# -*- coding: utf-8 -*- from random import randint, choice from math import pi from copy import copy from pygame import Surface, Color from pygame.mixer import Sound from pygame.image import load from pygame.transform import rotate, flip from pygame.time import get_ticks from pygame.font import Font from pygame.gfxdraw import aapolygon 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 from lib.pgfw.pgfw.gfx_extension import aa_filled_polygon class SoundEffect(GameChild, Sound): def __init__(self, parent, path, volume=1.0): GameChild.__init__(self, parent) Sound.__init__(self, path) self.display_surface = self.get_display_surface() self.initial_volume = volume self.set_volume(volume) def play(self, loops=0, maxtime=0, fade_ms=0, position=None, x=None): self.set_volume(self.initial_volume * self.get_configuration("audio", "sfx-volume")) channel = Sound.play(self, loops, maxtime, fade_ms) if x is not None: position = float(x) / self.display_surface.get_width() if position is not None and channel is not None: channel.set_volume(*self.get_panning(position)) return channel def get_panning(self, position): return 1 - max(0, ((position - .5) * 2)), \ 1 + min(0, ((position - .5) * 2)) class NS(Game, Animation): LNW, LNE, LSE, LSW = range(4) N, E, S, W, NE, NW = range(6) FRONT_WIDTH = 230 BACK_WIDTH = 500 LENGTH = 150 FRONT = 300 STEP = .4 def __init__(self): Game.__init__(self) 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.title = Title(self) self.introduction = Introduction(self) self.wipe = Wipe(self) self.platform = Platform(self) self.dialogue = Dialogue(self) self.chemtrails = Chemtrails(self) self.boss = Boss(self) self.last_press = get_ticks() self.register(self.unsuppress_restart) self.reset() def reset(self): self.suppressing_input = False self.suppress_restart = False self.game_over = False self.title.reset() self.wipe.reset() self.introduction.reset() self.boss.reset() self.chemtrails.reset() self.platform.reset() self.dialogue.reset() def suppress_input(self): self.suppressing_input = True self.platform.unpress() def unsuppress_input(self): self.suppressing_input = False def respond(self, event): 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 if event.key in (K_UP, K_o): lights[NS.LNW].pressed = pressed if self.game_over and not self.suppress_restart: self.reset() 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 self.last_press = get_ticks() else: if self.get_delegate().compare(event, "reset-game"): self.reset() def finish_battle(self, win): self.game_over = True font = Font(self.get_resource("rounded-mplus-1m-bold.ttf"), 128) text = font.render("YOU WIN" if win else "GAME OVER", True, Color("white")) self.message = Sprite(self) self.message.add_frame(text) self.message.location.center = self.get_display_surface().get_rect().center self.boss.halt(self.boss.brandish) self.boss.sword.reset() self.boss.queue = [] self.boss.brandish_complete = True if win: self.boss.set_frameset(0) self.suppress_restart = True self.play(self.unsuppress_restart, delay=4000, play_once=True) def unsuppress_restart(self): self.suppress_restart = False font = Font(self.get_resource("rounded-mplus-1m-bold.ttf"), 48) text = font.render("(PRESS BLUE TO RESTART)", True, Color("white")) self.restart_message = Sprite(self) self.restart_message.add_frame(text) dsr = self.get_display_surface().get_rect() self.restart_message.location.center = dsr.centerx, dsr.centery + 80 def update(self): Animation.update(self) self.title.update() self.introduction.update() self.boss.update() if not self.introduction.active: self.platform.update() self.chemtrails.update() self.boss.update_dialogue() if self.game_over: self.message.update() if not self.suppress_restart: self.restart_message.update() self.wipe.update() class Title(GameChild): def __init__(self, parent): GameChild.__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.slime_bag = Sprite(self) self.slime_bag.load_from_path(self.get_resource("Title_slime_bag.png"), True) self.slime_bag.location.bottomleft = dsr.bottomleft image = load(self.get_resource("Title_border.png")).convert() image.set_colorkey((0, 0, 0)) self.border = RainbowSprite(self, image, 30) self.border.location.center = dsr.centerx, dsr.bottom - 100 self.text = Sprite(self) self.text.load_from_path(self.get_resource("Title_text.png"), True, False, (255, 0, 0)) self.text.load_from_path(self.get_resource("Title_text_half.png"), True, False, (255, 0, 0)) self.text.add_frameset([0], name="full", switch=True) self.text.add_frameset([1], name="half") self.text.location.center = dsr.centerx, dsr.bottom - 100 self.angle = choice((pi / 4, 3 * pi / 4, 5 * pi / 4, 7 * pi / 4)) def reset(self): self.activate() self.first_pressed = False self.first_pressed_elapsed = 0 self.text.set_frameset("full") def activate(self): self.active = True def deactivate(self): self.active = False def activate_introduction(self): self.deactivate() self.get_game().introduction.activate() def update(self): if self.active: ds = self.get_display_surface() ds.fill((255, 255, 255)) dsr = ds.get_rect() if self.plank.location.right > dsr.right or self.plank.location.left < dsr.left: self.angle = reflect_angle(self.angle, 0) if self.plank.location.right > dsr.right: self.plank.move(dsr.right - self.plank.location.right) else: self.plank.move(dsr.left - self.plank.location.left) if self.plank.location.bottom > dsr.bottom or self.plank.location.top < dsr.top: self.angle = reflect_angle(self.angle, pi) if self.plank.location.bottom > dsr.bottom: self.plank.move(dy=dsr.bottom - self.plank.location.bottom) else: self.plank.move(dy=dsr.top - self.plank.location.top) dx, dy = get_delta(self.angle, 2, False) self.plank.move(dx, dy) self.plank.update() self.slime_bag.update() wipe = self.get_game().wipe if not self.first_pressed and self.get_game().platform.get_edge_pressed() == NS.N: self.first_pressed = True self.first_pressed_elapsed = 0 self.text.set_frameset("half") elif not wipe.is_playing() and self.first_pressed and \ self.get_game().platform.get_edge_pressed() == NS.NW: wipe.start(self.activate_introduction) elif self.first_pressed: self.first_pressed_elapsed += self.get_game().time_filter.get_last_frame_duration() if self.first_pressed_elapsed > 4000: self.first_pressed = False self.first_pressed_elapsed = 0 self.text.set_frameset("full") self.border.update() self.text.update() 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, interval=70) 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 def reset(self): self.halt() self.deactivate() self.first_pressed = False self.first_press_elapsed = 0 def deactivate(self): 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)) 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.play() def build_frame(self): self.text_index += 1 if self.text_index == len(self.full_text): self.halt() def show_all(self): 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) 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 Introduction(Animation): TEXT = "Hey, you lizard slime bag. It's me Giant Tony. " + \ "Do you think you\ncan skate like me? Prove it!", \ "I'll even give you my board for this adventure. And ink my name\n" + \ "on it. Now the power of Giant Tony pulses through you.", \ "Before you go, show me you can scrape! Use your board to touch\n" + \ "the glowing pads on the platform!", \ "Great job, lizard scum! Maybe now you're ready to take on Kool\n" + \ "Man and his friends. Don't let me down!" SKATEBOARD_START = -30, -20 TUTORIAL_MOVES = NS.S, NS.NE, NS.N, NS.E, NS.NW, NS.W, NS.E, NS.W def __init__(self, parent): Animation.__init__(self, parent) self.tony = load(self.get_resource("Big_Tony.png")).convert() self.skateboard = Sprite(self) self.skateboard.load_from_path(self.get_resource("Introduction_skateboard.png"), True) self.slime_bag = Sprite(self) self.slime_bag.load_from_path(self.get_resource("Introduction_slime_bag.png"), True) self.slime_bag.load_from_path(self.get_resource("Introduction_slime_bag_board.png"), True) self.slime_bag.add_frameset([0], name="standing", switch=True) self.slime_bag.add_frameset([1], name="board") self.slime_bag.location.center = self.get_display_surface().get_rect().center self.tony_avatar = load(self.get_resource("Introduction_tony_avatar.png")).convert() self.advance_prompt = AdvancePrompt(self) self.skip_prompt = SkipPrompt(self, self.start_wipe) self.register(self.start, self.move_board, self.take_board) def reset(self): self.deactivate() self.slime_bag.set_frameset("standing") self.slime_bag.unhide() self.halt() self.skateboard.hide() self.text_index = 0 self.tutorial_index = 0 self.advance_prompt.reset() self.skip_prompt.reset() def deactivate(self): self.active = False def activate(self): self.active = True self.play(self.start, delay=3000, play_once=True) 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("???") dialogue.show_text(self.TEXT[0]) self.text_index = 0 def give_board(self): self.skateboard.location.center = self.SKATEBOARD_START self.skateboard_step = get_step(self.skateboard.location.center, self.slime_bag.location.center, 2) self.skateboard.unhide() self.play(self.move_board) def move_board(self): self.skateboard.move(*self.skateboard_step) if self.skateboard.location.colliderect(self.slime_bag.location.inflate(-30, -30)): self.halt(self.move_board) self.play(self.take_board, delay=2000, play_once=True) def take_board(self): self.skateboard.hide() self.slime_bag.set_frameset("board") def activate_boss(self): self.deactivate() self.get_game().boss.start_level() def start_wipe(self): self.get_game().wipe.start(self.activate_boss) 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: self.text_index += 1 if self.text_index == 1: dialogue.set_name("Tony") self.give_board() elif self.text_index == 2: self.slime_bag.hide() self.halt(self.move_board) self.take_board() platform = self.get_game().platform platform.activate() platform.set_glowing(platform.get_buttons_from_edges( [self.TUTORIAL_MOVES[self.tutorial_index]])) self.get_game().chemtrails.activate() dialogue.show_text(self.TEXT[self.text_index]) else: self.start_wipe() self.get_game().platform.unpress() self.advance_prompt.cancel_first_press() elif self.text_index == 2: platform = self.get_game().platform if platform.get_edge_pressed() == self.TUTORIAL_MOVES[self.tutorial_index]: self.tutorial_index += 1 if self.tutorial_index == len(self.TUTORIAL_MOVES): self.text_index += 1 self.advance_prompt.cancel_first_press() platform.set_glowing([]) dialogue.show_text(self.TEXT[self.text_index]) else: platform.set_glowing(platform.get_buttons_from_edges( [self.TUTORIAL_MOVES[self.tutorial_index]])) self.get_display_surface().blit(self.tony, (0, 0)) self.slime_bag.update() self.skateboard.update() self.get_game().platform.update() 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 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]) 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) elif self.press_index == 1 and platform.get_edge_pressed() == NS.NE: self.press_index += 1 self.set_frameset(3) elif self.press_index == 2 and platform.get_edge_pressed() == NS.W: self.callback() 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") def check_second_press(self): return self.first_pressed and self.get_game().platform.get_edge_pressed() == NS.NW 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) 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() 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 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.blink) \ and self.in_orientation(boss.queue[chemtrails.queue_index]): self.play(self.blink) elif self.is_playing(self.blink) 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(GameChild): TIME_LIMIT = 8000 TIME_ADDITION = 1000 def __init__(self, parent): GameChild.__init__(self, parent) self.image = load(self.get_resource("Chemtrails.png")).convert_alpha() 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() if not self.get_game().introduction.active: if self.get_game().boss.queue: self.timer.tick() self.attack() if self.timer.time_remaining < 0: self.life.decrease() if not self.get_game().game_over: self.timer.reset() self.get_game().boss.combo() # font = Font(self.get_resource("rounded-mplus-1m-bold.ttf"), 24) # text = font.render("%.2f" % max(0, self.timer_remaining / 1000.0), True, Color("white")) # rect = text.get_rect() # ds = self.get_display_surface() # rect.topright = ds.get_rect().topright # ds.blit(text, rect) 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) boss.health.decrease(5) self.queue_index += 1 if self.queue_index == len(queue): self.timer.reset() self.get_game().boss.combo() 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 == NS.N: rect = self.image.get_rect() rect.center = ds.get_width() / 2, NS.FRONT - 30 + dy ds.blit(self.image, rect.topleft) self.orientation = NS.N elif edge == NS.E: image = rotate(self.image, 270) rect = image.get_rect() rect.center = ds.get_width() / 2 + NS.FRONT_WIDTH / 2, \ NS.FRONT + NS.LENGTH * NS.STEP + 10 + dy ds.blit(image, rect.topleft) self.orientation = NS.E elif edge == NS.S: rect = self.image.get_rect() rect.center = ds.get_width() / 2, \ NS.FRONT + NS.LENGTH - NS.LENGTH * NS.STEP - 20 + dy ds.blit(self.image, rect.topleft) self.orientation = NS.S elif edge == NS.W: image = rotate(self.image, 270) rect = image.get_rect() rect.center = ds.get_width() / 2 - NS.FRONT_WIDTH / 2 + 70, \ NS.FRONT + NS.LENGTH * NS.STEP + 10 + dy ds.blit(image, rect.topleft) self.orientation = NS.W elif edge == NS.NW: image = rotate(self.image, 315) rect = image.get_rect() rect.center = ds.get_width() / 2 + 45, \ NS.FRONT + NS.LENGTH * NS.STEP - 40 + dy ds.blit(image, rect.topleft) self.orientation = NS.NW elif edge == NS.NE: image = rotate(self.image, 45) rect = image.get_rect() rect.center = ds.get_width() / 2 - 30, \ NS.FRONT + NS.LENGTH * NS.STEP - 50 + dy ds.blit(image, rect.topleft) self.orientation = NS.NE else: self.orientation = None class Timer(GameChild): TEXT = u"\u25F7" BAR_POSITION = 448, 11 MAX_TIME = 12000 START_TIME = 8000 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): if self.count > 0: self.count -= 1 if self.count <= 0: self.count = 0 self.get_game().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(RainbowSprite): def __init__(self, parent): RainbowSprite.__init__(self, parent, load("resource/Kool_man.png").convert_alpha(), 30) self.health = Health(self) self.sword = Sword(self) self.register(self.brandish, self.cancel_flash, self.show_dialogue) self.add_frameset([0], name="normal") self.kool_man_avatar = load(self.get_resource("resource/Kool_man_avatar.png")).convert() self.advance_prompt = AdvancePrompt(self) def cancel_flash(self): self.set_frameset("normal") def start_level(self): self.activate() dialogue = self.get_game().dialogue dialogue.deactivate() dialogue.set_avatar(self.kool_man_avatar) dialogue.set_name("Kool Man") self.play(self.show_dialogue, delay=3000, play_once=True) self.get_game().platform.activate() self.get_game().chemtrails.activate() def show_dialogue(self): dialogue = self.get_game().dialogue dialogue.activate() dialogue.show_text("You'll never be able to block my sword, you lizard slime!" + " See if you\ncan keep up with these moves!") def reset(self): self.deactivate() self.unhide() self.cancel_flash() self.halt(self.cancel_flash) self.health.reset() self.halt(self.brandish) self.sword.reset() self.advance_prompt.reset() # self.combo() 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 = [] choices = range(6) if self.health.amount > 90: length = 1 elif self.health.amount > 70: length = 2 elif self.health.amount > 40: length = 3 else: length = 4 while len(self.queue) < length: while True: orientation = randint(0, 5) if not self.queue or orientation != self.queue[-1]: self.queue.append(orientation) break self.unbrandished = copy(self.queue) self.brandish_complete = False self.sword.play(self.sword.brandish, play_once=True) self.get_game().chemtrails.challenge() 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() self.combo() self.advance_prompt.cancel_first_press() RainbowSprite.update(self) # self.get_display_surface().blit(self.image, (0, 0)) 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(Sprite): def __init__(self, parent): Sprite.__init__(self, parent) image = load(self.get_resource("Sword.png")).convert_alpha() self.add_frame(image) for angle in 270, 315, 45: self.add_frame(rotate(image, angle)) self.add_frameset([0], name="vertical") self.add_frameset([1], name="horizontal") self.add_frameset([2], name="rdiagonal") self.add_frameset([3], name="ldiagonal") self.set_frameset("vertical") self.location.center = self.get_display_surface().get_rect().center self.register(self.brandish, self.lower) def reset(self): self.halt(self.brandish) self.halt(self.lower) self.hide() def brandish(self): self.unhide() position = self.parent.unbrandished.pop(0) dsr = self.get_display_surface().get_rect() if position in (NS.W, NS.E): self.set_frameset("vertical") self.location.centery = dsr.centery - 100 if position == NS.W: self.location.centerx = dsr.centerx - 100 else: self.location.centerx = dsr.centerx + 100 elif position in (NS.N, NS.S): self.set_frameset("horizontal") self.location.centerx = dsr.centerx if position == NS.N: self.location.centery = dsr.centery - 200 else: self.location.centery = dsr.centery else: if position == NS.NW: self.set_frameset("ldiagonal") else: self.set_frameset("rdiagonal") self.location.center = dsr.centerx, dsr.centery - 100 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.parent.brandish_complete = True def update(self): Sprite.update(self) 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 if self.amount <= 0: self.amount = 0 self.get_game().finish_battle(True) else: self.parent.play(self.parent.cancel_flash, delay=1000, play_once=True) self.parent.set_frameset(0) 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)