# -*- coding: utf-8 -*-
from os import listdir
from os.path import join
from math import sin, cos, radians, sqrt
from random import randint, randrange, choice, random
from copy import deepcopy
import codecs
from pygame import Surface, Color, PixelArray
from pygame.image import load, save
from pygame.draw import circle, arc, aaline, line, ellipse, rect as draw_rect
from pygame.font import Font
from pygame.mixer import Sound
from pygame.event import clear
from pygame.locals import *
from lib.pgfw.pgfw.Game import Game
from lib.pgfw.pgfw.GameChild import GameChild
from lib.pgfw.pgfw.Sprite import Sprite
from lib.pgfw.pgfw.Animation import Animation
class LakeOfHeavenlyWind(Game):
def __init__(self):
Game.__init__(self)
self.title.activate()
def set_children(self):
Game.set_children(self)
self.high_scores = HighScores(self)
self.title = Title(self)
self.game_screen = GameScreen(self)
self.book = Book(self)
def update(self):
self.title.update()
self.game_screen.update()
self.book.update()
class Book(GameChild, list):
def __init__(self, parent):
GameChild.__init__(self, parent)
path = self.get_resource("text", "book")
for block in codecs.open(path, "r", "utf-8").read().split("\n\n"):
self.append(Hexagram(self, block))
def hide_indicators(self):
for hexagram in self:
hexagram.indicator.hide()
def hide_explanations(self):
for hexagram in self:
hexagram.explanation.hide()
def are_indicators_hidden(self):
return all(hexagram.indicator.is_hidden() for hexagram in self)
def update(self):
for hexagram in self:
hexagram.update()
class Hexagram(GameChild):
TRIGRAM_NAMES = {0b111: "heaven", 0b110: "marsh", 0b101: "fire",
0b100: "thunder", 0b11: "wind", 0b10: "water",
1: "mountain", 0: "earth"}
def __init__(self, parent, block):
GameChild.__init__(self, parent)
lines = self.lines = block.split("\n")
self.index = int(lines[0], 2)
pair = ""
for ii in xrange(2):
pair += self.TRIGRAM_NAMES[(self.index & \
(0b111 << ii * 3)) >> (ii * 3)]. \
upper()
pair += " ABOVE ~ " if not ii else " BELOW"
lines.insert(2, pair)
font_path = self.get_resource("display", "font")
font = Font(font_path, 10)
explanation = self.explanation = Sprite(self, 4000)
for line in map(unicode, lines[1:]):
if line:
frame = Surface((640, 16), SRCALPHA)
spaced = line[0]
for ch in line[1:]:
spaced += " " + ch
caption = font.render(spaced, True, (102, 102, 102))
rect = caption.get_rect()
rect.center = frame.get_rect().center
frame.blit(caption, rect)
explanation.add_frame(frame)
explanation.location.center = self.parent.parent.game_screen.link. \
background.location.center
explanation.hide(),
indicator = self.indicator = Sprite(self, 500)
font = Font(font_path, 36)
font.set_italic(True)
indicator.add_frame(font.render(lines[1][0], True, (31, 31, 31)))
blank = Surface(indicator.location.size)
blank.set_colorkey((0, 0, 0))
indicator.add_frame(blank)
rect = self.parent.parent.game_screen.oracle.screens[0].get_rect()
indicator.location.center = 32 + rect.centerx, 16 + rect.centery
indicator.add_location(offset=(self.get_display_surface(). \
get_width() - rect.centerx * 2 - 64, 0))
indicator.hide()
def show_indicator(self):
self.indicator.unhide()
def show_explanation(self):
self.explanation.get_current_frameset().reset()
self.explanation.unhide()
def update(self):
self.explanation.update()
self.indicator.update()
class HighScores(GameChild):
def __init__(self, parent):
GameChild.__init__(self, parent)
def read(self):
scores = []
for line in file(self.get_resource("text", "scores")):
scores.append(int(line))
return scores
def add(self, score):
file(self.get_resource("text", "scores"), "a").write(str(score) + "\n")
class Title(Animation):
def __init__(self, parent):
Animation.__init__(self, parent)
self.time_filter = self.get_game().time_filter
self.display_surface = self.get_display_surface()
self.delegate = self.get_game().delegate
self.music = Sound(self.get_resource("audio", "outer"))
self.start_fx = SoundEffect(self, "start", .4)
self.deactivate()
background = self.background = Sprite(self)
tile_size = self.tile_size = 8
for _ in xrange(9):
tile = Surface((tile_size, tile_size))
frame = Surface(self.display_surface.get_size())
for x in xrange(tile.get_width()):
for y in xrange(tile.get_height()):
tile.set_at((x, y), choice([(128, 128, 128), (95, 95, 95)]))
for x in xrange(0, frame.get_width(), tile.get_width()):
for y in xrange(0, frame.get_height(), tile.get_height()):
frame.blit(tile, (x, y))
background.add_frame(frame)
layers = self.layers = []
key = (255, 0, 255)
for ii in xrange(3):
tiles = []
for _ in xrange(8):
tile = Surface((tile_size, tile_size))
tile.fill(key)
for x in xrange(tile.get_width()):
for y in xrange(tile.get_height()):
if random() > .885:
tile.set_at((x, y), [(255, 255, 80), (80, 255, 255),
(22, 22, 22)][ii])
tiles.append(tile)
layer = Sprite(self)
frame = Surface((background.location.w + tile_size * (16 + ii),
background.location.h + tile_size * (16 + ii)))
frame.set_colorkey(key)
for x in xrange(0, frame.get_width(), tile.get_width()):
for y in xrange(0, frame.get_height(), tile.get_height()):
frame.blit(choice(tiles), (x, y))
layer.add_frame(frame)
layers.append(layer)
self.set_pieces()
self.subscribe(self.respond)
self.register(self.remap_pieces, interval=1200)
self.play(self.remap_pieces)
def set_caption(self):
caption = self.caption = Sprite(self, 5000)
font = Font(self.get_resource("display", "font"), 12)
color = Color(0, 0, 0)
texts = ["Wind Off of Heaven's Lake", u"澤 天 風"]
for text in texts:
spaced = text[0]
for ch in text[1:]:
spaced += " " + ch
frame = Surface((640, 100), SRCALPHA)
plate = font.render(spaced.upper(), True, (255, 255, 255))
rect = plate.get_rect()
rect.center = frame.get_rect().center
frame.blit(plate, rect)
caption.add_frame(frame)
caption.location.center = self.display_surface.get_rect().centerx, 400
caption.get_current_frameset().current_index = 1
def deactivate(self):
self.active = False
self.music.fadeout(500)
def respond(self, event):
if self.active:
if self.delegate.compare(event, "advance"):
self.deactivate()
self.parent.game_screen.activate()
self.start_fx.play()
def activate(self, incoming=None):
self.active = True
self.music.play(-1, 0, 500)
scores = self.scores = []
count = 5
for ii, score in enumerate(sorted(self.parent. \
high_scores.read())[-count:]):
font = Font(self.get_resource("display", "font"), 11 + (ii * 1))
sprite = Sprite(self, 380)
sprite.add_frame(font.render(str(score), True, (32, 200, 32),
(112, 240, 240)))
if score == incoming:
surface = Surface(sprite.location.size)
key = (255, 0, 255)
surface.fill(key)
surface.set_colorkey(key)
sprite.add_frame(surface)
sprite.location.centerx = self.display_surface.get_rect(). \
centerx + 100 * ((count - ii - 1) - \
count / 2.0 + .5)
scores.append(sprite)
self.set_caption()
clear()
PIECE_RADIUS = 40
PIECE_COLORS = (255, 255, 0, 255), (255, 255, 0, 255)
def set_pieces(self):
self.blank_piece_map = [[(False, 0), (False, 0)], [(False, 0), (False, 0)]]
self.piece_map = deepcopy(self.blank_piece_map)
self.remap_pieces()
def remap_pieces(self):
previous = deepcopy(self.piece_map)
while self.piece_map == previous or self.piece_map == self.blank_piece_map:
print self.piece_map, self.blank_piece_map, previous
for x in xrange(len(self.piece_map[0])):
for y in xrange(len(self.piece_map)):
self.piece_map[x][y] = choice((True, False)), choice((0, 1))
def update(self):
Animation.update(self)
if self.active:
self.background.update()
ds = self.display_surface
for ii, layer in enumerate(reversed(self.layers)):
if ii == 0:
layer.move(-.25, -.25)
if layer.location.right < ds.get_width():
layer.move(self.tile_size * 16, self.tile_size * 16)
elif ii == 1:
layer.move(-.5)
if layer.location.right < ds.get_width():
layer.move(self.tile_size * 16)
elif ii == 2:
layer.move(.5, .5)
if layer.location.left > 0:
layer.move(-self.tile_size * 16, -self.tile_size * 16)
layer.update()
intermediate = Surface(ds.get_size(), SRCALPHA)
intermediate = Surface((300, 300))
circle(intermediate, (0, 255, 255),
(149, 149), 149)
rect = intermediate.get_rect()
rect.center = ds.get_rect().center
ds.blit(intermediate, rect, None, BLEND_RGB_SUB)
# for xi, x in enumerate(xrange(160, 560, 320)):
# for yi, y in enumerate(xrange(120, 440, 240)):
# if self.piece_map[xi][yi][0]:
# circle(intermediate, (0, 0, 0, 255), (x - 1, y + 1), self.PIECE_RADIUS)
# circle(intermediate, self.PIECE_COLORS[self.piece_map[xi][yi][1]],
# (x + 1, y - 1), self.PIECE_RADIUS)
# else:
# for radius in xrange(20, 0, -4):
# circle(ds, (randrange(0, 255), randrange(0, 255), randrange(0, 255)), (x, y), radius)
# color = choice([(22, 22, 22), (255, 0, 0), (0, 255, 255), (255, 255, 255)])
# ds.blit(intermediate, (0, 0), None, BLEND_RGB_SUB)
# draw_rect(ds, color, ds.get_rect().inflate(-4, -4), 1)
# for score in self.scores:
# score.update()
# self.caption.update()
class SoundEffect(GameChild, Sound):
def __init__(self, parent, name, volume=1.0):
GameChild.__init__(self, parent)
Sound.__init__(self, self.get_resource("audio", name))
self.name = name
self.set_volume(volume)
def play(self, position=.5):
channel = Sound.play(self)
right = 1 + min(0, ((position - .5) * 2))
left = 1 - max(0, ((position - .5) * 2))
if channel is not None:
channel.set_volume(left, right)
class GameScreen(GameChild):
PALETTE = [[(191, 191, 220), (191, 255, 191)],
[(191, 191, 220), (255, 191, 191)],
[(191, 191, 225), (191, 255, 191)],
[(191, 191, 255), (255, 191, 191)],
[(191, 220, 191), (191, 191, 255)],
[(191, 220, 191), (255, 191, 191)],
[(191, 255, 191), (255, 191, 191)],
[(220, 191, 191), (191, 191, 255)],
[(220, 191, 191), (191, 255, 191)]]
def __init__(self, parent):
GameChild.__init__(self, parent)
self.delegate = self.get_game().delegate
self.time_filter = self.get_game().time_filter
self.display_surface = self.get_display_surface()
self.music = Sound(self.get_resource("audio", "inner"))
self.music.set_volume(.8)
self.previous_palette = None
self.wave = 0
self.deactivate()
self.set_background()
self.pulp = Pulp(self)
self.link = Link(self)
self.paddles = Paddles(self)
self.rails = Rails(self)
self.oracle = Oracle(self)
self.subscribe(self.respond)
def set_background(self):
w, h = 8, 8
tile = Surface((w, h))
while True:
palette = choice(self.PALETTE)
if self.previous_palette != palette:
self.previous_palette = palette
break
for x in xrange(w):
for y in xrange(h):
tile.set_at((x, y), palette[(x + y) % 2])
background = self.background = Surface(self.display_surface.get_size())
for x in xrange(0, background.get_width(), w):
for y in xrange(0, background.get_height(), h):
background.blit(tile, (x, y))
def activate(self):
self.active = True
self.ending = False
self.game_over_elapsed = 0
self.music.play(-1)
self.wave = 0
self.pulp.reset()
self.rails.reset()
self.oracle.clear()
self.introduce()
self.paddles.set_background()
self.paddles.reset_position()
self.paddles.arrange_graticules(0)
self.set_background()
def introduce(self):
self.freeze()
self.introducing = True
self.introducing_elapsed = 0
def increase_wave(self):
self.wave += 1
self.paddles.explode_mines()
self.paddles.set_background()
self.paddles.reset_position()
self.paddles.arrange_graticules(0)
self.rails.increase_spawn_rate()
self.introduce()
self.rails.clear_phages()
self.rails.set_deviation()
self.set_background()
self.pulp.health += 1.0 / 6
if self.pulp.health > .9999:
self.pulp.health = .9999
self.parent.book.hide_indicators()
def freeze(self):
self.frozen = True
def unfreeze(self):
self.frozen = False
def is_frozen(self):
return self.frozen
def deactivate(self):
self.active = False
self.music.stop()
def end(self):
self.freeze()
self.ending = True
self.parent.high_scores.add(int(self.pulp.score))
self.paddles.explode_mines()
self.paddles.reset_position()
self.oracle.animals.hide()
for hexagram in self.parent.book:
if not hexagram.explanation.is_hidden():
hexagram.explanation.halt()
def respond(self, event):
if self.active and self.ending and self.game_over_elapsed > 3000 and \
self.delegate.compare(event, "advance"):
self.parent.book.hide_explanations()
self.parent.book.hide_indicators()
self.deactivate()
self.parent.title.activate(int(self.pulp.score))
def update(self):
if self.active:
self.display_surface.blit(self.background, (0, 0))
if self.introducing:
font = Font(self.get_resource("display", "font"), 10)
text = "WAVE " + str(self.wave)
spaced = text[0]
for ch in text[1:]:
spaced += " " + ch
text = font.render(spaced, True, (31, 31, 31))
rect = text.get_rect()
rect.center = self.display_surface.get_rect().centerx, 260
self.display_surface.blit(text, rect)
if self.introducing_elapsed > 2000:
self.introducing = False
self.unfreeze()
else:
self.introducing_elapsed += self.time_filter. \
get_last_frame_duration()
elif self.ending:
font = Font(self.get_resource("display", "font"), 10)
text = font.render("G A M E O V E R", True,
(31, 31, 31))
rect = text.get_rect()
rect.center = self.display_surface.get_rect().centerx, 260
self.display_surface.blit(text, rect)
self.game_over_elapsed += self.time_filter. \
get_last_frame_duration()
self.oracle.animals.update()
self.pulp.update()
if not self.is_frozen():
self.rails.update()
self.paddles.update()
self.link.update()
self.oracle.update()
class Pulp(GameChild, Surface):
def __init__(self, parent):
GameChild.__init__(self, parent)
self.display_surface = self.get_display_surface()
self.font = Font(self.get_resource("display", "font"), 24)
self.explosions = [Explosion(self) for _ in xrange(32)]
self.lose_health_fx = SoundEffect(self, "lose-health")
self.blow_up_fx = SoundEffect(self, "blow-up", .8)
self.reset()
Surface.__init__(self, (self.display_surface.get_width(), 96))
self.rect = self.get_rect()
indicators = self.indicators = []
root = self.get_resource("image", "pulp")
for path in sorted(listdir(root)):
indicator = Sprite(self, 5500)
image = load(join(root, path))
image_r = self.image_r = image.get_rect()
width = self.get_width()
height = (self.rect.h / image_r.h + 2) * image_r.h
color = Color(0, 0, 0)
for hue in [-150, -128, 149]:
pixels = PixelArray(image.copy())
for x in xrange(len(pixels)):
for y in xrange(len(pixels[0])):
color = Color(*image.unmap_rgb(pixels[x][y]))
h, s, l, a = color.hsla
color.hsla = round((h + hue) % 360), round(s), \
round(l), round(a)
pixels[x][y] = color
plate = pixels.make_surface()
frame = Surface((width, height), SRCALPHA)
for x in xrange(0, width, image_r.w):
for y in xrange(0, height, image_r.h):
frame.blit(plate, (x, y))
indicator.add_frame(frame)
indicator.display_surface = self
indicators.append(indicator)
self.score_backgrounds = []
tile = Surface((2, 2))
for x in xrange(tile.get_width()):
for y in xrange(tile.get_height()):
tile.set_at((x, y), [(220, 220, 220),
(128, 128, 128)][(x + y) % 2])
for _ in xrange(8):
surface = Surface((22, 26))
for x in xrange(0, surface.get_width(), tile.get_width()):
for y in xrange(0, surface.get_height(), tile.get_height()):
surface.blit(tile, (x, y))
self.score_backgrounds.append(surface)
def reset(self):
self.health = .9999
self.score = 0
for explosion in self.explosions:
explosion.reset()
def update(self):
for indicator in self.indicators:
indicator.move(dy=-1)
if indicator.location.top < -self.image_r.h:
indicator.move(dy=self.image_r.h)
self.indicators[int(self.health * len(self.indicators))].update()
self.display_surface.blit(self, self.rect)
# if not self.parent.is_frozen():
# self.score += self.health * .1
text = str(int(self.score))
color = randint(0, 120), randint(0, 120), randint(0, 120)
for ii, digit in enumerate(text):
background = self.score_backgrounds[ii]
br = background.get_rect()
br.centerx = 40 * (ii - len(text) / 2.0 + .5) + \
self.display_surface.get_rect().centerx
self.display_surface.blit(self.score_backgrounds[ii], br)
glyph = self.font.render(digit, True, color)
gr = glyph.get_rect()
gr.centerx = br.centerx
self.display_surface.blit(glyph, gr)
outgoing = []
for phage in self.parent.rails.phages:
if phage.get_center()[1] <= self.rect.centery:
outgoing.append(phage)
self.health -= .05
for explosion in self.explosions:
if explosion.is_hidden():
explosion.get_current_frameset().reset()
explosion.location.center = phage.get_center()
explosion.unhide()
break
if self.health < 0:
self.parent.end()
break
if outgoing:
total = 0
for phage in outgoing:
total += phage.get_center()[0]
self.parent.rails.phages.remove(phage)
position = float(total) / len(outgoing) / \
self.get_display_surface().get_width()
self.lose_health_fx.play(position)
self.blow_up_fx.play(position)
for explosion in self.explosions:
explosion.update()
class Explosion(Sprite):
def __init__(self, parent):
Sprite.__init__(self, parent)
count = 32
color = Color(0, 0, 0)
for ii in xrange(count):
frame = Surface((64, 64), SRCALPHA)
ratio = float(ii) / count
color.hsla = 60 - ratio * 60, 100, 50, 100 - ratio * 100
fr = frame.get_rect()
circle(frame, color, fr.center, 6 + int(ratio * (fr.w / 2 - 6)), 5)
self.add_frame(frame)
self.reset()
def reset(self):
self.hide()
def shift_frame(self):
Sprite.shift_frame(self)
frameset = self.get_current_frameset()
if frameset.current_index == frameset.length() - 1:
self.hide()
class Link(GameChild):
def __init__(self, parent):
GameChild.__init__(self, parent)
self.display_surface = self.get_display_surface()
self.background = Sprite(self, 500)
tile = Surface((2, 2))
for x in xrange(tile.get_width()):
for y in xrange(tile.get_height()):
tile.set_at((x, y), [(255, 255, 0), (228, 228, 228)][(x + y) % 2])
for jj in xrange(3):
frame = Surface((self.display_surface.get_width(), 24))
for x in xrange(0, frame.get_width(), tile.get_width()):
for y in xrange(0, frame.get_height(), tile.get_height()):
frame.blit(tile, (x, y))
for ii, x in enumerate(xrange(-4, frame.get_width(), 16)):
colors = [(63, 255, 63), (240, 240, 63), (191, 31, 220)]
primary_color = colors[(ii - jj) % 3]
secondary_color = colors[(ii - jj + 1) % 3]
frame.fill(primary_color, (x, 0, 8, 3))
frame.fill(secondary_color, (x + 2, 1, 4, 2))
frame.fill(primary_color, (x, frame.get_height() - 3, 8, 3))
frame.fill(secondary_color, (x + 2, frame.get_height() - 3, 4,
2))
self.background.add_frame(frame)
self.background.location.top = self.parent.pulp.get_rect().bottom
def update(self):
self.background.update()
class Paddles(GameChild):
LEFT, RIGHT = range(2)
GRATICULES = (((0, 0),),
((.5, 270), (.5, 90)),
((.5, 0), (.5, 180)),
((.5, 45), (.5, 225)),
((.5, 135), (.5, 315)),
((1.0, 0), (0, 0), (1.0, 180)),
((1.0, 45), (0, 0), (1.0, 225)),
((1.0, 135), (0, 0), (1.0, 315)),
((.5774, 0), (.5774, 120), (.5774, 240)))
def __init__(self, parent):
GameChild.__init__(self, parent)
self.time_filter = self.get_game().time_filter
self.display_surface = self.get_display_surface()
self.delegate = self.get_game().delegate
self.detonate_mine_fx = SoundEffect(self, "detonate", .8)
self.drop_mine_fx = SoundEffect(self, "drop", .3)
self.eliminate_phage_fx = SoundEffect(self, "eliminate", 1)
self.graticule_y = 0
self.set_background()
self.set_lattice()
self.set_paddles()
self.graticule = Graticule(self)
self.arrange_graticules(0)
self.mines = [Mine(self) for _ in xrange(16)]
self.active_mines = [[], []]
self.subscribe(self.respond)
def set_background(self):
background = self.background = Sprite(self, 120)
mask = Surface((8, 8), SRCALPHA)
for x in xrange(mask.get_width()):
for y in xrange(mask.get_height()):
mask.set_at((x, y), [(255, 255, 255, 255),
(255, 255, 255, 0)][(x + y) % 2])
color = Color(0, 0, 0)
count = 16
h = 32
hue_ii = 0
hue_base = randrange(0, 360)
for ii in xrange(count):
frame = Surface((self.display_surface.get_width(), h), SRCALPHA)
for y in xrange(h):
hue = 30 * (float(hue_ii) / (count / 2)) + hue_base
if hue >= 360:
hue -= 360
color.hsla = hue, 100, 50, 100 * (float(y) / h)
frame.fill(color, (0, y, frame.get_width(), 1))
hue_ii += 1 if ii < count / 2 else -1
for x in xrange(0, frame.get_width(), mask.get_width()):
for y in xrange(0, h, mask.get_height()):
frame.blit(mask, (x, y), None, BLEND_RGBA_MIN)
background.add_frame(frame)
background.location.bottom = self.get_display_surface().get_rect(). \
bottom
def set_lattice(self):
mask = load(self.get_resource("image", "plateau")).convert_alpha()
tile = Surface((9, 9))
tw, th = tile.get_size()
for x in xrange(tw):
for y in xrange(th):
tile.set_at((x, y), [(0, 255, 255), (255, 0, 255),
(255, 255, 0)][(x + y) % 3])
w, h = self.background.location.size
w += mask.get_width()
base = Surface((w, h), SRCALPHA)
for x in xrange(0, w, tw):
for y in xrange(0, h, th):
base.blit(tile, (x, y))
for x in xrange(0, w, mask.get_width()):
base.blit(mask, (x, 0), None, BLEND_RGBA_MIN)
lattice = self.lattice = Sprite(self)
lattice.add_frame(base)
lattice.location.bottom = self.get_display_surface().get_rect().bottom + 2
def set_paddles(self):
image = load(self.get_resource("image", "paddle")).convert_alpha()
self.paddle_length = image.get_width()
margin = self.margin = (self.get_display_surface().get_width() / 2) - \
self.paddle_length
surface = Surface((image.get_width() * 2 + margin, image.get_height()))
key = (255, 0, 255)
surface.fill(key)
surface.set_colorkey(key)
surface.blit(image, (0, 0))
surface.blit(image, (image.get_width() + margin, 0))
paddles = self.paddles = Sprite(self, 60)
count = 8
color = Color(0, 0, 0)
for ii in xrange(count):
color.hsla = randrange(0, 360), 100, \
60 + 40 * (float(ii) / (count - 1)), 100
pixels = PixelArray(surface.copy())
pixels.replace((255, 255, 255), color)
frame = pixels.make_surface()
frame.set_colorkey(key)
paddles.add_frame(frame)
ds = self.get_display_surface()
paddles.add_location()
self.reset_position()
self.reset_throttle()
def reset_position(self):
self.moving = [False, False]
ds = self.get_display_surface()
for ii, location in enumerate(self.paddles.locations):
location.midbottom = ds.get_rect().centerx, \
ds.get_height() - 15
if ii == 1:
location.left += ds.get_width()
def reset_throttle(self):
self.throttle = [0, 0]
def arrange_graticules(self, index=None):
if index is None:
index = randrange(1, len(self.GRATICULES))
if index < 5:
if index == 3:
states = self.GRATICULES[index], self.GRATICULES[index + 1]
elif index == 4:
states = self.GRATICULES[index], self.GRATICULES[index - 1]
else:
states = self.GRATICULES[index], self.GRATICULES[index]
else:
if randint(0, 1):
states = self.GRATICULES[index], self.GRATICULES[0]
else:
states = self.GRATICULES[0], self.GRATICULES[index]
graticule = self.graticule
graticule.remove_locations()
initialized = False
y = self.graticule.location.centery
for ii, state in enumerate(states):
if not ii:
x = self.paddles.location.left + self.paddle_length / 2
else:
x = self.paddles.location.right - self.paddle_length / 2
for offset in state:
margin = 60
dx = margin * offset[0] * sin(radians(offset[1]))
dy = margin * offset[0] * - cos(radians(offset[1]))
center = int(float(x + dx)), int(float(y + dy))
if not initialized:
graticule.location.center = center
graticule.location.side = self.LEFT
initialized = True
else:
location = graticule.add_location((0, 0))
location.side = ii
location.center = center
def explode_mines(self):
count = 0
total_x = 0
for side in self.active_mines:
for mine in side:
count += 1
total_x += mine.location.centerx
mine.set_frameset("explode")
for location in self.graticule.locations:
location.unhide()
if count:
self.detonate_mine_fx.play(float(total_x) / count / \
self.get_display_surface().get_width())
def respond(self, event):
if self.parent.active and not self.parent.ending:
compare = self.delegate.compare
if compare(event, "left") or compare(event, "left", True):
self.moving[self.LEFT] = not event.cancel
elif compare(event, "right") or compare(event, "right", True):
self.moving[self.RIGHT] = not event.cancel
elif not self.parent.is_frozen() and \
(compare(event, "release-left") or \
compare(event, "release-right")):
side = self.LEFT if event.command == "release-left" else self.RIGHT
if self.active_mines[side]:
outgoing = []
count = len(self.active_mines[side])
mine_total_x = 0
hit = []
while self.active_mines[side]:
mine = self.active_mines[side][0]
mine_total_x += mine.location.centerx
center = mine.location.center
mine.set_frameset("explode")
mine.location.center = center
mine.get_current_frameset().reset()
for phage in self.parent.rails.phages:
px, py = phage.get_center()
d = sqrt((px - mine.location.centerx) ** 2 + \
(py - mine.location.centery) ** 2)
reach = 100
if d < reach:
start = phage.health
phage.health -= 1.5 * (reach - float(d)) / reach
if phage.health < 0:
if phage not in (r[0] for r in outgoing):
for record in hit:
if record[0] == phage:
start = record[1]
hit.remove(record)
break
outgoing.append((phage, start))
else:
if phage not in (r[0] for r in hit):
hit.append((phage, start))
self.active_mines[side].remove(mine)
self.detonate_mine_fx.play(float(mine_total_x) / count / \
self.get_display_surface(). \
get_width())
increase = 0
phage_total_x = 0
for record in outgoing:
increase += record[1]
phage_total_x += record[0].get_center()[0]
record[0].play(record[0].die)
# self.parent.rails.phages.remove(record[0])
self.parent.pulp.score += increase * len(outgoing) * 10
if outgoing:
self.eliminate_phage_fx.play(float(phage_total_x) / \
len(outgoing) / \
self. \
display_surface. \
get_width())
for location in self.graticule.locations:
if location.side == side:
location.unhide()
self.throttle[side] = 0
elif self.throttle[side] > 500:
total_x = 0
for location in self.graticule.locations:
if location.side == side:
while True:
mine = choice(self.mines)
if mine.is_hidden():
mine.unhide()
mine.location.center = location.center
mine.get_current_frameset().reset()
break
self.active_mines[side].append(mine)
total_x += mine.location.centerx
location.hide()
self.drop_mine_fx.play(float(total_x) / \
len(self.active_mines[side]) / \
self.get_display_surface(). \
get_width())
def update(self):
for ii in xrange(len(self.throttle)):
self.throttle[ii] += self.time_filter.get_last_frame_duration()
speed = 8
if self.moving[self.LEFT]:
self.paddles.move(-speed)
self.graticule.move(-speed)
elif self.moving[self.RIGHT]:
self.paddles.move(speed)
self.graticule.move(speed)
ds = self.get_display_surface()
if self.paddles.location.right < 0:
self.paddles.move(ds.get_width())
elif self.paddles.location.right > ds.get_width():
self.paddles.move(-ds.get_width())
y = self.graticule.location.centery
start = self.parent.link.background.rect.bottom
end = ds.get_height() - 32
position = (end - y) / float(end - start)
dy = self.get_game().interpolator.get_nodeset("shoot").get_y(position)
self.graticule.move(dy=-dy)
for location in self.graticule.locations:
if location.right < 0:
location.move_ip(ds.get_width(), 0)
elif location.right > ds.get_width():
location.move_ip(-ds.get_width(), 0)
if location.top < self.parent.link.background.rect.bottom:
location.move_ip(0, ds.get_height() - \
self.parent.link.background.rect.bottom - 32)
self.lattice.move(-.5)
if self.lattice.location.right < ds.get_rect().right:
self.lattice.move(ds.get_rect().right - \
self.lattice.location.right + 16)
self.lattice.update()
if not self.parent.is_frozen():
self.graticule.update()
for mine in self.mines:
mine.update()
self.paddles.update()
self.background.update()
class Graticule(Sprite):
def __init__(self, parent):
Sprite.__init__(self, parent, 120)
surface = Surface((14, 14), SRCALPHA)
rect = surface.get_rect()
count = 8
color_ii = 0
inner_color, outer_color, bg_color = Color(0, 0, 0), Color(0, 0, 0), \
Color(0, 0, 0)
mid = count / 2
for ii in xrange(count):
inner_color.hsla = 80, 50, 40 + 10 * (float(color_ii) / mid), 100
hue = randrange(0, 360)
outer_color.hsla = hue, 100, 50, 100
bg_color.hsla = randrange(0, 360), 100, 50, 16
frame = surface.copy()
circle(frame, bg_color, rect.center, 7)
circle(frame, inner_color, (rect.centerx, rect.centery + 1), 5)
circle(frame, outer_color, rect.center, 5)
circle(frame, inner_color, rect.center, 3)
circle(frame, (0, 0, 0, 0), (rect.centerx, rect.centery + 1), 2)
self.add_frame(frame)
color_ii += -1 if ii >= count / 2 else 1
class Mine(Sprite):
def __init__(self, parent):
Sprite.__init__(self, parent, 120)
surface = Surface((20, 20), SRCALPHA)
particles = []
distances = [4, 2, 2, 1, 0, 1, 2, 2, 4]
radii = [2, 2, 2, 2, 2, 2, 2, 2, 2]
particle_count = 48
for ii in xrange(particle_count):
angle = 360 * float(ii) / particle_count
distance_ii = ii % len(distances)
particles.append(Particle(ii, angle, distance_ii))
frame_count = 18
cx, cy = 10, 10
self.add_frameset(name="wait", switch=True)
for frame_ii in xrange(frame_count):
frame = surface.copy()
circle(frame, (255, 255, randint(0, 63), randint(100, 160)),
(10, 10), 10)
for particle in sorted(particles, key=lambda p: p.layer):
distance = distances[particle.distance_ii]
x = int(round(cx + distance * sin(radians(particle.angle))))
y = int(round(cy + distance * - cos(radians(particle.angle))))
circle(frame, particle.color, (x, y),
radii[particle.distance_ii])
particle.distance_ii += 1
if particle.distance_ii >= len(distances):
particle.distance_ii = 0
particle.layer += ((len(particles) / 2 - particle.layer) * \
2 - 1)
if distance == 0:
particle.angle = (particle.angle + 180) % 360
self.add_frame(frame)
self.add_frameset(name="explode", switch=True)
surface = Surface((100, 100), SRCALPHA)
thickness = 6
color = Color(0, 0, 0)
for radius in xrange(6, 50, 2):
frame = surface.copy()
ratio = float(radius - 6) / (50 - 6)
color.hsla = 60 * (1 - ratio), 80 + 10 * (1 - ratio), \
75 + 18 * (1 - ratio), thickness * 30 * (100 / 255.0)
circle(frame, color, (50, 50), radius, max(1, int(thickness)))
thickness -= .2
self.add_frame(frame)
self.set_frameset("wait")
self.hide()
def shift_frame(self):
Sprite.shift_frame(self)
frameset = self.get_current_frameset()
if frameset.name == "explode":
if frameset.current_index == frameset.length() - 1:
self.set_frameset("wait")
self.hide()
class Particle:
def __init__(self, ii, angle, distance_ii):
self.color = Color(0, 0, 0)
self.color.hsla = 0, 0, randint(0, 100), 100
self.color = choice([(27, 27, 27), (255, 63, 63), (63, 63, 255),
(255, 255, 255)])
self.angle = angle
self.layer = ii
self.distance_ii = distance_ii
class Rails(GameChild, list):
def __init__(self, parent):
GameChild.__init__(self, parent)
self.display_surface = self.get_display_surface()
self.depth = self.display_surface.get_height() + 4
self.stray = 128
self.view_y = 0
interpolator = self.get_game().interpolator
self.spawn_nodeset = interpolator.get_nodeset("spawn")
self.step_nodeset = interpolator.get_nodeset("step")
margin = 32
limit = self.display_surface.get_width() - margin
step = (limit - margin) / 16
for x in xrange(48, limit, step):
self.append(Rail(self, x,
x > self.display_surface.get_rect().centerx))
deviations = self.deviations = []
ii = 1
while True:
nodeset = self.get_game().interpolator.get_nodeset("deviation-" + \
str(ii))
ii += 1
if nodeset:
deviations.append(nodeset)
else:
break
self.set_deviation()
self.reset()
def set_deviation(self):
self.deviation = choice(self.deviations)
self.set_background()
def reset(self):
self.increase_spawn_rate()
self.clear_phages()
def clear_phages(self):
self.phages = []
def increase_spawn_rate(self):
self.spawn_rate = self.spawn_nodeset.get_y(self.parent.wave)
self.phage_step = self.step_nodeset.get_y(self.parent.wave)
def set_background(self):
end = self.parent.link.background.location.bottom
length = self.depth - end
color = Color(0, 0, 0)
background = self.background = \
Surface(self.get_display_surface().get_size())
background.set_colorkey((0, 0, 0))
for ii, y in enumerate(xrange(self.depth, end - 5, -5)):
dx = self.stray * self.deviation.get_y(float(ii * 5) / length)
px = self.stray * self.deviation.get_y(float((ii - 1) * 5) / length)
hue = min(360, int(360 * float(ii * 5) / length))
color.hsla = hue, 100, 40, 100
for rail in self:
modifier = rail.get_modifier()
line(background, color, (rail.x + px * modifier, y),
(rail.x + dx * modifier, y))
def update(self):
if random() < self.spawn_rate:
self.phages.append(Phage(self, choice(self)))
height = 20
self.display_surface.blit(self.background, (0, self.view_y),
(0, self.view_y,
self.display_surface.get_width(), height))
self.view_y -= 3
if self.view_y + height < self.parent.link.background.location.bottom:
self.view_y = self.display_surface.get_height() - height
for phage in self.phages:
phage.update()
class Rail(GameChild):
def __init__(self, parent, x, mirrored):
GameChild.__init__(self, parent)
self.x = x
self.mirrored = mirrored
def get_modifier(self):
return -1 if self.mirrored else 1
class Phage(Animation):
TRANSPARENT_COLOR = (255, 0, 255)
def __init__(self, parent, rail):
Animation.__init__(self, parent, self.die, 50)
self.rail = rail
self.t = 0
self.health = 1
body = self.body = []
self.yr = self.parent.parent.link.background.location.bottom, \
self.parent.depth
for size in xrange(4, 0, -1):
segment = Sprite(self, 500)
for ii in xrange(2):
surface = Surface((size, size))
surface.fill([(255, 255, 255), (31, 31, 31)][(size + ii) % 2])
surface.set_colorkey(self.TRANSPARENT_COLOR)
segment.add_frame(surface)
body.append(segment)
center = self.parent.phage_step
self.step = random() * .004 - .002 + center
def get_center(self):
return self.body[0].location.midbottom
def die(self):
for segment in self.body:
alpha = segment.alpha - 48
if alpha <= 0:
self.parent.phages.remove(self)
self.halt()
break
else:
for _ in xrange(10):
w, h = segment.location.size
segment.get_current_frame().set_at((randrange(0, w),
randrange(0, h)),
self.TRANSPARENT_COLOR)
segment.set_alpha(alpha)
def update(self):
if not self.is_playing():
step = self.parent.phage_step * self.health
self.t += step
yr = self.yr
for ii, segment in sorted(enumerate(self.body), key=lambda b: b[0],
reverse=True):
dx = self.parent.deviation.get_y(self.t - ii * step) * \
self.parent.stray * self.rail.get_modifier()
segment.location.center = self.rail.x + dx, \
yr[1] - (yr[1] - yr[0]) * (self.t - \
step * ii)
segment.update()
else:
for segment in self.body:
segment.update()
Animation.update(self)
class Oracle(Animation):
def __init__(self, parent):
Animation.__init__(self, parent)
self.time_filter = self.get_game().time_filter
self.display_surface = self.get_display_surface()
# self.line_appears_fx = SoundEffect(self, "no")
screens = self.screens = []
for ii in xrange(2):
surface = Surface((48, 48), SRCALPHA)
surface.fill((127, 127, 127, 127))
screens.append(surface)
lines = self.lines = []
for ii in xrange(2):
line = Surface((36, 6))
line.fill((31, 31, 31))
if ii == 1:
key = (255, 0, 255)
line.set_colorkey(key)
line.fill(key, (14, 0, 8, 6))
lines.append(line)
self.animals = Animals(self)
self.coins = [Coin(self, ii) for ii in xrange(3)]
self.register(self.display_indicator)
self.clear()
def display_indicator(self):
self.clear_screens()
self.parent.parent.book.hide_explanations()
response = choice(self.parent.parent.book)
response.show_indicator()
response.show_explanation()
response.explanation.halt()
def clear_screens(self):
for screen in self.screens:
screen.fill(screen.get_at((0, 0)))
def clear(self):
self.hexagram = []
self.flips = 0
self.flip_elapsed = 0
self.wait_elapsed = 0
self.waiting = False
self.clear_screens()
for coin in self.coins:
coin.hide()
self.animals.hide()
self.halt()
def update(self):
if not self.parent.is_frozen() and not self.waiting:
if self.flips == 0:
for coin in self.coins:
coin.unhide()
coin.set_frameset(0)
if len(self.hexagram) == 6:
self.clear()
self.parent.parent.book.hide_indicators()
for hexagram in self.parent.parent.book:
explanation = hexagram.explanation
if not explanation.is_hidden():
frameset = explanation.get_current_frameset()
frameset.current_index = frameset.length() - 1
hexagram.explanation.play()
self.parent.increase_wave()
self.flip_elapsed = 0
else:
flip_length = 1500
self.flip_elapsed += self.time_filter.get_last_frame_duration()
if self.flip_elapsed > flip_length:
self.coins[self.flips].end_flip()
self.flips += 1
self.flip_elapsed -= flip_length
if self.flips == 3:
self.hexagram.append(Result(self.coins))
if len(self.hexagram) == 3:
self.animals.send(self.hexagram)
elif len(self.hexagram) == 6:
self.play(self.display_indicator, delay=1000,
play_once=True)
self.flips = 0
self.waiting = True
# self.line_appears_fx.play()
elif self.waiting:
self.wait_elapsed += self.time_filter.get_last_frame_duration()
if self.wait_elapsed > 7500:
self.waiting = False
self.wait_elapsed = 0
ow, oh = 32, 16
if self.parent.parent.book.are_indicators_hidden():
for ii, result in enumerate(self.hexagram):
screen = self.screens[ii / 3]
screen.blit(self.lines[result.get_line_index()],
(6, 5 + ((2 - ii) % 3) * 16))
for ii, screen in enumerate(self.screens):
rect = screen.get_rect()
if ii == 0:
rect.topleft = (ow, oh)
else:
rect.topright = self.display_surface.get_width() - ow, oh
self.display_surface.blit(screen, rect)
for coin in self.coins:
coin.update()
Animation.update(self)
class Animals(GameChild, list):
def __init__(self, parent):
GameChild.__init__(self, parent)
self.collect_token_fx = SoundEffect(self, "power-up", .7)
font = Font(self.get_resource("display", "font"), 18)
color = Color(0, 0, 0)
for glyph in [u"馬", u"羊", u"雉", u"龍", u"雞", u"豕", u"狗", u"牛"]:
animal = Sprite(self, 80)
for ii in xrange(3):
hue = int(360 * float(ii) / 3)
for jj in xrange(8):
lightness = 20 + 80 * float(jj + 1) / 8
w, h = font.size(glyph)
frame = Surface((w + 2, h + 2), SRCALPHA)
color.hsla = hue, 80, lightness, 100
frame.blit(font.render(glyph, True, color), (0, 0))
frame.blit(font.render(glyph, True, color), (1, 0))
frame.blit(font.render(glyph, True, color), (2, 0))
frame.blit(font.render(glyph, True, color), (2, 1))
frame.blit(font.render(glyph, True, color), (2, 2))
frame.blit(font.render(glyph, True, color), (1, 2))
frame.blit(font.render(glyph, True, color), (0, 2))
frame.blit(font.render(glyph, True, color), (0, 1))
color.hsla = (hue + 60) % 360, 100, lightness, 100
frame.blit(font.render(glyph, True, color), (1, 1))
animal.add_frame(frame)
paddles = self.parent.parent.paddles
animal.add_location(count=3)
self.append(animal)
self.hide()
def hide(self):
self.in_motion = None
for animal in self:
animal.hide()
def send(self, hexagram):
index = sum(2 ** ii * x for ii, x in \
enumerate(reversed([r.get_binary() for r in hexagram])))
in_motion = self.in_motion = self[index]
for location in in_motion.locations:
location.bottom = self.parent.parent.link.background. \
location.bottom
in_motion.unhide()
def update(self):
if self.in_motion:
paddles = self.parent.parent.paddles
for ii, location in enumerate(self.in_motion.locations):
location.centerx = paddles.paddles.location.left + \
paddles.paddle_length / 2
if ii / 2:
location.centerx += self.get_display_surface().get_width()
if ii % 2:
location.centerx += paddles.paddle_length + paddles.margin
if self.in_motion.location.colliderect(paddles.paddles.location):
paddles.arrange_graticules(self.index(self.in_motion) + 1)
self.collect_token_fx.play(paddles.paddles.location.centerx / \
float(self.get_display_surface().\
get_width()))
self.hide()
else:
self.in_motion.move(dy=4)
self.in_motion.update()
class Coin(Sprite):
HEADS, TAILS = "heads", "tails"
def __init__(self, parent, ii):
Sprite.__init__(self, parent)
key = (255, 0, 255)
w = 8
for frame_ii in xrange(w):
frame = Surface((w, w))
frame.fill(key)
frame.set_colorkey(key)
x = [0, 1, 2, 3, 3, 2, 1, 0][frame_ii]
rect = (x, 0, (w / 2 - x) * 2, w)
thickness = 0 if frame_ii < (w / 2) else 1
ellipse(frame, (160, 120, 40), rect)
ellipse(frame, (200, 150, 60), rect, thickness)
self.add_frame(frame)
self.add_frameset([0], name=self.HEADS)
self.add_frameset([w - 1], name=self.TAILS)
self.add_frameset(xrange(w), name="flipping")
self.location.top = 36
self.location.centerx = 20 * (ii - 3 / 2.0 + .5) + \
self.display_surface.get_rect().centerx
self.hide()
def end_flip(self):
if randint(0, 1):
self.side = self.HEADS
else:
self.side = self.TAILS
self.set_frameset(self.side)
class Result:
def __init__(self, coins):
total = 0
for coin in coins:
if coin.side == coin.HEADS:
total += 3
else:
total += 2
self.total = total
def get_line_index(self):
return 0 if self.total in [7, 9] else 1
def get_binary(self):
return 0 if self.total in [7, 9] else 1