from pygame import Surface

from lib.pgfw.pgfw.Sprite import Sprite

class Spikes(Sprite):

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

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

    def set_frames(self):
        surface = Surface((32, 8))
        surface.fill((0, 255, 0))
        self.add_frame(surface, omit=True)
        self.add_frameset(0, name="sliding")
        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.set_frameset("queued")
        self.halt(self.slide)
        self.active = False
        self.queue_reset = False
        self.location.center = self.display_surface.get_rect().right, \
                               self.parent.parent.platforms[0].location.top

    def queue_slide(self):
        self.active = True
        self.play(self.slide, delay=self.delay)

    def slide(self):
        self.set_frameset("sliding")
        self.move(-self.speed)
        if self.location.right <= self.display_surface.get_rect().left:
            self.queue_reset = True
        if self.location.colliderect(self.parent.parent.food):
            self.parent.parent.food.freeze()

    def update(self):
        if self.active:
            Sprite.update(self)
        if self.queue_reset:
            self.reset()
from random import randrange

from pygame import Surface

from lib.pgfw.pgfw.Sprite import Sprite

class Fireball(Sprite):

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

    def load_configuration(self):
        config = self.get_configuration("fireball")
        self.delay = config["delay"]
        self.speed = config["speed"]
        self.peak = config["peak"]

    def set_frames(self):
        surface = Surface((24, 8))
        surface.fill((0, 255, 255))
        self.add_frame(surface, omit=True)
        self.add_frameset(0, name="spewing")
        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.spew)
        self.set_frameset("queued")
        self.active = False
        self.queue_reset = False
        limit = self.display_surface.get_rect()
        self.location.midleft = randrange(0, limit.w - self.location.w), limit.h
        self.direction = -1

    def queue_spew(self):
        self.active = True
        self.play(self.spew, delay=self.delay)

    def spew(self):
        self.set_frameset("spewing")
        self.move(0, self.direction * self.speed)
        limit = self.parent.parent.platforms[0].location.top - self.peak
        if self.direction == -1 and self.location.centery <= limit:
            self.location.centery = limit
            self.direction = 1
        elif self.direction == 1 and \
             self.location.top >= self.display_surface.get_height():
            self.queue_reset = True
        if self.location.colliderect(self.parent.parent.food):
            self.parent.parent.food.freeze()

    def update(self):
        if self.active:
            Sprite.update(self)
        if self.queue_reset:
            self.reset()
from math import atan, degrees, radians, sqrt, sin, cos
from random import randint, randrange

from pygame import Surface
from pygame.transform import rotate

from lib.pgfw.pgfw.Sprite import Sprite

class Missile(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.load_configuration()
        self.set_step()
        self.set_frames()
        self.register(self.fly)
        self.reset()

    def load_configuration(self):
        config = self.get_configuration("missile")
        self.margin = config["margin"]
        self.speed = config["speed"]
        self.peak = config["peak"]
        self.delay = config["delay"]
        self.angle = config["angle"]

    def set_step(self):
        angle = radians(self.angle)
        self.step = sin(angle) * self.speed, cos(angle) * self.speed

    def set_frames(self):
        surface = Surface((8, 32))
        surface.fill((255, 0, 0))
        surface.set_colorkey((255, 0, 255))
        self.add_frame(rotate(surface, self.angle), omit=True)
        self.add_frameset(0, name="flying")
        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.fly)
        self.active = False
        self.queue_reset = False
        self.location.center = randrange(40, 640), 0
        self.set_frameset("queued")

    def is_flying(self):
        return self.is_playing(self.fly)

    def queue_fly(self):
        self.active = True
        self.play(self.fly, delay=self.delay)

    def fly(self):
        self.set_frameset("flying")
        self.move(*self.step)
        location = self.location
        if location.colliderect(self.parent.parent.food):
            self.parent.parent.food.freeze()
        if location.top > self.display_surface.get_height():
            self.queue_reset = True

    def update(self):
        if self.active:
            Sprite.update(self)
        if self.queue_reset:
            self.reset()
from lib.pgfw.pgfw.Sprite import Sprite

class Blob(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_from_path(self.get_resource("blob", "path"), True, True,
                            query="*.png")
        self.hide()

    def hide(self):
        self.visible = False

    def show(self):
        self.visible = True

    def update(self):
        if self.visible:
            if not self.parent.horizontal:
                self.location.centerx = self.parent.parent.food.location.centerx
            else:
                self.location.centery = self.parent.parent.food.location.centery
            Sprite.update(self)
216.73.216.52
216.73.216.52
216.73.216.52
 
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