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CastleLock.py
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"""
Lock: Shoot from the sides, breaking down castle walls to get at the nougaty center.
"""
from Utils import *
from Constants import *
import Screen
import Global
import Resources
import os
import time
import string
import Party
import math
import ChestScreen
from BattleSprites import *
CScreen = None
TwoPi = 2*math.pi
class CastleLock(ChestScreen.TrapPanel):
"Castle" # this string displayed on Calfo
FontSize = 32
CenterX = 400
CenterY = 250
BottomY = 500
def __init__(self, *args, **kw):
ChestScreen.TrapPanel.__init__(self, *args, **kw)
self.Won = 0
self.ReloadTime = 0
self.LastShotIndex = None
self.CastleSprites = []
def ShowInstructions(self):
Str = """Fire cannons from the four edges of the screen, by pressing the arrow keys. \
Hit the center node behind its rotating shields. You have limited ammunition - if you run \
out of shots, the lock resets.
Press the <CN:GREEN>space bar</C> to reset the game"""
Global.App.ShowNewDialog(Str, Callback = self.Start)
self.VictoryTimer = None
def IsDisarmed(self):
return (self.Won and self.VictoryTimer<=0)
def InitTrap(self):
self.BuildCastle()
TimeLimits = [0, 90, 80, 70, 60, 50,
90, 80, 70, 60, 50,
90, 80, 70, 60, 50,]
self.TimeLimit = TimeLimits[self.DungeonLevel]
if self.HasNinja:
self.TimeLimit *= 1.5
self.RenderInitialScreen()
self.BulletSprites = pygame.sprite.Group()
def BuildCastle(self):
if self.DungeonLevel <= 3:
self.Radii = [40, 80]
if self.DungeonLevel == 1:
self.AngleSpeeds = [0.01, 0.03]
if self.DungeonLevel == 2:
self.AngleSpeeds = [0.01, 0.03]
if self.DungeonLevel == 3:
self.AngleSpeeds = [0.02, 0.04]
elif self.DungeonLevel <= 8:
self.Radii = [30, 60, 90]
self.AngleSpeeds = [0.03, 0.02, 0.01]
else:
self.Radii = [20, 45, 80, 120]
self.AngleSpeeds = [0.03, 0.008, 0.01, 0.015]
self.Angles = [0]*len(self.Radii)
self.Walls = []
self.Walls.append([1]*6)
self.Walls.append([1]*8)
if len(self.Radii)>2:
self.Walls.append([1]*15)
if len(self.Radii)>3:
self.Walls.append([1]*22)
AmmoByLevel = [0, 2, 1, 1, 4, 3,
3, 2, 5, 4, 3,
5, 4, 4]
Ammo = AmmoByLevel[self.DungeonLevel]
self.Ammo = [Ammo, Ammo, Ammo, Ammo]
def ResetCastle(self):
self.BuildCastle()
for Sprite in self.BulletSprites.sprites():
Sprite.kill()
self.UpdateAmmo()
Resources.PlayStandardSound("MegamanNoise.wav")
def RenderInitialScreen(self):
for Radius in self.Radii:
Image = pygame.Surface((Radius*2, Radius*2))
Sprite = GenericImageSprite(Image, 405, self.CenterY)
Sprite.rect.left -= Radius
Sprite.rect.top -= Radius
self.CastleSprites.append(Sprite)
self.AddForegroundSprite(Sprite)
self.ShrapnelSprites = pygame.sprite.Group()
self.AmmoSprites = []
X = [self.CenterX, self.CenterX, 790, 10]
Y = [self.BottomY - 20, 0, self.CenterY, self.CenterY]
for Index in range(4):
Sprite = GenericTextSprite(self.Ammo[Index], X[Index], Y[Index], CenterFlag = 1)
self.AmmoSprites.append(Sprite)
self.AddForegroundSprite(Sprite)
def UpdateAmmo(self):
for Index in range(4):
Sprite = self.AmmoSprites[Index]
Sprite.image = TextImage(self.Ammo[Index])
def Update(self):
if not self.Master.Disarming:
return
if not self.Won:
self.ReloadTime = max(0, self.ReloadTime - 1)
self.UpdateCastles()
else:
for Sprite in self.AnimationSprites.sprites():
Sprite.Update(0)
self.VictoryTimer -= 1
def UpdateCastles(self):
# Move the castle:
WallColors = ((255,155,155),(80,180,80),(155,155,255),
(180,80,80),(155,255,155), (80, 80, 180))
for Index in range(len(self.CastleSprites)):
self.Angles[Index] += self.AngleSpeeds[Index]
if (self.Angles[Index] >= math.pi * 2):
self.Angles[Index] -= (math.pi * 2)
Castle = self.CastleSprites[Index]
Castle.image.fill(Colors.Black)
Radius = self.Radii[Index]
AnglePerChunk = math.pi * 2 / float(len(self.Walls[Index]))
for Chunk in range(len(self.Walls[Index])):
Color = WallColors[Chunk % len(WallColors)]
if self.Walls[Index][Chunk]:
AngleStart = self.Angles[Index] + AnglePerChunk*Chunk
AngleStop = self.Angles[Index] + AnglePerChunk*(Chunk+1)
pygame.draw.arc(Castle.image, Color, (0, 0, Radius*2, Radius*2),
AngleStart, AngleStop,2)
for Sprite in self.BulletSprites.sprites():
OldCenter = Sprite.rect.center
Sprite.rect.top += Sprite.dY
Sprite.rect.left += Sprite.dX
NewCenter = Sprite.rect.center
# Hit things:
if Sprite.dY:
for Index in range(len(self.Radii)):
Radius = self.Radii[Index]
if OldCenter[1] >= (self.CenterY + Radius) and NewCenter[1] <= (self.CenterY + Radius):
self.HitCircle(Index, math.pi * 1.5, Sprite)
if OldCenter[1] <= (self.CenterY + Radius) and NewCenter[1] >= (self.CenterY + Radius):
self.HitCircle(Index, math.pi * 1.5, Sprite)
if OldCenter[1] >= (self.CenterY - Radius) and NewCenter[1] <= (self.CenterY - Radius):
self.HitCircle(Index, math.pi * 0.5, Sprite)
if OldCenter[1] <= (self.CenterY - Radius) and NewCenter[1] >= (self.CenterY - Radius):
self.HitCircle(Index, math.pi * 0.5, Sprite)
if Sprite.dX:
for Index in range(len(self.Radii)):
Radius = self.Radii[Index]
if OldCenter[0] >= (self.CenterX + Radius) and NewCenter[0] <= (self.CenterX + Radius):
self.HitCircle(Index, math.pi * 0.0, Sprite)
if OldCenter[0] <= (self.CenterX + Radius) and NewCenter[0] >= (self.CenterX + Radius):
self.HitCircle(Index, math.pi * 0.0, Sprite)
if OldCenter[0] >= (self.CenterX - Radius) and NewCenter[0] <= (self.CenterX - Radius):
self.HitCircle(Index, math.pi * 1.0, Sprite)
if OldCenter[0] <= (self.CenterX - Radius) and NewCenter[0] >= (self.CenterX - Radius):
self.HitCircle(Index, math.pi * 1.0, Sprite)
if Sprite.dX > 0 and Sprite.rect.right >= self.CenterX:
self.Win()
if Sprite.dX < 0 and Sprite.rect.left <= self.CenterX:
self.Win()
if Sprite.dY > 0 and Sprite.rect.bottom >= self.CenterY:
self.Win()
if Sprite.dY < 0 and Sprite.rect.top <= self.CenterY:
self.Win()
def Win(self):
Resources.PlayStandardSound("Kill.wav")
self.Won = 1
self.Master.DisableTrap()
self.VictoryTimer = 120
Sprite = GenericTextSprite("Hit!", self.CenterX, 100, FontSize = 32, CenterFlag = 1)
self.AddBackgroundSprite(Sprite)
self.Redraw()
while len(self.ShrapnelSprites.sprites())<50:
Sprite = ShrapnelClass(self.CenterX+random.randrange(-20,20), self.CenterY+random.randrange(-20,20))
self.AddAnimationSprite(Sprite)
self.ShrapnelSprites.add(Sprite)
def HitCircle(self, Index, Angle, Sprite):
if Angle == 0.0:
Critical = math.pi * 1.3
else:
Critical = TwoPi
AnglePerChunk = math.pi * 2 / float(len(self.Walls[Index]))
for Chunk in range(len(self.Walls[Index])):
AngleStart = self.Angles[Index] + AnglePerChunk*Chunk
AngleStop = self.Angles[Index] + AnglePerChunk*(Chunk+1) + 0.01
if (AngleStart >= Critical):
AngleStart -= TwoPi
if (AngleStop >= Critical):
AngleStop -= TwoPi
if (AngleStart < Angle <= AngleStop):
if self.Walls[Index][Chunk]:
self.Walls[Index][Chunk] = 0
Sprite.kill()
if 0 == self.Ammo[0] == self.Ammo[1] == self.Ammo[2] == self.Ammo[3] and \
len(self.BulletSprites.sprites())==0:
self.ResetCastle()
else:
pass
##print "SWISH!", Index, Chunk
return
def HandleKeyPressed(self, Key):
if Key == ord(" "):
self.ResetCastle()
return
if Key in Keystrokes.Up:
self.Shoot(0, self.CenterX, self.BottomY, 0, -1)
return
if Key in Keystrokes.Down:
self.Shoot(1, self.CenterX, 000, 0, 1)
return
if Key in Keystrokes.Left:
self.Shoot(2, 800, self.CenterY, -1, 0)
return
if Key in Keystrokes.Right:
self.Shoot(3, 0, self.CenterY, 1, 0)
return
def Shoot(self, Index, X, Y, dX, dY):
if self.Ammo[Index]<=0:
return
if self.ReloadTime > 0 and self.LastShotIndex == Index:
return
self.ReloadTime = 20
self.LastShotIndex = Index
self.Ammo[Index] -= 1
self.UpdateAmmo()
Image = Resources.GetImage(os.path.join(Paths.ImagesMisc, "Bullet.png"))
Sprite = GenericImageSprite(Image, X, Y)
Sprite.dX = dX * 5
Sprite.dY = dY * 5
self.AddAnimationSprite(Sprite)
self.BulletSprites.add(Sprite)
class ShrapnelClass(GenericImageSprite):
def __init__(self, X, Y):
Size = random.randrange(5, 10)
Image = pygame.Surface((Size, Size))
Image.fill((random.randrange(255),random.randrange(255),random.randrange(255)))
GenericImageSprite.__init__(self, Image, X, Y)
self.dX = random.randrange(-80, 80) / 5.0
self.dY = random.randrange(-80, 0) / 5.0
def Update(self, Dummy = None):
self.rect.left += self.dX
self.rect.top += self.dY
self.dY = min(10.0, self.dY + 0.2)
if self.rect.top > 500:
self.kill()