal")
|
|
sprite.location.center = dsr.centerx, dsr.centery - 100
|
|
self.get_game().sfx["brandish"].play()
|
|
self.play(self.lower, delay=400, play_once=True)
|
|
if len(self.parent.unbrandished) > 0:
|
|
self.play(self.brandish, delay=600, play_once=True)
|
|
|
|
def lower(self):
|
|
# self.hide()
|
|
if len(self.parent.unbrandished) == 0:
|
|
self.next_index = 0
|
|
self.parent.brandish_complete = True
|
|
|
|
def block(self):
|
|
for sprite in self.sprites:
|
|
if not sprite.is_hidden():
|
|
sprite.hide()
|
|
break
|
|
|
|
def update(self):
|
|
Animation.update(self)
|
|
for sprite in reversed(self.sprites):
|
|
sprite.update()
|
|
|
|
|
|
class Health(GameChild):
|
|
|
|
TEXT = "HP"
|
|
BAR_POSITION = 23, 11
|
|
BACKGROUND_ALPHA = 125
|
|
|
|
def __init__(self, parent):
|
|
GameChild.__init__(self, parent)
|
|
self.background = Sprite(self)
|
|
self.background.load_from_path(self.get_resource("HUD_background.png"), True)
|
|
self.label = Sprite(self)
|
|
font = Font(self.get_resource("rounded-mplus-1m-bold.ttf"), 24)
|
|
text = font.render(self.TEXT, True, Color("white"))
|
|
self.label.add_frame(text)
|
|
self.label.location.topleft = 2, -2
|
|
self.bar = load(self.get_resource("HUD_bar.png")).convert_alpha()
|
|
|
|
def reset(self):
|
|
self.amount = 100
|
|
|
|
def decrease(self, damage):
|
|
self.amount -= damage
|
|
self.parent.damage()
|
|
if self.amount <= 0:
|
|
self.amount = 0
|
|
self.get_game().sfx["defeat"].play()
|
|
self.get_game().boss.finish_battle(True)
|
|
else:
|
|
self.parent.play(self.parent.cancel_flash, delay=1000, play_once=True)
|
|
|
|
def update(self):
|
|
self.background.update()
|
|
self.label.update()
|
|
if self.amount > 50:
|
|
color = 0, 255, 0
|
|
elif self.amount > 25:
|
|
color = Color("orange")
|
|
else:
|
|
color = Color("red")
|
|
mask = Surface(self.bar.get_size(), SRCALPHA)
|
|
mask.fill((128, 128, 128))
|
|
mask.fill(color, (0, 0, int(mask.get_width() * (self.amount / 100.0)),
|
|
mask.get_height()))
|
|
surface = self.bar.copy()
|
|
surface.blit(mask, (0, 0), None, BLEND_RGBA_MIN)
|
|
self.get_display_surface().blit(surface, self.BAR_POSITION)
|