Files
Super-HUGS-Revolution-98/ingame.py

520 lines
24 KiB
Python

###########################################
# Created on 1-7-2013. Miguel Angel Astor #
###########################################
import math
import copy
import random
import pygame
try:
import android
except ImportError:
android = None
import math_utils
import player
import background
import imloader
import actor
from state import BaseState, VALID_STATES
class InGameState(BaseState):
def __init__(self):
BaseState.__init__(self)
random.seed(None)
self.background_color = (125, 158, 192)
self.next_transition = VALID_STATES['SCORE']
self.cursor_x = 0
self.cursor_y = 0
self.user_click = False
self.cancel = False
self.time_left = 160
self.then = pygame.time.get_ticks()
self.wave = 0
self.done = False
self.max_npc = 15
self.create_huggable = False
self.change_angle = False
self.bckg_x = 0
self.bckg_y = 0
self.explosions = set()
self.npcs = set()
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_idle_front.png')
self.player = actor.OmnidirectionalActor(0, play_img, "Player", True)
self.player.set_fps(5)
self.player.set_angle(math_utils.PI / 2.0)
self.player.set_velocity([0, 0])
self.spawners = set()
for i in range(8):
spawner = actor.BaseActor(40 + i + 1, None, "Spawner " + str(i))
self.spawners.add(spawner)
# Add idle frames to the player:
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_idle_side.png')
self.player.add_idle_frame(play_img)
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_idle_front.png')
self.player.add_idle_frame(play_img)
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_idle_side2.png')
self.player.add_idle_frame(play_img)
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_idle_back.png')
self.player.add_idle_frame(play_img)
# Add moving frames to the player.
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_walk_side_HUG_1.png')
self.player.add_moving_frame(play_img)
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_walk_side_HUG_2.png')
self.player.add_moving_frame(play_img)
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_walk_HUG_front_1.png')
self.player.add_moving_frame(play_img)
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_walk_HUG_front_2.png')
self.player.add_moving_frame(play_img)
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_walk_side_HUG_1_flipped.png')
self.player.add_moving_frame(play_img)
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_walk_side_HUG_2_flipped.png')
self.player.add_moving_frame(play_img)
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_walk_back_HUG_1.png')
self.player.add_moving_frame(play_img)
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_walk_back_HUG_2.png')
self.player.add_moving_frame(play_img)
# Create a surface for the background.
bg_w = int(float(pygame.display.Info().current_w * 1315) / 1024.0)
bg_h = int(float(pygame.display.Info().current_h * 1280) / 768.0)
self.background = pygame.Surface((bg_w, bg_h))
self.game_area = pygame.Surface((bg_w, bg_h))
# Center the player.
self.player.set_position([bg_w // 2, bg_h // 2])
self.constraints = [int((95.0 * float(pygame.display.Info().current_w)) / 1024.0),
bg_w - int((95.0 * float(pygame.display.Info().current_w)) / 1024.0),
int((155.0 * float(pygame.display.Info().current_h)) / 768.0),
bg_h - int((155.0 * float(pygame.display.Info().current_h)) / 768.0)]
# Place the spawners in position.
positions = [(137, 181), (660, 181), (1190, 181), (1190, 662), (1190, 1155), (660, 1155), (137, 1155), (137, 662)]
i = 0
for spawner in self.spawners:
spawner.set_position([(positions[i][0] * bg_w) / 1315, (positions[i][1] * bg_h) / 1280])
i += 1
# Create the floor.
floor = background.TiledBackground(bg_w, bg_h, 'gfx/piso.png')
# Create the walls for the top and the bottom (the same for both).
bg_h = int((80.0 * float(pygame.display.Info().current_h)) / 768.0)
walls_top = background.TiledBackground(bg_w, bg_h, 'gfx/Pared.png')
bg_y = self.background.get_height() - int((80.0 * float(pygame.display.Info().current_h)) / 768.0)
# Create the left walls.
bg_h = int(float(pygame.display.Info().current_h * 1280) / 768.0)
walls_left = background.TiledBackground(-1, bg_h, 'gfx/Pared2.png')
_y = int((80.0 * float(pygame.display.Info().current_h)) / 768.0)
walls_left.set_position((0, _y))
# Create the right walls.
walls_right = background.TiledBackground(-1, bg_h, 'gfx/Pared3.png')
_x = self.background.get_width() - int((40.0 * float(pygame.display.Info().current_w)) / 1024.0)
walls_right.set_position((_x, _y))
# Build the background image.
floor.draw(self.background)
walls_top.set_position((0, 0))
walls_top.draw(self.background)
walls_left.draw(self.background)
walls_right.draw(self.background)
walls_top.set_position((0, bg_y))
walls_top.draw(self.background)
# Center the view on the player
p_pos = self.player.get_position()
(dist_x, dist_y) = (math.fabs(self.screen_center[0] - p_pos[0]), math.fabs(self.screen_center[1] - p_pos[1]))
self.bckg_x -= dist_x
self.bckg_y -= dist_y
self.player.set_constraints(self.constraints)
self.cursor_x = self.screen_center[0]
self.cursor_y = self.screen_center[1]
self.vec_1 = (float(pygame.display.Info().current_w) - float(self.screen_center[0]), 0.0)
self.vec_1 = math_utils.normalize_vector_2D(self.vec_1)
self.font = pygame.font.Font('font/ProfaisalEliteRiqa/Profaisal-EliteRiqaV1.0.ttf', 22)
self.score_text = self.font.render("Puntos: " + str(1000), True, (0, 0, 0))
self.time_text = self.font.render("Tiempo: " + str(190), True, (0, 0, 0))
self.wave_text = self.font.render("Oleada: " + str(999), True, (0, 0, 0))
text_w = max(self.font.size("Puntos: " + str(1000))[0],
max(self.font.size("Tiempo: " + str(190))[0], self.font.size("Oleada: " + str(999))[0])) + 10
self.text_h = (3 * self.font.size("Puntos: " + str(1000))[1]) + 20
self.text_box = pygame.Surface((text_w, self.text_h))
self.text_h = self.font.size("Puntos: " + str(1000))[1]
self.text_box.set_alpha(128 + 64 + 32)
self.reticule = imloader.cached_image_loader.get_image_to_screen_percent('gfx/reticula.png')
self.ret_rect = self.reticule.get_rect()
self.ret_rect.center = self.screen_center
def recenter_view(self):
# Reset the view.
self.bckg_x = 0
self.bckg_y = 0
# Get the manhattan distance between the screen center and the player.
p_pos = self.player.get_position()
(dist_x, dist_y) = (self.screen_center[0] - p_pos[0], self.screen_center[1] - p_pos[1])
# Center the view on the player.
self.bckg_x += dist_x
self.bckg_y += dist_y
# Make sure the background is always inside the screen.
if self.bckg_y > 0:
self.bckg_y = 0
if self.bckg_x > 0:
self.bckg_x = 0
if self.bckg_y + self.background.get_height() < pygame.display.Info().current_h:
self.bckg_y += pygame.display.Info().current_h - (self.bckg_y + self.background.get_height())
if self.bckg_x + self.background.get_width() < pygame.display.Info().current_w:
self.bckg_x += pygame.display.Info().current_w - (self.bckg_x + self.background.get_width())
def create_explosion(self, position):
# Create a explosion object.
expl_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Explosion1.png')
explosion = actor.BaseActor(1, expl_img, "Eplosion", True, True, False)
explosion.set_fps(6)
explosion.set_position(position)
explosion.set_looping(False)
# Add all it's frames.
expl_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Explosion2.png')
explosion.add_frame(expl_img)
expl_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Explosion3.png')
explosion.add_frame(expl_img)
expl_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Explosion4.png')
explosion.add_frame(expl_img)
expl_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Explosion5.png')
explosion.add_frame(expl_img)
expl_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Explosion6.png')
explosion.add_frame(expl_img)
expl_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Explosion6.png')
explosion.add_frame(expl_img)
# Append it to the explosions set.
self.explosions.add(explosion)
def create_new_huggable(self, position):
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_idle_front.png')
huggable = actor.OmnidirectionalActor(0, play_img, "Random Huggable", True)
huggable.set_fps(5)
huggable.set_angle(math_utils.ang_2_radians(float(random.randrange(-180, 180, 1))))
huggable.set_velocity([0, 0])
huggable.set_position(position)
huggable.set_constraints(self.constraints)
huggable.set_rotate_on_constraint(True)
huggable.move()
gender = random.choice([0, 1])
if gender == 0:
# Create a male huggable.
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Idle_side.png')
huggable.add_idle_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Idle_front.png')
huggable.add_idle_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Idle_side_flipped.png')
huggable.add_idle_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Idle_back.png')
huggable.add_idle_frame(image)
# Add moving frames.
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_side_1.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_side_2.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_front_1.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_front_2.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_side_1_flipped.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_side_2_flipped.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_back_1.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_back_2.png')
huggable.add_moving_frame(image)
huggable.toggle_scared()
# Add scared frames.
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_side_1_scared.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_side_2_scared.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_front_1_scared.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_front_2_scared.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_side_1_scared_flipped.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_side_2_scared_flipped.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_back_1.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_back_2.png')
huggable.add_moving_frame(image)
huggable.toggle_scared()
else:
# Create a female huggable.
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Idle_side.png')
huggable.add_idle_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Idle_front.png')
huggable.add_idle_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Idle_side_flipped.png')
huggable.add_idle_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Idle_back.png')
huggable.add_idle_frame(image)
# Add moving frames.
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_side_1.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_side_2.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_front_1.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_front_2.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_side_1_flipped.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_side_2_flipped.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_back_1.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_back_2.png')
huggable.add_moving_frame(image)
huggable.toggle_scared()
# Add scared frames.
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_side_1_scared.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_side_2_scared.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_front_1_scared.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_front_2_scared.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_side_1_scared_flipped.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_side_2_scared_flipped.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_back_1.png')
huggable.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_back_2.png')
huggable.add_moving_frame(image)
huggable.toggle_scared()
self.npcs.add(huggable)
def input(self):
for event in pygame.event.get():
if android:
if android.check_pause():
android.wait_for_resume()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.cancel = True
if event.type == pygame.QUIT:
self.next_transition = VALID_STATES['QUIT']
if event.type == pygame.MOUSEBUTTONDOWN:
self.user_click = True
self.player.move()
if event.type == pygame.MOUSEBUTTONUP:
self.user_click = False
self.player.stop()
if self.user_click:
(self.cursor_x, self.cursor_y) = pygame.mouse.get_pos()
if event.type == pygame.USEREVENT + 1:
self.create_huggable = True
if event.type == pygame.USEREVENT + 2:
self.change_angle = True
def update(self):
if self.next_transition != VALID_STATES['QUIT']:
if self.next_transition != VALID_STATES['STAY']:
self.next_transition = VALID_STATES['STAY']
self.player.reset_then()
self.then = pygame.time.get_ticks()
# Start the huggable creation timer.
pygame.time.set_timer(pygame.USEREVENT + 1, 1000)
# Start the huggable angle change event.
pygame.time.set_timer(pygame.USEREVENT + 2, 2000)
if self.cancel and self.time_left > 0:
# If the player pressed escape, force a timeout.
self.time_left = 0
now = pygame.time.get_ticks()
delta_t = now - self.then
if delta_t >= 1000:
self.time_left -= delta_t // 1000
self.then = now
if self.time_left <= 0 and player.PLAYERS[1].is_alive():
player.PLAYERS[1].kill()
self.done = True
self.create_explosion(self.player.get_position())
if not self.done:
if self.cursor_x != self.screen_center[0] or self.cursor_y != self.screen_center[1]:
#p_pos = self.player.get_position()
#(dist_x, dist_y) = (self.screen_center[0] - p_pos[0], self.screen_center[1] - p_pos[1])
#self.cursor_x += dist_x
#self.cursor_y += dist_y
#vec_2 = (float(self.cursor_x) - float(p_pos[0]), float(self.cursor_y) - float(p_pos[1]))
vec_2 = (float(self.cursor_x) - float(self.screen_center[0]), float(self.cursor_y) - float(self.screen_center[1]))
vec_2 = math_utils.normalize_vector_2D(vec_2)
self.player.set_angle(math_utils.angle_vectors_2D(self.vec_1, vec_2))
self.player.update()
self.recenter_view()
# Create new huggables.
if self.create_huggable:
for spawner in self.spawners:
if len(self.npcs) >= self.max_npc:
# If we reached the maximum number of npcs, cancel the timer and ignore the rest of the spawners.
pygame.time.set_timer(pygame.USEREVENT + 1, 0)
break
else:
chance = random.randrange(100)
if chance < 20:
self.create_new_huggable(spawner.get_position())
self.create_explosion(spawner.get_position())
self.create_huggable = False
if self.change_angle:
for npc in self.npcs:
npc.set_angle(math_utils.ang_2_radians(float(random.randrange(-180, 180, 1))))
self.change_angle = False
for npc in self.npcs:
npc.update()
# TODO: Detect collisions with player here.
# Remove invisible npcs.
removal = set()
for npc in self.npcs:
if not npc.is_visible():
removal.add(npc)
if len(removal) > 0 and len(self.npcs) >= self.max_npc:
# If npcs dissapeared this cycle restart the timer.
pygame.time.set_timer(pygame.USEREVENT + 1, 1000)
self.npcs.difference_update(removal)
elif self.time_left < -3:
# Reset everything.
self.time_left = 190
self.wave = 0
self.user_click = False
self.done = False
# Reset the player.
self.player.set_angle(90)
self.player.set_velocity([0, 0])
self.player.stop()
bg_w = int(float(pygame.display.Info().current_w * 1280) / 1024.0)
bg_h = int(float(pygame.display.Info().current_h * 1024) / 768.0)
self.player.set_position([bg_w // 2, bg_h // 2])
# TODO: Destroy all NPC's.
self.explosions.clear()
self.npcs.clear()
player.PLAYERS[1].revive()
if not self.cancel:
# Register scores only if the game ended cleanly.
self.next_transition = VALID_STATES['SCORE']
else:
self.next_transition = VALID_STATES['MENU']
# Stop the huggable creation timer.
pygame.time.set_timer(pygame.USEREVENT + 1, 0)
pygame.time.set_timer(pygame.USEREVENT + 2, 0)
self.cancel = False
# Remove finished explosions
removal = set()
for explosion in self.explosions:
if explosion.get_current_frame() == 6:
removal.add(explosion)
self.explosions.difference_update(removal)
self.score_text = self.font.render("Puntos: " + str(player.PLAYERS[1].get_score()), True, (0, 0, 0))
if self.time_left > 30:
self.time_text = self.font.render("Tiempo: " + str(self.time_left), True, (0, 0, 0))
else:
self.time_text = self.font.render("Tiempo: " + str(max(self.time_left, 0)), True, (255, 0, 0))
self.wave_text = self.font.render("Oleada: " + str(self.wave), True, (0, 0, 0))
self.cursor_x = self.screen_center[0]
self.cursor_y = self.screen_center[1]
return self.next_transition
def render(self, canvas):
#canvas.fill(self.background_color)
self.game_area.blit(self.background, (0, 0))
for spawner in self.spawners:
spawner.draw(self.game_area)
# Blit everything to the bacground.
# Sort npcs by Y coordinate and draw.
# The idea is to draw npcs near the bottom edge of the screen last.
#npc_list = list(self.npcs)
#if player.PLAYERS[1].is_alive():
# npc_list.append(self.player)
#sorted(npc_list, key = lambda npc: npc.get_position()[1])
#for npc in npc_list:
# npc.draw(self.game_area)
for npc in self.npcs:
npc.draw(self.game_area)
if player.PLAYERS[1].is_alive():
self.player.draw(self.game_area)
# Same idea here.
#expl_list = list(self.explosions)
#sorted(expl_list, key = lambda explosion: explosion.get_position()[1])
#for explosion in expl_list:
# explosion.draw(self.game_area)
for explosion in self.explosions:
explosion.draw(self.game_area)
self.text_box.fill((128, 128, 128))
self.text_box.blit(self.score_text, (5, 5))
self.text_box.blit(self.time_text, (5, 10 + self.text_h))
self.text_box.blit(self.wave_text, (5, 15 + (2 * self.text_h)))
canvas.blit(self.game_area, (self.bckg_x, self.bckg_y))
canvas.blit(self.text_box, (5, 5))
canvas.blit(self.reticule, self.ret_rect)