from pygame.image import load

from dark_stew.pgfw.Sprite import Sprite

class Clouds(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.dx = -self.get_configuration("clouds", "speed")
        self.load_from_path(self.get_resource("clouds", "path"), True)

    def update(self):
        self.move(self.dx)
        Sprite.update(self)

    def draw(self):
        rect = self.rect
        offset = rect.left + rect.w
        self.display_surface.blit(self.get_current_frame(), rect)
        Sprite.draw(self)
from dark_stew.pgfw.Game import Game
from dark_stew.pgfw.Configuration import TypeDeclarations
from dark_stew.World import World
from dark_stew.monster.Monsters import Monsters

class DarkStew(Game):

    def __init__(self):
        Game.__init__(self, type_declarations=Types())

    def set_children(self):
        Game.set_children(self)
        self.world = World(self)
        self.monsters = Monsters(self)

    def update(self):
        self.world.update()
        self.monsters.update()


class Types(TypeDeclarations):

    additional_defaults = {

        "joy": {"int": ["run", "action"]},

        "world": {"int-list": "dimensions",

                  "int": ["walk-step", "run-step"],

                  "path": "audio-path"},

        "floor": {"path": ["tile-path", "film-path"],

                  "int": "film-opacity"},

        "water": {"float-list": "speed",

                  "path": "tile-path",

                  "int-list": ["color", "opacity"]},

        "pool": {"int": ["framerate", "padding"],

                 "path": ["water-path", "ring-path", "led-path"]},

        "stool": {"path": "path",

                  "float-list": ["angles", "offsets"]},

        "led": {"path": "path",

                "float": ["angle", "offset"]},

        "aphids": {"path": ["path", "animation-path", "moving-path",
                            "standing-path", "sitting-path", "back-path",
                            "front-path", "side-path", "rod-path", "line-path"],

                   "int": ["rest-framerate", "walk-framerate", "run-framerate"],

                   "int-list": "collision-rect",

                   "float": ["initial-chance", "chance-increase"]},

        "monsters": {"path": "path",

                     "int": ["shadow-offset", "shadow-alpha"]},

        }
from pygame import Surface
from pygame.image import load
from pygame.draw import circle
from pygame.locals import *

from dark_stew.pgfw.GameChild import GameChild

class Floor(GameChild, Surface):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.input = self.get_input()
        self.load_configuration()
        self.init_surface()
        self.paint()
        self.add_film()

    def load_configuration(self):
        config = self.get_configuration("floor")
        self.tile_path = self.get_resource("floor", "tile-path")
        self.film_path = self.get_resource("floor", "film-path")
        self.film_opacity = config["film-opacity"]

    def init_surface(self):
        Surface.__init__(self, self.parent.size)

    def paint(self):
        tile = load(self.tile_path)
        self.fill_tile(tile)

    def fill_tile(self, tile, blend=0):
        for x in xrange(0, self.get_width(), tile.get_width()):
            for y in xrange(0, self.get_height(), tile.get_height()):
                self.blit(tile, (x, y), None, blend)

    def add_film(self):
        tile = load(self.film_path).convert_alpha()
        tile.set_alpha(self.film_opacity)
        self.fill_tile(tile, BLEND_ADD)

    def add_holes(self):
        for pool in self.parent.pools:
            self.fill(self.transparent_color, pool)

    def draw(self):
        surface = self.display_surface
        for corner in self.parent.get_corners():
            surface.blit(self, corner)
from pygame import Surface
from pygame.image import load

from dark_stew.pgfw.GameChild import GameChild

class Monster(GameChild):

    def __init__(self, parent, path):
        GameChild.__init__(self, parent)
        self.path = path
        self.display_surface = self.get_display_surface()
        self.set_image()
        self.set_shadow()

    def set_image(self):
        image = load(self.path).convert()
        rect = image.get_rect()
        rect.center = self.display_surface.get_rect().center
        offset = self.parent.shadow_offset / 2
        rect.move_ip(-offset, -offset)
        self.image = image
        self.image_rect = rect

    def set_shadow(self):
        shadow = Surface(self.image.get_size())
        parent = self.parent
        shadow.fill(parent.shadow_color)
        rect = shadow.get_rect()
        rect.center = self.display_surface.get_rect().center
        offset = parent.shadow_offset / 2
        rect.move_ip(offset, offset)
        shadow.set_alpha(parent.shadow_alpha)
        self.shadow = shadow
        self.shadow_rect = rect

    def draw(self):
        surface = self.display_surface
        surface.blit(self.shadow, self.shadow_rect)
        surface.blit(self.image, self.image_rect)
from os import listdir
from os.path import join
from random import choice

from pygame import Color

from dark_stew.pgfw.GameChild import GameChild
from dark_stew.monster.Monster import Monster

class Monsters(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.current = None
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.add_monsters()

    def load_configuration(self):
        config = self.get_configuration("monsters")
        self.shadow_color = Color(config["shadow-color"])
        self.shadow_offset = config["shadow-offset"]
        self.shadow_alpha = config["shadow-alpha"]
        self.path = self.get_resource("monsters", "path")

    def add_monsters(self):
        root = self.path
        for path in [join(root, name) for name in sorted(listdir(root))]:
            self.append(Monster(self, path))

    def open_random(self):
        self.current = choice(self)

    def close(self):
        self.current = None

    def update(self):
        if self.current:
            self.current.draw()
54.162.203.39
54.162.203.39
54.162.203.39
 
November 9, 2013


Food Spring - Watermelon Stage

Getting the fruit as far as possible is the object of each level, collecting bigger, more valuable guns. The final result is determined by the size of the fruits' collection when the monkey arrives in North America and either survives or perishes in the fruits' attack.

Watermelon Peach
Pineapple Grapes

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