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#!/usr/bin/python
# -*- coding: iso-8859-1 -*-
"""
Copyright (C) 2003 John-Paul Gignac
(C) 2004 Joe Wreschnig
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 2 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, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
"""
# Import Modules
import os, pygame, random, time, math, re, sys, md5
from pygame.locals import *
# Parse the command line
highscores_file = os.path.join(os.environ["HOME"], ".pathological_scores")
screenshot = 0
fullscreen = 0
colorblind = 0
sound_on = 1
music_on = 1
for arg in sys.argv[1:]:
if arg == '-s':
screenshot = 1
elif arg == '-f':
fullscreen = 1
elif arg == '-cb':
colorblind = 1
elif arg == '-q':
sound_on = 0
music_on = 0
elif arg[0] == '-':
print "Usage: "+sys.argv[0]+" [-cb] [-f] [-s] [highscores-file]\n"
sys.exit(1)
else:
highscores_file = arg
if colorblind:
cbext = '-cb.png'
else:
cbext = '.png'
# The location of the setgid script for writing highscores
# This script is only used if the highscores file is not writable directly
write_highscores = "/usr/lib/games/pathological/bin/write-highscores"
# Game constants
wheel_steps = 9
frames_per_sec = 100
timer_width = 36
timer_margin = 4
info_height = 20
initial_lives = 3
extra_life_frequency = 5000 # Extra life awarded every this many points
max_spare_lives = 10
# Volume levels
intro_music_volume = 0.6
ingame_music_volume = 0.9
sound_effects_volume = 0.6
# Changing these may affect the playability of levels
default_colors = (2,3,4,6) # Blue, Green, Yellow, Red
default_stoplight = (6,4,3) # Red, Yellow, Green
default_launch_timer = 6 # 6 passes
default_board_timer = 30 # 30 seconds per wheel
marble_speed = 2 # Marble speed in pixels/frame (must be 1, 2 or 4)
trigger_time = 30 # 30 seconds
replicator_delay = 35 # 35 frames
# Don't change these constants unless you
# redo all of the levels
horiz_tiles = 8
vert_tiles = 6
# Don't change these constants unless you
# update the graphics files correspondingly.
screen_width = 800
screen_height = 600
marble_size = 28
tile_size = 92
wheel_margin = 4
stoplight_marble_size = 28
life_marble_size = 16
# The positions of the holes in the wheels in
# each of the three rotational positions
holecenter_radius = (tile_size - marble_size) / 2 - wheel_margin
holecenters = []
for i in range(wheel_steps):
theta = math.pi * i / (2 * wheel_steps)
c = math.floor( 0.5 + math.cos(theta)*holecenter_radius)
s = math.floor( 0.5 + math.sin(theta)*holecenter_radius)
holecenters.append((
(tile_size/2 + s, tile_size/2 - c),
(tile_size/2 + c, tile_size/2 + s),
(tile_size/2 - s, tile_size/2 + c),
(tile_size/2 - c, tile_size/2 - s)))
# Direction references
dirs = ((0,-1),(1,0),(0,1),(-1,0))
# More global variables
board_width = horiz_tiles * tile_size
board_height = vert_tiles * tile_size
launch_timer_pos = (0,info_height)
board_pos = (timer_width, info_height + marble_size)
timer_height = board_height + marble_size
music_loaded = 0
# Functions to create our resources
def load_image(name, colorkey=-1, size=None):
fullname = os.path.join('graphics', name)
try:
image = pygame.image.load(fullname)
except pygame.error, message:
print 'Cannot load image:', fullname
raise SystemExit, message
if size is not None:
image = pygame.transform.scale( image, size)
image = image.convert()
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0,0))
image.set_colorkey(colorkey, RLEACCEL)
return image
def load_sound(name, volume=1.0):
class NoneSound:
def play(self): pass
if not pygame.mixer or not pygame.mixer.get_init():
return NoneSound()
fullname = os.path.join('sounds', name)
try:
sound = pygame.mixer.Sound(fullname)
except pygame.error, message:
print 'Cannot load sound:', fullname
return NoneSound()
sound.set_volume( volume * sound_effects_volume)
return sound
def play_sound(sound):
if sound_on: sound.play()
def start_music(name, volume=-1):
global music_pending_song, music_loaded, music_volume
music_volume = volume
if not music_on:
music_pending_song = name
return
if not pygame.mixer or not pygame.mixer.music:
print "Background music not available."
return
fullname = os.path.join('music', name)
try:
pygame.mixer.music.load(fullname)
except pygame.error, message:
print 'Cannot load music:', fullname
return
music_loaded = 1
pygame.mixer.music.play(-1)
if music_volume >= 0:
pygame.mixer.music.set_volume( music_volume)
music_pending_song = 0
def toggle_fullscreen():
global fullscreen
if pygame.display.toggle_fullscreen():
fullscreen = fullscreen ^ 1
return 1
else:
return 0
def toggle_sound():
global sound_on
sound_on = sound_on ^ 1
def toggle_music():
global music_on
music_on = music_on ^ 1
if music_on:
if music_pending_song:
start_music( music_pending_song)
elif music_loaded:
pygame.mixer.music.unpause()
elif music_loaded:
if not music_pending_song:
pygame.mixer.music.pause()
# A better tick function
next_frame = pygame.time.get_ticks()
def my_tick( frames_per_sec):
global next_frame
# Wait for the next frame
next_frame += 1000.0 / frames_per_sec
now = pygame.time.get_ticks()
if next_frame < now:
# No time to wait - just hide our mistake
# and keep going as fast as we can.
next_frame = now
else:
pygame.time.wait( int(next_frame) - now)
# Load the sounds
def load_sounds():
global filter_admit,wheel_turn,wheel_completed,change_color
global direct_marble,ping,trigger_setup,teleport,marble_release
global levelfinish,die,incorrect,switch,shredder,replicator
global extra_life,menu_scroll,menu_select
filter_admit = load_sound('filter_admit.wav', 0.8)
wheel_turn = load_sound('wheel_turn.wav', 0.8)
wheel_completed = load_sound('wheel_completed.wav', 0.7)
change_color = load_sound('change_color.wav', 0.8)
direct_marble = load_sound('direct_marble.wav', 0.6)
ping = load_sound('ping.wav', 0.8)
trigger_setup = load_sound('trigger_setup.wav')
teleport = load_sound('teleport.wav', 0.6)
marble_release = load_sound('marble_release.wav', 0.5)
levelfinish = load_sound('levelfinish.wav', 0.6)
die = load_sound('die.wav')
incorrect = load_sound('incorrect.wav', 0.15)
switch = load_sound('switch.wav')
shredder = load_sound('shredder.wav')
replicator = load_sound('replicator.wav')
extra_life = load_sound('extra_life.wav')
menu_scroll = load_sound('menu_scroll.wav', 0.8)
menu_select = load_sound('switch.wav')
# Load the fonts for various parts of the game
def load_fonts():
global launch_timer_font,active_marbles_font,popup_font,info_font
launch_timer_font = pygame.font.Font(None, timer_width - 2*timer_margin)
active_marbles_font = pygame.font.Font(None, marble_size)
popup_font = pygame.font.Font(None, 24)
info_font = pygame.font.Font(None, info_height)
# Load all of the images for the various game classes.
# The images are stored as class variables in the corresponding classes.
def load_images():
Marble.images = []
for i in range(9):
Marble.images.append( load_image('marble-'+`i`+cbext, -1,
(marble_size, marble_size)))
Tile.plain_tiles = []
Tile.tunnels = []
for i in range(16):
tile = load_image('tile.png', (206,53,53), (tile_size,tile_size))
path = load_image('path-'+`i`+'.png', -1, (tile_size,tile_size))
tile.blit( path, (0,0))
Tile.plain_tiles.append( tile)
Tile.tunnels.append(load_image('tunnel-'+`i`+'.png',
-1,(tile_size,tile_size)))
Tile.paths = 0
Wheel.images = (
load_image('wheel.png',-1,(tile_size,tile_size)),
load_image('wheel-dark.png',-1,(tile_size, tile_size)),
)
Wheel.blank_images = (
load_image('blank-wheel.png',-1,(tile_size,tile_size)),
load_image('blank-wheel-dark.png',-1,(tile_size, tile_size)),
)
Wheel.moving_holes = (
load_image('moving-hole.png',-1,(marble_size,marble_size)),
load_image('moving-hole-dark.png',-1,(marble_size, marble_size)),
)
Buffer.bottom = load_image('buffer.png',-1,(tile_size,tile_size))
Buffer.top = load_image('buffer-top.png',-1,(tile_size,tile_size))
Painter.images = []
for i in range(8):
Painter.images.append( load_image('painter-'+`i`+cbext, -1,
(tile_size,tile_size)))
Filter.images = []
for i in range(8):
Filter.images.append( load_image('filter-'+`i`+cbext, -1,
(tile_size,tile_size)))
Director.images = (
load_image('director-0.png',-1,(tile_size,tile_size)),
load_image('director-1.png',-1,(tile_size,tile_size)),
load_image('director-2.png',-1,(tile_size,tile_size)),
load_image('director-3.png',-1,(tile_size,tile_size)),
)
Shredder.image = load_image('shredder.png',-1,(tile_size,tile_size))
Switch.images = []
for i in range(4):
Switch.images.append( [])
for j in range(4):
if i == j: Switch.images[i].append( None)
else: Switch.images[i].append( load_image(
'switch-'+`i`+`j`+'.png',-1,(tile_size,tile_size)))
Replicator.image = load_image('replicator.png',-1,(tile_size,tile_size))
Teleporter.image_h = load_image('teleporter-h.png',-1,(tile_size,tile_size))
Teleporter.image_v = load_image('teleporter-v.png',-1,(tile_size,tile_size))
Trigger.image = load_image('trigger.png',-1,(tile_size,tile_size))
Stoplight.image = load_image('stoplight.png',-1,(tile_size,tile_size))
Stoplight.smallmarbles = []
for im in Marble.images:
Stoplight.smallmarbles.append( pygame.transform.scale(im,
(stoplight_marble_size,stoplight_marble_size)))
Board.life_marble = load_image('life-marble.png', -1,
(life_marble_size, life_marble_size))
Board.launcher_background = load_image('launcher.png', None,
(horiz_tiles * tile_size,marble_size))
Board.launcher_v = load_image('launcher-v.png', None,
(marble_size, vert_tiles * tile_size + marble_size))
Board.launcher_corner = load_image('launcher-corner.png', (255,0,0),
((tile_size-marble_size)/2+marble_size,marble_size))
Board.launcher_entrance = load_image('entrance.png', -1,
(tile_size,marble_size))
IntroScreen.background = load_image('intro.png', None,
(screen_width, screen_height))
IntroScreen.menu_font = pygame.font.Font(
None, IntroScreen.menu_font_height)
IntroScreen.scroller_font = pygame.font.Font(
None, IntroScreen.scroller_font_height)
IntroScreen.hs_font = pygame.font.Font(
None, IntroScreen.hs_font_height)
# Function to set the video mode
def set_video_mode():
global screen
icon = pygame.image.load(os.path.join('graphics','icon.png'))
icon.set_colorkey(icon.get_at((0,0)), RLEACCEL)
pygame.display.set_icon(icon) # Needed both before and after set_mode
screen = pygame.display.set_mode( (screen_width, screen_height),
fullscreen * FULLSCREEN)
pygame.display.set_icon(icon) # Needed both before and after set_mode
pygame.display.set_caption('Pathological')
# Classes for our game objects
class Marble:
def __init__(self, color, center, direction):
self.color = color
self.rect = pygame.Rect((0,0,marble_size,marble_size))
self.rect.center = center
self.direction = direction
def update(self, board):
self.rect.move_ip(
marble_speed * dirs[self.direction][0],
marble_speed * dirs[self.direction][1])
board.affect_marble( self)
def undraw(self, screen, background):
screen.set_clip( self.rect)
screen.blit( background, (0,0))
screen.set_clip()
def draw(self, screen):
screen.blit( self.images[self.color], self.rect.topleft)
class Tile:
def __init__(self, paths=0, center=None):
self.paths = paths
if center is None:
center = (0,0)
self.center = center
self.rect = pygame.Rect((0,0,tile_size,tile_size))
self.rect.center = center
self.drawn = 0
def draw_back(self, surface):
if self.drawn: return 0
surface.blit( self.plain_tiles[self.paths], self.rect.topleft)
self.drawn = 1
return 1
def update(self, board): pass
def draw_fore(self, surface): return 0
def click(self, board, posx, posy, tile_x, tile_y): pass
def affect_marble(self, board, marble, rpos):
if rpos == (tile_size/2,tile_size/2):
if self.paths & (1 << marble.direction): return
# Figure out the new direction
t = self.paths - (1 << (marble.direction^2))
if t == 1: marble.direction = 0
elif t == 2: marble.direction = 1
elif t == 4: marble.direction = 2
elif t == 8: marble.direction = 3
else: marble.direction = marble.direction ^ 2
class Wheel(Tile):
def __init__(self, paths, center=None):
Tile.__init__(self, paths, center) # Call base class intializer
self.spinpos = 0
self.completed = 0
self.marbles = [ -3, -3, -3, -3 ]
def draw_back(self, surface):
if self.drawn: return 0
Tile.draw_back(self, surface)
if self.spinpos:
surface.blit( self.blank_images[self.completed], self.rect.topleft)
for i in range(4):
holecenter = holecenters[self.spinpos][i]
surface.blit( self.moving_holes[self.completed],
(holecenter[0]-marble_size/2+self.rect.left,
holecenter[1]-marble_size/2+self.rect.top))
else:
surface.blit( self.images[self.completed], self.rect.topleft)
for i in range(4):
color = self.marbles[i]
if color >= 0:
holecenter = holecenters[self.spinpos][i]
surface.blit( Marble.images[color],
(holecenter[0]-marble_size/2+self.rect.left,
holecenter[1]-marble_size/2+self.rect.top))
return 1
def update(self, board):
if self.spinpos > 0:
self.spinpos -= 1
self.drawn = 0
def click(self, board, posx, posy, tile_x, tile_y):
# Ignore all clicks while rotating
if self.spinpos: return
b1, b2, b3 = pygame.mouse.get_pressed()
if b3:
# First, make sure that no marbles are currently entering
for i in self.marbles:
if i == -1 or i == -2: return
# Start the wheel spinning
self.spinpos = wheel_steps - 1
play_sound( wheel_turn)
# Reposition the marbles
t = self.marbles[0]
self.marbles[0] = self.marbles[1]
self.marbles[1] = self.marbles[2]
self.marbles[2] = self.marbles[3]
self.marbles[3] = t
self.drawn = 0
elif b1:
# Determine which hole is being clicked
for i in range(4):
# If there is no marble here, skip it
if self.marbles[i] < 0: continue
holecenter = holecenters[0][i]
rect = pygame.Rect( 0, 0, marble_size, marble_size)
rect.center = holecenter
if rect.collidepoint( posx, posy):
# Determine the neighboring tile
neighbor = board.tiles[ (tile_y + dirs[i][1]) %
vert_tiles][ (tile_x + dirs[i][0]) % horiz_tiles]
if (
# Disallow marbles to go off the top of the board
(tile_y == 0 and i==0) or
# If there is no way out here, skip it
((self.paths & (1 << i)) == 0) or
# If the neighbor is a wheel that is either turning
# or has a marble already in the hole, disallow
# the ejection
(isinstance(neighbor, Wheel) and
(neighbor.spinpos or
neighbor.marbles[i^2] != -3))
):
play_sound( incorrect)
else:
# If the neighbor is a wheel, apply a special lock
if isinstance(neighbor, Wheel):
neighbor.marbles[i^2] = -2
elif len(board.marbles) >= board.live_marbles_limit:
# Impose the live marbles limit
play_sound( incorrect)
break
# Eject the marble
board.marbles.append(
Marble( self.marbles[i],
(holecenter[0]+self.rect.left,
holecenter[1]+self.rect.top),
i))
self.marbles[i] = -3
play_sound( marble_release)
self.drawn = 0
break
def affect_marble(self, board, marble, rpos):
# Watch for marbles entering
if rpos[0]+marble_size/2 == wheel_margin or \
rpos[0]-marble_size/2 == tile_size - wheel_margin or \
rpos[1]+marble_size/2 == wheel_margin or \
rpos[1]-marble_size/2 == tile_size - wheel_margin:
if self.spinpos or self.marbles[marble.direction^2] >= -1:
# Reject the marble
marble.direction = marble.direction ^ 2
play_sound( ping)
else:
self.marbles[marble.direction^2] = -1
for holecenter in holecenters[0]:
if rpos == holecenter:
# Accept the marble
board.marbles.remove( marble)
self.marbles[marble.direction^2] = marble.color
self.drawn = 0
break
def complete(self, board):
# Complete the wheel
for i in range(4): self.marbles[i] = -3
if self.completed: board.game.increase_score( 10)
else: board.game.increase_score( 50)
self.completed = 1
play_sound( wheel_completed)
self.drawn = 0
def maybe_complete(self, board):
if self.spinpos > 0: return 0
# Is there a trigger?
if (board.trigger is not None) and \
(board.trigger.marbles is not None):
# Compare against the trigger
for i in range(4):
if self.marbles[i] != board.trigger.marbles[i] and \
self.marbles[i] != 8: return 0
self.complete( board)
board.trigger.complete( board)
return 1
# Do we have four the same color?
color = 8
for c in self.marbles:
if c < 0: return 0
if color==8: color=c
elif c==8: c=color
elif c != color: return 0
# Is there a stoplight?
if (board.stoplight is not None) and \
(board.stoplight.current < 3):
# Compare against the stoplight
if color != 8 and \
color != board.stoplight.marbles[board.stoplight.current]:
return 0
else:
board.stoplight.complete( board)
self.complete( board)
return 1
class Buffer(Tile):
def __init__(self, paths, color=-1):
Tile.__init__(self, paths) # Call base class intializer
self.marble = color
self.entering = None
def draw_back(self, surface):
if self.drawn: return 0
Tile.draw_back(self, surface)
color = self.marble
if color >= 0:
holecenter = self.rect.center
surface.blit( Marble.images[color],
(holecenter[0]-marble_size/2,
holecenter[1]-marble_size/2))
else:
surface.blit( self.bottom, self.rect.topleft)
return 1
def draw_fore(self, surface):
surface.blit( self.tunnels[self.paths], self.rect.topleft)
surface.blit( self.top, self.rect.topleft)
return 0
def affect_marble(self, board, marble, rpos):
# Watch for marbles entering
if (rpos[0]+marble_size == tile_size/2 and marble.direction == 1) or \
(rpos[0]-marble_size == tile_size/2 and marble.direction == 3) or \
(rpos[1]+marble_size == tile_size/2 and marble.direction == 2) or \
(rpos[1]-marble_size == tile_size/2 and marble.direction == 0):
if self.entering is not None:
# Bump the marble that is currently entering
newmarble = self.entering
newmarble.rect.center = self.rect.center
newmarble.direction = marble.direction
play_sound( ping)
# Let the base class affect the marble
Tile.affect_marble(self, board, newmarble,
(tile_size/2,tile_size/2))
elif self.marble >= 0:
# Bump the marble that is currently caught
newmarble = Marble( self.marble, self.rect.center, marble.direction)
board.marbles.append( newmarble)
play_sound( ping)
# Let the base class affect the marble
Tile.affect_marble(self, board, newmarble,
(tile_size/2,tile_size/2))
self.marble = -1
self.drawn = 0
# Remember which marble is on its way in
self.entering = marble
elif rpos == (tile_size/2, tile_size/2):
# Catch this marble
self.marble = marble.color
board.marbles.remove( marble)
self.entering = None
self.drawn = 0
class Painter(Tile):
def __init__(self, paths, color, center=None):
Tile.__init__(self, paths, center) # Call base class intializer
self.color = color
def draw_fore(self, surface):
surface.blit( self.tunnels[self.paths], self.rect.topleft)
surface.blit( self.images[self.color], self.rect.topleft)
return 0
def affect_marble(self, board, marble, rpos):
Tile.affect_marble( self, board, marble, rpos)
if rpos == (tile_size/2, tile_size/2):
if marble.color != self.color:
# Change the color
marble.color = self.color
play_sound( change_color)
class Filter(Tile):
def __init__(self, paths, color, center=None):
Tile.__init__(self, paths, center) # Call base class intializer
self.color = color
def draw_fore(self, surface):
surface.blit( self.tunnels[self.paths], self.rect.topleft)
surface.blit( self.images[self.color], self.rect.topleft)
return 0
def affect_marble(self, board, marble, rpos):
if rpos == (tile_size/2, tile_size/2):
# If the color is wrong, bounce the marble
if marble.color != self.color and marble.color != 8:
marble.direction = marble.direction ^ 2
play_sound( ping)
else:
Tile.affect_marble( self, board, marble, rpos)
play_sound( filter_admit)
class Director(Tile):
def __init__(self, paths, direction, center=None):
Tile.__init__(self, paths, center) # Call base class intializer
self.direction = direction
def draw_fore(self, surface):
surface.blit( self.tunnels[self.paths], self.rect.topleft)
surface.blit( self.images[self.direction], self.rect.topleft)
return 0
def affect_marble(self, board, marble, rpos):
if rpos == (tile_size/2, tile_size/2):
marble.direction = self.direction
play_sound( direct_marble)
class Shredder(Tile):
def __init__(self, paths, center=None):
Tile.__init__(self, paths, center) # Call base class intializer
def draw_fore(self, surface):
surface.blit( self.tunnels[self.paths], self.rect.topleft)
surface.blit( self.image, self.rect.topleft)
return 0
def affect_marble(self, board, marble, rpos):
if rpos == (tile_size/2, tile_size/2):
board.marbles.remove( marble)
play_sound( shredder)
class Switch(Tile):
def __init__(self, paths, dir1, dir2, center=None):
Tile.__init__(self, paths, center) # Call base class intializer
self.curdir = dir1
self.otherdir = dir2
self.switched = 0
def switch(self):
t = self.curdir
self.curdir = self.otherdir
self.otherdir = t
self.switched = 1
play_sound( switch)
def draw_fore(self, surface):
surface.blit( self.tunnels[self.paths], self.rect.topleft)
surface.blit( self.images[self.curdir][self.otherdir],
self.rect.topleft)
rc = self.switched
self.switched = 0
return rc
def affect_marble(self, board, marble, rpos):
if rpos == (tile_size/2, tile_size/2):
marble.direction = self.curdir
self.switch()
class Replicator(Tile):
def __init__(self, paths, count, center=None):
Tile.__init__(self, paths, center) # Call base class intializer
self.count = count
self.pending = []
def draw_fore(self, surface):
surface.blit( self.tunnels[self.paths], self.rect.topleft)
surface.blit( self.image, self.rect.topleft)
return 0
def update(self, board):
for i in self.pending[:]:
i[3] -= 1
if i[3] == 0:
i[3] = replicator_delay
# Make sure that the active marble limit isn't exceeded
if len(board.marbles) >= board.live_marbles_limit:
# Clear the pending list
self.pending = []
return
# Add the new marble
board.marbles.append(Marble(i[0],self.rect.center,i[1]))
play_sound( replicator)
i[2] -= 1
if i[2] <= 0: self.pending.remove( i)
def affect_marble(self, board, marble, rpos):
Tile.affect_marble( self, board, marble, rpos)
if rpos == (tile_size/2, tile_size/2):
# Add the marble to the pending list
self.pending.append( [marble.color,marble.direction,
self.count - 1, replicator_delay]);
play_sound( replicator)
class Teleporter(Tile):
def __init__(self, paths, other=None, center=None):
Tile.__init__(self, paths, center) # Call base class intializer
if paths & 5: self.image = self.image_v
else: self.image = self.image_h
if other is not None: self.connect( other)
def draw_fore(self, surface):
surface.blit( self.tunnels[self.paths], self.rect.topleft)
surface.blit( self.image, self.rect.topleft)
return 0
def connect(self, other):
self.other = other
other.other = self
def affect_marble(self, board, marble, rpos):
if rpos == (tile_size/2, tile_size/2):
marble.rect.center = self.other.rect.center
play_sound( teleport)
class Trigger(Tile):
def __init__(self, colors, center=None):
Tile.__init__(self, 0, center) # Call base class intializer
self.marbles = None
self._setup( colors)
def _setup(self, colors):
self.countdown = 0
self.marbles = [
random.choice(colors),
random.choice(colors),
random.choice(colors),
random.choice(colors),
]
self.drawn = 0
def update(self, board):
if self.countdown > 0:
self.countdown -= 1
if self.countdown == 0:
self._setup( board.colors)
play_sound( trigger_setup)
def draw_back(self, surface):
if self.drawn: return 0
Tile.draw_back(self, surface)
surface.blit( self.image, self.rect.topleft)
if self.marbles is not None:
for i in range(4):
surface.blit( Marble.images[self.marbles[i]],
(holecenters[0][i][0]+self.rect.left-marble_size/2,
holecenters[0][i][1]+self.rect.top-marble_size/2))
return 1
def complete(self, board):
self.marbles = None
self.countdown = trigger_time * frames_per_sec
self.drawn = 0
board.game.increase_score( 50)
class Stoplight(Tile):
def __init__(self, colors, center=None):
Tile.__init__(self, 0, center) # Call base class intializer
self.marbles = list(colors)
self.current = 0
def draw_back(self, surface):
if self.drawn: return 0
Tile.draw_back(self, surface)
surface.blit( self.image, self.rect.topleft)
for i in range(self.current,3):
surface.blit( self.smallmarbles[self.marbles[i]],
(self.rect.centerx-14,
self.rect.top+3+(29*i)))
return 1
def complete(self, board):
for i in range(3):
if self.marbles[i] >= 0:
self.marbles[i] = -1
break
self.current += 1
self.drawn = 0
board.game.increase_score( 20)
class Board:
def __init__(self, game, pos):
self.game = game
self.pos = pos
self.marbles = []
self.screen = game.screen
self.trigger = None
self.stoplight = None
self.launch_queue = []
self.board_complete = 0
self.paused = 0
self.name = "Unnamed"
self.live_marbles_limit = 10
self.launch_timeout = -1
self.board_timeout = -1
self.colors = default_colors
self.launched = 1
self.set_launch_timer( default_launch_timer)
self.set_board_timer( default_board_timer)
# Create the board array
self.tiles = []
for j in range( vert_tiles):
row = range( horiz_tiles)
self.tiles.append( row)
# Load the level
# For levels above game.level, use a pseudo-random
# level selection method.
if( game.level < game.numlevels):
self._load( game.circuit, game.level)
else:
# Compute a hash of the current level, involving
# a static timestamp. This provides a consistent,
# backtrackable pseudo-random function.
hash = md5.new(`game.gamestart`+"/"+`game.level`).digest()
hashval = (ord(hash[0]) + (ord(hash[1]) << 8) + \
(ord(hash[2]) << 16) + (ord(hash[3]) << 24)) & 32767;
self._load( game.circuit, hashval % game.numlevels);
# Create the launch timer text object
self.launch_timer_text = launch_timer_font.render(
`self.launch_timer`, 1, (255,255,255))
self.launch_timer_text_rect = self.launch_timer_text.get_rect()
self.launch_timer_text_rect.centerx = launch_timer_pos[0]+timer_width/2+1
self.launch_timer_text_rect.bottom = \
launch_timer_pos[1] + timer_height - timer_margin
# Fill up the launch queue
for i in range( vert_tiles * tile_size / marble_size + 2):
self.launch_queue.append(random.choice(self.colors))
# Create The Background
self.background = pygame.Surface(screen.get_size()).convert()
self.background.fill((200, 200, 200)) # Color of Info Bar
# Draw the Backdrop
backdrop = load_image('backdrop.jpg', None,
(horiz_tiles * tile_size, vert_tiles * tile_size))
self.background.blit( backdrop, board_pos);
# Draw the launcher
self.background.blit( self.launcher_background,
(board_pos[0], board_pos[1] - marble_size))
self.background.blit( self.launcher_v,
(board_pos[0]+horiz_tiles*tile_size, board_pos[1]))
for i in range( horiz_tiles):
if self.tiles[0][i].paths & 1:
self.background.blit( self.launcher_entrance,
(board_pos[0]+tile_size*i, board_pos[1]-marble_size))
self.background.blit( self.launcher_corner,
(board_pos[0]+horiz_tiles*tile_size-(tile_size-marble_size)/2,
board_pos[1] - marble_size))
# Draw the board name
board_name = `self.game.level+1` + " - " + self.name
if self.game.level >= self.game.numlevels:
board_name += " (Random)"
text = info_font.render( board_name, 1, (0,0,0))
rect = text.get_rect()
rect.left = 8
self.background.blit( text, rect)
# Figure out the score location
text = "Score: 00000000"
self.score_pos = screen_width - 8 - \
info_font.render( text, 1, (0,0,0)).get_rect().width
# Figure out the board timer location
text = "00:00"
self.board_timer_pos = self.score_pos - 16 - \
info_font.render( text, 1, (0,0,0)).get_rect().width
# Initialize the screen
screen.blit(self.background, (0, 0))
def draw_back(self, dirty_rects):
# Draw the launch timer
if self.launch_timer_height is None:
height = timer_height
rect = (launch_timer_pos[0],launch_timer_pos[1],
timer_width,timer_height)
self.screen.fill((0,0,0), rect)
self.screen.fill((0,40,255),
(launch_timer_pos[0]+timer_margin,
launch_timer_pos[1]+timer_height-height,
timer_width-timer_margin*2,height))
dirty_rects.append( rect)
else:
height = timer_height*self.launch_timeout/self.launch_timeout_start
if height < self.launch_timer_height:
rect = (launch_timer_pos[0] + timer_margin,
launch_timer_pos[1] + timer_height - self.launch_timer_height,
timer_width-2*timer_margin, self.launch_timer_height - height)
self.screen.fill((0,0,0), rect)
dirty_rects.append( rect)
self.launch_timer_height = height
self.screen.blit( self.launch_timer_text, self.launch_timer_text_rect)
dirty_rects.append( self.launch_timer_text_rect)
# Clear the info bar
rect = (0,0,screen_width,info_height)
self.screen.set_clip( rect)
self.screen.blit( self.background, (0,0))
self.screen.set_clip()
dirty_rects.append( rect)
# Draw the score
text = "Score: "+("00000000"+`self.game.score`)[-8:]
text = info_font.render( text, 1, (0,0,0))
rect = text.get_rect()
rect.left = self.score_pos
self.screen.blit( text, rect)
# Draw the board timer
time_remaining = (self.board_timeout+frames_per_sec-1)/frames_per_sec
text = `time_remaining/60`+":"+("00"+`time_remaining%60`)[-2:]
text = info_font.render( text, 1, (0,0,0))
rect = text.get_rect()
rect.left = self.board_timer_pos
self.screen.blit( text, rect)
# Draw the lives counter
right_edge = self.board_timer_pos - 32
for i in range(self.game.lives - 1):
rect = self.life_marble.get_rect()
rect.centery = info_height / 2
rect.right = right_edge
self.screen.blit( self.life_marble, rect)
right_edge -= rect.width + 4
# Draw the live marbles
num_marbles = len(self.marbles)
if num_marbles > self.live_marbles_limit:
num_marbles = self.live_marbles_limit
text = `num_marbles`+"/"+`self.live_marbles_limit`
text = active_marbles_font.render( text, 1, (40,40,40))
rect = text.get_rect()
rect.left = self.pos[0] + 8
rect.centery = self.pos[1] - marble_size / 2
rect.width += 100
self.screen.set_clip( rect)
self.screen.blit( self.background, (0,0))
self.screen.set_clip()
self.screen.blit( text, rect)
dirty_rects.append( rect)
for row in self.tiles:
for tile in row:
if tile.draw_back( self.background):
self.screen.set_clip( tile.rect)
self.screen.blit( self.background, (0,0))
self.screen.set_clip()
dirty_rects.append( tile.rect)
if self.launched:
for i in range(len(self.launch_queue)):
self.background.blit( Marble.images[self.launch_queue[i]],
(self.pos[0] + horiz_tiles * tile_size,
self.pos[1] + i * marble_size - marble_size))
rect = (self.pos[0] + horiz_tiles * tile_size,
self.pos[1] - marble_size, marble_size,
marble_size + tile_size * vert_tiles)
self.screen.set_clip( rect)
self.screen.blit( self.background, (0,0))
self.screen.set_clip()
dirty_rects.append( rect)
self.launched = 0
def draw_fore(self, dirty_rects):
for row in self.tiles:
for tile in row:
if tile.draw_fore(self.screen):
dirty_rects.append( tile.rect)
def update(self):
# Create the list of dirty rectangles
dirty_rects = []
# Erase the marbles
for marble in self.marbles:
marble.undraw( self.screen, self.background)
dirty_rects.append( list(marble.rect))
# Animate the marbles
for marble in self.marbles[:]:
marble.update( self)
# Animate the tiles
for row in self.tiles:
for tile in row:
tile.update( self)
if tile.drawn == 0: dirty_rects.append( tile.rect)
# Complete any wheels, if appropriate
try_again = 1
while try_again:
try_again = 0
for row in self.tiles:
for tile in row:
if isinstance( tile, Wheel):
try_again |= tile.maybe_complete( self)
# Check if the board is complete
self.board_complete = 1
for row in self.tiles:
for tile in row:
if isinstance( tile, Wheel):
if tile.completed == 0: self.board_complete = 0
# Decrement the launch timer
if self.launch_timeout > 0:
self.launch_timeout -= 1
if self.launch_timeout == 0: self.board_complete = -1
# Decrement the board timer
if self.board_timeout > 0:
self.board_timeout -= 1
if self.board_timeout == 0: self.board_complete = -2
# Draw the background
self.draw_back( dirty_rects)
# Draw all of the marbles
for marble in self.marbles:
marble.draw( self.screen)
dirty_rects.append( marble.rect)
# Draw the foreground
self.draw_fore( dirty_rects)
# Flip the display
pygame.display.update( dirty_rects)
def set_tile(self, x, y, tile):
self.tiles[y][x] = tile
tile.rect.left = self.pos[0] + tile_size * x
tile.rect.top = self.pos[1] + tile_size * y
tile.x = x
tile.y = y
# If it's a trigger, keep track of it
if isinstance( tile, Trigger):
self.trigger = tile
# If it's a stoplight, keep track of it
if isinstance( tile, Stoplight):
self.stoplight = tile
def set_launch_timer(self, passes):
self.launch_timer = passes
self.launch_timeout_start = (marble_size +
(horiz_tiles * tile_size - marble_size) * passes) / marble_speed
self.launch_timer_height = None
def set_board_timer(self, seconds):
self.board_timer = seconds
self.board_timeout_start = seconds * frames_per_sec
self.board_timeout = self.board_timeout_start
def launch_marble(self):
self.launch_queue.append(random.choice(self.colors))
self.marbles.insert( 0, Marble( self.launch_queue[0],
(self.pos[0]+tile_size*horiz_tiles+marble_size/2,
self.pos[1]-marble_size/2), 3))
del self.launch_queue[0]
self.launched = 1
self.launch_timeout = self.launch_timeout_start
self.launch_timer_height = None
def affect_marble(self, marble):
c = marble.rect.center
cx = c[0] - self.pos[0]
cy = c[1] - self.pos[1]
# Bounce marbles off of the top
if cy == marble_size/2:
marble.direction = 2
return
if cy < 0:
if cx == marble_size/2:
marble.direction = 1
return
if cx == tile_size * horiz_tiles - marble_size/2 \
and marble.direction == 1:
marble.direction = 3
return
# The special case of new marbles at the top
effective_cx = cx
effective_cy = cy + marble_size
else:
effective_cx = cx + marble_size/2 * dirs[marble.direction][0]
effective_cy = cy + marble_size/2 * dirs[marble.direction][1]
tile_x = effective_cx / tile_size
tile_y = effective_cy / tile_size
tile_xr = cx - tile_x * tile_size
tile_yr = cy - tile_y * tile_size
if tile_x >= horiz_tiles: return
tile = self.tiles[tile_y][tile_x]
if cy < 0 and marble.direction != 2:
# The special case of new marbles at the top
if tile_xr == tile_size / 2 and (tile.paths & 1):
if isinstance( tile, Wheel):
if tile.spinpos > 0 or tile.marbles[0] != -3: return
tile.marbles[0] = -2
marble.direction = 2
self.launch_marble()
elif len(self.marbles) < self.live_marbles_limit:
marble.direction = 2
self.launch_marble()
else:
tile.affect_marble( self, marble, (tile_xr, tile_yr))
def click(self, pos):
# Determine which tile the pointer is in
tile_x = (pos[0] - self.pos[0]) / tile_size
tile_y = (pos[1] - self.pos[1]) / tile_size
tile_xr = pos[0] - self.pos[0] - tile_x * tile_size
tile_yr = pos[1] - self.pos[1] - tile_y * tile_size
if tile_x >= 0 and tile_x < horiz_tiles and \
tile_y >= 0 and tile_y < vert_tiles:
tile = self.tiles[tile_y][tile_x]
tile.click( self, tile_xr, tile_yr, tile_x, tile_y)
def _load(self, circuit, level):
fullname = os.path.join('circuits', circuit)
f = open( fullname)
# Skip the previous levels
j = 0
while j < vert_tiles * level:
line = f.readline()
if line == '':
f.close()
return 0
if line[0] == '|': j += 1
teleporters = []
teleporter_names = []
stoplight = default_stoplight
numwheels = 0
boardtimer = -1
j = 0
while j < vert_tiles:
line = f.readline()
if line[0] != '|':
if line[0:5] == 'name=':
self.name = line[5:-1]
elif line[0:11] == 'maxmarbles=':
self.live_marbles_limit = int(line[11:-1])
elif line[0:12] == 'launchtimer=':
self.set_launch_timer( int(line[12:-1]))
elif line[0:11] == 'boardtimer=':
boardtimer = int(line[11:-1])
elif line[0:7] == 'colors=':
self.colors = []
for c in line[7:-1]:
if c >= '0' and c <= '7':
self.colors.append(int(c))
self.colors.append(int(c))
self.colors.append(int(c))
elif c == '8':
# Crazy marbles are one-third as common
self.colors.append(8)
elif line[0:10] == 'stoplight=':
stoplight = []
for c in line[10:-1]:
if c >= '0' and c <= '7':
stoplight.append(int(c))
continue
for i in range(horiz_tiles):
type = line[i*4+1]
paths = line[i*4+2]
if paths == ' ': pathsint = 0
elif paths >= 'a': pathsint = ord(paths)-ord('a')+10
elif paths >= '0' and paths <= '9': pathsint = int(paths)
else: pathsint = int(paths)
color = line[i*4+3]
if color == ' ': colorint = 0
elif color >= 'a': colorint = ord(color)-ord('a')+10
elif color >= '0' and color <= '9': colorint = int(color)
else: colorint = 0
if type == 'O':
tile = Wheel( pathsint)
numwheels += 1
elif type == '%': tile = Trigger(self.colors)
elif type == '!': tile = Stoplight(stoplight)
elif type == '&': tile = Painter(pathsint, colorint)
elif type == '#': tile = Filter(pathsint, colorint)
elif type == '@':
if color == ' ': tile = Buffer(pathsint)
else: tile = Buffer(pathsint, colorint)
elif type == ' ' or \
(type >= '0' and type <= '8'): tile = Tile(pathsint)
elif type == 'X': tile = Shredder(pathsint)
elif type == '*': tile = Replicator(pathsint, colorint)
elif type == '^':
if color == ' ': tile = Director(pathsint, 0)
elif color == '>': tile = Switch(pathsint, 0, 1)
elif color == 'v': tile = Switch(pathsint, 0, 2)
elif color == '<': tile = Switch(pathsint, 0, 3)
elif type == '>':
if color == ' ': tile = Director(pathsint, 1)
elif color == '^': tile = Switch(pathsint, 1, 0)
elif color == 'v': tile = Switch(pathsint, 1, 2)
elif color == '<': tile = Switch(pathsint, 1, 3)
elif type == 'v':
if color == ' ': tile = Director(pathsint, 2)
elif color == '^': tile = Switch(pathsint, 2, 0)
elif color == '>': tile = Switch(pathsint, 2, 1)
elif color == '<': tile = Switch(pathsint, 2, 3)
elif type == '<':
if color == ' ': tile = Director(pathsint, 3)
elif color == '^': tile = Switch(pathsint, 3, 0)
elif color == '>': tile = Switch(pathsint, 3, 1)
elif color == 'v': tile = Switch(pathsint, 3, 2)
elif type == '=':
if color in teleporter_names:
other = teleporters[teleporter_names.index(color)]
tile = Teleporter( pathsint, other)
else:
tile = Teleporter( pathsint)
teleporters.append( tile)
teleporter_names.append( color)
self.set_tile( i, j, tile)
if type >= '0' and type <= '8':
if color == '^': direction = 0
elif color == '>': direction = 1
elif color == 'v': direction = 2
else: direction = 3
self.marbles.append(
Marble(int(type),tile.rect.center,direction))
j += 1
if boardtimer < 0: boardtimer = default_board_timer * numwheels
self.set_board_timer( boardtimer)
f.close()
return 1
# Return values for this function:
# -4: User closed the application window
# -3: User aborted the level
# -2: Board timer expired
# -1: Launch timer expired
# 1: Level completed successfully
# 2: User requested a skip to the next level
# 3: User requested a skip to the previous level
def play_level( self):
# Perform the first render
self.update()
# Play the start sound
#play_sound( levelbegin)
# Launch the first marble
self.launch_marble()
# Do the first update
pygame.display.update()
# Game Loop
while not self.board_complete:
# Wait for the next frame
my_tick( frames_per_sec)
# Handle Input Events
for event in pygame.event.get():
if event.type is QUIT:
return -4
elif event.type is KEYDOWN:
if event.key is K_ESCAPE: return -3
elif event.key == ord('n'): return 2
elif event.key == ord('b'): return 3
elif event.key == ord(' ') or \
event.key == ord('p') or \
event.key == K_PAUSE:
self.paused = self.paused ^ 1
if self.paused:
if screenshot:
pause_popup = None
else:
pause_popup = popup('Game Paused')
else:
popdown( pause_popup)
elif event.key == K_F2:
toggle_fullscreen()
elif event.key == K_F3:
toggle_music()
elif event.key == K_F4:
toggle_sound()
elif event.type is MOUSEBUTTONDOWN:
if self.paused:
self.paused = 0
popdown( pause_popup)
else: self.click( pygame.mouse.get_pos())
if not self.paused: self.update()
# Play the end sound
if self.board_complete > 0:
play_sound( levelfinish)
else:
play_sound( die)
return self.board_complete
class HighScores:
num_highscores = 10
def __init__(self, filename):
self.filename = filename
self.current_score = -1
self.load()
def qualifies(self, score):
self.load()
return score >= self.scores[-1][0]
def add_score(self, score, circuit, level, name):
self.load()
for i in range(len(self.scores)):
if score >= self.scores[i][0]:
self.scores.insert( i, (score, circuit, level, name))
del self.scores[self.num_highscores:]
self.save()
self.current_score = i
return i
return -1
def load( self):
self.scores = []
parser = re.compile("([0-9]+) ([^ ]+) ([0-9]+) (.*)\n")
try:
f = open( self.filename)
while len(self.scores) < self.num_highscores:
line = f.readline()
if line == '': break
match = parser.match(line)
if match is not None:
(score,circuit,level,name) = match.groups()
self.scores.append(
(int(score), circuit, int(level), name))
f.close()
except: pass
# Extend the list if it is shorter than needed
while len(self.scores) < self.num_highscores:
self.scores.append( (0, 'all-boards', 1, ''))
# Shrink the list if it is longer than allowed
del self.scores[self.num_highscores:]
def save(self):
try:
f = open( self.filename, "w")
except:
try:
f = os.popen(write_highscores, "w")
except OSError, message:
print "Warning: Can't save highscores:", message
return
try:
for i in self.scores:
f.write( `i[0]`+' '+i[1]+' '+`i[2]`+' '+i[3]+'\n')
f.close()
except:
print "Warning: Problem saving highscores."
def wait_one_sec():
time.sleep(1)
pygame.event.get() # Clear the event queue
def popup( text, minsize=None):
maxwidth = 0
objs = []
while text != "":
if '\n' in text:
newline = text.index('\n')
line = text[:newline]
text = text[newline+1:]
else:
line = text
text = ""
obj = popup_font.render( line, 1, (0, 0, 0))
maxwidth = max( maxwidth, obj.get_rect().width)
objs.append( obj)
linespacing = popup_font.get_ascent() - \
popup_font.get_descent() + popup_font.get_linesize()
# Work around an apparent pygame bug on Windows
linespacing = min( linespacing, int(1.2 * popup_font.get_height()))
# Leave a bit more room
linespacing = int(linespacing * 1.3)
window_width = maxwidth + 40
window_height = popup_font.get_height()+linespacing*(len(objs)-1)+40
if minsize is not None:
window_width = max( window_width, minsize[0])
window_height = max( window_height, minsize[1])
window = pygame.Surface((window_width, window_height))
winrect = window.get_rect()
window.fill((0, 0, 0))
window.fill((250, 250, 250), winrect.inflate(-2,-2))
y = 20
for obj in objs:
textpos = obj.get_rect()
textpos.top = y
textpos.centerx = winrect.centerx
window.blit( obj, textpos)
y += linespacing
winrect.center = screen.get_rect().center
winrect.top -= 40
backbuf = pygame.Surface(winrect.size).convert()
backbuf.blit( screen, (0,0), winrect)
screen.blit( window, winrect)
pygame.display.update()
return (backbuf, winrect)
def popdown( popup_rc):
if popup_rc is not None:
screen.blit( popup_rc[0], popup_rc[1])
pygame.display.update( popup_rc[1])
class Game:
def __init__(self, screen, circuit, highscores, level = 0):
self.screen = screen
self.circuit = circuit
self.highscores = highscores
# Count the number of levels
fullname = os.path.join('circuits', circuit)
f = open( fullname)
j = 0
while 1:
line = f.readline()
if line == '': break
if line[0] == '|': j += 1
f.close()
self.numlevels = j / vert_tiles
self.level = level
self.score = 0
self.lives = initial_lives
self.gamestart = time.time()
def increase_score(self, amount):
# Add the amount to the score
self.score += amount
# Award any extra lives that are due
extra_lives = amount / extra_life_frequency + \
(self.score % extra_life_frequency < amount % extra_life_frequency)
extra_lives = min( extra_lives, max_spare_lives+1 - self.lives)
if extra_lives > 0:
self.lives += extra_lives
play_sound( extra_life)
# Return values for this function:
# -1: User closed the application window
# 0: The game was aborted
# 1: Game completed normally
# 2: User achieved a highscore
def play(self):
# Draw the loading screen
backdrop = load_image('backdrop.jpg', None,
(screen_width, screen_height))
screen.blit( backdrop, (0,0))
pygame.display.update()
popup("Please wait...\n", (150, 50))
start_music("background.xm", ingame_music_volume)
self.highscores.current_score = -1
while 1:
# Play a level
board = Board( self, board_pos)
rc = board.play_level()
# Check for the user closing the window
if rc == -4: return -1
if rc == 2:
self.level += 1
continue
if rc == 3:
if self.level > 0: self.level -= 1
self.score = 0
self.lives = initial_lives
continue
if rc < 0:
# The board was not completed
if rc == -3: message = 'Level Aborted.'
elif rc == -2: message = 'The board timer has expired.'
else: message = 'The launch timer has expired.'
self.lives -= 1
if self.lives > 0:
rc = self.board_dialog( message+'\nClick to try again.',
rc != -3)
elif self.highscores.qualifies( self.score):
popup("Congratulations!\n"+
"You have a highscore!\n"+
"Please enter your name:", (300, 180))
name = get_name( self.screen, popup_font,
((screen_width-250)/2,310,250,popup_font.get_height()),
(255,255,255), (0,0,0))
if name is None: return -1
self.highscores.add_score( self.score, self.circuit,
self.level+1, name)
return 2
else:
rc = self.board_dialog( message +
'\nGame Over.\nClick to continue\n', rc != -3)
if rc == 1: return 1
self.score = 0
self.lives = initial_lives
else:
# The board was completed
# Compute time remaining bonus
time_remaining = 100 * board.board_timeout / \
board.board_timeout_start
time_bonus = 5 * time_remaining
# Compute empty holes bonus
total_holes = 0
empty_holes = 0
for row in board.tiles:
for tile in row:
if isinstance( tile, Wheel):
total_holes += 4
for i in tile.marbles:
if i < 0: empty_holes += 1
empty_holes = (100 * empty_holes + total_holes/2) / total_holes
holes_bonus = 2 * empty_holes
self.increase_score( time_bonus + holes_bonus)
message = 'Level Complete!\n'+ \
"Bonus for " + `time_remaining` + "% time remaining: " + \
`time_bonus` + "\n" + \
"Bonus for " + `empty_holes` + "% holes empty: " + \
`holes_bonus` + '\nClick to continue.'
rc = self.board_dialog( message, 1, 1)
self.level += 1
if rc == -2: return -1
if rc < 0: return 0
# Return values for this function:
# -2: User closed the application window
# -1: User pressed escape
# 0: User pressed 'b' or 'n'
# 1: Some other user event
def board_dialog( self, message, pause=1, complete=0):
popup(message)
if pause: wait_one_sec()
# Wait for a mouse click to continue
while 1:
pygame.time.wait(20)
for event in pygame.event.get():
if event.type is QUIT:
return -2
elif event.type is KEYDOWN:
if event.key == K_ESCAPE: return -1
if event.key == ord('b'):
if self.level > 0: self.level -= 1
self.score = 0
self.lives = initial_lives
return 0
elif event.key == ord('n'):
if complete == 0:
# Skip to the next level
self.level += 1
return 0
elif event.key == K_F2:
toggle_fullscreen()
continue
elif event.key == K_F3:
toggle_music()
continue
elif event.key == K_F4:
toggle_sound()
continue
elif event.key == K_LSHIFT or \
event.key == K_RSHIFT or \
event.key == K_LALT or \
event.key == K_RALT or \
event.key == K_LCTRL or \
event.key == K_RCTRL:
continue
return 1
elif event.type is MOUSEBUTTONDOWN:
return 1
def translate_key( key, shift_state):
if shift_state:
if key >= ord('a') and key <= ord('z'): key += ord('A') - ord('a')
elif key == ord('1'): key = ord('!')
elif key == ord('2'): key = ord('@')
elif key == ord('3'): key = ord('#')
elif key == ord('4'): key = ord('$')
elif key == ord('5'): key = ord('%')
elif key == ord('6'): key = ord('^')
elif key == ord('7'): key = ord('&')
elif key == ord('8'): key = ord('*')
elif key == ord('9'): key = ord('(')
elif key == ord('0'): key = ord(')')
elif key == ord('`'): key = ord('~')
elif key == ord("'"): key = ord('"')
elif key == ord(";"): key = ord(':')
elif key == ord("\\"): key = ord('|')
elif key == ord("["): key = ord('{')
elif key == ord("]"): key = ord('}')
elif key == ord(","): key = ord('<')
elif key == ord("."): key = ord('>')
elif key == ord("/"): key = ord('?')
elif key == ord("-"): key = ord('_')
elif key == ord("="): key = ord('+')
return key
def get_name( screen, font, cursor_box, backcol, forecol):
cursor_width = cursor_box[3] / 3
cursor_pos = [cursor_box[0], cursor_box[1], cursor_width, cursor_box[3]]
name = ""
inner_box = pygame.Rect(cursor_box)
cursor_box = inner_box.inflate( 2, 2)
outer_box = cursor_box.inflate( 2, 2)
enter_pressed = 0
while not enter_pressed:
screen.fill( forecol, outer_box)
screen.fill( backcol, cursor_box)
cursor_pos[0] = inner_box.left
if name != "":
obj = font.render( name, 1, forecol)
screen.blit( obj, inner_box)
cursor_pos[0] += obj.get_width()
screen.fill( forecol, cursor_pos)
pygame.display.update( (outer_box,))
# Keep track of the shift keys
shift_state = pygame.key.get_mods() & KMOD_SHIFT
pygame.time.wait(20)
for event in pygame.event.get():
if event.type is QUIT:
return None
elif event.type is KEYUP:
if event.key == K_LSHIFT:
shift_state &= ~KMOD_LSHIFT
elif event.key == K_RSHIFT:
shift_state &= ~KMOD_RSHIFT
elif event.type is KEYDOWN:
if event.key == K_LSHIFT:
shift_state |= KMOD_LSHIFT
elif event.key == K_RSHIFT:
shift_state |= KMOD_RSHIFT
elif event.key == K_ESCAPE or event.key == K_RETURN:
enter_pressed = 1
break
elif event.key == K_F2:
toggle_fullscreen()
elif event.key == K_F3:
toggle_music()
elif event.key == K_F4:
toggle_sound()
elif event.key == K_BACKSPACE:
name = name[:-1]
elif event.key >= 32 and event.key <= 127:
key = translate_key( event.key, shift_state)
name = name + chr(key)
return name
class IntroScreen:
menu = ("Start Game", "High Scores", "Fullscreen:", "Music:",
"Sound Effects:", "Quit Game")
start_level = 1
menu_width = 240
menu_pos = ((800 - menu_width)/2, 145)
menu_font_height = 32
menu_color = (255,255,255)
menu_cursor_color = (60,60,60)
menu_cursor_leftright_margin = 2
menu_cursor_bottom_margin = -2
menu_cursor_top_margin = 0
menu_option_left = 200
menu_rect = (menu_pos[0]-menu_cursor_leftright_margin,
menu_pos[1]-menu_cursor_top_margin,
menu_width + 2 * menu_cursor_leftright_margin,
menu_font_height * len(menu) +
menu_cursor_top_margin + menu_cursor_bottom_margin)
scroller_font_height = 28
scroller_rect = (10,550,780,scroller_font_height)
scroller_text = \
" Copyright 2003 John-Paul Gignac. "+ \
" Soundtrack by Matthias Le Bidan. "+ \
" Board designs contributed by Mike Brenneman and Kim Gignac. "+ \
" To contribute your own board designs, see the website: "+ \
"http://pathological.sourceforge.net/ "+ \
" Logo by Carrie Bloomfield. "+ \
" Other graphics based on artwork by Mike Brenneman. "+ \
" Project motivated by Paul Prescod. "+ \
" Thanks to all my friends who helped make this project "+ \
"a success! "+ \
" This program is free software; you can redistribute it and/or "+ \
"modify it under the terms of the GNU General Public License. "+ \
"See the LICENSE file for details. "
scroller_color = (60,60,60)
scroller_speed = 2
def __init__(self, screen, highscores):
self.screen = screen
self.highscores = highscores
self.curpage = 0
self.scroller_image = self.scroller_font.render(
self.scroller_text, 1, self.scroller_color)
self.menu_cursor = 0
def draw_background(self):
self.screen.blit( self.background, (0,0))
def undraw_menu(self):
if self.curpage == 1:
self.undraw_highscores()
return
self.screen.set_clip( self.menu_rect)
self.draw_background()
self.screen.set_clip()
self.dirty_rects.append( self.menu_rect)
def undraw_highscores(self):
self.screen.set_clip( self.hs_rect)
self.draw_background()
self.screen.set_clip()
self.dirty_rects.append( self.hs_rect)
def draw_menu(self):
if self.curpage == 1:
self.draw_highscores()
return
self.undraw_menu()
self.screen.fill( self.menu_cursor_color,
(self.menu_pos[0]-self.menu_cursor_leftright_margin,
self.menu_pos[1]-self.menu_cursor_top_margin +
self.menu_cursor * self.menu_font_height,
self.menu_width + 2 * self.menu_cursor_leftright_margin,
self.menu_font_height + self.menu_cursor_top_margin +
self.menu_cursor_bottom_margin))
y = self.menu_pos[1]
for i in self.menu:
menu_option = self.menu_font.render(i, 1, self.menu_color)
self.screen.blit( menu_option, (self.menu_pos[0], y))
y += self.menu_font_height
levelt = self.menu_font.render("(Lvl. %d)" %
IntroScreen.start_level,
1, self.menu_color)
lt_r = levelt.get_rect()
lt_r.right = self.menu_pos[0] + self.menu_option_left + 40
lt_r.top = self.menu_pos[1]
self.screen.blit(levelt, lt_r)
if fullscreen: offon = 'On'
else: offon = 'Off'
offon = self.menu_font.render( offon, 1, self.menu_color)
self.screen.blit( offon,
(self.menu_pos[0]+self.menu_option_left,
self.menu_pos[1]+self.menu_font_height * 2))
if music_on: offon = 'On'
else: offon = 'Off'
offon = self.menu_font.render( offon, 1, self.menu_color)
self.screen.blit( offon,
(self.menu_pos[0]+self.menu_option_left,
self.menu_pos[1]+self.menu_font_height * 3))
if sound_on: offon = 'On'
else: offon = 'Off'
offon = self.menu_font.render( offon, 1, self.menu_color)
self.screen.blit( offon,
(self.menu_pos[0]+self.menu_option_left,
self.menu_pos[1]+self.menu_font_height * 4))
self.dirty_rects.append( self.menu_rect)
def draw_scroller(self):
self.screen.set_clip( self.scroller_rect)
self.draw_background()
self.screen.blit( self.scroller_image,
(self.scroller_rect[0] - self.scroller_pos,
self.scroller_rect[1]))
self.screen.set_clip()
self.dirty_rects.append( self.scroller_rect)
def draw(self):
self.dirty_rects = []
self.draw_background()
self.draw_menu()
self.draw_scroller()
pygame.display.update()
def go_to_main_menu(self):
# Return to the main menu
play_sound( menu_select)
self.undraw_menu()
self.curpage = 0
self.draw_menu()
def go_to_highscores(self):
# Go to the highscores page
self.undraw_menu()
self.curpage = 1
self.draw_menu()
def inc_level(self):
if (IntroScreen.start_level <
max([s[2] for s in self.highscores.scores])):
IntroScreen.start_level += 1
def dec_level(self):
if IntroScreen.start_level > 1:
IntroScreen.start_level -= 1
def do(self, show_highscores=0):
self.scroller_pos = -self.scroller_rect[2]
if( show_highscores):
self.dirty_rects = []
self.go_to_highscores()
pygame.display.update( self.dirty_rects)
self.draw()
start_music("intro.xm", intro_music_volume)
while 1:
# Wait for the next frame
my_tick( frames_per_sec)
self.dirty_rects = []
self.draw_scroller()
# Advance the scroller
self.scroller_pos += self.scroller_speed
if self.scroller_pos >= self.scroller_image.get_rect().width:
self.scroller_pos = -self.scroller_rect[2]
pygame.time.wait(20)
for event in pygame.event.get():
if event.type is QUIT:
if self.curpage == 1:
self.go_to_main_menu()
continue
return -2
elif event.type is KEYDOWN:
if event.key == K_F2:
play_sound( menu_select)
if not toggle_fullscreen(): return -3
self.draw_menu()
elif event.key == K_F3:
play_sound( menu_select)
toggle_music()
self.draw_menu()
elif event.key == K_F4:
toggle_sound(1, self.dirty_rects)
play_sound( menu_select)
self.draw_menu()
elif self.curpage == 1:
self.go_to_main_menu()
elif event.key == K_ESCAPE:
return -1
elif event.key == K_DOWN:
self.menu_cursor += 1
play_sound( menu_scroll)
if self.menu_cursor == len(self.menu):
self.menu_cursor = 0
self.draw_menu()
elif event.key == K_UP:
self.menu_cursor -= 1
play_sound( menu_scroll)
if self.menu_cursor < 0:
self.menu_cursor = len(self.menu) - 1
self.draw_menu()
elif event.key == K_SPACE or event.key == K_RETURN:
rc = self.menu_select( self.menu_cursor)
if rc: return rc
elif event.key == K_LEFT:
if self.menu_cursor == 0:
self.dec_level()
self.draw_menu()
elif event.key == K_RIGHT:
if self.menu_cursor == 0:
self.inc_level()
self.draw_menu()
continue
elif event.type is MOUSEBUTTONDOWN:
if self.curpage == 1:
self.go_to_main_menu()
continue
pos = pygame.mouse.get_pos()
# Figure out which menu option is being clicked, if any
if pos[0] < self.menu_pos[0]: continue
if pos[0] >= self.menu_pos[0] + self.menu_width: continue
if pos[1] < self.menu_pos[1]: continue
i = (pos[1] - self.menu_pos[1]) / self.menu_font_height
if i >= len(self.menu): continue
rc = self.menu_select( i)
if rc: return rc
pygame.display.update( self.dirty_rects)
# Return values:
# -3 - Toggle fullscreen requires warm restart
# -1 - User selected the Quit option
# 0 - User selected Begin Game
# 1 - Unknown option
def menu_select( self, i):
if i == 0:
return IntroScreen.start_level
elif i == 1:
play_sound( menu_select)
self.go_to_highscores()
elif i == 2:
play_sound( menu_select)
if not toggle_fullscreen(): return -3
self.draw_menu()
elif i == 3:
play_sound( menu_select)
toggle_music()
self.draw_menu()
elif i == 4:
toggle_sound()
play_sound( menu_select)
self.draw_menu()
elif i == 5:
return -1
return 0
hs_font_height = 24
hs_width = 320
hs_pos = ((800-hs_width)/2, 114)
hs_margin = 8
hs_column_margin = 70
hs_score_width = 70
hs_level_width = 24
hs_heading_color = (0,0,0)
hs_heading_background = (0,80,0)
hs_number_color = (210,210,210)
hs_body_color = (240,240,240)
hs_current_color = (240,50,50)
hs_rows = HighScores.num_highscores
hs_rect = (hs_pos[0],hs_pos[1],hs_width,hs_font_height * 11)
def draw_highscores(self):
self.undraw_menu()
tname = self.hs_font.render("Name", 1, self.hs_heading_color)
tscore = self.hs_font.render("Score", 1, self.hs_heading_color)
tlevel = self.hs_font.render("Level", 1, self.hs_heading_color)
# Compute the column positions
score_right = self.hs_width
score_left = score_right - tscore.get_size()[0]
level_right = score_right - self.hs_score_width - \
self.hs_margin
level_left = level_right - tlevel.get_size()[0]
name_right = level_right - self.hs_level_width - \
self.hs_margin
number = self.hs_font.render('10.',1,(0,0,0))
number_width = number.get_size()[0]
name_left = number_width + 5
name_width = name_right - name_left
x = self.hs_pos[0]
for j in range(len(self.highscores.scores)):
if (j % self.hs_rows) == 0:
if j > 0: x += self.hs_column_margin + self.hs_width
y = self.hs_pos[1]
# Draw the headings
# self.screen.fill( self.hs_heading_background,
# (x - 30, y, self.hs_width + 30, self.hs_font_height))
self.screen.blit( tname, (x + name_left, y))
self.screen.blit( tlevel, (x + level_left, y))
self.screen.blit( tscore, (x + score_left, y))
i = self.highscores.scores[j]
numcolor = self.hs_number_color
color = self.hs_body_color
if j == self.highscores.current_score:
numcolor = color = self.hs_current_color
y += self.hs_font_height
number = self.hs_font.render(`j+1`+'.',1,numcolor)
self.screen.blit( number,
(x + number_width - number.get_size()[0], y))
if i[3] != '':
name = self.hs_font.render( i[3], 1, color)
if name.get_width() > name_width:
name = name.subsurface( (0,0,name_width,name.get_height()))
self.screen.blit( name, (x + name_left, y))
level = self.hs_font.render( `i[2]`, 1, color)
self.screen.blit( level, (x + level_right - level.get_width(), y))
score = self.hs_font.render( `i[0]`, 1, color)
self.screen.blit( score, (x + score_right - score.get_width(), y))
self.dirty_rects.append( self.hs_rect)
def setup_everything():
global introscreen
# Configure the audio settings
if sys.platform[0:3] == 'win':
# On Windows platforms, increase the sample rate and the buffer size
pygame.mixer.pre_init(44100,-16,1,4096)
# Initialize the game module
pygame.display.init()
pygame.mixer.init()
pygame.font.init()
pygame.key.set_repeat(500, 30)
if not pygame.font: print 'Warning, fonts disabled'
if not pygame.mixer: print 'Warning, sound disabled'
set_video_mode()
load_sounds()
load_fonts()
load_images()
introscreen = IntroScreen( screen, highscores)
# Load the highscores file
highscores = HighScores( highscores_file)
setup_everything()
# Main loop
show_highscores = 0
while 1:
# Display the intro screen
while 1:
rc = introscreen.do( show_highscores)
if rc == -3:
# Warm restart to toggle fullscreen
fullscreen = fullscreen ^ 1
setup_everything()
else:
break
if rc < 0: break # Handle the QUIT message
# If rc is positive, it's a level.
game = Game(screen, 'all-boards', highscores, rc - 1)
show_highscores = 1
rc = game.play()
if rc < 0: break # Handle the QUIT message
if rc == 0: show_highscores = 0
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