January 28, 2014♦
☀
E
F
F
L
U
E
N
C
E
☀
from esp_hadouken.levels.Level import *
from Void import *
class Tooth(Level):
def __init__(self, parent):
Level.__init__(self, parent)
def set_void(self):
self.void = Void(self)
from esp_hadouken.levels.Level import *
from Void import *
class Octo(Level):
def __init__(self, parent):
Level.__init__(self, parent)
def set_void(self):
self.void = Void(self)
def set_dot(self):
Level.set_dot(self, (None, (0, self.get_height())), (True, False))
from random import randint
from pygame import Surface
from esp_hadouken import levels
from Barrier import *
class Void(levels.Void.Void):
def __init__(self, parent):
levels.Void.Void.__init__(self, parent)
self.frame_width = self.parent.get_width()
self.read_configuration()
self.init_barriers()
def read_configuration(self):
config = self.get_configuration()
self.barrier_height = config["octo-level-barrier-height"]
self.min_gap = config["octo-level-min-gap"]
self.spawn_range = config["octo-level-spawn-range"]
self.void_padding = config["octo-level-void-padding"]
self.scroll_speed = config["octo-level-scroll-speed"]
def init_barriers(self):
self.set_y_range()
y_range = self.y_range
y = y_range[0]
barriers = []
y = self.generate_spawn_distance()
while y < y_range[1]:
barriers.append(Barrier(self, y))
y += self.generate_spawn_distance()
self.barriers = barriers
self.next_spawn = self.generate_spawn_distance()
def set_y_range(self):
padding = self.void_padding
parent = self.parent
start = parent.bandit.rect.bottom + padding[0]
end = parent.get_height() - padding[1]
self.y_range = start, end
def generate_spawn_distance(self):
return randint(*self.spawn_range)
def update_area(self):
barriers = self.barriers
if barriers[0].y - self.y_range[0] > self.next_spawn:
barriers.insert(0, Barrier(self, self.y_range[0]))
self.next_spawn = self.generate_spawn_distance()
for barrier in barriers:
if barrier.y > self.y_range[1]:
barriers.remove(barrier)
else:
barrier.update()
from random import randint
from pygame import Surface, Color, Rect
from esp_hadouken.GameChild import *
class Barrier(GameChild, Surface):
transparent_color = Color("magenta")
def __init__(self, parent, y=0):
GameChild.__init__(self, parent)
Surface.__init__(self, (parent.frame_width, parent.barrier_height))
self.set_colorkey(self.transparent_color)
self.convert()
self.y = y
self.set_gap()
def set_gap(self):
gap = Surface(self.get_size())
gap.fill(self.transparent_color)
self.gap_center = randint(0, self.get_width())
self.gap = gap.convert()
def update(self):
self.y += self.parent.scroll_speed
self.blit_gap()
self.draw()
def blit_gap(self):
gap = self.gap
width = self.calculate_width()
position = (self.gap_center - width / 2, 0)
area = Rect(0, 0, width, gap.get_height())
self.blit(gap, position, area)
self.blit_overflow(width, position[0])
def calculate_width(self):
y_range = self.parent.y_range
ratio = (self.y - y_range[0]) / float(y_range[1] - y_range[0])
min_gap = self.parent.min_gap
return int(min_gap + (self.get_width() - min_gap) * ratio)
def blit_overflow(self, width, x):
gap = self.gap
frame_width = self.parent.frame_width
if x < 0 or x + width > frame_width:
if x < 0:
overflow = 0 - x
position = (frame_width - overflow, 0)
else:
overflow = x + width - frame_width
position = (0, 0)
self.blit(gap, position, Rect(0, 0, overflow, self.get_height()))
def draw(self):
self.parent.blit(self, (0, self.y))
from math import pi, sin, cos
from random import random, randint
from pygame import time, draw, Rect
from esp_hadouken import levels
class Trap(levels.Void.Void):
def __init__(self, parent):
levels.Void.Void.__init__(self, parent)
self.read_configuration()
self.reset()
def read_configuration(self):
config = self.get_configuration()
prefix = "circulor-level-"
self.radius_range = config[prefix + "radius-range"]
self.trap_duration = config[prefix + "trap-duration"]
self.speed = config[prefix + "speed"]
self.thickness = config[prefix + "trap-thickness"]
def reset(self):
self.center = None
self.total_elapsed = 0
self.last_ticks = time.get_ticks()
self.angle = random() * pi * 2
def update_area(self):
if self.parent.trapped:
self.place()
self.collide()
if self.total_elapsed >= self.trap_duration:
self.parent.trapped = False
self.parent.escaped = True
else:
self.update_total_elapsed()
self.draw_circle()
def place(self):
center = self.get_center()
x_del, y_del = self.calculate_deltas()
self.center = center[0] + x_del, center[1] + y_del
def get_center(self):
center = self.center
if not center:
center = self.parent.dot.rect.center
return center
def calculate_deltas(self):
ang, distance = self.angle, self.speed
return sin(ang) * distance, cos(ang) * distance
def collide(self):
angle = self.angle
x, y = self.center
radius = self.get_radius()
rect = Rect(x - radius, y - radius, radius * 2, radius * 2)
bandit = self.parent.bandit.rect
if rect.colliderect(bandit):
if bandit.left - rect.right > rect.top - bandit.bottom:
angle = -angle
rect.right = bandit.left
else:
angle = pi - angle
rect.top = bandit.bottom
field = self.parent.rect
if rect.right > field.w or rect.left < 0:
angle = -angle
if rect.right > field.w:
rect.right = field.w
else:
rect.left = 0
if rect.top < 0 or rect.bottom > field.h:
angle = pi - angle
if rect.top < 0:
rect.top = 0
else:
rect.bottom = field.h
self.angle = angle
self.center = rect.center
def update_total_elapsed(self):
current_ticks = time.get_ticks()
self.total_elapsed += current_ticks - self.last_ticks
self.last_ticks = current_ticks
def draw_circle(self):
center = tuple(map(int, self.center))
color = self.opaque_color
draw.circle(self, color, center, self.get_radius(), self.thickness)
def get_radius(self):
radius_r = self.radius_range
pos = float(self.total_elapsed) / self.trap_duration
return int(pos * (radius_r[1] - radius_r[0]) + radius_r[0])