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scene.py
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"""
Written By:
Chris Humphreys
Email: < chris (--AT--) habitualcoder [--DOT--] com >
All python source code copyright Chris Humphreys 2010
Level data, Obliteration name and some media copyright
Flash Jester Punk 2007
Alien Breed name, concept and media copyright Team17 1992
This file is part of alien breed obliteration wii edition
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
"""
import re,gc
import mygame as mygame
from level import *
from weapons import *
from utils import *
from text import *
from level_text import *
from gamemenu import *
from star import *
from credit import *
from display import *
#from display2 import *
from palette import *
if not WII:
import time as _time
MENU_BACKGROUND_SOUND='menu.xm'
LEVEL_BACKGROUND_SOUND='background.ogg'
END_GAME_SOUND ='end.xm'
DEBUG_TIMINGS=False
class Scene:
SCENE_CONTINUE = 1
SCENE_END_SUCCESS = 2
SCENE_END_FAILURE = 3
SCENE_LOAD_GAME = 4
SCENE_CREDITS = 5
SCENE_DEMO = 6
def update_and_draw(self, time):
return
def __init__(self, name):
self.name = name
def start(self):
return
def stop(self):
return
class MenuBackground:
def __init__(self, my_game):
self.background_sound = my_game.get_mixer().Music(get_sound_pathname(MENU_BACKGROUND_SOUND))
self.star = StarField(mygame.Rect(0,0,SCREEN_X, SCREEN_Y))
self.my_game=my_game
self.playing = False
def start(self):
if not self.playing:
self.background_sound = self.my_game.get_mixer().Music(get_sound_pathname(MENU_BACKGROUND_SOUND))
if not Cheats.getNoAudio():
self.background_sound.play(-1)
self.star.start()
self.playing = True
def stop(self):
if self.background_sound:
self.background_sound.stop()
self.playing = False
self.background_sound = None
def update_and_draw(self, time):
self.star.update(time)
self.star.draw(self.my_game.get_screen())
class MenuScene(Scene):
def __init__(self, my_game, menu_background):
Scene.__init__(self, 'menu')
self.my_game = my_game
self.menu_background = menu_background
self.img = mygame.load_image(get_image_pathname('alienhead.bmp'))
if RESIZE:
self.img = self.img.scale((int(self.img.get_width()*RESIZE_FACTOR),int(self.img.get_height() *RESIZE_FACTOR)))
trans = mygame.Colour(255, 0, 255)
self.img.set_colorkey(trans)
self.x=(SCREEN_X - self.img.get_height()) /2
self.y= SCREEN_Y +100
key_set = KeySet.load_key_set()
self.proceed_button = key_set.fire
self.df = DebugFont()
self.menu = GameMenu(my_game)
def start(self):
self.initial_skip_delay = 4000
self.demo_start_delay = 10000
self.start_time = None
self.last_key_press_time = None
self.menu.start()
def stop(self):
return
def update_and_draw(self, time):
if self.y > 0:
self.y -= 20
self.my_game.get_screen().fill(mygame.Colour(0,0,0))
self.menu_background.update_and_draw(time)
self.df.draw_text(VERSION_STRING,10,10, self.my_game.get_screen())
self.my_game.get_screen().blit(self.img,(self.x, self.y))
if self.check_for_starting_demo(time):
return (Scene.SCENE_DEMO,0)
if not self.start_time:
self.start_time = time
if time - self.start_time > self.initial_skip_delay:
self.menu.update(time)
self.menu.draw(self.my_game.get_screen())
if self.menu.is_finished():
if self.menu.action == AbstractMenuController.ACTION_START_GAME:
return (Scene.SCENE_END_SUCCESS, 0)
elif self.menu.action == AbstractMenuController.ACTION_LOAD_GAME:
additional_data = self.menu.additional_data
return (Scene.SCENE_LOAD_GAME, additional_data)
elif self.menu.action == AbstractMenuController.ACTION_CREDITS:
return (Scene.SCENE_CREDITS, 0)
else:
return (Scene.SCENE_END_FAILURE, 0)
return (Scene.SCENE_CONTINUE, 0)
def check_for_starting_demo(self, time):
keystate = self.my_game.get_key_pressed()
if keystate > 0:
self.last_key_press_time = time
if not self.last_key_press_time:
self.last_key_press_time = time
if time - self.last_key_press_time > self.demo_start_delay:
return True
LIFT_SOUND='lift.ogg'
class DeckMan:
FLASH_DELAY=50
MOVE_DELAY=10
INCR=8
def __init__(self, x, y, mixer):
trans = mygame.Colour(255, 0, 255)
self.images, self.tile_width, self.tile_height = CompositeTileLoader.load_tiles("deckman.bmp", 64, 96, trans)
self.last_flash_update = 0
self.last_move_update = 0
self.increment = DeckMan.INCR
if RESIZE:
self.increment = int(self.increment * HUD_RESIZE_FACTOR)
self.x =x
self.y = y - self.tile_height
self.lift_sound = mixer.Sound(get_sound_pathname(LIFT_SOUND))
self.lift_sound.set_volume(32)
if not Cheats.getNoAudio():
self.lift_sound.play()
self.current_frame = 0
def update(self, time):
if time > (self.last_flash_update + DeckMan.FLASH_DELAY):
self.current_frame +=1
if self.current_frame == 2:
self.current_frame = 0
self.last_flash_update = time
if time > (self.last_move_update + DeckMan.MOVE_DELAY):
self.y += self.increment
self.last_move_update = time
def draw(self, screen):
if self.y < screen.get_height():
screen.blit(self.images[self.current_frame], (self.x, self.y))
class LevelIntroScene(Scene):
def __init__(self, level_num, mygame):
Scene.__init__(self, 'levelintro')
self.my_game = mygame
self.level_filename = get_level_filename(level_num)
self.text_loader = LevelTextLoader(self.level_filename)
self.font = BreedFont(self.my_game.get_mixer())
key_set = KeySet.load_key_set()
self.proceed_button = key_set.fire
self.menu = ContinueMenu(mygame)
def start(self):
self.ticker = True
self.img, self.x,self.y,TEXT_X,TEXT_Y,TEXT_W,TEXT_H,LIFT_X = self.__get_screen_data()
self.font_rect = mygame.Rect(TEXT_X, TEXT_Y, TEXT_W, TEXT_H)
self.font.set_ticker_text(self.text_loader.get_mission_text(), self.font_rect)
self.delay = 2000
self.pause_time = 0
self.initial_skip_delay = 4000
self.start_time = None
self.menu.start()
if not self.__is_first_level():
self.deck_man = DeckMan(LIFT_X, self.y, self.my_game.get_mixer())
else:
self.deck_man = None
def stop(self):
self.text_loader = None
self.font = None
self.menu = None
# The Wii is very short on memory so freeing as much as possible before starting level is a good idea
gc.collect()
gc.collect()
gc.collect()
def update_and_draw(self, time):
if not self.start_time:
self.start_time = time
keystate = self.my_game.get_key_pressed()
proceed = keystate & self.proceed_button > 0
if proceed and time - self.start_time > self.initial_skip_delay:
if self.ticker:
self.font.set_text(self.text_loader.get_mission_text(), self.font_rect)
self.ticker = False
self.pause_time = time
self.my_game.get_screen().fill(mygame.Colour(0,0,0))
self.my_game.get_screen().blit(self.img,(self.x, self.y))
self.font.update(time)
self.font.draw(self.my_game.get_screen())
if self.deck_man:
self.deck_man.update(time)
self.deck_man.draw(self.my_game.get_screen())
if self.font.finished():
self.menu.update(time)
self.menu.draw(self.my_game.get_screen())
if (time - self.pause_time) > self.delay:
if self.menu.is_finished():
return (Scene.SCENE_END_SUCCESS, 0)
else:
#need to clear the finished flag
self.menu.start()
return (Scene.SCENE_CONTINUE, 0)
def __is_first_level(self):
return self.level_filename == 'level1.lev'
def __get_screen_data(self):
if self.__is_first_level():
img = mygame.load_image(get_image_pathname('deckstart.bmp'))
if RESIZE:
img = img.scale((int(img.get_width()*HUD_RESIZE_FACTOR),int(img.get_height() *HUD_RESIZE_FACTOR)))
x=0
y=(SCREEN_Y - img.get_height()) /2
TEXT_Y = SCREEN_Y * 0.2
TEXT_X = SCREEN_X * 0.1
TEXT_W = SCREEN_X * 0.85
TEXT_H = SCREEN_Y * 0.8
return img,x,y,TEXT_X,TEXT_Y,TEXT_W,TEXT_H,0
else:
img = mygame.load_image(get_image_pathname('decklift.bmp'))
if RESIZE:
img = img.scale((int(img.get_width()*HUD_RESIZE_FACTOR),int(img.get_height() *HUD_RESIZE_FACTOR)))
x=0
y=(SCREEN_Y - img.get_height()) /2
TEXT_Y = SCREEN_Y * 0.1
TEXT_X = SCREEN_X * 0.3
TEXT_W = SCREEN_X * 0.6
TEXT_H = SCREEN_Y * 0.8
LIFT_X = 30
if RESIZE:
LIFT_X = int(LIFT_X * RESIZE_FACTOR)
return img,x,y,TEXT_X,TEXT_Y,TEXT_W,TEXT_H,LIFT_X
class LevelPlayScene(Scene):
def __init__(self, level_num, mygame, prev_level_player_stats, loaded_game):
Scene.__init__(self, 'level')
self.my_game = mygame
self.screen = mygame.get_screen()
self.mixer = mygame.get_mixer()
self.background_sound = self.mixer.Sound(get_sound_pathname(LEVEL_BACKGROUND_SOUND))
self.background_sound.set_volume(100)
self.weapons = ToolsAndWeapons(self.mixer)
starting_player_stats = self.calculate_starting_player_stats(prev_level_player_stats, loaded_game)
self.l = Level(level_num, self.weapons, starting_player_stats, mygame)
self.display = Display(self.l, REFRESH_RATE, mygame)
self.display.center_on_player(self.screen)
self.l.construct_shared_movers(self.display)
self.debug_display_time = 0
self.debug_update_time = 0
def calculate_starting_player_stats(self, starting_player_stats, loaded_game):
#If we have a loaded game then load the starting
#player stats from there...
if loaded_game:
l, starting_player_stats = loaded_game.convert(self.weapons)
if not starting_player_stats:
starting_player_stats = self.debug_starting_stats()
return starting_player_stats
def debug_starting_stats(self):
#if using development command line arguments to start at a different level to level 1 then need to create player stats...
ps = PlayerStats(800, 1, 0, self.weapons)
ps.add_key(10)
ps.set_has_weapon(2)
ps.money += 100000
#ps.scanner = True
return ps
def get_player_stats(self):
return self.l.get_player().get_player_stats()
def start(self):
if not Cheats.getNoAudio():
self.background_sound.play(-1)
def stop(self):
self.background_sound.stop()
self.background_sound = None
self.display.close()
self.display = None
self.l = None
self.weapons = None
set_game_palette(self.my_game)
# The Wii is very short on memory so clearing all the memory used by the level here is a good idea
gc.collect()
gc.collect()
gc.collect()
def debug_timing_A(self) :
if not WII and DEBUG_TIMINGS:
self._display_start_time = _time.time()
def debug_timing_B(self) :
if not WII and DEBUG_TIMINGS:
self._display_end_time = _time.time()
def debug_timing_C(self) :
if not WII and DEBUG_TIMINGS:
update_end_time = _time.time()
display_time = self._display_end_time - self._display_start_time
if display_time > self.debug_display_time:
self.debug_display_time = display_time
#print "Display time %f" % display_time
update_time = update_end_time - self._display_end_time
if update_time > self.debug_update_time:
self.debug_update_time = update_time
#print "Update time %f" % update_time
print "Display %f Update %f Collisions %d" % (display_time, update_time, not Cheats.getNoCollisions())
def update_and_draw(self, time):
self.debug_timing_A()
self.display.paint(self.screen)
self.debug_timing_B()
self.l.update(time, self.display)
self.debug_timing_C()
level_state = self.l.get_level_state()
if level_state.get_game_over():
if level_state.get_level_complete():
return (Scene.SCENE_END_SUCCESS, 0)
else:
return (Scene.SCENE_END_FAILURE, 0)
else:
return (Scene.SCENE_CONTINUE, 0)
class EndGameScene(Scene):
def __init__(self, mygame):
Scene.__init__(self, 'endgame')
self.my_game = mygame
self.text = load_text_file_as_string(get_config_pathname('GameEndText.txt'))
self.font = BreedFont(self.my_game.get_mixer())
key_set = KeySet.load_key_set()
self.proceed_button = key_set.fire
self.background_sound = self.my_game.get_mixer().Music(get_sound_pathname(END_GAME_SOUND))
self.background_sound.set_volume(100)
def start(self):
self.ticker = True
self.img,self.x,self.y,TEXT_X,TEXT_Y,TEXT_W,TEXT_H = self.__get_screen_data()
self.font_rect = mygame.Rect(TEXT_X, TEXT_Y, TEXT_W, TEXT_H)
self.font.set_ticker_text(self.text, self.font_rect)
self.delay = 500
self.pause_time = 0
self.start_time = None
if not Cheats.getNoAudio():
self.background_sound.play(-1)
def stop(self):
self.background_sound.stop()
def update_and_draw(self, time):
if not self.start_time:
self.start_time = time
keystate = self.my_game.get_key_pressed()
proceed = keystate & self.proceed_button > 0
if proceed:
if self.font.finished():
return (Scene.SCENE_END_SUCCESS, 0)
self.my_game.get_screen().fill(mygame.Colour(0,0,0))
self.my_game.get_screen().blit(self.img,(self.x, self.y))
self.font.update(time)
self.font.draw(self.my_game.get_screen())
return (Scene.SCENE_CONTINUE, 0)
def __get_screen_data(self):
img = mygame.load_image(get_image_pathname('ending.bmp'))
if RESIZE:
img = img.scale((SCREEN_X, SCREEN_Y))
x=0
y=(SCREEN_Y - img.get_height()) /2
TEXT_Y = SCREEN_Y * 0.1
TEXT_X = SCREEN_X * 0.1
TEXT_W = SCREEN_X * 0.8
TEXT_H = SCREEN_Y * 0.8
return img,x,y,TEXT_X,TEXT_Y,TEXT_W,TEXT_H
class GameOverScene(Scene):
DELAY = 50
FINISHED_DELAY = 2000
def __init__(self, mygame):
Scene.__init__(self, 'gameover')
self.my_game = mygame
self.frames = []
self.load_images()
self.last_update = 0
self.current_frame = 0
self.finished = False
def load_images(self):
for i in range(1,10):
img_name = 'gameover%d.bmp' % i
img = mygame.load_image(get_image_pathname(img_name))
if RESIZE:
img = img.scale((int(img.get_width()*RESIZE_FACTOR),int(img.get_height() *RESIZE_FACTOR)))
self.frames.append(img)
w = self.frames[8].get_width()
h = self.frames[8].get_height()
self.x = (SCREEN_X - w) / 2
self.y = (SCREEN_Y - h) / 2
def start(self):
self.current_frame = 0
self.finished = False
def stop(self):
return
def update_and_draw(self, time):
if not self.finished:
if time >= self.last_update + GameOverScene.DELAY:
self.last_update = time
self.current_frame += 1
if self.current_frame > 8:
self.current_frame = 8
self.finished = True
else:
if time >= self.last_update + GameOverScene.FINISHED_DELAY:
return (Scene.SCENE_END_SUCCESS, 0)
self.my_game.get_screen().fill(mygame.Colour(0,0,0))
self.my_game.get_screen().blit(self.frames[self.current_frame],(self.x, self.y))
return (Scene.SCENE_CONTINUE, 0)
class SlideShowScene(Scene):
def __init__(self, mygame, menu_background, name):
Scene.__init__(self, name)
self.my_game = mygame
key_set = KeySet.load_key_set()
self.proceed_button = key_set.fire
self.menu_background = menu_background
self.start_time = None
self.delay = 2000
self.init_content(mygame)
def init_content(self, mygame):
return
def start(self):
self.finished = False
def stop(self):
return
def update_and_draw(self, time):
self.my_game.get_screen().fill(mygame.Colour(0,0,0))
finished = self.draw_content(self.my_game.get_screen(), time)
self.menu_background.update_and_draw(time)
proceed = False
if not self.start_time:
self.start_time = time
if time - self.start_time > self.delay:
keystate = self.my_game.get_key_pressed()
proceed = keystate & self.proceed_button > 0
if proceed or finished:
return (Scene.SCENE_END_SUCCESS, 0)
else:
return (Scene.SCENE_CONTINUE, 0)
def draw_content(self, screen, time):
return
class CreditsScene(SlideShowScene):
def __init__(self, mygame, menu_background):
SlideShowScene.__init__(self, mygame, menu_background, 'credits')
def init_content(self, mygame):
self.cred = CreditsMenu(mygame)
def draw_content(self, screen, time):
finished = self.cred.update(time)
self.cred.draw(screen)
return finished
class DemoScene(SlideShowScene):
def __init__(self, mygame, menu_background):
SlideShowScene.__init__(self, mygame, menu_background, 'demo')
def init_content(self, mygame):
self.cred = DemoMenu(mygame)
def draw_content(self, screen, time):
finished = self.cred.update(time)
self.cred.draw(screen)
return finished