scrapeboard/NS.py

685 lines
24 KiB
Python

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
from pygame.time import get_ticks
from pygame.font import Font
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_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):
NW, NE, SE, SW = 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.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()
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[0].pressed = pressed
if self.game_over and not self.suppress_restart:
self.reset()
elif event.key in (K_RIGHT, K_p):
lights[1].pressed = pressed
elif event.key in (K_DOWN, K_SEMICOLON):
lights[2].pressed = pressed
elif event.key in (K_LEFT, K_l):
lights[3].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()
self.platform.update()
self.chemtrails.update()
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 Introduction(Animation):
def __init__(self, parent):
Animation.__init__(self, parent)
self.tony = load(self.get_resource("Big_Tony.png"))
def reset(self):
self.deactivate()
def deactivate(self):
self.active = False
def activate(self):
self.active = True
def update(self):
if self.active:
Animation.update(self)
self.get_display_surface().blit(self.tony, (0, 0))
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().suppressing_input = True
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().suppressing_input = False
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.NW),
Light(self, "magenta", NS.NE),
Light(self, "yellow", NS.SE),
Light(self, "white", NS.SW)
]
def reset(self):
self.deactivate()
for light in self.lights:
light.reset()
def deactivate(self):
self.active = False
def activate(self):
self.active = True
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.NW in pressed and NS.NE in pressed:
return NS.N
elif NS.NE in pressed and NS.SW in pressed:
return NS.NE
elif NS.NE in pressed and NS.SE in pressed:
return NS.E
elif NS.NW in pressed and NS.SE in pressed:
return NS.NW
elif NS.SE in pressed and NS.SW in pressed:
return NS.S
elif NS.SW in pressed and NS.NW in pressed:
return NS.W
def update(self):
if self.active:
for light in self.lights:
light.update()
class Light(Animation):
def __init__(self, parent, color, position):
Animation.__init__(self, parent)
self.color = Color(color)
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.NW:
self.points = frontleft, frontmid, mid, midleft
elif self.position == NS.NE:
self.points = frontmid, frontright, midright, mid
elif self.position == NS.SE:
self.points = mid, midright, backright, backmid
elif self.position == NS.SW:
self.points = midleft, mid, backmid, backleft
self.register(self.blink, interval=300)
def reset(self):
self.hidden = False
self.halt(self.blink)
self.reset_timer()
def blink(self):
self.hidden = not self.hidden
def update(self):
Animation.update(self)
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()
if not self.hidden:
aa_filled_polygon(self.get_display_surface(), self.points, self.color)
def in_orientation(self, orientation):
if self.position == NS.NW:
return orientation in (NS.N, NS.NW, NS.W)
elif self.position == NS.NE:
return orientation in (NS.N, NS.NE, NS.E)
elif self.position == NS.SE:
return orientation in (NS.NW, NS.E, NS.S)
elif self.position == NS.SW:
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)
def reset(self):
self.deactivate()
self.life.reset()
self.timer_remaining = self.TIME_LIMIT
def deactivate(self):
self.active = False
def activate(self):
self.active = True
def challenge(self):
self.timer_remaining = self.TIME_LIMIT
self.queue_index = 0
def update(self):
if self.active:
self.orient()
if self.get_game().boss.queue:
self.timer_remaining -= self.get_game().time_filter.get_last_frame_duration()
self.attack()
if self.timer_remaining < 0:
self.life.decrease()
if not self.get_game().game_over:
self.timer_remaining = self.TIME_LIMIT
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.life.update()
def attack(self):
boss = self.get_game().boss
queue = boss.queue
if self.orientation == queue[self.queue_index]:
self.timer_remaining += self.TIME_ADDITION
boss.health.decrease(5)
self.queue_index += 1
if self.queue_index == len(queue):
self.timer_remaining = self.TIME_LIMIT
self.get_game().boss.combo()
self.get_game().platform.reset()
def orient(self):
ds = self.get_display_surface()
edge = self.get_game().platform.get_edge_pressed()
if edge == NS.N:
rect = self.image.get_rect()
rect.center = ds.get_width() / 2, NS.FRONT - 30
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
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
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
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
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
ds.blit(image, rect.topleft)
self.orientation = NS.NE
else:
self.orientation = None
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/Koolaid.png").convert_alpha(), 30)
self.health = Health(self)
self.sword = Sword(self)
self.register(self.brandish, self.cancel_flash)
self.add_frameset([0], name="normal")
def cancel_flash(self):
self.set_frameset("normal")
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.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:
RainbowSprite.update(self)
# self.get_display_surface().blit(self.image, (0, 0))
self.sword.update()
self.health.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):
WIDTH = 200
HEIGHT = 32
COLOR = "yellow"
def __init__(self, parent):
GameChild.__init__(self, parent)
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):
surface = Surface((int(self.WIDTH * (self.amount / 100.0)), self.HEIGHT))
surface.fill(Color(self.COLOR))
surface.set_alpha(255)
font = Font(self.get_resource("rounded-mplus-1m-bold.ttf"), 14)
text = font.render("HEALTH", True, Color("black"))
# surface.blit(text, (8, 0))
self.get_display_surface().blit(surface, (0, 0))