PinmikPanik/gamedata/objects/ingame/manager.py

96 lines
3.8 KiB
Python

from gamedata.objects.base import BaseObject
from gamedata.objects.ingame.spawner import Spawner
from gamedata.objects.ingame.tiles import Tiles
from gamedata.objects.ingame.clouds import Clouds
from gamedata.objects.ingame.skies import Skies
class Manager(BaseObject):
def __init__(self,game):
super().__init__(0,0,game)
self.score = 0
self.lives = 5
self.basetime = 10
self.steptime = 2
self.speedmargin = 7
self.stepmargin = 2
self.spawntimer = game.lib.Timer(self.basetime) # Time elapsing each lemming spawn
self.deathtimer = game.lib.Timer(1) # Time between each life loss
self.started = False
self.invincible = False
self.scoreratio = 0.2 # Points earned per seconds and per lemming
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)
# Sky gradients
self.game.gameloop.summon(Skies(game))
# 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)
# Summon the tiles
self.tiles = Tiles(288,0,game)
game.gameloop.summon(self.tiles)
# Spawn the first one
self.game.gameloop.summon(Spawner(self.game,self.tiles))
def step(self):
nblemmings = len(self.game.gameloop.findname("Lemming")) + len(self.game.gameloop.findname("Spawner"))
# Updating score
for i in range(nblemmings):
self.score+=self.scoreratio*self.game.dt
# Spawning more lemmings
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)
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
else:
self.deathtimer.tick(self.deathtimer.getmax()/3)
def draw(self):
pass
def afterdraw(self):
# Draw vignette
self.game.realwindow.blit(self.game.sprite_lib["vignette.png"],[0,0])
# Draw score and lives with outline
txtsurfacescore = self.game.fontfile.render("Score : "+str(int(self.score)),False,[150,255,150])
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])
self.game.realwindow.blit(txtsurfacescore,[20,20])
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()])
self.game.realwindow.blit(txtsurfacelives,[20,20*2+txtsurfacescore.get_height()])
self.endrect.set_alpha((1-self.endtimer.getratio())*255)
self.game.realwindow.blit(self.endrect,[0,0])