ibitfit/scale_sieve/ScaleSieve.py

528 lines
18 KiB
Python

# -*- coding: utf-8 -*-
from random import randint, randrange, choice
from pygame import Surface, PixelArray, Rect
from pygame.draw import aalines, polygon
from pygame.font import Font
from pygame.locals import *
from scale_sieve.pgfw.Game import Game
from scale_sieve.pgfw.GameChild import GameChild
from scale_sieve.pgfw.Sprite import Sprite
class ScaleSieve(Game):
def __init__(self):
Game.__init__(self)
self.background = Surface(self.display.screen.get_size())
self.background.fill((255, 80, 190))
self.title.activate()
def set_children(self):
Game.set_children(self)
self.title = Title(self)
self.sieve = Sieve(self)
self.triangles = Triangles(self)
self.acid = Acid(self)
self.static = Static(self)
def update(self):
self.title.update()
if self.triangles.active:
self.display.screen.blit(self.background, (0, 0))
self.triangles.update()
self.sieve.update()
self.static.update()
class Title(GameChild):
def __init__(self, parent):
GameChild.__init__(self, parent)
self.display_surface = self.get_display_surface()
self.delegate = self.parent.delegate
bg_color = (255, 222, 173)
self.background = surface = Surface(self.display_surface.get_size())
tile = Surface((2, 2))
tile.fill(bg_color)
tile.set_at((0, 1), (220, 119, 41))
tile.set_at((1, 0), (220, 119, 41))
for y in xrange(0, surface.get_height(), 2):
for x in xrange(0, surface.get_width(), 2):
surface.blit(tile, (x, y))
font = Font(self.get_resource("display", "title-font-path"), 20)
font.set_italic(True)
font.set_bold(True)
self.captions = captions = Sprite(self), Sprite(self)
colors = (255, 204, 0), (0, 68, 170), (255, 255, 255), (128, 128, 128), \
(220, 119, 41)
texts = ["", ""]
for ii, text in \
enumerate(self.get_configuration("display",
"caption").upper().split()):
texts[ii] += "" * (5 if ii else 3)
for ch in text:
texts[ii] += ch + " "
texts[ii] = texts[ii].strip() + "" * (5 if ii else 3)
for _ in xrange(25):
color = choice(colors)
captions[0].add_frame(font.render(texts[0], True, color, (220, 208, 255)))
captions[1].add_frame(font.render(texts[1], True, color, (220, 208, 255)))
cx = self.display_surface.get_rect().centerx
captions[0].location.center = cx, 301
captions[1].location.center = cx, 398
self.scoreboard = Scoreboard(self)
self.subscribe(self.respond)
def respond(self, event):
if self.active:
if self.delegate.compare(event, "advance"):
self.deactivate()
self.parent.triangles.activate()
self.parent.sieve.activate()
self.parent.static.activate()
def activate(self):
self.active = True
self.scoreboard.activate()
def deactivate(self):
self.active = False
def update(self):
if self.active:
self.display_surface.blit(self.background, (0, 0))
for caption in self.captions:
caption.update()
self.scoreboard.update()
class Strip(Sprite):
LEFT, RIGHT = range(2)
def __init__(self, parent):
Sprite.__init__(self, parent)
self.deactivate()
self.display_surface = self.get_display_surface()
self.delegate = self.get_game().delegate
self.hshifts = Shift(self, 1, "shift-2"), Shift(self, -1, "shift-2")
self.add_frames()
self.subscribe(self.respond)
def deactivate(self):
self.active = False
def reset(self):
for shift in self.hshifts:
shift.reset()
def add_frames(self):
pass
def respond(self, event):
if self.active:
compare = self.delegate.compare
if compare(event, "left") or compare(event, "left", True):
self.hshifts[self.LEFT].active = not event.cancel
elif compare(event, "right") or compare(event, "right", True):
self.hshifts[self.RIGHT].active = not event.cancel
def activate(self):
self.active = True
def update(self):
if self.active:
for shift in self.hshifts:
shift.update()
if shift.time:
self.move(shift.get_change())
Sprite.update(self)
class Shift(GameChild):
def __init__(self, parent, direction, nodeset):
GameChild.__init__(self, parent)
self.direction = direction
self.reset()
self.timer = self.get_game().time_filter
self.nodeset = self.get_game().interpolator.get_nodeset(nodeset)
def reset(self):
self.active = False
self.time = 0
def update(self):
least, greatest = self.nodeset[0].x, self.nodeset[-1].x
if self.active and self.time < greatest:
self.time = min(self.time + self.timer.get_last_frame_duration(),
greatest)
elif not self.active and self.time > least:
self.time = max(self.time - self.timer.get_last_frame_duration(),
least)
def get_change(self):
return self.nodeset.get_y(self.time) * self.direction
class Scoreboard(Strip):
def __init__(self, parent):
Strip.__init__(self, parent)
surface = Surface((380, 80))
surface.fill((255, 255, 255))
self.add_frame(surface)
self.location.center = self.display_surface.get_rect().centerx, 350
class Sieve(Strip):
UP, DOWN = range(2)
def __init__(self, parent):
Strip.__init__(self, parent)
self.delegate = self.get_game().delegate
self.electric = Electric(self)
self.add_location(offset=(self.location.w, 0))
def add_frames(self):
bar_locations = []
self.bar_rects = bar_rects = []
x = 0
sh = 30
nodeset = self.get_game().interpolator.get_nodeset("scale")
self.bar_w = bar_w = 3
self.gaps = gaps = []
while x < nodeset[-1].x:
bar_locations.append(x)
bar_rects.append(Rect(x, 0, bar_w, sh))
gaps.append(nodeset.get_y(x, natural=True))
x += gaps[-1]
surface = Surface((x, sh))
transparent_color = (255, 0, 255)
surface.fill(transparent_color)
surface.set_colorkey(transparent_color)
frames = surface, surface.copy()
colors = (0, 255, 0), (153, 0, 204)
for x in bar_locations:
bar_rects.append(Rect(x + surface.get_width(), 0, bar_w, sh))
for ii, frame in enumerate(frames):
frame.fill(colors[ii], (x, 0, bar_w, sh))
frame.fill(colors[ii - 1], (x + 1, 1, 1, sh - 2))
for frame in frames:
self.add_frame(frame)
def reset(self):
Strip.reset(self)
self.location.centerx = self.display_surface.get_rect().centerx
self.locations[1].centerx = self.location.centerx + self.location.w
def update(self):
if self.active:
if self.location.right < 0:
self.move(self.location.w)
if self.locations[1].left > self.display_surface.get_width():
self.move(-self.location.w)
for location in self.locations:
location.bottom = self.parent.acid.get_top()
self.electric.location.centery = self.location.centery + 13
self.electric.update()
for rect in self.bar_rects:
rect.centery = self.location.centery
Strip.update(self)
class Electric(Sprite):
def __init__(self, parent):
Sprite.__init__(self, parent)
self.display_surface = self.get_display_surface()
self.add_frames()
def add_frames(self):
surface = Surface((self.display_surface.get_width(),
self.parent.location.h - 10))
frames = surface, surface.copy()
colors = (255, 255, 0), (100, 89, 213)
pixel_arrays = PixelArray(frames[0]), PixelArray(frames[1])
for x in xrange(len(pixel_arrays[0])):
for y in xrange( len(pixel_arrays[0][0])):
pixel_arrays[0][x][y] = colors[(y + x) % 2]
pixel_arrays[1][x][y] = colors[(y + x + 1) % 2]
for pixels in pixel_arrays:
del pixels
for frame in frames:
self.add_frame(frame)
class Triangles(GameChild, list):
def __init__(self, parent):
GameChild.__init__(self, parent)
self.deactivate()
self.display_surface = self.get_display_surface()
self.delegate = self.get_game().delegate
self.booster = Shift(self, 1, "boost")
self.reset()
self.subscribe(self.respond)
def deactivate(self):
self.active = False
def reset(self):
list.__init__(self, [])
self.streak = 0
self.score = 0
self.booster.reset()
def populate(self):
if not self:
self.append(Triangle(self))
self[-1].location.bottom = 0
self.set_next_gap()
while self[-1].location.top > -self.display_surface.get_height():
self.append(Triangle(self))
self[-1].location.bottom = self[-2].location.top - self.next_gap
self.set_next_gap()
def set_next_gap(self):
self.next_gap = randint(500, 800)
def respond(self, event):
if self.active:
compare = self.delegate.compare
if compare(event, "down") or compare(event, "down", True):
self.booster.active = not event.cancel
def get_boost(self):
return self.booster.get_change()
def activate(self):
self.active = True
def update(self):
if self.active:
self.populate()
self.booster.update()
if self[0].location.collidelist(self.parent.sieve.locations) != -1:
sieve = self.parent.sieve
if self[0].location.colliderect(sieve.electric.location):
self.parent.acid.increase()
self.streak += 1
self.score += self.streak ** .8 + \
self.parent.acid.get_volume() * 5 + \
self[0].count
self.remove(self[0])
else:
for br in sieve.bar_rects:
for tr in self[0].collision_rects:
if tr.move((self[0].location.left,
0)).colliderect(br.move((sieve.location.left,
0))):
self.remove(self[0])
self.parent.static.increase()
self.streak = 0
break
for triangle in self:
triangle.update()
class Triangle(Sprite):
def __init__(self, parent):
Sprite.__init__(self, parent)
mark = randint(112, 328)
sieve = self.parent.parent.sieve
gaps = sieve.gaps
start = randrange(0, len(gaps))
widths = [gaps[start]]
while sum(widths) < mark:
widths.append(gaps[(start + len(widths)) % len(gaps)])
surface = Surface((sum(widths), 20))
surface.set_colorkey((0, 0, 0))
x = 0
height = surface.get_height()
margin = 26
self.collision_rects = collision_rects = []
for width in widths:
x += sieve.bar_w
points = (x + margin / 2, height - 2), \
(x + width - margin / 2 - 1, height - 2), \
(x + width / 2.0, 1)
polygon(surface, (60, 255, 220), points)
collision_rects.append(Rect(points[0], (width - margin - 1, 1)))
x += width - sieve.bar_w
self.add_frame(surface)
self.location.centerx = self.get_display_surface().get_rect().centerx
self.count = len(widths)
def update(self):
self.move(dy=9.5 * self.get_game().acid.get_volume() + 3.8 + \
self.parent.get_boost())
for rect in self.collision_rects:
rect.bottom = self.location.bottom
Sprite.update(self)
class Acid(GameChild):
def __init__(self, parent):
GameChild.__init__(self, parent)
self.display_surface = self.get_display_surface()
self.level_r = 80, 320
self.nodeset = self.get_game().interpolator.get_nodeset("volume")
self.reset()
def reset(self):
self.substance = 0
def get_top(self):
return self.display_surface.get_height() - self.get_level()
def get_level(self):
return self.get_volume() * (self.level_r[1] - self.level_r[0]) + \
self.level_r[0]
def get_volume(self):
return self.nodeset.get_y(self.substance)
def increase(self):
self.substance += 1
class Static(Sprite):
def __init__(self, parent):
Sprite.__init__(self, parent, 120)
self.deactivate()
self.delegate = self.get_game().delegate
self.increaser = Shift(self, 1, "intensity")
self.total = Total(self)
self.reset()
self.add_frames()
self.subscribe(self.respond)
def deactivate(self):
self.active = False
def reset(self):
self.complete = False
self.intensity = 0
self.increaser.reset()
def add_frames(self):
surface = Surface(self.get_display_surface().get_size())
frames = surface, surface.copy(), surface.copy(), surface.copy()
tiles = []
for _ in xrange(32):
tiles.append(Surface((16, 16)))
pixel_arrays = []
for tile in tiles:
pixel_arrays.append(PixelArray(tile))
colors = (0, 0, 0), (64, 64, 64), (128, 128, 128), (196, 196, 196), \
(255, 255, 255)
for x in xrange(len(pixel_arrays[0])):
for y in xrange(len(pixel_arrays[0][0])):
for pixels in pixel_arrays:
pixels[x][y] = choice(colors)
for pixels in pixel_arrays:
del pixels
del pixel_arrays
for frame in frames:
for y in xrange(0, frame.get_height(), tiles[0].get_height()):
for x in xrange(0, frame.get_width(), tiles[0].get_width()):
frame.blit(choice(tiles), (x, y))
self.add_frame(frame)
def respond(self, event):
if self.active and self.complete:
if self.delegate.compare(event, "advance"):
self.total.deactivate()
self.deactivate()
self.reset()
self.parent.acid.reset()
self.parent.triangles.reset()
self.parent.sieve.reset()
self.parent.title.activate()
def increase(self):
self.intensity += self.increaser.get_change()
print self.increaser.get_change()
if self.intensity > 1:
self.intensity = 1
self.increaser.time += 12000
if self.increaser.time >= self.increaser.nodeset[-1].x + 5000:
self.increaser.time = self.increaser.nodeset[-1].x + 5000
def activate(self):
self.active = True
def update(self):
if self.active:
if not self.complete and self.intensity >= .65:
self.complete = True
self.parent.sieve.deactivate()
self.parent.triangles.deactivate()
self.set_alpha(255)
self.total.load()
elif not self.complete:
self.set_alpha(int(self.intensity * 255))
if self.intensity > 0:
self.intensity *= .998
self.increaser.update()
Sprite.update(self)
self.total.update()
class Total(Sprite):
def __init__(self, parent):
Sprite.__init__(self, parent, 68)
self.deactivate()
self.font = Font(self.get_resource("display", "score-font-path"), 48)
self.font.set_italic(True)
def deactivate(self):
self.active = False
def load(self):
self.clear_frames()
score = ""
for ch in str(int(round(self.get_game().triangles.score))):
score += ch + " "
score += "¥"
colors = (255, 255, 80), (80, 255, 255), (255, 80, 255), \
(255, 120, 60), (60, 255, 120), (120, 60, 255)
template = Surface((self.display_surface.get_width(), 100))
transparent_color = (255, 0, 255)
template.fill(transparent_color)
template.set_colorkey(transparent_color)
tr = template.get_rect()
template.fill((255, 0, 0), (0, 20, tr.w, 1))
template.fill((255, 128, 128), (0, 21, tr.w, 1))
for y in xrange(22, 78, 2):
template.fill((255, 255, 255), (0, y, tr.w, 1))
template.fill((255, 128, 128), (0, 78, tr.w, 1))
template.fill((255, 0, 0), (0, 79, tr.w, 1))
for _ in xrange(20):
surface = template.copy()
polygon(surface, choice(colors), ((tr.centerx - 7, 19),
(tr.centerx, 0),
(tr.centerx + 7, 19)))
text = self.font.render(score, True, choice(colors))
rect = text.get_rect()
rect.center = tr.centerx, tr.centery + 2
surface.blit(text, rect)
polygon(surface, choice(colors), ((tr.centerx - 7, 80),
(tr.centerx, tr.h - 1),
(tr.centerx + 7, 80)))
self.add_frame(surface)
self.location.center = self.display_surface.get_rect().center
self.active = True
def update(self):
if self.active:
Sprite.update(self)