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240 lines (238 loc) · 11.1 KB
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"""
Ah, sniping! There is no game that cannot be improved with the addition of a sniper rifle.
The sniper rifle lets the user start many battles off by ambushing the monsters and dishing
out some heavy damage. Just like the good old days playing Golgo 13: The Mafat Conspiracy...
"""
from Utils import *
from Constants import *
import Screen
import BattleSprites
import ItemPanel
import Global
import Resources
import string
import math
SpriteFieldMax = 500
SpriteSqrt = math.sqrt(SpriteFieldMax)
SnipeRadius = 250
EndingPause = 50
EndingPauseTimeOver = 50
class SnipeScreen(Screen.TendrilsScreen):
CenterX = 400
CenterY = 300
MaxReloadTime = 45
def __init__(self, App, Monsters):
Screen.TendrilsScreen.__init__(self, App)
self.Monsters = Monsters
self.OldMousePosition = None
self.OldMouseX = None
self.OldMouseY = None
self.DeltaX = 0
self.DeltaY = 0
self.ShotsLeft = 6
self.ReloadTime = 0
self.TimeLimit = 15.0
self.StartInstant = time.clock()
self.OldTimeStr = "10.0"
self.QuitCycle = None
self.RenderInitialScreen()
def ClearCursor(self):
# Cursor:
self.OldCursor = pygame.mouse.get_cursor()
print self.OldCursor
Str = []
for X in range(8):
Str.append("........")
Data, Mask = pygame.cursors.compile(Str,"X","Y")
pygame.mouse.set_cursor((8,8), (4,4), Mask, Mask)
def RenderInitialScreen(self):
self.ClearCursor()
# Circles:
CrosshairImage = pygame.Surface((500, 500))
Rad1 = 25
Rad2 = 150
Rad3 = 220
pygame.draw.circle(CrosshairImage, Colors.MediumGrey, (250, 250), Rad1, 1)
pygame.draw.circle(CrosshairImage, Colors.MediumGrey, (250, 250), Rad2, 1)
pygame.draw.circle(CrosshairImage, Colors.MediumGrey, (250, 250), Rad3, 1)
pygame.draw.line(CrosshairImage, Colors.MediumGrey, (250+Rad1-5, 250), (250+Rad1+5, 250))
pygame.draw.line(CrosshairImage, Colors.MediumGrey, (250-Rad1-5, 250), (250-Rad1+5, 250))
pygame.draw.line(CrosshairImage, Colors.MediumGrey, (250, 250+Rad1-5), (250, 250+Rad1+5))
pygame.draw.line(CrosshairImage, Colors.MediumGrey, (250, 250-Rad1-5), (250, 250-Rad1+5))
pygame.draw.line(CrosshairImage, Colors.MediumGrey, (250+Rad2-5, 250), (250+Rad2+5, 250))
pygame.draw.line(CrosshairImage, Colors.MediumGrey, (250-Rad2-5, 250), (250-Rad2+5, 250))
pygame.draw.line(CrosshairImage, Colors.MediumGrey, (250, 250+Rad2-5), (250, 250+Rad2+5))
pygame.draw.line(CrosshairImage, Colors.MediumGrey, (250, 250-Rad2-5), (250, 250-Rad2+5))
pygame.draw.line(CrosshairImage, Colors.MediumGrey, (250+Rad3-5, 250), (250+Rad3+5, 250))
pygame.draw.line(CrosshairImage, Colors.MediumGrey, (250-Rad3-5, 250), (250-Rad3+5, 250))
pygame.draw.line(CrosshairImage, Colors.MediumGrey, (250, 250+Rad3-5), (250, 250+Rad3+5))
pygame.draw.line(CrosshairImage, Colors.MediumGrey, (250, 250-Rad3-5), (250, 250-Rad3+5))
CrosshairSprite = GenericImageSprite(CrosshairImage, 150, 50)
self.AddBackgroundSprite(CrosshairSprite)
# Title (at top of screen):
Sprite = GenericTextSprite("sniper rifle 27B/6: targeting mode activated", self.Width / 2, 10, Colors.Green, CenterFlag = 1, FontSize = 32)
self.AddBackgroundSprite(Sprite)
Sprite = GenericTextSprite("Scroll mouse to aim! Click to fire!", self.Width / 2, 30, Colors.Green, CenterFlag = 1, FontSize = 18)
self.AddBackgroundSprite(Sprite)
# Monster sprites:
self.MonsterSprites = pygame.sprite.Group()
self.BuildMonsterSprites()
# Time left:
Sprite = GenericTextSprite("Time:", 650, 200, Color = Colors.Green, FontSize = 24)
self.AddBackgroundSprite(Sprite)
self.TimeSprite = GenericTextSprite("%.1f"%self.TimeLimit, 650, 220, FontSize = 24)
self.AddForegroundSprite(self.TimeSprite)
# Shots left:
Sprite = GenericTextSprite("Shots:", 650, 300)
self.AddBackgroundSprite(Sprite)
self.BulletSprites = []
X = 640
BulletImage = Resources.GetImage(os.path.join(Paths.ImagesMisc, "Bullet.png"))
for Bullet in range(self.ShotsLeft):
Sprite = GenericImageSprite(BulletImage, X, 320)
X += BulletImage.get_rect().width + 1
self.AddForegroundSprite(Sprite)
self.BulletSprites.append(Sprite)
def BuildMonsterSprites(self):
self.AliveSprites = []
for Monster in self.Monsters:
Sprite = BattleSprites.CritterSpriteClass(self, Monster,0,0)
Sprite.SnipeX = random.randrange(-SpriteFieldMax, SpriteFieldMax)
Sprite.SnipeXDir = random.randrange(-30, 31) / float(10)
Sprite.SnipeXAcc = random.randrange(-10, 11) / float(500)
Sprite.SnipeY = random.randrange(-SpriteFieldMax, SpriteFieldMax)
Sprite.SnipeYDir = random.randrange(-30, 31) / float(10)
Sprite.SnipeYAcc = random.randrange(-10, 11) / float(500)
self.MonsterSprites.add(Sprite)
self.AliveSprites.append(Sprite)
self.AddForegroundSprite(Sprite)
self.SetSpriteXY(Sprite)
def HandleMouseMoved(self,Position,Buttons,LongPause = 0):
MousePosition = pygame.mouse.get_pos()
if self.OldMouseX!=None:
self.DeltaX = (MousePosition[0] - self.OldMouseX)*0.8
self.DeltaY = (MousePosition[1] - self.OldMouseY)*0.8
else:
self.DeltaX = 0
self.DeltaY = 0
pygame.mouse.set_pos((self.CenterX, self.CenterY))
self.OldMouseX = self.CenterX
self.OldMouseY = self.CenterY
def HandleLoop(self):
self.AnimationSprites.clear(self.Surface,self.BackgroundSurface)
self.ForegroundSprites.clear(self.Surface,self.BackgroundSurface)
self.AnimationCycle+=1
if (self.AnimationCycle>MaxAnimationCycle):
self.AnimationCycle=0
for Sprite in self.AllSprites.sprites():
Sprite.Update(self.AnimationCycle)
self.DeltaX = 0
self.DeltaY = 0
if not pygame.mouse.get_focused():
self.OldMouseX = None
self.OldMouseY = None
self.HandleEvents()
self.Update()
DirtyRects = self.ForegroundSprites.draw(self.Surface)
Dirty(DirtyRects)
DirtyRects = self.AnimationSprites.draw(self.Surface)
Dirty(DirtyRects)
def Update(self):
if self.AnimationCycle == self.QuitCycle:
self.App.PopScreen(self)
if self.ReloadTime:
self.ReloadTime -= 1
TimeLeft = self.TimeLimit - (time.clock() - self.StartInstant)
if TimeLeft <= 0:
TimeLeft = 0
if not self.QuitCycle:
self.QuitCycle = (self.AnimationCycle + EndingPauseTimeOver) % MaxAnimationCycle
TimeStr = "%.1f"%(TimeLeft)
if TimeStr != self.OldTimeStr:
Image = TextImage(TimeStr, FontSize = 24)
self.TimeSprite.image = Image
self.OldTimeStr = TimeStr
if self.AnimationCycle == self.QuitCycle:
self.Finish()
for Sprite in self.AliveSprites:
Sprite.SnipeX += Sprite.SnipeXDir + self.DeltaX
Sprite.SnipeY += Sprite.SnipeYDir + self.DeltaY
Sprite.SnipeXDir += Sprite.SnipeXAcc
if Sprite.SnipeXDir > 3:
Sprite.SnipeXAcc = -abs(Sprite.SnipeXAcc)
if Sprite.SnipeXDir < -3:
Sprite.SnipeXAcc = abs(Sprite.SnipeXAcc)
Sprite.SnipeYDir += Sprite.SnipeYAcc
if Sprite.SnipeYDir > 3:
Sprite.SnipeYAcc = -abs(Sprite.SnipeYAcc)
if Sprite.SnipeYDir < -3:
Sprite.SnipeYAcc = abs(Sprite.SnipeYAcc)
if (Sprite.SnipeX) > SpriteFieldMax:
Sprite.SnipeX -= 2*SpriteFieldMax
if (Sprite.SnipeY) > SpriteFieldMax:
Sprite.SnipeY -= 2*SpriteFieldMax
if (Sprite.SnipeX) < -SpriteFieldMax:
Sprite.SnipeX += 2*SpriteFieldMax
if (Sprite.SnipeY) < -SpriteFieldMax:
Sprite.SnipeY += 2*SpriteFieldMax
self.SetSpriteXY(Sprite)
def SetSpriteXY(self, Sprite):
X = self.CenterX + int(SnipeRadius * Sprite.SnipeX / float(SpriteFieldMax))
Y = self.CenterY + int(SnipeRadius * Sprite.SnipeY / float(SpriteFieldMax))
Sprite.rect.center = (X,Y)
Sprite.CenterX = X
Sprite.CenterY = Y
Sprite.X = X
Sprite.Y = Y
def Finish(self):
pygame.mouse.set_cursor(*self.OldCursor)
self.App.PopScreen(self)
def ShootMonster(self, Sprite):
#Calibrate damage to what characters can do:
Damage = 0
for Player in Global.Party.Players:
Damage = max(Damage, Player.GetDamage())
Damage *= 7
if Global.Party.KeyItemFlags.get("Toxic Shells", None):
if not Sprite.Critter.HasPerk("Poison Immune"):
Sprite.Critter.Perks["Poison"] = 250
Sprite.Critter.HP = max(Sprite.Critter.HP - Damage, 0)
if Sprite.Critter.IsDead():
Sprite.AnimateDeath()
self.AliveSprites.remove(Sprite)
else:
Sprite.AnimateOuch(Damage)
def HandleMouseClickedHere(self, Position, Button):
if self.ReloadTime:
return
if (self.ShotsLeft <= 0):
return
if self.BulletSprites:
self.BulletSprites[-1].kill()
del self.BulletSprites[-1]
self.ReloadTime = self.MaxReloadTime
self.ShotsLeft -= 1
Resources.PlayStandardSound("GolgoM16.wav")
Dummy = DummySprite(pygame.Rect(self.CenterX, self.CenterY,1,1))
Sprites = pygame.sprite.spritecollide(Dummy,self.MonsterSprites, 0)
for Sprite in Sprites:
if Sprite.Critter.IsAlive():
self.ShootMonster(Sprite)
# If we're out of bullets or out of monsters, then we should exit soon:
if (not self.ShotsLeft) or (not self.AliveSprites):
self.QuitCycle = (self.AnimationCycle + EndingPause) % MaxAnimationCycle
#self.Redraw()
def DisplayBouncyNumber(self, X, Y, Number, Color = Colors.White):
"Display a bouncy numbered, CENTERED around the given X coordinate"
DigitWidth=10 # hard coded :(
NumberStr = str(Number)
X = X - int(DigitWidth * len(NumberStr)/2.0)
for Index in range(len(NumberStr)):
Digit = NumberStr[Index]
Sprite = BattleSprites.BouncyNumber(Digit,X+(DigitWidth*Index),Y,Color,Index*5)
self.AddAnimationSprite(Sprite)
def AnimateParticles(self, X, Y, ShrapnelClass, ParticleCount=50):
for Index in range(ParticleCount):
Sprite = ShrapnelClass(X+random.randrange(-5,6),Y+random.randrange(-5,6),25)
self.AllSprites.add(Sprite)
self.AnimationSprites.add(Sprite)