# -*- coding: utf-8 -*- # # [SCRAPEBOARD] is an arcade game in development by [@diskmem] and [@snakesandrews] # # It requires custom hardware to play but can be tested in keyboard mode without the hardware. # For more information on setting up and running the game, see the README, or for the game in # general, visit https://scrape.nugget.fun/ # import argparse, pathlib from random import randint, choice, random from math import pi from copy import copy from glob import iglob from os.path import basename, join from threading import Thread from time import sleep from PIL import Image import pygame from pygame import Surface, Color, mixer from pygame.event import clear from pygame.mixer import Sound from pygame.image import load, fromstring from pygame.transform import rotate, flip, scale, smoothscale from pygame.time import get_ticks from pygame.font import Font from pygame.draw import aalines, lines from pygame.gfxdraw import aapolygon, arc, polygon, aaellipse, ellipse, filled_ellipse, filled_circle from pygame.locals import * from lib.pgfw.pgfw.Game import Game from lib.pgfw.pgfw.GameChild import GameChild from lib.pgfw.pgfw.Sprite import Sprite, RainbowSprite from lib.pgfw.pgfw.Animation import Animation from lib.pgfw.pgfw.extension import ( get_step, get_step_relative, get_delta, reflect_angle, render_box, get_hsla_color, get_hue_shifted_surface, get_color_swapped_surface ) from lib.pgfw.pgfw.gfx_extension import aa_filled_polygon class NS(Game, Animation): """ The main game object. It initializes and updates the title screen, boss manager, platform, dialog manager, screen wipe manager, main character, and more (see the objects initialized in __init__). It initializes and watches the Arduino serial port and listens for and responds to keyboard input. """ # Class variables that can be used to represent each of the four game pads. The L stands for "light", and the directions # indicate which pad is being identified. LNW, LNE, LSE, LSW = range(4) # Class variables that can be used to represent each of the six possible orientations of the board on the four pads: the # four sides of the square and the two diagonals. N, NE, E, NW, S, W = range(6) FRONT_WIDTH = 230 BACK_WIDTH = 500 LENGTH = 150 FRONT = 300 STEP = .4 IDLE_TIMEOUT = 60000 * 5 CHANNEL_COUNT = 8 NO_RESET_TIMEOUT = 3000 def __init__(self): # Specify possible arguments and parse the command line. If the -h flag is passed, the argparse library will # print a help message and end the program. parser = argparse.ArgumentParser() parser.add_argument("--minimize-load-time", action="store_true") parser.add_argument("--serial-port") parser.add_argument("--audio-buffer-size", type=int, default=1024) parser.add_argument("--list-serial-ports", action="store_true") parser.add_argument("--no-serial", action="store_true") parser.add_argument("--show-config", action="store_true") arguments = parser.parse_known_args()[0] # Pre-initialize the mixer to use the specified buffer size in bytes. The default is set to 1024 to prevent lagging # on the Raspberry Pi. pygame.mixer.pre_init(44100, -16, 2, 1024) # Pygame will be loaded in here. Game.__init__(self) # Add type declarations for non-string config name/value pairs that aren't in the default PGFW config dict. self.get_configuration().type_declarations.add_chart( { "time": { "int": ["timer-max-time", "timer-start-time", "timer-addition", "sword-delay", "attract-gif-length", "attract-board-length", "attract-reset-countdown"] }, "input": { "bool": "serial" }, "display": { "float": "attract-gif-alpha", "bool": "effects" }, "system": { "bool": "minimize-load-time" } }) # If a serial port was passed on the command line, override the config file setting if arguments.serial_port is not None: self.get_configuration().set("input", "arduino-port", arguments.serial_port) # Command line flag requesting minimal load time overrides config file setting if arguments.minimize_load_time: self.get_configuration().set("system", "minimize-load-time", True) # Turn off effects if minimal load time is requested. Minimal load time setting overrides display effects setting. if self.get_configuration("system", "minimize-load-time"): self.get_configuration().set("display", "effects", False) # Apply the no serial flag from the command line if requested if arguments.no_serial: self.get_configuration().set("input", "serial", False) # Print the configuration if requested on the command line if arguments.show_config: print(self.get_configuration()) # Initialize the serial reader and launch a thread for reading from the serial port if self.serial_enabled(): from serial import Serial, SerialException from serial.tools import list_ports # If a list of serial ports was requested, print detected ports and exit. if arguments.list_serial_ports: for port in list_ports.comports(): print(f"Detected serial port: {port.device}") exit() # Open the port specified by the configuration or command line if it is found. If the specified port is not found, # open the first found serial port. If no serial ports are found, raise an exception. requested_port = self.get_configuration("input", "arduino-port") devices = [port.device for port in list_ports.comports()] if requested_port in devices: self.serial_reader = Serial(requested_port, timeout=.3) elif devices: self.serial_reader = Serial(devices[0], timeout=.3) else: raise SerialException("No serial port devices were detected. Use --no-serial for keyboard-only mode.") self.serial_kill = False self.serial_data = 0 self.reset_arduino() self.serial_thread = Thread(target=self.read_serial) self.serial_thread.start() Animation.__init__(self, self) self.subscribe(self.respond, KEYDOWN) self.subscribe(self.respond, KEYUP) self.subscribe(self.respond) ds = self.get_display_surface() self.background = Surface(ds.get_size()) self.background.fill((0, 0, 0)) self.level_select = LevelSelect(self) self.platform = Platform(self) self.tony = Tony(self) self.logo = Logo(self) self.title = Title(self) self.ending = Ending(self) self.wipe = Wipe(self) self.dialogue = Dialogue(self) self.chemtrails = Chemtrails(self) self.boss = Boss(self) self.last_press = get_ticks() self.register(self.blink_score, interval=500) self.play(self.blink_score) self.reset() self.most_recent_time = None clear() def serial_enabled(self): return self.get_configuration("input", "serial") def read_serial(self): while not self.serial_kill: name = self.get_configuration("input", "arduino-port") try: transmission = self.serial_reader.readline().strip() print(transmission) except SerialException: print("Serial not ready... passing...") transmission = "" if len(transmission) == 4: try: self.serial_data = int(transmission, 2) except ValueError: print("Value error checking four digit serial transmission") self.handle_garbage(transmission) self.reset_arduino() self.idle_elapsed = 0 elif len(transmission) > 0: try: int(transmission, 2) except ValueError: print("Received a non-four digit serial transmission") self.handle_garbage(transmission) else: self.serial_data = 0 def handle_garbage(self, transmission): self.serial_data = 0 print("Garbage detected: %s" % transmission) self.serial_reader.reset_input_buffer() def reset_arduino(self): if self.serial_enabled(): self.serial_reader.dtr = False self.serial_reader.reset_input_buffer() self.serial_reader.dtr = True def end(self, evt): if evt.type == QUIT or self.delegate.compare(evt, "quit"): self.serial_kill = True Game.end(self, evt) def apply_serial(self): for ii, light in enumerate(self.platform.lights): light.pressed = bool(self.serial_data & (2 ** ii)) # reset idle timer if a light is detected as pressed in serial data if light.pressed: self.idle_elapsed = 0 def reset(self, leave_wipe_running=False): self.score_hidden = False self.idle_elapsed = 0 self.suppressing_input = False self.level_select.reset() self.title.reset() if not leave_wipe_running: self.wipe.reset() self.ending.reset() self.boss.reset() self.chemtrails.reset() self.platform.reset() self.dialogue.reset() self.no_reset_elapsed = 0 self.title.activate() def set_most_recent_time(self, score): self.most_recent_time = score def blink_score(self): self.score_hidden = not self.score_hidden def suppress_input(self): self.suppressing_input = True # self.platform.unpress() def unsuppress_input(self): self.suppressing_input = False def respond(self, event): """ Respond to keyboard input. ___ ___ | O| P| These keyboard keys correspond to the floor pads. |___|___| (O = top left pad, P = top right pad, L = bottom left pad, ; = bottom right pad) | L| ;| Arrow keys can also be used. |___|___| (UP = top left pad, RIGHT = top right pad, DOWN = bottom left pad, LEFT = bottom right pad) The Z key is a shortcut for reset (F8 also resets). The A key force resets the connected Arduino (or does nothing if no Arduino is connected). """ if not self.suppressing_input and event.type in (KEYDOWN, KEYUP): if self.last_press <= get_ticks() - int(self.get_configuration("input", "buffer")): pressed = True if event.type == KEYDOWN else False lights = self.platform.lights self.idle_elapsed = 0 if event.key in (K_UP, K_o): lights[NS.LNW].pressed = pressed elif event.key in (K_RIGHT, K_p): lights[NS.LNE].pressed = pressed elif event.key in (K_DOWN, K_SEMICOLON): lights[NS.LSE].pressed = pressed elif event.key in (K_LEFT, K_l): lights[NS.LSW].pressed = pressed elif event.key == K_z: self.reset() elif event.key == K_a: self.reset_arduino() self.last_press = get_ticks() else: if self.get_delegate().compare(event, "reset-game"): self.reset() def update(self): Animation.update(self) last_frame_duration = self.time_filter.get_last_frame_duration() if self.serial_enabled(): self.apply_serial() if self.title.active or self.ending.active or self.dialogue.active: self.no_reset_elapsed += last_frame_duration # if we received good input, reset the auto reset timer if 0b11 <= self.serial_data <= 0b1100: self.no_reset_elapsed = 0 if self.no_reset_elapsed >= self.NO_RESET_TIMEOUT: print("auto arduino reset triggered") self.reset_arduino() self.no_reset_elapsed = 0 self.title.update() self.level_select.update() self.ending.update() self.boss.update() if not self.title.active: self.platform.update() self.chemtrails.update() self.boss.update_dialogue() self.wipe.update() self.idle_elapsed += self.time_filter.get_last_frame_duration() if self.idle_elapsed >= self.IDLE_TIMEOUT: self.reset() class LevelSelect(GameChild): """ Display the available levels. Initialize a platform for each level and display each platform beneath its level glowing with a pair of pads to press to start that level. Wait for user input, then launch the level of the pair that gets pressed by the user. """ def __init__(self, parent): GameChild.__init__(self, parent) self.subscribe(self.respond, KEYDOWN) def activate(self): self.active = True def deactivate(self): self.active = False def reset(self): self.deactivate() def respond(self, event): if self.active: launch_level = None if event.key == K_1: launch_level = 0 elif event.key == K_2: launch_level = 1 elif event.key == K_3: launch_level = 2 if launch_level is not None: self.deactivate() self.get_game().boss.start_level(launch_level) def update(self): if self.active: self.get_display_surface().fill((255, 255, 0)) class Button(Sprite): MARGIN = 2 BLANK = (200, 200, 200) def __init__(self, parent, edge, size, border): Sprite.__init__(self, parent) colors = self.get_game().platform.get_color_pair_from_edge(edge) width = size * 2 + self.MARGIN + border * 4 step = width / 2 + self.MARGIN / 2 rect_width = width / 2 - self.MARGIN / 2 rects = Rect(0, 0, rect_width, rect_width), \ Rect(step, 0, rect_width, rect_width), \ Rect(step, step, rect_width, rect_width), \ Rect(0, step, rect_width, rect_width) if edge == NS.N: colored = rects[0], rects[1] elif edge == NS.NE: colored = rects[1], rects[3] elif edge == NS.E: colored = rects[1], rects[2] elif edge == NS.NW: colored = rects[0], rects[2] elif edge == NS.S: colored = rects[3], rects[2] elif edge == NS.W: colored = rects[0], rects[3] for lightness in range(30, 90, 5): frame = Surface((width, width), SRCALPHA) for topleft in (0, 0), (step, 0), (step, step), (0, step): rect = Rect(topleft, (rect_width, rect_width)) border_color = Color(*self.BLANK) border_color.a = 179 frame.fill(border_color, rect) frame.fill((0, 0, 0, 0), rect.inflate(-border * 2, -border * 2)) for ii in range(2): original_color = Color(*colors[ii]) original_color.a = 255 edited_color = Color(0, 0, 0) edited_color.hsla = int(original_color.hsla[0]), int(original_color.hsla[1]), \ lightness, 70 frame.fill(edited_color, colored[ii]) frame.fill(original_color, colored[ii].inflate(-border * 2, -border * 2)) self.add_frame(frame) class Meter(GameChild): SPACING = 12 def __init__(self, parent): GameChild.__init__(self, parent) def setup(self, background, rect, indent, color, units, path): self.background = background self.rect = rect self.icons = [] x = rect.left + indent base = get_color_swapped_surface( load(self.get_resource(path)).convert_alpha(), (0, 0, 0), color) while x <= self.rect.right - base.get_width() - self.SPACING: icon = Sprite(self) icon.add_frame(base) icon.location.midleft = x, self.rect.centery self.icons.append(icon) x += icon.location.w + self.SPACING self.units = units def reset(self): self.amount = self.units for icon in self.icons: icon.unhide() def change(self, delta): self.amount += delta cutoff = float(self.amount) / self.units * len(self.icons) for ii, icon in enumerate(self.icons): if ii < cutoff: icon.unhide() else: icon.hide() def update(self): ds = self.get_display_surface() ds.blit(self.background, self.rect) for icon in self.icons: icon.update() class Tony(Sprite): def __init__(self, parent): Sprite.__init__(self, parent, 100, False) self.board = Sprite(self, 100) self.board.load_from_path(self.get_resource("newTony/TonyArms"), True) self.effect = Sprite(self) dsr = self.get_display_surface().get_rect() if self.get_configuration("display", "effects"): for offset in range(12): w, h = dsr.w + 40, int(dsr.h * .65) glow = Surface((w, h), SRCALPHA) for ii, y in enumerate(range(h, 0, -8)): hue = range(240, 200, -2)[(ii - offset) % 12] alpha = min(100, int(round(y / float(h - 10) * 100))) color = get_hsla_color(hue, 100, 50, alpha) if ii == 0: aaellipse(glow, w // 2, y, w // 2 - 4, h // 20, color) ellipse(glow, w // 2, y, w // 2 - 4, h // 20, color) filled_ellipse(glow, w // 2, y, w // 2 - 4, h // 20, color) self.effect.add_frame(glow) self.effect.location.topleft = -20, int(dsr.h * .35) self.add_frame(load(self.get_resource("Big_Tony.png")).convert_alpha()) self.load_from_path(self.get_resource("newTony/TonyShirtHead"), True) self.add_frameset([0], name="static") self.add_frameset(range(1, len(self.frames)), name="board") self.taunts = [] for sfx_name in self.get_audio().sfx: if sfx_name.startswith("TonyTauntsBend_"): self.taunts.append(sfx_name) def set_frameset(self, name): Sprite.set_frameset(self, name) self.get_current_frameset().reset() self.set_framerate(100) if name == "board": self.board.get_current_frameset().reset() self.board.unhide() self.board.set_framerate(100) self.board.halt() elif name == "static": self.board.hide() def shift_frame(self): Sprite.shift_frame(self) frameset = self.get_current_frameset() if frameset.name == "board" and frameset.current_index == 1: self.get_audio().play_sfx(choice(self.taunts)) def update(self): save = self.get_display_surface() intermediate_surface = Surface(self.location.size, SRCALPHA) self.display_surface = intermediate_surface Sprite.update(self) self.display_surface = save self.effect.display_surface = intermediate_surface self.effect.update(flags=BLEND_RGBA_SUB) self.get_display_surface().blit(intermediate_surface, self.location.topleft) if self.get_game().title.active: self.get_game().platform.update() self.get_game().chemtrails.update() frameset = self.get_current_frameset() if frameset.name == "board": self.board.get_current_frameset().current_index = frameset.current_index if frameset.current_index == len(frameset.order) - 1: self.set_framerate(3000) else: self.set_framerate(100) self.board.update() class Video(Sprite): def __init__(self, parent, diameter, next_video_chance=.01): Sprite.__init__(self, parent, 100) self.next_video_chance = next_video_chance pattern = join(self.get_resource("gif"), "Boarding_*.gif") self.gifs = [] for path in iglob(pattern): self.gifs.append(Image.open(path)) print(self.gifs[-1].info) self.gif = self.gifs[1] self.mask = Surface([diameter] * 2, SRCALPHA) rect = self.mask.get_rect() alpha = int(self.get_configuration("display", "attract-gif-alpha") * 255) filled_circle(self.mask, rect.centerx, rect.centery, rect.centerx, (0, 0, 0, alpha)) filled_circle(self.mask, rect.centerx, rect.centery, rect.centerx - 2, (255, 255, 255, alpha)) self.add_frame(self.mask) if not self.get_configuration("system", "minimize-load-time"): self.play() def shift_frame(self): Sprite.shift_frame(self) if random() < self.next_video_chance: while True: selection = choice(self.gifs) if selection != self.gif: self.gif = selection break self.gif.seek((self.gif.tell() + 1) % self.gif.n_frames) frame = smoothscale( fromstring(self.gif.convert("RGBA").tobytes(), self.gif.size, "RGBA"), (self.mask.get_width(), int(self.gif.width * self.gif.height / self.mask.get_width()))) copy = self.mask.copy() rect = frame.get_rect() rect.bottom = copy.get_rect().bottom copy.blit(frame, rect, None, BLEND_RGBA_MIN) self.clear_frames() self.add_frame(copy) class Logo(Sprite): def __init__(self, parent): Sprite.__init__(self, parent) dsr = self.get_display_surface().get_rect() self.load_from_path(self.get_resource("Title_tile.png"), True) for y in range(0, dsr.h + self.location.h, self.location.h): for x in range(0, dsr.w + self.location.w, self.location.w): if x != 0 or y != 0: self.add_location((x, y)) self.effect = Sprite(self, 100) palette = (255, 255, 255), (255, 255, 128), (255, 255, 0) thickness = 8 for offset in range(len(palette)): frame = Surface(dsr.size) for x in range(0, dsr.w, thickness): frame.fill(palette[(offset + x) % len(palette)], (x, 0, thickness, dsr.h)) self.effect.add_frame(frame) def update(self): self.effect.update() # tiled background self.move(-2, 2) if self.location.right < 0: self.move(self.location.w) if self.location.top > 0: self.move(dy=-self.location.h) Sprite.update(self, flags=BLEND_RGBA_MIN) class Title(Animation): """ Handles displaying and drawing the title screen. """ UNLOCK_MOVES = NS.NW, NS.N, NS.NE, NS.NW def __init__(self, parent): Animation.__init__(self, parent) self.plank = Sprite(self) self.plank.load_from_path(self.get_resource("Title_plank.png"), True) ds = self.get_display_surface() dsr = ds.get_rect() self.plank.location.center = dsr.center self.angle = pi / 8 self.video = Video(self, 320) self.video.location.center = 329, 182 self.register(self.show_video, self.hide_video) self.show_video() def reset(self): self.unlock_index = 0 self.get_game().platform.set_glowing(self.get_game().platform.get_buttons_from_edges([self.UNLOCK_MOVES[0]])) self.halt() self.show_video() def activate(self): self.active = True platform = self.get_game().platform platform.activate() platform.set_glowing(platform.get_buttons_from_edges([self.UNLOCK_MOVES[self.unlock_index]])) self.get_game().chemtrails.activate() self.get_game().tony.set_frameset("static") self.get_audio().play_bgm("title") def deactivate(self): self.active = False self.halt() def start_game(self): """ Turn off the title screen and display the level select. Set the most recent time to None so the most recent high score stops blinking. """ self.deactivate() self.get_game().set_most_recent_time(None) self.get_game().level_select.activate() def draw_scores(self): step = 75 ds = self.get_display_surface() lines = map(int, open(self.get_resource("scores")).readlines()) entries = ["BEST"] + sorted(lines)[:9] for ii, entry in enumerate(entries): if ii == 0 or ii == 5: y = 30 font = Font(self.get_resource(Dialogue.FONT_PATH), 18) if ii > 0: text = self.get_formatted_time(entry) else: text = entry message = render_box(font, text, True, Color(255, 255, 255), Color(128, 128, 128), Color(0, 0, 0), padding=2) message.set_alpha(230) rect = message.get_rect() rect.top = y if ii < 5: rect.left = -1 else: rect.right = ds.get_width() + 1 if not entry == self.get_game().most_recent_time or not self.get_game().score_hidden: ds.blit(message, rect) y += step def get_formatted_time(self, entry): if int(entry) == 5999999: return "--:--.-" else: minutes, milliseconds = divmod(int(entry), 60000) seconds, fraction = divmod(milliseconds, 1000) return "%i:%02i.%i" % (minutes, seconds, fraction / 100) def show_video(self): self.video.unhide() self.play(self.hide_video, delay=self.get_configuration("time", "attract-gif-length"), play_once=True) self.get_game().tony.set_frameset("static") self.unlock_index = 0 self.get_game().platform.set_glowing(self.get_game().platform.get_buttons_from_edges([self.UNLOCK_MOVES[0]])) def hide_video(self): self.video.hide() self.play(self.show_video, delay=self.get_configuration("time", "attract-board-length"), play_once=True) self.get_game().tony.set_frameset("board") def update(self): """ Scroll the background, check for button presses for the unlock pattern, handle switching between attract mode with the GIFs active and unlocking pattern mode, and draw the screen """ Animation.update(self) if self.active: ds = self.get_display_surface() dsr = ds.get_rect() self.get_game().logo.update() # Advance through the unlock pattern platform = self.get_game().platform if not self.get_game().wipe.is_playing() and platform.get_edge_pressed() == self.UNLOCK_MOVES[self.unlock_index]: if self.unlock_index == len(self.UNLOCK_MOVES) - 1: platform.set_glowing([]) self.get_game().wipe.start(self.start_game) self.get_audio().play_sfx("confirm") else: self.unlock_index += 1 platform.set_glowing(platform.get_buttons_from_edges([self.UNLOCK_MOVES[self.unlock_index]])) self.get_audio().play_sfx("land_0") self.get_game().tony.update() # Bounce the GIF around the screen if self.video.location.right > dsr.right or self.video.location.left < dsr.left: self.angle = reflect_angle(self.angle, 0) if self.video.location.right > dsr.right: self.video.move(dsr.right - self.video.location.right) else: self.video.move(dsr.left - self.video.location.left) if self.video.location.bottom > dsr.bottom or self.video.location.top < dsr.top: self.angle = reflect_angle(self.angle, pi) if self.video.location.bottom > dsr.bottom: self.video.move(dy=dsr.bottom - self.video.location.bottom) else: self.video.move(dy=dsr.top - self.video.location.top) dx, dy = get_delta(self.angle, 5, False) self.video.move(dx, dy) # Hide GIFs/attract mode (or keep them hidden) if input is detected. Set a countdown that will turn # attract mode back on if no input is detected before the countdown expires. As long as input keeps # being detected, this block will keep running and restarting the countdown. if platform.get_pressed(): self.video.hide() self.get_game().tony.set_frameset("static") self.halt() self.play(self.show_video, delay=self.get_configuration("time", "attract-reset-countdown"), play_once=True) self.video.update() self.draw_scores() class Dialogue(Animation): BACKGROUND = 255, 255, 255 BORDER = 0, 0, 0 TEXT_COLOR = 0, 0, 0 FONT_PATH = "rounded-mplus-1m-bold.ttf" FONT_SIZE = 18 def __init__(self, parent): Animation.__init__(self, parent) ds = self.get_display_surface() dsr = ds.get_rect() frame = Surface((640, 72)) frame.fill(self.BORDER) frame.fill(self.BACKGROUND, (1, 1, frame.get_width() - 2, frame.get_height() - 2)) self.text_box = Sprite(self) self.text_box.add_frame(frame) self.text_box.location.bottomleft = dsr.bottomleft frame = Surface((66, 66)) frame.fill(self.BORDER) frame.fill(self.BACKGROUND, (1, 1, frame.get_width() - 2, frame.get_height() - 2)) self.avatar_box = Sprite(self) self.avatar_box.add_frame(frame) self.avatar_box.location.bottomleft = self.text_box.location.topleft frame = Surface((128, 24)) frame.fill(self.BORDER) frame.fill(self.BACKGROUND, (1, 1, frame.get_width() - 2, frame.get_height() - 2)) self.name_box = Sprite(self) self.name_box.add_frame(frame) self.name_box.location.bottomleft = self.avatar_box.location.bottomright self.speech_channel = None def reset(self): self.stop_speech() self.halt() self.deactivate() self.first_pressed = False self.first_press_elapsed = 0 def stop_speech(self): if self.speech_channel is not None: self.speech_channel.stop() self.speech_channel = None def deactivate(self): self.stop_speech() self.active = False def activate(self): self.active = True def set_avatar(self, image): self.avatar = Sprite(self) self.avatar.add_frame(image) self.avatar.location.center = self.avatar_box.location.center def set_name(self, text): font = Font(self.get_resource(self.FONT_PATH), self.FONT_SIZE) self.name = Sprite(self) self.name.add_frame(font.render(text, True, self.TEXT_COLOR).convert_alpha()) self.name.location.midleft = self.name_box.location.left + 5, self.name_box.location.centery def show_text(self, text): self.full_text = text self.text_index = 0 self.speech_channel = self.get_audio().play_sfx("talk", -1) self.play() def build_frame(self): self.text_index += 2 if self.text_index >= len(self.full_text): self.show_all() def show_all(self): self.stop_speech() self.text_index = len(self.full_text) self.halt() def update(self): if self.active: Animation.update(self) self.avatar_box.update() self.avatar.update() self.name_box.update() self.name.update() self.text_box.update() font = Font(self.get_resource(self.FONT_PATH), self.FONT_SIZE) message = Sprite(self) lines = self.full_text[:self.text_index].split("\n") frame = Surface((self.text_box.location.w - 10, 30 * len(lines)), SRCALPHA) for ii, line in enumerate(lines): surface = font.render(line, True, self.TEXT_COLOR).convert_alpha() frame.blit(surface, (0, 30 * ii)) message.add_frame(frame) message.location.topleft = self.text_box.location.left + 9, self.text_box.location.top + 8 message.update() class SkipPrompt(GameChild): def __init__(self, parent, callback): GameChild.__init__(self, parent) self.callback = callback self.buttons = [] self.pluses = [] top = 3 left = 3 for ii, edge in enumerate((NS.S, NS.NE, NS.W)): self.buttons.append(Button(self, edge, AdvancePrompt.BUTTON_SIZE, AdvancePrompt.BUTTON_BORDER)) self.buttons[-1].location.topleft = left, top if ii < 2: self.pluses.append(Sprite(self)) self.pluses[-1].load_from_path(self.get_resource("Plus.png"), True) self.pluses[-1].location.center = ( self.buttons[-1].location.right + AdvancePrompt.BUTTON_SPACING / 2, self.buttons[-1].location.centery) left += self.buttons[-1].location.width + AdvancePrompt.BUTTON_SPACING self.text = Sprite(self) font = Font(self.get_resource(Dialogue.FONT_PATH), 18) self.text.add_frame(font.render("TO SKIP", True, (0, 0, 0)).convert_alpha()) self.text.location.midleft = ( self.buttons[2].location.right + 5, self.buttons[2].location.centery) self.button_sound = self.get_audio().sfx["button"] def reset(self): self.press_index = 0 self.press_elapsed = 0 for button in self.buttons: button.unhide() for plus in self.pluses: plus.unhide() 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.button_sound.play() self.buttons[0].hide() self.pluses[0].hide() elif self.press_index == 1 and platform.get_edge_pressed() == NS.NE: self.press_index += 1 self.button_sound.play() self.buttons[1].hide() self.pluses[1].hide() elif self.press_index == 2 and platform.get_edge_pressed() == NS.W: self.callback() self.get_audio().play_sfx("confirm") elif self.press_index > 0: self.press_elapsed += self.get_game().time_filter.get_last_frame_duration() if self.press_elapsed > 4000: self.reset() for button in self.buttons: button.update() for plus in self.pluses: plus.update() self.text.update() class AdvancePrompt(GameChild): BUTTON_SIZE = 30 BUTTON_BORDER = 3 BUTTON_SPACING = 64 def __init__(self, parent): GameChild.__init__(self, parent) dsr = self.get_display_surface().get_rect() self.buttons = Button(self, NS.N, self.BUTTON_SIZE, self.BUTTON_BORDER), \ Button(self, NS.NW, self.BUTTON_SIZE, self.BUTTON_BORDER) self.plus = Sprite(self) self.plus.load_from_path(self.get_resource("Plus.png"), True) dsr = self.get_display_surface().get_rect() self.plus.location.center = dsr.centerx, dsr.centery + 70 self.buttons[1].location.center = self.plus.location.move(self.BUTTON_SPACING, 0).center self.buttons[0].location.center = self.plus.location.move(-self.BUTTON_SPACING, 0).center self.background_rect = Rect( self.buttons[0].location.topleft, (self.buttons[1].location.right - self.buttons[0].location.left, self.buttons[0].location.height)) self.background_rect.inflate_ip((10, 10)) def reset(self): self.cancel_first_press() for button in self.buttons: button.unhide() self.plus.unhide() def cancel_first_press(self): self.first_pressed = False self.first_pressed_elapsed = 0 self.buttons[0].unhide() self.plus.unhide() 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.buttons[0].hide() self.plus.hide() self.get_audio().play_sfx("button") def check_second_press(self): pressed = self.first_pressed and self.get_game().platform.get_edge_pressed() == NS.NW if pressed: self.get_audio().play_sfx("confirm") return pressed def update(self): if self.first_pressed: self.first_pressed_elapsed += self.get_game().time_filter.get_last_frame_duration() self.get_display_surface().fill((255, 255, 255), self.background_rect) for button in self.buttons: button.update() self.plus.update() 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_audio().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 range(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) dsr = self.get_display_surface().get_rect() self.border = Sprite(self) self.border.load_from_path(self.get_resource("DancePadClear.png"), True) self.border.location.midbottom = dsr.centerx, dsr.bottom self.lights = [ Light(self, self.get_configuration("pads", "nw_color"), NS.LNW), Light(self, self.get_configuration("pads", "ne_color"), NS.LNE), Light(self, self.get_configuration("pads", "se_color"), NS.LSE), Light(self, self.get_configuration("pads", "sw_color"), 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 get_color_pair_from_edge(self, edge): if edge == NS.N: return self.lights[NS.LNW].color, self.lights[NS.LNE].color elif edge == NS.NE: return self.lights[NS.LNE].color, self.lights[NS.LSW].color elif edge == NS.E: return self.lights[NS.LNE].color, self.lights[NS.LSE].color elif edge == NS.NW: return self.lights[NS.LNW].color, self.lights[NS.LSE].color elif edge == NS.S: return self.lights[NS.LSW].color, self.lights[NS.LSE].color elif edge == NS.W: return self.lights[NS.LNW].color, self.lights[NS.LSW].color 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() # self.border.update() for light in self.lights: light.draw_glow() class Light(Animation): MAX_GLOW_INDEX = 25 TITLE_OFFSET = 0 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().title.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() if not self.hidden: ds = self.get_display_surface() aa_filled_polygon(ds, self.get_points(), self.color) def get_points(self): if self.get_game().title.active: points = [] for point in self.points: points.append((point[0], point[1] - self.TITLE_OFFSET)) return points else: return self.points def draw_glow(self): for ii, y in enumerate(range(0, self.glow_index, 3)): shifted = [] for point in self.get_points(): shifted.append((point[0], point[1] - y)) if self.position == NS.LSW: saturation = 0 else: saturation = int((self.color.hsla[1] + 80) % 100) if not ii % 2: lightness = 0 else: lightness = 40 lines( self.get_display_surface(), get_hsla_color( int(self.color.hsla[0]), saturation, lightness ), True, shifted, 3 ) 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): 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.boys = Boys(self) self.timer = Timer(self) def reset(self): self.deactivate() self.life.reset() self.boys.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().title.active: boss = self.get_game().boss if boss.queue: self.timer.tick() self.attack() if self.timer.amount < 0: self.life.decrease() if not boss.is_playing(boss.show_end_dialogue, include_delay=True): self.timer.reset() boss.combo() if not boss.is_playing(boss.show_introduction_dialogue, include_delay=True): self.timer.update() self.life.update() # self.boys.update() def attack(self): boss = self.get_game().boss queue = boss.queue if self.orientation == queue[self.queue_index]: self.timer.add_time(self.get_configuration("time", "timer-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, include_delay=True): boss.combo() self.get_audio().play_sfx("complete_pattern_3") else: self.get_audio().play_sfx("land_0") self.get_game().platform.reset_lights() def orient(self): ds = self.get_display_surface() edge = self.get_game().platform.get_edge_pressed() dy = -Light.TITLE_OFFSET if self.get_game().title.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 + dy self.orientation = NS.N elif edge == NS.E: self.location.center = ds.get_width() / 2 + NS.FRONT_WIDTH / 2 - 85, \ NS.FRONT + NS.LENGTH * NS.STEP - 30 + dy self.orientation = NS.E elif edge == NS.S: self.location.center = ds.get_width() / 2, \ NS.FRONT + NS.LENGTH - NS.LENGTH * NS.STEP - 50 + dy self.orientation = NS.S elif edge == NS.W: self.location.center = ds.get_width() / 2 - NS.FRONT_WIDTH / 2 + 90, \ NS.FRONT + NS.LENGTH * NS.STEP - 30 + dy self.orientation = NS.W elif edge == NS.NW: self.location.center = ds.get_width() / 2 - 15, \ NS.FRONT + NS.LENGTH * NS.STEP + dy - 45 self.orientation = NS.NW elif edge == NS.NE: self.location.center = ds.get_width() / 2 + 5, \ NS.FRONT + NS.LENGTH * NS.STEP - 45 + dy self.orientation = NS.NE else: self.orientation = None class Timer(Meter): def __init__(self, parent): Meter.__init__(self, parent) dsr = self.get_display_surface().get_rect() background = load(self.get_resource("HUD_timer.png")).convert() rect = background.get_rect() rect.bottomright = dsr.right - 6, dsr.bottom - 4 self.setup(background, rect, 53, (0, 0, 255), self.get_configuration("time", "timer-start-time"), "scrapeIcons/scrapeIcons_07.png") def add_time(self, amount): self.change(amount) def tick(self): self.change(-self.get_game().time_filter.get_last_frame_duration()) class Life(Meter): def __init__(self, parent): Meter.__init__(self, parent) dsr = self.get_display_surface().get_rect() background = load(self.get_resource("HUD_health.png")).convert() rect = background.get_rect() rect.bottomleft = 172, dsr.bottom - 4 self.setup(background, rect, 70, (255, 0, 0), 3, "scrapeIcons/scrapeIcons_03.png") def decrease(self): self.get_audio().play_sfx("hurt") self.change(-1) if self.amount <= 0: self.amount = 0 self.parent.boys.change(-1) self.get_game().boss.finish_battle(False) class Boys(Meter): def __init__(self, parent): Meter.__init__(self, parent) dsr = self.get_display_surface().get_rect() background = load(self.get_resource("HUD_lives.png")).convert() rect = background.get_rect() rect.bottomleft = 6, dsr.bottom - 4 self.setup(background, rect, 60, (0, 255, 0), 3, "scrapeIcons/scrapeIcons_01.png") class Boss(Animation): """ The Boss object also serves as the level object, and it is expected that only one of these objects is initialized. Its drawing, animations, timings, etc will be determined by the level_index member variable. For example, if level_index is 0, the kool man sprite will be drawn, but if level_index is 2, the spoopy sprite will be drawn. """ def __init__(self, parent): """ Load graphics for boss sprites, avatars, and backgrounds. Initialize boss health and swords objects. Register animations that control attacks, effects, and dialog. """ Animation.__init__(self, parent) hue_shift = 30 if self.get_configuration("display", "effects"): self.kool_man = RainbowSprite(self, load(self.get_resource("Kool_man_waah.png")).convert_alpha(), hue_shift) self.spoopy = RainbowSprite(self, load(self.get_resource("Spoopy.png")).convert_alpha(), hue_shift) else: self.kool_man = Sprite(self) self.kool_man.load_from_path("Kool_man_waah.png", True) self.spoopy = Sprite(self) self.spoopy.load_from_path("Spoopy.png", True) self.visitor = Sprite(self, 42) self.visitor.load_from_path("alienAnimations/alienBoil", True) for sprite in self.kool_man, self.visitor, self.spoopy: sprite.location.topleft = 100, 0 self.health = Health(self) self.sword = Sword(self) self.register(self.brandish, self.cancel_flash, self.show_introduction_dialogue, self.show_end_dialogue, self.end_dialogue) self.kool_man.add_frameset([0], name="normal", switch=True) # Set alien's normal frameset to an idle animation self.visitor.add_frameset(list(range(0, len(self.visitor.frames))), 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) self.backgrounds = [Sprite(self), Sprite(self), Sprite(self)] self.backgrounds[0].load_from_path(self.get_resource("bg/bg001.png")) self.backgrounds[1].load_from_path(self.get_resource("bg/bg002.png")) self.backgrounds[2].load_from_path(self.get_resource("bg/bg003.png")) self.countdown = Countdown(self) # Set the alien's arm to its own sprite self.alien_arm = Sprite(self, 42) # Map the strings used to indicate direction in the animations directory to the IDs defined in the script name_map = { "U": NS.N, "DR": NS.NE, "R": NS.E, "DL": NS.NW, "D": NS.S, "L": NS.W, } # Set static frames for alien arms, one for each of the 6 board orientations root = pathlib.Path(self.get_resource("alienAnimations/alienArms/Moving")) static_arm_frame_map = { "UtoDR/*05.png": NS.N, "UtoDR/*10.png": NS.NE, "RtoDL/*05.png": NS.E, "RtoDL/*10.png": NS.NW, "DtoL/*05.png": NS.S, "DtoL/*10.png": NS.W } orientation_frame_indices = {} for path, orientation in static_arm_frame_map.items(): self.alien_arm.load_from_path(list(root.glob(path))[0], True) frame_index = len(self.alien_arm.frames) - 1 self.alien_arm.add_frameset([frame_index], name=str(orientation)) orientation_frame_indices[orientation] = frame_index # Add sword smear animations to the alien's arm, one for each of the 30 possible combinations of 6 board orientations for directory in pathlib.Path(self.get_resource("alienAnimations/alienArms/Moving")).iterdir(): if directory.is_dir(): frame_paths = list(sorted(directory.iterdir())) # Extract board orientation IDs from the directory name orientation_1, orientation_2 = [name_map[orientation] for orientation in directory.name.split("to")] # Alien arm sprite frame indices for each orientation frame_index_orientation_1 = orientation_frame_indices[orientation_1] frame_index_orientation_2 = orientation_frame_indices[orientation_2] # Add orientation_1 -> orientation_2 animation frame_order = [frame_index_orientation_1] for path in frame_paths[5:9]: self.alien_arm.load_from_path(path, True) frame_order.append(len(self.alien_arm.frames) - 1) frame_order.append(frame_index_orientation_2) self.alien_arm.add_frameset(frame_order, name=f"{orientation_1}_{orientation_2}") # Add orientation_2 -> orientation_1 animation frame_order = [frame_index_orientation_2] for path in frame_paths[0:4]: self.alien_arm.load_from_path(path, True) frame_order.append(len(self.alien_arm.frames) - 1) frame_order.append(frame_index_orientation_1) self.alien_arm.add_frameset(frame_order, name=f"{orientation_2}_{orientation_1}") self.alien_arm.location.center = self.visitor.location.center self.alien_arm.hide() 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.get_audio().play_bgm(f"level_{index}") 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!") self.play(self.end_dialogue, delay=5000, play_once=True) def reset(self): self.level_index = 0 self.kills = 0 self.time_elapsed = 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 self.countdown.reset() self.halt(self.end_dialogue) def deactivate(self): self.active = False def activate(self): self.active = True def combo(self, delay=2500): self.queue = None if self.get_game().serial_enabled(): self.get_game().reset_arduino() self.play(self.brandish, delay=delay, 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.add_score() self.player_defeated = not win self.kills += not win self.play(self.show_end_dialogue, delay=3000, play_once=True) def add_score(self): self.get_game().set_most_recent_time(self.time_elapsed) open(self.get_resource("scores"), "a").write(str(self.time_elapsed) + "\n") 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?") if self.player_defeated: self.countdown.activate() else: self.play(self.end_dialogue, delay=5000, play_once=True) def transition_to_battle(self): index = self.level_index + (not self.player_defeated) if self.kills >= 3: self.get_game().reset(True) elif index < 3: self.start_level(index) else: game = self.get_game() game.boss.reset() game.chemtrails.reset() game.platform.reset() game.ending.activate() 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) elif self.level_index == 2: self.spoopy.set_frameset(0) def end_dialogue(self): self.get_game().dialogue.deactivate() if not self.battle_finished: self.combo(delay=1300) else: self.get_game().wipe.start(self.transition_to_battle) def update(self): if self.active: self.backgrounds[self.level_index].update() dialogue = self.get_game().dialogue if self.countdown.active and dialogue.active and self.get_game().chemtrails.boys.amount > 0: if self.advance_prompt.check_first_press(): self.advance_prompt.press_first() elif self.advance_prompt.check_second_press(): self.countdown.deactivate() 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() else: self.time_elapsed += self.get_game().time_filter.get_last_frame_duration() Animation.update(self) if self.level_index == 0: self.kool_man.update() elif self.level_index == 1: self.visitor.update() self.alien_arm.update() elif self.level_index == 2: self.spoopy.update() self.sword.update() self.health.update() self.countdown.update() def update_dialogue(self): if self.active: dialogue = self.get_game().dialogue if dialogue.active: self.get_game().dialogue.update() if self.countdown.active: self.advance_prompt.update() class Countdown(GameChild): def __init__(self, parent): GameChild.__init__(self, parent) dsr = self.get_display_surface().get_rect() font = Font(self.get_resource(Dialogue.FONT_PATH), 76) self.heading = Sprite(self) self.heading.add_frame(font.render("CONTINUE?", True, (0, 0, 0), (255, 255, 255)).convert_alpha()) self.heading.location.midtop = dsr.centerx, 50 self.game_over = Sprite(self) self.game_over.add_frame(font.render("GAME OVER", True, (0, 0, 0), (255, 255, 255)).convert_alpha()) self.game_over.location.center = dsr.centerx, dsr.centery - 40 self.glyphs = [] for ii in range(10): glyph = Sprite(self) frame = Surface((140, 140)) frame.fill((255, 255, 255)) digits = font.render("%i" % ii, True, (0, 0, 0), (255, 255, 255)).convert_alpha() rect = digits.get_rect() rect.center = frame.get_rect().center frame.blit(digits, rect) glyph.add_frame(frame) glyph.location.center = dsr.centerx, dsr.centery - 30 self.glyphs.append(glyph) def reset(self): self.deactivate() def deactivate(self): self.active = False def activate(self): self.remaining = 9999 self.active = True def end_game(self): self.get_game().reset(True) def update(self): if self.active: if self.get_game().chemtrails.boys.amount > 0: self.heading.update() self.glyphs[int(self.remaining / 1000)].update() else: self.game_over.update() if not self.get_game().wipe.is_playing(): if self.remaining <= 0: self.get_game().wipe.start(self.end_game) self.remaining = 0 else: self.remaining -= self.get_game().time_filter.get_last_frame_duration() class Sword(Animation): SHIFT = 15 SPRITE_COUNT = 6 def __init__(self, parent): Animation.__init__(self, parent) swords = self.swords = [] for root in "Sword_kool_man/", "Sword_visitor/", "Sword_spoopy/": swords.append([[], [], [], [], [], []]) base_image_paths = sorted(iglob(join(self.get_resource(root), "*.png"))) if not self.get_configuration("display", "effects"): base_image_paths = [base_image_paths[0]] for path in base_image_paths: base = load(self.get_resource(path)).convert_alpha() for position in range(6): if position == NS.N or position == NS.S: rotated = rotate(base, 270) elif position == NS.NW: rotated = rotate(base, 45) elif position == NS.NE: rotated = rotate(base, 310) else: rotated = base surface = rotated.copy() colors = self.get_game().platform.get_color_pair_from_edge(position) color_a = Color(colors[0].r, colors[0].g, colors[0].b, 255) color_b = Color(colors[1].r, colors[1].g, colors[1].b, 255) rect = surface.get_rect() if position == NS.N or position == NS.S: surface.fill(color_a, (0, 0, rect.w / 2, rect.h), BLEND_RGBA_MIN) surface.fill(color_b, (rect.centerx, 0, rect.w / 2, rect.h), BLEND_RGBA_MIN) else: surface.fill(color_a, (0, 0, rect.w, rect.h / 2), BLEND_RGBA_MIN) surface.fill(color_b, (0, rect.centery, rect.w, rect.h / 2), BLEND_RGBA_MIN) swords[-1][position].append(surface) masks = self.masks = [] for alpha in range(16, 255, 16): surface = Surface((300, 300), SRCALPHA) surface.fill((255, 255, 255, alpha)) masks.append(surface) self.register(self.brandish, self.lower, self.swab) def reset(self): self.halt(self.brandish) self.halt(self.lower) self.halt(self.swab) self.next_index = 0 self.sprites = [] def brandish(self): level_index = self.parent.level_index position = self.parent.unbrandished.pop(0) offset = -self.SHIFT for ii, queued in enumerate(self.parent.queue): offset += self.SHIFT * (queued == position) if len(self.parent.unbrandished) == len(self.parent.queue) - ii - 1: break dsr = self.get_display_surface().get_rect() sprite = Sprite(self) for frame in self.swords[level_index][position]: sprite.add_frame(frame) if position in (NS.W, NS.E): sprite.location.centery = dsr.centery - 100 + offset if position == NS.W: sprite.location.centerx = dsr.centerx - 100 - offset else: sprite.location.centerx = dsr.centerx + 100 - offset elif position in (NS.N, NS.S): sprite.location.centerx = dsr.centerx - offset if position == NS.N: sprite.location.centery = dsr.centery - 170 + offset else: sprite.location.centery = dsr.centery + offset else: sprite.location.center = dsr.centerx - offset, dsr.centery - 100 self.sprites.append(sprite) self.get_audio().play_sfx("brandish") self.play(self.lower, delay=400, play_once=True) if len(self.parent.unbrandished) > 0: self.play(self.brandish, delay=self.get_configuration("time", "sword-delay"), play_once=True) if level_index == 1: self.parent.alien_arm.unhide() self.parent.alien_arm.set_frameset(str(position)) if len(self.parent.unbrandished) > 0: self.play(self.swab, delay=self.get_configuration("time", "sword-delay") - 42 * 4, play_once=True, position=position) def swab(self, position): if self.parent.level_index == 1: self.parent.alien_arm.set_frameset(f"{position}_{self.parent.unbrandished[0]}") def lower(self): if len(self.parent.unbrandished) == 0: self.parent.brandish_complete = True if self.parent.level_index == 1: self.parent.alien_arm.hide() def block(self): if len(self.sprites): self.sprites.pop(0) def update(self): Animation.update(self) for ii, sprite in enumerate(reversed(self.sprites)): if ii == len(self.sprites) - 1: substitute = None else: mask = self.masks[int(float(ii + 1) / len(self.sprites) * len(self.masks))] frame = sprite.get_current_frame() copy = frame.copy() copy.blit(mask, (0, 0), None, BLEND_RGBA_MIN) substitute = copy sprite.update(substitute=substitute) class Health(Meter): OFFSET = 4 def __init__(self, parent): Meter.__init__(self, parent) dsr = self.get_display_surface().get_rect() self.background = load(self.get_resource("HUD_boss.png")).convert() self.rect = self.background.get_rect() self.rect.midtop = dsr.centerx, self.OFFSET def setup(self): level_index = self.get_game().boss.level_index if level_index == 0: icon_index = 22 elif level_index == 1: icon_index = 17 elif level_index == 2: icon_index = 19 Meter.setup(self, self.background, self.rect, 52, (255, 0, 255), 100, "scrapeIcons/scrapeIcons_%i.png" % icon_index) def reset(self): self.setup() Meter.reset(self) def decrease(self, damage): self.change(-damage) self.parent.damage() if self.amount <= 0: self.amount = 0 self.get_audio().play_sfx("complete_pattern_1") self.get_audio().play_sfx("defeat") self.get_game().boss.finish_battle(True) else: self.parent.play(self.parent.cancel_flash, delay=1000, play_once=True) class Ending(Animation): TEXT = "Wow! You vanquished all the goons and skated like a pro, slime bag.\n" + \ "You made your father proud today. I love you, child.", def __init__(self, parent): Animation.__init__(self, parent) self.slime_bag = Sprite(self) self.slime_bag.load_from_path(self.get_resource("Introduction_slime_bag.png"), True) self.slime_bag.location.center = self.get_display_surface().get_rect().centerx, 300 self.tony_avatar = load(self.get_resource("Introduction_tony_avatar.png")).convert() self.advance_prompt = AdvancePrompt(self) self.register(self.start, self.start_wipe) def reset(self): self.deactivate() self.slime_bag.unhide() self.halt() self.text_index = 0 self.advance_prompt.reset() self.angle = choice((pi / 4, 3 * pi / 4, 5 * pi / 4, 7 * pi / 4)) def deactivate(self): self.active = False def activate(self): self.active = True self.play(self.start, delay=3000, play_once=True) font = Font(self.get_resource("rounded-mplus-1m-bold.ttf"), 64) time = self.get_game().title.get_formatted_time(self.get_game().most_recent_time) foreground = font.render(time, False, (180, 150, 20), (255, 255, 255)).convert_alpha() dsr = self.get_display_surface().get_rect() self.text = RainbowSprite(self, foreground, 180, 200) self.text.location.midtop = dsr.centerx, 80 self.get_game().tony.set_frameset("static") dialogue = self.get_game().dialogue dialogue.activate() dialogue.set_avatar(self.tony_avatar) dialogue.set_name("???") dialogue.show_text("") self.play(self.start_wipe, delay=20000, play_once=True) self.get_audio().play_bgm("end") def start(self): self.advance_prompt.cancel_first_press() dialogue = self.get_game().dialogue # dialogue.activate() # dialogue.set_avatar(self.tony_avatar) dialogue.set_name("Tony") dialogue.show_text(self.TEXT[0]) self.text_index = 0 def end_game(self): self.deactivate() self.get_game().reset(True) def start_wipe(self): self.get_game().wipe.start(self.end_game) def update(self): if self.active: Animation.update(self) dialogue = self.get_game().dialogue wipe = self.get_game().wipe # if not wipe.is_playing() and not self.is_playing(self.start) and not self.text_index == 2: # 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: # if self.text_index < len(self.TEXT) - 1: # pass # else: # self.start_wipe() # self.advance_prompt.cancel_first_press() self.get_game().logo.update() self.get_game().tony.update() self.slime_bag.update() dsr = self.get_display_surface().get_rect() if self.text.location.right > dsr.right or self.text.location.left < dsr.left: self.angle = reflect_angle(self.angle, 0) if self.text.location.right > dsr.right: self.text.move(dsr.right - self.text.location.right) else: self.text.move(dsr.left - self.text.location.left) if self.text.location.bottom > self.get_game().dialogue.avatar_box.location.top \ or self.text.location.top < dsr.top: self.angle = reflect_angle(self.angle, pi) if self.text.location.top < dsr.top: self.text.move(dy=dsr.top - self.text.location.top) else: self.text.move( dy=self.get_game().dialogue.avatar_box.location.top - \ self.text.location.bottom) dx, dy = get_delta(self.angle, 5, False) self.text.move(dx, dy) self.text.update() self.get_game().dialogue.update() # if not wipe.is_playing() and not self.is_playing(self.start): # self.advance_prompt.update()