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vyruss.py
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700 lines (556 loc) · 18.6 KB
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from urandom import choice, randrange, seed
import utime
import gc
from ventilastation.director import director, stripes
from ventilastation.scene import Scene
from ventilastation.sprites import Sprite, reset_sprites
from apps import credits
LEVELS = [
# oleadas, planeta, disparos_simultaneos
(2, "saturno.png", 3),
(3, "jupiter.png", 4),
(4, "marte.png", 6),
(5, "tierra.png", 8),
]
MAX_BOMBS = max(l[2] for l in LEVELS)
MAX_GROUPS = max(l[0] for l in LEVELS)
BADDIES_PER_GROUP = 10
def calculate_direction(current, destination):
center_delta = 128 - current
new_destination = (destination + center_delta) % 256
if new_destination < 128:
return -1
if new_destination > 128:
return +1
return 0
def new_heading(up, down, left, right):
"""
128
96↖ ↑ ↗ 160
64← → 192
32↙ ↓ ↘ 224
0
"""
if up:
if left:
return 96
elif right:
return 160
else:
return 128
if down:
if left:
return 32
elif right:
return 224
else:
return 0
if left:
return 64
if right:
return 192
return None
def rotar(desde, hasta):
delta_centro = 128 - desde
nuevo_hasta = (hasta + delta_centro) % 256
if nuevo_hasta < 128:
return -1
if nuevo_hasta > 128:
return +1
return 0
def make_me_a_planet(strip):
planet = Sprite()
planet.set_strip(strip)
planet.set_perspective(0)
planet.set_x(0)
y = 62
planet.set_y(y)
return planet
class ScoreBoard:
def __init__(self):
self.chars = []
for n in range(9):
s = Sprite()
s.set_strip(stripes["numerals.png"])
s.set_x(110 + n * 4)
s.set_y(0)
s.set_frame(10)
s.set_perspective(2)
self.chars.append(s)
self.setscore(0)
self.setlives(3)
def setscore(self, value):
for n, l in enumerate("%05d" % value):
v = ord(l) - 0x30
self.chars[n].set_frame(v)
def setlives(self, lives):
for n in range(6, 9):
if lives > n-6:
self.chars[n].set_frame(11)
else:
self.chars[n].set_frame(10)
class StarfleetState:
def __init__(self, scene):
self.game_over_sprite = Sprite()
self.game_over_sprite.set_x(256-32)
self.game_over_sprite.set_y(0)
self.game_over_sprite.set_perspective(2)
self.game_over_sprite.set_strip(stripes["gameover.png"])
self.fighters = [StarFighter() for n in range(3)]
self.destroyed = []
self.fighter = self.fighters[0]
self.exploded = False
self.scene = scene
def step(self):
self.fighter.step()
def game_over(self):
director.music_play("vyruss/vy-gameover")
self.game_over_sprite.set_frame(0)
self.scene.call_later(8333, self.scene.finished)
def respawn(self):
gc.collect()
self.destroyed.append(self.fighters.pop(0))
self.fighter = self.fighters[0]
self.fighter.set_frame(0)
self.exploded = False
def explode(self):
self.fighter.explode()
remaining_lives = len(self.fighters) - 1
self.scene.scoreboard.setlives(remaining_lives)
self.exploded = True
director.sound_play(b"vyruss/explosion3")
if remaining_lives:
self.scene.call_later(1500, self.respawn)
else:
self.game_over()
def collision(self, others):
if self.fighter:
return self.fighter.collision(others)
def slide(self, where):
if not self.exploded:
self.fighter.slide(where)
def accel(self, accel, decel):
pass
# if not self.exploded:
# self.fighter.accel(accel, decel)
class VyrusGame(Scene):
stripes_rom = "vyruss"
def __init__(self):
super(VyrusGame, self).__init__()
seed(utime.ticks_ms())
def on_enter(self):
super(VyrusGame, self).on_enter()
self.scoreboard = ScoreBoard()
self.hiscore = 0
self.starfleet = StarfleetState(self)
self.killed = []
self.laser = Laser()
self.level = 0
self.active_bombs = []
total_buddies = MAX_GROUPS * BADDIES_PER_GROUP
self.all_baddies = [Baddie() for _ in range(total_buddies)]
self.all_bombs = [Bomb() for _ in range(MAX_BOMBS)]
self.planet = make_me_a_planet(stripes["saturno.png"])
self.used_baddie = 0
self.start_level()
def start_level(self):
self.state = StateEntering(self)
self.waves, planet_strip, unfired_bombs = LEVELS[self.level]
self.unfired_bombs = self.all_bombs[0:unfired_bombs]
self.starfleet.fighter.reset()
self.planet.disable()
self.planet.set_strip(stripes[planet_strip])
self.used_baddie = 0
self.everyone = []
self.explosions = []
director.music_play("vyruss/vy-main")
def getBaddie(self, base_picture):
b = self.all_baddies[self.used_baddie]
b.reset(base_picture)
self.used_baddie += 1
return b
def change_state(self):
self.state = self.state.next_state(self)
def explode_baddie(self, baddie):
self.hiscore += randrange(10, 19)
self.scoreboard.setscore(self.hiscore)
self.everyone.remove(baddie)
self.state.remove_baddie(baddie)
explosion = baddie.explode()
self.explosions.append(explosion)
def process_input(self):
if director.was_pressed(director.BUTTON_A):
self.fire()
accel = director.is_pressed(director.BUTTON_B)
decel = director.is_pressed(director.BUTTON_C)
self.starfleet.accel(accel, decel)
up = director.is_pressed(director.JOY_UP)
down = director.is_pressed(director.JOY_DOWN)
left = director.is_pressed(director.JOY_LEFT)
right = director.is_pressed(director.JOY_RIGHT)
self.heading(up, down, left, right)
if director.was_pressed(director.BUTTON_D) or director.timedout:
director.pop()
raise StopIteration()
def step(self):
self.process_input()
self.state.step()
if self.laser.enabled:
self.laser.step()
hit = self.laser.collision(self.everyone)
if hit:
self.laser.finish()
director.sound_play(b"vyruss/explosion2")
self.explode_baddie(hit)
self.starfleet.step()
if not self.starfleet.exploded:
bomb = self.starfleet.collision(self.active_bombs)
if bomb:
self.starfleet.explode()
bomb.disable()
self.active_bombs.remove(bomb)
self.unfired_bombs.append(bomb)
else:
baddie = self.starfleet.collision(self.everyone)
if baddie:
self.starfleet.explode()
if isinstance(baddie, Explodable):
self.explode_baddie(baddie)
for e in self.explosions:
if not e.finished:
e.step()
# por ahora no lo removemos, para que no se vaya de scope
# self.explosions.remove(e)
for bomb in self.active_bombs:
bomb.step()
if not bomb.enabled:
self.active_bombs.remove(bomb)
self.unfired_bombs.append(bomb)
def fire(self):
if not self.laser.enabled and not self.starfleet.exploded:
self.laser.fire(self.starfleet.fighter)
def drop_bomb(self):
if self.everyone and self.unfired_bombs:
bomb = self.unfired_bombs.pop()
bomb.fire(choice(self.everyone))
self.active_bombs.append(bomb)
def heading(self, up, down, left, right):
where = new_heading(up, down, left, right)
if where is not None:
where = where - 8 # ancho de la nave
self.starfleet.slide(where)
def finished(self):
director.pop()
raise StopIteration()
def advance_level(self):
gc.collect()
self.level += 1
if self.level >= len(LEVELS):
director.pop()
director.push(credits.Credits())
raise StopIteration()
self.start_level()
class FleetState:
def __init__(self, fleet):
self.fleet = fleet
self.setup()
def remove_baddie(self, baddie):
pass
def step(self):
pass
class StateDefeated(FleetState):
def setup(self):
director.music_play("vyruss/vy-3warps")
self.fleet.planet.set_y(0)
self.fleet.planet.set_frame(0)
self.animating_planet = True
self.animating_ship = False
self.fleet.call_later(4000, self.warp_ahead)
def step(self):
if self.animating_planet:
new_y = self.fleet.planet.y() + 1
self.fleet.planet.set_y(new_y)
if new_y == 255:
self.animating_planet = False
self.fleet.call_later(1500, self.finished)
if self.animating_ship:
sf = self.fleet.starfleet.fighter
new_y = sf.y() + 2
if new_y > 250:
self.animating_ship = False
sf.set_y(new_y)
def warp_ahead(self):
self.animating_ship = True
def finished(self):
self.fleet.advance_level()
class StateResetting(FleetState):
def setup(self):
pass
def step(self):
StateResetting.next_state = StateEntering
reset_sprites()
self.fleet.setup()
class StateAttacking(FleetState):
next_state = StateDefeated
def setup(self):
self.attacking = []
self.max_attacking = 1
def remove_baddie(self, baddie):
if baddie in self.attacking:
self.attacking.remove(baddie)
self.max_attacking += 1
def step(self):
for baddie in self.fleet.everyone:
baddie.step()
if baddie.finished:
self.remove_baddie(baddie)
if len(self.fleet.everyone) == 0:
self.fleet.change_state()
elif len(self.attacking) < self.max_attacking:
baddie = choice(self.fleet.everyone)
if baddie not in self.attacking:
delta = baddie.y() - 16
baddie.movements = [TravelCloser(delta), TravelAway(delta)]
self.attacking.append(baddie)
self.fleet.drop_bomb()
class StateEntering(FleetState):
next_state = StateAttacking
def setup(self):
self.phase = 0
self.steps = 0
self.groups = []
self.fleet.everyone = []
self.create_group()
# [int(x * 18.285714285714285 + 0.5) for x in range(14) ], shuffled by hand
self.final_x_pos = [0, 128, 55, 183, 18, 73, 146, 201, 37, 91, 238, 110, 165, 219]
self.final_y_pos = [128, 110, 92, 74]
self.bases = [128-8, 224-8, 32-8, 256-8, 128-8]
self.num_baddies = 0
self.next_bomb = 37
def create_group(self):
self.groups.append([])
def add_baddie(self):
final_x = self.final_x_pos[self.num_baddies % 14]
final_y = self.final_y_pos[self.num_baddies // 14]
self.num_baddies += 1
picture = (self.num_baddies % 5) * 2 + 2
base_x = self.bases[len(self.groups)-1]
baddie = self.fleet.getBaddie(picture)
baddie.set_y(128 + 32)
if len(self.groups[-1]) % 2:
baddie.set_x(base_x + 16)
baddie.movements = [
TravelCloser(80), TravelX(112),
TravelCloser(32), TravelX(-96),
TravelAway(42), TravelTo(final_x, final_y),
]
else:
baddie.set_x(base_x - 16)
baddie.movements = [
TravelCloser(80), TravelX(-112),
TravelCloser(32), TravelX(96),
TravelAway(42), TravelTo(final_x, final_y),
]
self.groups[-1].append(baddie)
self.fleet.everyone.append(baddie)
def all_baddies_in_last_group_exploded(self):
g = self.groups[-1]
return g and all(b.exploded for b in g)
def all_baddies_in_last_group_finished(self):
g = self.groups[-1]
return g and all(b.finished for b in g)
def step(self):
for baddie in self.fleet.everyone:
baddie.step()
self.steps += 1
if self.steps % 8 == 0 and len(self.groups[-1]) < BADDIES_PER_GROUP:
self.add_baddie()
if self.all_baddies_in_last_group_finished() or \
self.all_baddies_in_last_group_exploded():
self.steps = 0
if len(self.groups) < self.fleet.waves:
self.create_group()
else:
self.fleet.change_state()
self.next_bomb -= 1
if self.next_bomb == 0:
self.fleet.drop_bomb()
self.next_bomb = 20 + randrange(30)
class Explodable(Sprite):
explosion_strip = "explosion.png"
explosion_steps = 5
def __init__(self):
super().__init__()
self.exploded = False
self.step = self.dummy_step
def reset(self):
self.exploded = False
self.step = self.dummy_step
def explode(self):
self.exploded = True
# hay que apagar mientras se cambia el stripe y reubica
self.disable()
# es necesario calcular el centro antes de cambiar el strip
center_x = self.x() + self.width() // 2
center_y = self.y() + self.height() // 2
self.set_strip(stripes[self.explosion_strip])
self.set_x(center_x - self.width() // 2)
self.set_y(center_y - self.height() // 2)
# recién ahora arranca el contador de frames
self.set_frame(0)
self.finished = False
self.step = self.exploded_step
return self
def dummy_step(self):
pass
def exploded_step(self):
if self.finished:
return
self.set_frame(self.frame() + 1)
if self.frame() == self.explosion_steps:
self.disable()
self.finished = True
class StarFighter(Explodable):
explosion_strip = "explosion_nave.png"
explosion_steps = 4
BLINK_RATE = int(30.0 * 1.5)
keyframes = {
int(BLINK_RATE * 0) : 0,
int(BLINK_RATE * 0.333333333): 1,
int(BLINK_RATE * 0.5): 2,
int(BLINK_RATE * 0.833333333): 3,
}
def __init__(self):
super().__init__()
self.reset()
def reset(self):
super().reset()
self.set_x(256-8)
self.set_y(16)
self.set_strip(stripes["ll9.png"])
self.frame_counter = -1
self.step = self.starship_step
def starship_step(self):
if not self.exploded:
self.frame_counter = (self.frame_counter + 1) % self.BLINK_RATE
if self.frame_counter in self.keyframes:
self.set_frame(self.keyframes[self.frame_counter])
def slide(self, where):
if not self.exploded:
current_x = self.x()
self.set_x((current_x + rotar(current_x, where) * 2) % 256)
def accel(self, accel, decel):
if self.exploded:
return
if accel:
self.set_y(self.y() - 1)
if decel:
self.set_y(self.y() + 1)
if not accel and not decel:
self.set_y(16)
class Baddie(Explodable):
def reset(self, base_frame):
super().reset()
self.set_strip(stripes["galaga.png"])
self.base_frame = base_frame
self.frame_step = 0
self.step = self.baddie_step
self.finished = False
def baddie_step(self):
self.frame_step += 1
self.set_frame((not (self.frame_step & 8)) + self.base_frame)
if self.movements:
self.finished = False
movement = self.movements[0]
movement.step(self)
if movement.finished(self):
self.movements.pop(0)
elif not self.finished:
self.finished = True
class Laser(Sprite):
def __init__(self):
super().__init__()
self.set_strip(stripes["disparo.png"])
self.enabled = False
def fire(self, starfighter):
director.sound_play(b"vyruss/shoot1")
self.enabled = True
self.set_y(starfighter.y() + 11)
self.set_x(starfighter.x() + 6)
self.set_frame(0)
def finish(self):
self.enabled = False
self.disable()
def step(self):
LASER_SPEED = 6
self.set_y(self.y() + LASER_SPEED)
if self.y() > 170:
self.finish()
class Bomb(Sprite):
def __init__(self):
super().__init__()
self.set_strip(stripes["disparo.png"])
self.enabled = False
def fire(self, baddie):
director.sound_play(b"vyruss/shoot3")
self.enabled = True
self.set_y(baddie.y() + 11)
self.set_x(baddie.x() + 6)
self.set_frame(1)
def finish(self):
self.enabled = False
self.disable()
def step(self):
BOMB_SPEED = 3
self.set_y(self.y() - BOMB_SPEED)
if self.y() < 6:
self.finish()
class Movement:
pass
class FollowPath(Movement):
pass
X_SPEED = 3
Y_SPEED = 2
class TravelTo(Movement):
def __init__(self, x, y):
self.dest_x = x
self.dest_y = y
def step(self, sprite):
sprite.set_x(sprite.x() + calculate_direction(sprite.x(), self.dest_x) * X_SPEED)
sprite.set_y(sprite.y() + calculate_direction(sprite.y(), self.dest_y) * Y_SPEED)
def finished(self, sprite):
return abs(sprite.x() - self.dest_x) < X_SPEED and abs(sprite.y() - self.dest_y) < Y_SPEED
class TravelBy(Movement):
def __init__(self, count, speed=None):
self.count = abs(count)
self.speed = -1 if count < 0 else 1
def finished(self, sprite):
return self.count <= 0
class TravelX(TravelBy):
def step(self, sprite):
if self.count > 0:
sprite.set_x(sprite.x() + X_SPEED * self.speed)
self.count -= X_SPEED
class TravelCloser(TravelBy):
def step(self, sprite):
sprite.set_y(sprite.y() - Y_SPEED)
self.count -= Y_SPEED
class TravelAway(TravelBy):
def step(self, sprite):
sprite.set_y(sprite.y() + Y_SPEED)
self.count -= Y_SPEED
class Hover(Movement):
"""Hover around the current position."""
def __init__(self):
self.dx = 0
self.dy = 0
self.vx = 1
self.vy = 1
def step(self, sprite):
pass
def finished(self, sprite):
return False
class Chase(Movement):
pass
def main():
return VyrusGame()