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Copy pathPrototyperFramework_v1.py
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PrototyperFramework_v1.py
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# @TheWorldFoundry
import pygame
import time
import math
import random
import glob
import os
pygame.init()
class PaperLens:
''' Convenience class that returns a scaled image when requested, with caching
'''
def __init__(self, img):
self.base_image = [img]
# Flipbook animation
self.frame = 0
self.frames_max = 1
self.animation_type = 0 # Linear
self.animation_direction = 1 # Bouncy
self.init_cache()
def init_cache(self):
self.cache = { ((self.base_image[self.frame].get_width(),self.base_image[self.frame].get_height()), self.frame) : self.base_image[self.frame] }
def add_frame(self, img):
self.base_image.append(img)
self.cache[((self.base_image[self.frames_max].get_width(),self.base_image[self.frames_max].get_height()), self.frames_max)] = self.base_image[self.frames_max]
self.frames_max += 1
def tick(self):
self.frame = self.frame+self.animation_direction
if self.animation_type == 1:
if self.frame == 0 or self.frame == self.frames_max-1:
self.animation_direction = self.animation_direction * -1
self.frame = self.frame%self.frames_max
def get_scaled(self, size):
if size not in self.cache:
width_scale, height_scale = size
self.cache[(size,self.frame)] = pygame.transform.scale(self.base_image[self.frame], [width_scale, height_scale])
return self.cache[(size,self.frame)]
def destroy_cache(self):
self.cache = self.init_cache()
class CharacterCellLens:
'''
This is a render helper whose job is to place a lens over an object
'''
def __init__(self, id):
self.id = str(id.replace("\\"," ").replace("/"," ")) # TODO: This is where to protect against file system read exploits.
self.filename = str(id)+".png"
self.paper = PaperLens(pygame.image.load(self.filename))
def draw2D(self, display, pos, size):
# Each character knows how to render itself to the display at the specified pixel position
display.blit(self.paper.get_scaled(size), pos)
def tick(self):
self.paper.tick()
class View2DLens:
'''
This is a region that may contain things.
In the simplest use case, this is a one-layer 2D plane with row x column cells holding a display element.
Other metadata may be present on the object
'''
def __init__(self):
self.debug = 0
self.width = 50
self.height = 25
self.layer = 1
self.time = 1
self.cell_width = 8
self.cell_height = 8
self.things = {}
self.invalidate()
self.colour_bg = (0,0,0,255)
self.display_scale_factor_x = 1.0 # When the view gets drawn, this holds the 'scale' applied
self.display_scale_factor_y = 1.0
def invalidate(self):
self.surface_cache = None
def get_cells(self):
return list(self.things.keys())
def set_size(self, size, cell_size):
self.invalidate() # Invalidate cache
self.width, self.height, self.layer, self.time = size
self.cell_width, self.cell_height = cell_size
def set_at(self, pos, thing):
self.invalidate() # Invalidate cache
# Add this thing to the position at the end of the list
if pos in self.things:
self.things[pos].append(thing) # TODO: Optimise for search
else:
self.things[pos] = [thing]
def remove(self, pos, thing):
self.invalidate() # Invalidate cache
if pos in self.things:
# for i in xrange(0, len(self.things[pos])):
if thing in self.things[pos]:
# if self.things[pos][i] == thing:
# self.things[pos][i] = None
ar = self.things[pos]
ar.remove(thing)
def get_at(self, pos):
if pos in self.things:
return self.things[pos]
else:
return []
def erase_at(self, pos):
self.invalidate() # Invalidate cache
if pos in self.things:
self.things[pos] = []
del self.things[pos]
def fill(self, thing):
self.invalidate() # Invalidate cache
for col in xrange(0, self.height):
for row in xrange(0, self.width):
self.set_at((row,col), thing)
def fill_area(self, thing, pos, size, chance):
self.invalidate() # Invalidate cache
x,y = pos
width, height = size
for col in xrange(y, y+height):
for row in xrange(x, x+width):
if random.random() <= chance:
self.set_at((row,col), thing)
def draw_label(self, label, pos):
self.invalidate()
x, y = pos
label.place(self, pos)
def get_template2D(self):
surf = pygame.Surface((self.cell_width*self.width, self.cell_height*self.height), pygame.SRCALPHA)
surf.fill(self.colour_bg)
return surf
def get_image2D(self, surface):
if self.surface_cache != None:
return self.surface_cache
# Otherwise Render this view to a suitably sized surface
if surface == None:
surface = self.get_template2D()
# For each pos we know about, render the thing to the image
for pos in self.things:
if len(self.things[pos]) > 0:
x, y = pos
px = x*self.cell_width
py = surface.get_height()-(y+1)*self.cell_height # Top left is 0
for ob in self.things[pos]:
if ob is not None:
ob.draw2D(surface, (px, py), (self.cell_width, self.cell_height))
if self.debug > 0 and len(self.things[pos]) > 1: # Are there more than two items in this location?
pygame.draw.rect(surface, (255,0,0,255), [px, py, self.cell_width, self.cell_height], 1)
self.surface_cache = surface
return surface
class Clickable:
''' An onscreen bitmap dimensioned element that can be checked to see if it has been clicked
'''
def __init__(self, pos, size):
self.pos = pos
self.size = size
def is_clicked(self, click_pos):
# is the click_pos within the clickable?
result = True
for i in xrange(0, len(click_pos)): # Check if each dimension is within bounds
result = result and (self.pos[i] <= click_pos[i] < self.pos[i]+self.size[i])
return result
def draw(self, surface, colour, origin):
pygame.draw.rect(surface, colour, [origin[0]+self.pos[0], origin[1]+self.pos[1], self.size[0], self.size[1]], 0)
class RendererLens:
# The renderer draws the view to the display at the intended position and location.
def __init__(self, display):
self.view = None
self.display = display
self.display.convert()
def set_view(self, view):
self.view = view
def draw(self, pos, size):
# draws the nominated view into the rectangle zone on the display, scaling as appropriate
# Handle scaling the
img = self.view.get_image2D(None)
self.display.blit(pygame.transform.scale(img, size), pos)
sx, sy = size
self.view.display_scale_factor_x = float(sx)/float(img.get_width()) # Cache the scale factor on the view we've rendered
self.view.display_scale_factor_y = float(sx)/float(img.get_height())
class Tiles:
def __init__(self):
self.tiles = {}
def add(self, name, tile):
self.tiles[name.replace("\\"," ").replace("/"," ")] = tile
def get(self, name):
return self.tiles[name]
def list(self):
return [key for key in self.tiles]
def create_from_dir(self, path, method):
game_cells = glob.glob(os.path.join(path, "*.png"))
for fn in game_cells:
fn = fn.replace(".png","")
t = method(fn)
self.add(fn, t)
class TileAssets:
def __init__(self, namespace):
self.namespace = namespace
self.tiles = Tiles()
self.tiles.create_from_dir(namespace, CharacterCellLens)
def get(self, id):
return self.tiles.get(self.namespace+" "+id)
class Font:
def __init__(self, directory):
self.font_tiles = Tiles()
self.font_tiles.create_from_dir(directory, CharacterCellLens)
self.namespace = directory
def get_tile(self, k):
return self.font_tiles.get(k)
class Label:
def __init__(self, text, font):
self.text = text
self.len = len(text)
self.font = font
def place(self, view, pos):
x,y = pos
for c in self.text:
view.erase_at((x, y))
view.set_at((x, y), self.font.get_tile(self.font.namespace+" "+str(c)))
x += 1
class Score:
def __init__(self, name, value, digits, font):
self.value = value
self.name = name
self.font = font
self.digits = digits
def place(self, view, pos):
x,y = pos
val = str(self.value).zfill(self.digits)
for c in val:
view.erase_at((x, y))
view.set_at((x, y), self.font.get_tile(self.font.namespace+" "+str(c)))
x += 1
def add(self, delta):
self.value += delta
class Entity:
''' An instance of a tile with a position
Movement goes here
Responding to Input intents goes here
'''
def __init__(self, id, tile_type, pos):
self.id = id
self.tile_type = tile_type # I want to know what this is so I can examine its properties
self.pos = pos # Where in the world is this thing x,y coords
# Custom stuff
def fantasy_map_game():
size = width,height = 800,800 # Pygame. This is the 'screen' size
r = RendererLens(pygame.display.set_mode(size, pygame.SRCALPHA))
r.set_view(View2DLens())
play_size = 40 # This is how many 'cells' are in the play area. It doesn't HAVE to be square, but why make life hard?
r.view.set_size( (play_size, play_size, 1, 1), (width/play_size, height/play_size))
# Set up tiles
namespace = "fantasy_map_game" # This is the namespace of the assets for this game
tiles = TileAssets(namespace)
r.view.cell_width = r.view.cell_height = 16 # Pixel resolution for tiles
player_pos = play_size>>1, play_size>>1 # Player starts in the middle
r.view.fill_area(tiles.get("land"), [0, 0], [play_size, play_size], 1.0 )
r.view.fill_area(tiles.get("coins"), [0, 0], [play_size, play_size], 0.01 )
r.view.fill_area(tiles.get("water"), [0, 0], [play_size, play_size], 0.03 )
r.view.fill_area(tiles.get("woodland"), [0, 0], [play_size, play_size], 0.03 )
r.view.fill_area(tiles.get("mountain_range"), [0, 0], [play_size, play_size], 0.2 )
r.view.fill_area(tiles.get("mountain"), [0, 0], [play_size, play_size], 0.005 )
r.view.fill_area(tiles.get("city"), [0, 0], [play_size, play_size], 0.01 )
for y in xrange((play_size>>1)-2, (play_size>>1)+3):
for x in xrange((play_size>>1)-2, (play_size>>1)+3):
r.view.erase_at((x,y))
r.view.fill_area(tiles.get("land"), [(play_size>>1)-2, (play_size>>1)-2], [5, 5], 1.0 )
r.view.set_at(player_pos, tiles.get("player"))
font = Font("font")
lbl_game_over = Label("game_over", font)
lbl_score = Label("score_", font)
lbl_lives = Label("lives_", font)
score_lives = Score("lives", 3, 1, font)
score_points = Score("score", 0, 10, font)
clock = pygame.time.Clock()
keepGoing = True
iterations = 0
pause = False
while keepGoing:
iterations += 1
r.draw([0,0],[width, height])
r.view.draw_label(lbl_lives, [0, 0])
r.view.draw_label(score_lives, [len(lbl_lives.text)+1, 0])
#r.view.erase_at((len(lbl_pilots.text)+2, play_size-1))
for x in xrange(0, score_lives.value):
r.view.erase_at((len(lbl_lives.text)+3+x, 0))
r.view.set_at((len(lbl_lives.text)+3+x, play_size-1), tiles.get("player"))
r.view.draw_label(lbl_score, [0, play_size-1])
r.view.draw_label(score_points, [len(lbl_score.text)+2, play_size-1])
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1: # 1 == Left
(px,py) = event.pos
py = height-py # Invert because bottom of screen is row 0
cell_x = int(px/(r.view.cell_width * r.view.display_scale_factor_x))
cell_y = int(py/(r.view.cell_height * r.view.display_scale_factor_y))
x,y = player_pos
new_player_pos = player_pos
if cell_x < x and 0 < x: # Move left
new_player_pos = x-1, y
if cell_y > y and y < play_size-1: # Move up
new_player_pos = x, y+1
if cell_x > x and x < play_size-1: # Move right
new_player_pos = x+1, y
if cell_y < y and 0 < y: # Move down
new_player_pos = x, y-1
target = r.view.get_at(new_player_pos)
if tiles.get("mountain_range") not in target and tiles.get("mountain") not in target and tiles.get("water") not in target:
if tiles.get("land") in target:
r.view.remove(player_pos, tiles.get("player"))
r.view.set_at(new_player_pos, tiles.get("player"))
if tiles.get("coins") in target:
r.view.remove(new_player_pos, tiles.get("coins"))
score_points.add(10)
target = r.view.get_at(new_player_pos)
player_pos = new_player_pos
# Check what's in the new position
clock.tick(30)
fantasy_map_game()
def space_station_horror_game():
size = width,height = 800,800 # Pygame. This is the 'screen' size
r = RendererLens(pygame.display.set_mode(size, pygame.SRCALPHA))
r.set_view(View2DLens())
play_size = 40 # This is how many 'cells' are in the play area. It doesn't HAVE to be square, but why make life hard?
r.view.set_size( (play_size, play_size, 1, 1), (width/play_size, height/play_size))
# Set up tiles
namespace = "space_station_horror_game" # This is the namespace of the assets for this game
tiles = TileAssets(namespace)
# tiles = Tiles() #
# tiles.create_from_dir(namespace, CharacterCellLens)
r.view.cell_width = r.view.cell_height = 16
player = tiles.get("player")
wall = tiles.get("wall")
coins = tiles.get("coins")
floor = tiles.get("floor")
alien = tiles.get("mob")
#player = tiles.get(namespace+" player")
#wall = tiles.get(namespace+" wall")
#coins = tiles.get(namespace+" coins")
#floor = tiles.get(namespace+" floor")
player_pos = play_size>>1, play_size>>1 # Player starts in the middle
r.view.fill_area(floor, [0, 0], [play_size, play_size], 1.0 )
r.view.fill_area(coins, [0, 0], [play_size, play_size], 0.04 )
r.view.fill_area(alien, [0, 0], [play_size, play_size], 0.03 )
r.view.fill_area(wall, [0, 0], [play_size, play_size], 0.4 )
for y in xrange((play_size>>1)-2, (play_size>>1)+3):
for x in xrange((play_size>>1)-2, (play_size>>1)+3):
r.view.erase_at((x,y))
r.view.fill_area(floor, [(play_size>>1)-2, (play_size>>1)-2], [5, 5], 1.0 )
r.view.set_at(player_pos, player)
font = Font("font")
lbl_game_over = Label("game_over", font)
lbl_score = Label("score_", font)
lbl_lives = Label("lives_", font)
score_lives = Score("lives", 3, 1, font)
score_points = Score("score", 0, 10, font)
clock = pygame.time.Clock()
keepGoing = True
iterations = 0
pause = False
while keepGoing:
iterations += 1
r.draw([0,0],[width, height])
r.view.draw_label(lbl_lives, [0, 0])
r.view.draw_label(score_lives, [len(lbl_lives.text)+1, 0])
#r.view.erase_at((len(lbl_pilots.text)+2, play_size-1))
for x in xrange(0, score_lives.value):
r.view.erase_at((len(lbl_lives.text)+3+x, 0))
r.view.set_at((len(lbl_lives.text)+3+x, play_size-1), player)
r.view.draw_label(lbl_score, [0, play_size-1])
r.view.draw_label(score_points, [len(lbl_score.text)+2, play_size-1])
x, y = player_pos
for dx in xrange(-1,2):
for dy in xrange(-1,2):
target = r.view.get_at((x+dx, y+dy))
if alien in target:
r.view.remove((x+dx, y+dy), alien)
score_lives.add(-1)
# Alert the player they have died
if score_lives.value < 1:
# Alert the player their mission is over
keepGoing = False
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1: # 1 == Left
(px,py) = event.pos
py = height-py # Invert because bottom of screen is row 0
cell_x = int(px/(r.view.cell_width * r.view.display_scale_factor_x))
cell_y = int(py/(r.view.cell_height * r.view.display_scale_factor_y))
x,y = player_pos
new_player_pos = player_pos
if cell_x < x and 0 < x: # Move left
new_player_pos = x-1, y
if cell_y > y and y < play_size-1: # Move up
new_player_pos = x, y+1
if cell_x > x and x < play_size-1: # Move right
new_player_pos = x+1, y
if cell_y < y and 0 < y: # Move down
new_player_pos = x, y-1
target = r.view.get_at(new_player_pos)
if wall not in target:
if floor in target:
r.view.remove(player_pos, player)
r.view.set_at(new_player_pos, player)
if coins in target:
score_points.add(10)
target = r.view.get_at(new_player_pos)
player_pos = new_player_pos
# Check what's in the new position
clock.tick(30)
space_station_horror_game()
def oliver_maze_game():
size = width,height = 800,800 # Pygame
r = RendererLens(pygame.display.set_mode(size, pygame.SRCALPHA))
r.set_view(View2DLens())
play_size = 20
r.view.set_size( (play_size, play_size, 1, 1), (width/play_size, height/play_size))
# Set up tiles
namespace = "maze_game"
tiles = Tiles()
tiles.create_from_dir(namespace, CharacterCellLens)
r.view.cell_width = r.view.cell_height = 16
player = tiles.get(namespace+" player")
wall = tiles.get(namespace+" wall")
coins = tiles.get(namespace+" coins")
floor = tiles.get(namespace+" floor")
player_pos = play_size>>1, play_size>>1 # Player starts in the middle
r.view.fill_area(floor, [0, 0], [play_size, play_size], 1.0 )
r.view.fill_area(coins, [0, 0], [play_size, play_size], 0.04 )
r.view.fill_area(wall, [0, 0], [play_size, play_size], 0.4 )
for y in xrange((play_size>>1)-2, (play_size>>1)+3):
for x in xrange((play_size>>1)-2, (play_size>>1)+3):
r.view.erase_at((x,y))
r.view.fill_area(floor, [(play_size>>1)-2, (play_size>>1)-2], [5, 5], 1.0 )
r.view.set_at(player_pos, player)
font = Font("font")
lbl_game_over = Label("game_over", font)
lbl_score = Label("score_", font)
lbl_lives = Label("lives_", font)
score_lives = Score("lives", 1, 1, font)
score_points = Score("score", 0, 10, font)
clock = pygame.time.Clock()
keepGoing = True
iterations = 0
pause = False
while keepGoing:
iterations += 1
r.draw([0,0],[width, height])
r.view.draw_label(lbl_lives, [0, 0])
r.view.draw_label(score_lives, [len(lbl_lives.text)+1, 0])
#r.view.erase_at((len(lbl_pilots.text)+2, play_size-1))
for x in xrange(0, score_lives.value):
r.view.erase_at((len(lbl_lives.text)+3+x, 0))
r.view.set_at((len(lbl_lives.text)+3+x, play_size-1), player)
r.view.draw_label(lbl_score, [0, play_size-1])
r.view.draw_label(score_points, [len(lbl_score.text)+2, play_size-1])
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1: # 1 == Left
(px,py) = event.pos
py = height-py # Invert because bottom of screen is row 0
cell_x = int(px/(r.view.cell_width * r.view.display_scale_factor_x))
cell_y = int(py/(r.view.cell_height * r.view.display_scale_factor_y))
x,y = player_pos
new_player_pos = player_pos
if cell_x < x and 0 < x: # Move left
new_player_pos = x-1, y
if cell_y > y and y < play_size-1: # Move up
new_player_pos = x, y+1
if cell_x > x and x < play_size-1: # Move right
new_player_pos = x+1, y
if cell_y < y and 0 < y: # Move down
new_player_pos = x, y-1
target = r.view.get_at(new_player_pos)
if wall not in target:
if floor in target:
r.view.remove(player_pos, player)
r.view.set_at(new_player_pos, player)
if coins in target:
score_points.add(10)
r.view.remove(new_player_pos, coins)
player_pos = new_player_pos
# Check what's in the new position
clock.tick(30)
oliver_maze_game()
def saucer_attack(): # Messing about space-themed salvage
size = width,height = 800,800 # Pygame
r = RendererLens(pygame.display.set_mode(size, pygame.SRCALPHA))
r.set_view(View2DLens())
play_size = 20
r.view.set_size( (play_size, play_size, 1, 1), (width/play_size, height/play_size))
# Set up tiles
tiles = Tiles()
tiles.create_from_dir("saucer_attack", CharacterCellLens)
enemy_base1 = tiles.get("saucer_attack enemy_base")
enemy_base2 = tiles.get("saucer_attack enemy_base1")
enemy_base3 = tiles.get("saucer_attack enemy_base2")
enemy_left = tiles.get("saucer_attack enemy_left")
enemy_right = tiles.get("saucer_attack enemy_right")
enemy_lander = tiles.get("saucer_attack enemy_lander")
enemy_missile = tiles.get("saucer_attack enemy_missile")
land = tiles.get("saucer_attack land")
missile = tiles.get("saucer_attack missile")
pilot = tiles.get("saucer_attack pilot")
ship = tiles.get("saucer_attack ship")
ship_pos = play_size>>1, 1 # Player starts in the middle
explode1 = tiles.get("saucer_attack explode1")
explode2 = tiles.get("saucer_attack explode2")
explode3 = tiles.get("saucer_attack explode3")
font = Font("font")
lbl_game_name = Label("saucer_attack", font)
lbl_game_over = Label("game_over", font)
lbl_start = Label("start", font)
lbl_score = Label("score_", font)
lbl_pilots = Label("pilots_", font)
score_pilots = Score("pilots", 1, 1, font)
score_points = Score("score", 0, 10, font)
r.view.fill_area(land, [0, 0], [play_size, 1], 1.0 )
r.view.fill_area(enemy_left, [0, play_size-3], [play_size>>1, 1], 0.5 )
r.view.fill_area(enemy_right, [play_size>>1, play_size-3], [play_size>>1, 1], 0.5 )
r.view.fill_area(enemy_missile, [0, play_size-4], [play_size, 1], 1.0 )
r.view.fill_area(missile, [0, 2], [play_size, 1], 1.0 )
r.view.set_at(ship_pos, ship)
keepGoing = True
iterations = 0
cooldown = 100
last_shot = 0
pause = False
game_over_flag = False
tick_rate = 40 # TODO reduce this as levels go up to increase game speed
tick_rate_min = 10
level = 1
level_handled = 0
while keepGoing:
if pause == False:
# Draw the screen
r.view.draw_label(lbl_pilots, [0, play_size-1])
r.view.draw_label(score_pilots, [len(lbl_pilots.text)+1, play_size-1])
#r.view.erase_at((len(lbl_pilots.text)+2, play_size-1))
for x in xrange(0, score_pilots.value):
r.view.erase_at((len(lbl_pilots.text)+3+x, play_size-1))
r.view.set_at((len(lbl_pilots.text)+3+x, play_size-1), pilot)
r.view.draw_label(lbl_score, [0, play_size-2])
r.view.draw_label(score_points, [len(lbl_score.text)+2, play_size-2])
# Scan the screen and process any updates based on what we find.
if iterations%tick_rate == 0: # Delay - change this to be timing based TODO
remove_list = []
new_list = []
for pos in r.view.get_cells(): # This should be an iterator
x,y = pos
cell = r.view.get_at(pos)
missile_exploded = False
enemy_destroyed = False
if explode3 in cell:
remove_list.append((pos, explode3))
if explode2 in cell:
remove_list.append((pos, explode2))
new_list.append((pos, explode3))
if explode1 in cell:
remove_list.append((pos, explode1))
new_list.append((pos, explode2))
if enemy_base3 in cell: # Move randomly left and right
if missile in cell:
remove_list.append((pos, enemy_base3))
score_points.add(2500)
remove_list.append((pos, missile))
new_list.append((pos, explode1))
new_list.append(((x+1,y), explode2))
new_list.append(((x-1,y), explode2))
new_list.append(((x,y-1), explode3))
missile_exploded = True
enemy_destroyed = True
else:
if random.random() > 0.95: # Fire megalaser
new_list.append(((x,y), enemy_missile))
new_list.append(((x,y-1), enemy_missile))
new_list.append(((x,y-2), enemy_missile))
new_list.append(((x,y-3), enemy_missile))
if x == 0:
remove_list.append((pos, enemy_base3))
new_list.append(((x+1,y), enemy_base3))
elif x == play_size-1:
remove_list.append((pos, enemy_base3))
new_list.append(((x-1,y), enemy_base3))
else:
remove_list.append((pos, enemy_base3))
new_list.append(((x+random.randint(-1,1),y), enemy_base3))
if enemy_base2 in cell: # Move randomly left and right
if missile in cell:
remove_list.append((pos, enemy_base2))
new_list.append((pos, enemy_base3))
score_points.add(2000)
remove_list.append((pos, missile))
new_list.append((pos, explode1))
new_list.append(((x+1,y), explode2))
new_list.append(((x-1,y), explode2))
new_list.append(((x,y-1), explode3))
missile_exploded = True
enemy_destroyed = True
else:
if random.random() > 0.95: # Fire megalaser
new_list.append(((x,y), enemy_missile))
new_list.append(((x,y-1), enemy_missile))
new_list.append(((x,y-2), enemy_missile))
new_list.append(((x,y-3), enemy_missile))
if x == 0:
remove_list.append((pos, enemy_base2))
new_list.append(((x+1,y), enemy_base2))
elif x == play_size-1:
remove_list.append((pos, enemy_base2))
new_list.append(((x-1,y), enemy_base2))
else:
remove_list.append((pos, enemy_base2))
new_list.append(((x+random.randint(-1,1),y), enemy_base2))
if enemy_base1 in cell: # Move randomly left and right
if missile in cell:
remove_list.append((pos, enemy_base1))
new_list.append((pos, enemy_base2))
score_points.add(500)
remove_list.append((pos, missile))
new_list.append((pos, explode1))
new_list.append(((x+1,y), explode2))
new_list.append(((x-1,y), explode2))
new_list.append(((x,y-1), explode3))
missile_exploded = True
enemy_destroyed = True
else:
if random.random() > 0.95: # Fire megalaser
new_list.append(((x,y), enemy_missile))
new_list.append(((x,y-1), enemy_missile))
new_list.append(((x,y-2), enemy_missile))
new_list.append(((x,y-3), enemy_missile))
if x == 0:
remove_list.append((pos, enemy_base1))
new_list.append(((x+1,y), enemy_base1))
elif x == play_size-1:
remove_list.append((pos, enemy_base1))
new_list.append(((x-1,y), enemy_base1))
else:
remove_list.append((pos, enemy_base1))
new_list.append(((x+random.randint(-1,1),y), enemy_base1))
if enemy_left in cell: # Move randomly left and right, move down when at the edges
# Check if hit by a player missile
if missile in cell:
remove_list.append((pos, enemy_left))
score_points.add(100)
remove_list.append((pos, missile))
new_list.append((pos, explode1))
missile_exploded = True
enemy_destroyed = True
else:
if y > 1: # Move left
if random.random() < 0.01:
new_list.append((pos, enemy_missile))
remove_list.append((pos, enemy_left))
if 0 < x:
new_list.append(((x-1,y), enemy_left))
elif x == 0:
new_list.append(((x,y-1), enemy_right)) # Move down one row
elif y == 1: # Chance of landing
if 0 < x:
if random.random() < 0.9 or enemy_lander in cell:
remove_list.append((pos, enemy_left))
new_list.append(((x-1,y), enemy_left))
else:
remove_list.append((pos, enemy_left))
new_list.append(((x,y), enemy_lander))
else:
remove_list.append((pos, enemy_left))
new_list.append(((x+1,y), enemy_right))
if enemy_right in cell: # Move randomly left and right, move down when at the edges
# Check if hit by a player missile
if missile in cell:
remove_list.append((pos, enemy_right))
score_points.add(100)
remove_list.append((pos, missile))
new_list.append((pos, explode1))
missile_exploded = True
enemy_destroyed = True
else:
if y > 1: # Move right
if random.random() < 0.01:
new_list.append((pos, enemy_missile))
remove_list.append((pos, enemy_right))
if x < play_size-1:
new_list.append(((x+1,y), enemy_right))
elif x == play_size-1:
new_list.append(((x,y-1), enemy_left)) # Move down one row
elif y == 1: # Chance of landing
if x < play_size-1:
if random.random() < 0.9 or enemy_lander in cell:
remove_list.append((pos, enemy_right))
new_list.append(((x+1,y), enemy_right))
else:
remove_list.append((pos, enemy_right))
new_list.append((pos, enemy_lander))
else:
remove_list.append((pos, enemy_right))
new_list.append(((x-1,y), enemy_left))
if enemy_missile in cell: # Move down the screen
if missile in cell or missile in r.view.get_at((x,y-1)):
remove_list.append((pos, enemy_missile))
remove_list.append((pos, missile))
score_points.add(20)
new_list.append((pos, explode1))
missile_exploded = True
else:
if ship in cell: # Boom!
remove_list.append((pos, enemy_missile))
new_list.append((pos, explode1))
r.view.erase_at((len(lbl_pilots.text)+score_pilots.value+3-1, play_size-1))
new_list.append(((len(lbl_pilots.text)+score_pilots.value+3-1, play_size-1), explode1))
if score_pilots.value < 1:
game_over_flag = True
else:
score_pilots.add(-1)
for px in xrange(0, play_size):
r.view.erase_at((px, 1))
new_list.append(((px, 1), random.choice([explode1, explode2, explode3])))
if y > 1:
remove_list.append((pos, enemy_missile))
new_list.append(((x,y-1), enemy_missile))
else:
remove_list.append((pos, enemy_missile))
new_list.append((pos, explode1))
if missile in cell and missile_exploded == False:
# Move up the screen
if y < play_size-3:
remove_list.append((pos, missile))
new_list.append(((x,y+1), missile))
else:
remove_list.append((pos, missile))
if missile in cell and enemy_destroyed == True:
tick_rate -= 1
if tick_rate < tick_rate_min:
tick_rate = tick_rate_min
if random.random() > 0.5:
r.view.set_at((0, play_size-3), enemy_right)
else:
r.view.set_at((play_size-1, play_size-3), enemy_left)
# Process play zone updates
for (pos,thing) in remove_list:
r.view.remove(pos, thing)
for (pos,thing) in new_list:
r.view.set_at(pos, thing)
iterations += 1
if game_over_flag:
r.view.draw_label(lbl_game_over, [(play_size>>1)-4, play_size>>1])
r.draw([0,0],[width, height])
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1: # 1 == Left
if not game_over_flag:
if iterations - last_shot > tick_rate<<1:
x, y = ship_pos
if y < play_size-3:
r.view.set_at((x,y), missile)
r.view.set_at((x,y+1), explode1)
last_shot = iterations
score_points.value -= 1
if score_points.value < 0:
score_points.value = 0
elif event.type == pygame.MOUSEMOTION:
if not game_over_flag:
(px,py) = event.pos
cell_x = int(px/r.view.cell_width)
# cell_y = int(py/r.view.cell_height)
x,y = ship_pos
if cell_x < x and 0 < x: # Move left
if r.view.get_at((x-1, y)) == []:
r.view.remove(ship_pos, ship)
ship_pos = x-1, y
r.view.set_at(ship_pos, ship)
if cell_x > x and x < play_size-1: # Move right
if r.view.get_at((x+1, y)) == []:
r.view.remove(ship_pos, ship)
ship_pos = x+1, y
r.view.set_at(ship_pos, ship)
level = int(score_points.value / 10000)
if level_handled < level:
r.view.set_at((play_size-1, play_size-random.randint(4,play_size>>1)), enemy_base1)
score_pilots.add(1)
level_handled = level
saucer_attack()
def random_tiles(): # Messing about space-themed salvage
size = width,height = 800,800 # Pygame
r = RendererLens(pygame.display.set_mode(size, pygame.SRCALPHA))
r.set_view(View2DLens())
play_size = 50
r.view.set_size( (play_size, play_size, 1, 1), (width/play_size, height/play_size))
# Set up tiles
tiles = Tiles()
font_cells = "0123456789abcdefghijklmnopqrstuvwxyz"
for c in font_cells:
t = CharacterCellLens("font/"+str(c))
tiles.add(str(c),t)
game_cells = glob.glob(os.path.join("space_junk", "*.png"))
for fn in game_cells:
name = fn.replace(".png","")
t = CharacterCellLens(name)
tiles.add(name, t)
for col in xrange(0, play_size):
for row in xrange(0, play_size):
if random.random() > 0.7:
r.view.set_at((row, col), tiles.get(random.choice(tiles.list())))
keepGoing = True
iterations = 0
pause = False
while keepGoing:
if pause == False:
iterations += 1
r.draw([0,0],[width, height])
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1: # 1 == Left
pause = not pause
(px,py) = event.pos
def game_of_life(): # Conway game of Life
size = width,height = 800,800 # Pygame
r = RendererLens(pygame.display.set_mode(size, pygame.SRCALPHA))
r.set_view(View2DLens())
play_size = 50
r.view.set_size( (play_size, play_size, 1, 1), (width/play_size, height/play_size))
alive = CharacterCellLens("alive")
alive.paper.add_frame(pygame.image.load("alive_frame2.png"))
dead = CharacterCellLens("dead")
# Initialise the playzone
for col in xrange(0, play_size):