from os.path import join

from lib.pgfw.pgfw.Sprite import Sprite

class Background(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_from_path(join(self.get_resource("door", "path"),
                                 str(self.parent.parent.index),
                                 "background.png"), True, True)
        self.location.bottom = self.parent.parent.platforms[0].location.top
        self.reset()

    def reset(self):
        self.location.left = self.parent.foreground.location.right

    def update(self):
        self.move(-self.parent.parent.velocity[0])
        Sprite.update(self)
from os.path import join

from lib.pgfw.pgfw.Sprite import Sprite

class Foreground(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_configuration()
        index = str(self.parent.parent.index)
        self.load_from_path(self.get_resource(join(self.root, index,
                                                   "foreground.png")), True,
                            True)
        self.location.bottom = self.parent.parent.platforms[0].location.top
        self.reset()

    def reset(self):
        self.location.left = self.x

    def load_configuration(self):
        config = self.get_configuration("door")
        self.x = config["x"]
        self.root = config["path"]

    def update(self):
        self.move(-self.parent.parent.velocity[0])
        Sprite.update(self)
from random import randint, random

from lib.pgfw.pgfw.GameChild import GameChild
from food_spring.level.obstacle.Missile import Missile
from food_spring.level.obstacle.Hurdle import Hurdle
from food_spring.level.obstacle.Spikes import Spikes
from food_spring.level.obstacle.Fireball import Fireball

class Obstacles(GameChild, dict):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.load_configuration()
        self.init_dict()

    def load_configuration(self):
        config = self.get_configuration
        self.missile_chance = config("missile", "chance")
        self.missile_count = config("missile", "count")
        self.blink_rate = config("obstacle", "blink-rate")
        self.hurdle_count = config("hurdle", "count")
        self.hurdle_chance = config("hurdle", "chance")
        self.hurdle_first = config("hurdle", "first-range")
        self.hurdle_margin = config("hurdle", "margin")
        self.spikes_chance = config("spikes", "chance")
        self.fireball_chance = config("fireball", "chance")
        self.fireball_count = config("fireball", "count")

    def init_dict(self):
        missiles = [Missile(self) for _ in xrange(self.missile_count[1])]
        hurdles = [Hurdle(self) for _ in xrange(self.hurdle_count[1])]
        fireballs = [Fireball(self) for _ in xrange(self.fireball_count[1])]
        dict.__init__(self, {"missile": missiles, "spikes": [Spikes(self)],
                             "hurdle": hurdles, "fireball": fireballs})

    def reset(self):
        for obstacle in self.get_obstacles():
            obstacle.reset()

    def get_obstacles(self, exclude=[]):
        if isinstance(exclude, str):
            exclude = [exclude]
        for kind in set(("hurdle", "fireball", "spikes",
                         "missile")).difference(exclude):
            for obstacle in self[kind]:
                yield obstacle

    def update(self):
        if self.parent.is_going():
            self.spawn_missiles()
            self.spawn_hurdles()
            self.spawn_spikes()
            self.spawn_fireballs()
        for obstacle in self.get_obstacles():
            obstacle.update()

    def spawn_missiles(self):
        if all(not missile.is_flying() for missile in self["missile"]):
            if random() < self.missile_chance:
                for ii in xrange(randint(*self.missile_count)):
                    self["missile"][ii].queue_fly()

    def spawn_hurdles(self):
        if all(not hurdle.is_playing(hurdle.enter) and \
               not hurdle.is_playing(hurdle.exit) for \
               hurdle in self["hurdle"]):
            if random() < self.hurdle_chance:
                dy = randint(*self.hurdle_first)
                for ii in xrange(randint(*self.hurdle_count)):
                    self["hurdle"][ii].queue_entrance(dy)
                    dy += randint(*self.hurdle_margin)

    def spawn_spikes(self):
        if not self["spikes"][0].is_playing(self["spikes"][0].slide):
            if random() < self.spikes_chance:
                self["spikes"][0].queue_slide()

    def spawn_fireballs(self):
        if all(not fireball.is_playing(fireball.spew) for fireball in \
               self["fireball"]):
            if random() < self.fireball_chance:
                for ii in xrange(randint(*self.fireball_count)):
                    self["fireball"][ii].queue_spew()
from pygame import Surface

from lib.pgfw.pgfw.Sprite import Sprite

class Hurdle(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_configuration()
        self.set_frames()
        self.register(self.enter, self.exit)
        self.reset()

    def load_configuration(self):
        config = self.get_configuration("hurdle")
        self.delay = config["delay"]
        self.speed = config["speed"]
        self.pause = config["pause"]

    def set_frames(self):
        surface = Surface((32, 8))
        surface.fill((255, 255, 0))
        self.add_frame(surface, omit=True)
        self.add_frameset(0, name="entered")
        blank = Surface(self.location.size)
        blank.set_colorkey((0, 0, 0))
        self.add_frame(blank, omit=True)
        self.add_frameset([0, 1], self.parent.blink_rate, "queued")

    def reset(self):
        self.halt(self.enter)
        self.halt(self.exit)
        self.active = False
        self.queue_reset = False
        self.location.centerx = self.display_surface.get_rect().left
        self.set_frameset("queued")

    def queue_entrance(self, dy):
        self.location.centery = self.parent.parent.platforms[0].location.top - \
                                dy
        self.active = True
        self.play(self.enter, delay=self.delay)

    def enter(self):
        self.set_frameset("entered")
        self.move(self.speed, 0)
        if self.location.centerx >= self.display_surface.get_rect().centerx:
            self.halt(self.enter)
            self.play(self.exit, delay=self.pause)

    def exit(self):
        self.move(self.speed, 0)
        if self.location.right >= self.display_surface.get_rect().right:
            self.queue_reset = True

    def update(self):
        if self.active:
            if self.is_playing(self.enter, include_delay=True) or \
               self.is_playing(self.exit):
                if self.location.colliderect(self.parent.parent.food):
                    self.parent.parent.food.freeze()
            Sprite.update(self)
        if self.queue_reset:
            self.reset()
216.73.216.83
216.73.216.83
216.73.216.83
 
November 10, 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