-
Notifications
You must be signed in to change notification settings - Fork 8
/
gameModes.py
330 lines (274 loc) · 11.3 KB
/
gameModes.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
# -*- coding: utf-8 -*-
# Screaming Strike game mode handlers
# Copyright (C) 2019 Yukio Nozawa <[email protected]>
# License: GPL V2.0 (See copying.txt for details)
import math
import random
import bonusCounter
import item
import itemConstants
import window
NORMAL = 0
ARCADE = 1
CLASSIC = 2
BURDEN = 3
ALL_MODES_STR = ["Normal", "Arcade", "Classic", "Burden"]
class ModeHandlerBase(object):
def __init__(self):
self.allowConsecutiveHitsBonus = True
# Originally this was true, but I decided to disable it because the one of
# my friends (a professional game designer) said "In the game designing
# theory, subtracting scores is a totally bad idea!". And the penalty was
# very irritating, actually. lol!
self.allowConsecutiveMissesBonus = False
self.allowLevelupBonus = True
self.name = "Base"
self.paused = False
def initialize(self, field):
self.field = field
def frameUpdate(self):
pass
def calculateNextLevelup(self):
"""
Calculates the number of enemies that should be defeated in this mode. This function implements the default formula.
"""
if self.field.level == 1:
return 2
r = int(1 + (self.field.level * self.field.level * 0.25))
if r > 60:
r = 60
return r
def calculateEnemyDefeatScore(self, speed, y):
"""Calculates score by enemy defeat. Since the object references are not organized, I just give up on refactoring it and gather information in a dirty way, if needed. Receives speed and y coors from the defeated enemy."""
score = (1000 - speed) * (y + 1) * (0.5 + (0.5 * self.field.level)) * 0.1
if self.field.player.penetrate:
score = score * 2.0
return score
def getDefeatMessage(self, speed, y):
"""Generates log message for enemy defeat."""
if self.field.player.penetrate:
return _("Hit! (speed %(speed)d, distance %(distance)d, penetration bonus added)") % {"speed": 900 - speed, "distance": y}
else:
return _("Hit! (speed %(speed)d, distance %(distance)d)") % {"speed": 900 - speed, "distance": y}
# end penetration bonus?
def getShrinkMultiplier(self):
"""
Defines the multiplier amount of the shrink item effect in this mode, Default is 0.5 (half length).
:rtype multiplier: float
"""
return 0.5
def getSlowDownMultiplier(self):
"""
Defines the multiplier amount of the slow down item effect in this mode, Default is 2.0 (2x motion time).
:rtype multiplier: float
"""
return 2.0
def onEnemyDefeated(self):
"""Called when the player defeated an enemy."""
pass
def onItemObtained(self):
"""Called when the player got an item."""
pass
def getName(self):
"""
Retrieves the name of this mode. Normal, arcade or classic. There may be more future modes.
:rtype: str
"""
return self.name
def setPaused(self, p):
"""Pauses / resumes this mode handler."""
pass
def getModeSpecificResults(self):
"""Can set the modes's specific result data in the game end. Return the array of strings to show at the result screen, otherwise, return an empty array."""
return []
def getModeSpecificResultsForScoreboard(self):
"""Can set the modes's specific result data when sending score. Return the string to be shown to the scoreboard, otherwise, return an empty string."""
return ""
class NormalModeHandler(ModeHandlerBase):
def __init__(self):
super().__init__()
self.name = ALL_MODES_STR[0]
def initialize(self, field):
super().initialize(field)
class ArcadeModeHandler(ModeHandlerBase):
def __init__(self):
super().__init__()
self.name = ALL_MODES_STR[1]
def initialize(self, field):
super().initialize(field)
self.itemComingTimer = window.Timer()
self.resetItemComingTimer()
self.itemShowerTimer = window.Timer()
self.resetItemShower()
def frameUpdate(self):
if self.itemShowerTimer.elapsed >= self.itemShowerTime:
self.triggerItemShower()
if self.itemComingTimer.elapsed >= self.itemComingTime:
self.spawnItem()
def setPaused(self, p):
if p == self.paused:
return
self.paused = p
self.itemComingTimer.setPaused(p)
self.itemShowerTimer.setPaused(p)
# end setPaused
def triggerItemShower(self):
self.spawnItem()
self.itemShowerCount -= 1
if self.itemShowerCount == 0:
self.resetItemShower()
else:
self.itemShowerTime = 150
self.itemShowerTimer.restart()
def resetItemShower(self):
self.itemShowerTime = random.randint(70000, 150000)
self.itemShowerCount = random.randint(3, 6)
def spawnItem(self):
spd = random.randint(100, 800)
t = itemConstants.TYPE_NASTY if random.randint(1, 100) <= spd / 10 else itemConstants.TYPE_GOOD
ident = self.selectNastyItem() if t == item.TYPE_NASTY else random.randint(0, item.GOOD_MAX)
i = item.Item()
i.initialize(self.field, random.randint(0, self.field.x - 1), spd, t, ident)
self.field.items.append(i)
self.resetItemComingTimer()
def selectNastyItem(self):
"""Prevents shrink from appearing when the player already has 2 shrink effects."""
shrinks = len([e for e in self.field.player.itemEffects if e.name ==
itemConstants.NAMES[itemConstants.TYPE_NASTY][itemConstants.NASTY_SHRINK]])
while(True):
ret = random.randint(0, itemConstants.NASTY_MAX)
if ret == itemConstants.NASTY_SHRINK and shrinks == 2:
continue
break
return ret
def resetItemComingTimer(self):
self.itemComingTimer.restart()
self.itemComingTime = random.randint(0, 60000)
class ClassicModeHandler(ModeHandlerBase):
def __init__(self):
super().__init__()
# disable bonuses
self.allowConsecutiveHitsBonus = False
self.allowConsecutiveMissesBonus = False
self.allowLevelupBonus = False
self.name = ALL_MODES_STR[2]
def calculateNextLevelup(self):
"""
This function provides classic mode specific formula.
"""
return int((2 + self.field.level) * 0.7)
class BurdenModeHandler(ModeHandlerBase):
def __init__(self):
super().__init__()
# disable bonuses
self.allowConsecutiveHitsBonus = False
self.allowConsecutiveMissesBonus = False
self.allowLevelupBonus = False
self.name = ALL_MODES_STR[3]
self.bonusCounters = []
self.highestBoost = 1.0
def initialize(self, field):
super().initialize(field)
self.itemComingTimer = window.Timer()
self.resetItemComingTimer()
self.itemShowerTimer = window.Timer()
self.resetItemShower()
def calculateEnemyDefeatScore(self, speed, y):
"""Uses completely different formula for burden mode."""
boost = math.pow(1.45 + (self.field.level * 0.05), len(self.field.player.itemEffects))
# Update highest boost here
if boost > self.highestBoost:
self.highestBoost = boost
# end update highest boost
return boost * (1000 - speed) * math.pow(self.field.level, 2) / 5
def getDefeatMessage(self, speed, y):
boost = "%.1f" % math.pow(1.45 + (self.field.level * 0.05), len(self.field.player.itemEffects))
return _("Hit! (speed %(speed)d, burden %(burden)d, %(boost)sx boost)") % {
"speed": 900 - speed, "burden": len(self.field.player.itemEffects), "boost": boost}
def getShrinkMultiplier(self):
return 0.75
def getSlowDownMultiplier(self):
return 1.5
def frameUpdate(self):
for elem in self.bonusCounters[:]:
if not elem.active:
self.bonusCounters.remove(elem)
continue
# end cleanup
elem.frameUpdate()
# end update bonus counters
if self.itemShowerTimer.elapsed >= self.itemShowerTime:
self.triggerItemShower()
if self.itemComingTimer.elapsed >= self.itemComingTime:
self.spawnItem()
self.resetItemComingTimer()
def setPaused(self, p):
if p == self.paused:
return
self.paused = p
self.itemComingTimer.setPaused(p)
self.itemShowerTimer.setPaused(p)
# end setPaused
def triggerItemShower(self):
self.spawnItem()
self.itemShowerCount -= 1
if self.itemShowerCount == 0:
self.resetItemShower()
else:
self.itemShowerTime = 150
self.itemShowerTimer.restart()
def resetItemShower(self):
self.itemShowerTime = random.randint(70000, 150000)
self.itemShowerCount = random.randint(3, 6)
def spawnItem(self):
spd = random.randint(100, 800)
t = itemConstants.TYPE_NASTY
ident = self.selectNastyItem()
i = item.Item()
i.initialize(self.field, random.randint(0, self.field.x - 1), spd, t, ident)
self.field.items.append(i)
def selectNastyItem(self):
"""Prevents shrink from appearing when the player already has 3 shrink effects."""
shrinks = len([e for e in self.field.player.itemEffects if e.name ==
itemConstants.NAMES[itemConstants.TYPE_NASTY][itemConstants.NASTY_SHRINK]])
while(True):
ret = random.randint(0, itemConstants.NASTY_MAX)
if ret == itemConstants.NASTY_SHRINK and shrinks == 3:
continue
break
return ret
def resetItemComingTimer(self):
self.itemComingTimer.restart()
self.itemComingTime = random.randint(0, 60000)
def onEnemyDefeated(self):
effects = len(self.field.player.itemEffects)
if effects > 0:
bc = bonusCounter.BonusCounter()
bc.initialize()
bc.start(effects)
self.bonusCounters.append(bc)
# end append bonus counter
def onItemObtained(self):
self.spawnItem()
def getModeSpecificResults(self):
boost = "%.1f" % self.highestBoost
return [
_("Highest boost: %(boost)sx") % {"boost": boost}
]
def getModeSpecificResultsForScoreboard(self):
boost = "%.1f" % self.highestBoost
return "%(boost)sx highest boost" % {"boost": boost}
def getModeHandler(mode):
"""Receives a mode in string and returns the associated modeHandler object without initializing it.
:param mode: Mode.
:type mode: str
"""
if mode == ALL_MODES_STR[0]:
return NormalModeHandler()
if mode == ALL_MODES_STR[1]:
return ArcadeModeHandler()
if mode == ALL_MODES_STR[2]:
return ClassicModeHandler()
if mode == ALL_MODES_STR[3]:
return BurdenModeHandler()
return None