PinmikPanik/gamedata/objects/ingame/manager.py

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from gamedata.objects.base import BaseObject
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from gamedata.objects.ingame.spawner import Spawner
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from gamedata.objects.ingame.tiles import Tiles
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from gamedata.objects.ingame.clouds import Clouds
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from gamedata.objects.ingame.skies import Skies
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class Manager(BaseObject):
def __init__(self,game):
super().__init__(0,0,game)
self.score = 0
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self.lives = 5
self.basetime = 10
self.steptime = 2
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self.speedmargin = 7
self.stepmargin = 2
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self.spawntimer = game.lib.Timer(self.basetime) # Time elapsing each lemming spawn
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self.deathtimer = game.lib.Timer(1) # Time between each life loss
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self.started = False
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self.invincible = False
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self.scoreratio = 0.2 # Points earned per seconds and per lemming
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self.endtimer = game.lib.Timer(1) # Black fade if game's over
self.endrect = game.pygame.Surface((game.DISPLAY_WIDTH,game.DISPLAY_HEIGHT))
self.endrect.fill([0]*3)
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# Sky gradients
self.game.gameloop.summon(Skies(game))
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# Clouds in the background
self.clouds = Clouds(game,game.DISPLAY_WIDTH,speed=30,cameraratio=0.8)
self.cloudsdark = Clouds(game,game.DISPLAY_WIDTH,speed=10,cameraratio=0.4,spritename="cloudsdark.png")
self.game.gameloop.summon(self.cloudsdark)
self.game.gameloop.summon(self.clouds)
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# Summon the tiles
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self.tiles = Tiles(288,0,game)
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game.gameloop.summon(self.tiles)
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# Spawn the first one
self.game.gameloop.summon(Spawner(self.game,self.tiles))
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def step(self):
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nblemmings = len(self.game.gameloop.findname("Lemming")) + len(self.game.gameloop.findname("Spawner"))
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# Updating score
for i in range(nblemmings):
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self.score+=self.scoreratio*self.game.dt
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# Spawning more lemmings
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if (self.lives>0 and nblemmings>0):
if self.spawntimer.tick(self.game.dt):
self.game.gameloop.summon(Spawner(self.game,self.tiles,speedmargin=int(self.speedmargin+0.5)))
self.spawntimer = self.game.lib.Timer(self.basetime+nblemmings*self.steptime)
else:
# Game over
if self.endtimer.tick(self.game.dt):
self.game.globals["score"] = self.score
self.game.scenes.gameover(self.game)
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if self.invincible:
if self.deathtimer.tick(self.game.dt):
self.invincible = False
def death(self):
if not self.invincible:
self.lives-=1
self.invincible = True
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else:
self.deathtimer.tick(self.deathtimer.getmax()/3)
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def draw(self):
pass
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def afterdraw(self):
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# Draw vignette
self.game.realwindow.blit(self.game.sprite_lib["vignette.png"],[0,0])
# Draw score and lives with outline
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txtsurfacescore = self.game.fontfile.render("Score : "+str(int(self.score)),False,[150,255,150])
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txtsurfacescoreblack = self.game.fontfile.render("Score : "+str(int(self.score)),False,[0]*3)
txtsurfacelives = self.game.fontfile.render("Lives : "+str(int(self.lives)),False,[255,150,150])
txtsurfacelivesblack = self.game.fontfile.render("Lives : "+str(int(self.lives)),False,[0]*3)
border = 2
for x in range(-border,border+1):
for y in range(-border,border+1):
self.game.realwindow.blit(txtsurfacescoreblack,[20+x,20+y])
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self.game.realwindow.blit(txtsurfacescore,[20,20])
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for x in range(-border,border+1):
for y in range(-border,border+1):
self.game.realwindow.blit(txtsurfacelivesblack,[20+x,20*2+y+txtsurfacescore.get_height()])
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self.game.realwindow.blit(txtsurfacelives,[20,20*2+txtsurfacescore.get_height()])
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self.endrect.set_alpha((1-self.endtimer.getratio())*255)
self.game.realwindow.blit(self.endrect,[0,0])