File: howtoplay.py

package info (click to toggle)
angrydd 1.0.1-13
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 6,704 kB
  • sloc: python: 3,488; makefile: 42; sh: 1
file content (231 lines) | stat: -rw-r--r-- 9,818 bytes parent folder | download | duplicates (5)
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
# howtoplay.py -- a basic help screen for angrydd
# Copyright 2004 Joe Wreschnig <[email protected]>
# Released under the terms of the GNU GPL v2.
__revision__ = "$Id: howtoplay.py 286 2004-09-04 03:51:59Z piman $"

import pygame; from pygame import transform
import characters; from characters import Character

import config
import textfx
import wipes
import load

from events import EventManager
from boxes import SpecialSprite

from constants import *

# Display the "how to play" screen (with appropriate unlocks enabled).
# FIXME: This is pretty messy; the text belongs in a data file rather
# than inline.
def init(*args):
    em = EventManager()
    screen = pygame.display.get_surface()
    move_snd = load.sound("select-move.wav")

    index = 0

    # The format is up to three paragraphs per screen, displayed
    # left, right, left,
    texts = [
        ["In Angry, Drunken Dwarves, you are an angry, drunken dwarf. Why "
         "are you so angry? Who knows. But you've decided to take your "
         "aggression out on other dwarves, by dropping gems on their "
         "heads.",
         "Multicolored gems will fall from the top of the screen. You "
         "should try to arrange them into groups by color. The arrow keys "
         "or a/d and j/l will move them left and right. s or k will make "
         "then fall faster, and q/e and u/o will rotate them.",
         "As gems reach the bottom, they will land and sit in place. If you "
         "put enough gems of the same color in a rectangle shape, they will "
         "merge and form a crystal."
         ],
        ["Less common are break gems. When you drop a break gem on a gem "
         "or crystal of the same color, it will destroy any gems of that "
         "color adjacent to it. Crystals are worth much more than an equal "
         "number of regular gems.",
         "When you destroy gems on your side, it will drop counter gems "
         "onto your opponent. These are harder to destroy, but turn into "
         "regular gems after a few turns. You can try to cancel an incoming "
         "attack by breaking gems yourself, but you'll need to break twice "
         "as many as are coming.",
         "Rarer is the diamond. When you drop a diamond onto something, "
         "it will destroy all gems of that color on your side, even "
         "counter gems! Be careful though, because a crystal "
         "destroyed by a diamond isn't worth any more than normal gems."
         ],
        ["Each dwarf has a drop gem pattern, and an attack strength. The drop "
         "pattern is a display of what kinds of gems will be dropped when "
         "you attack your opponent. Small attacks will drop the same "
         "row over and over, which will probably help them!",
         "The attack strength is a measurement of how strong your drop "
         "pattern is; drops with weirder patterns are harder to plan "
         "against. Before gems are dropped, they are multiplied by this "
         "attack strength, and so the damage is scaled up or down.",
         "For the most devestating results, try chaining attacks together, "
         "so breaking some gems results in even more breaking afterwards. "
         "Breaking many crystals in a chain can result in huge drops."
         ]
        ]

    drop = pygame.Surface([64, 64])
    drop.blit(load.block("blue"), [0, 0])
    drop.blit(load.block("yellow"), [0, 32])
    drop.blit(load.block("green"), [32, 0])
    drop.blit(load.block("red"), [32, 32])

    crystal = load.gem("green", 4, 3)

    breaks = pygame.Surface([64, 64])
    breaks.blit(load.block("red", "-crash"), [0, 0])
    breaks.blit(load.block("green", "-crash"), [0, 32])
    breaks.blit(load.block("yellow", "-crash"), [32, 0])
    breaks.blit(load.block("blue", "-crash"), [32, 32])

    counters = pygame.Surface([64, 64])
    counters.blit(textfx.lettered_box("5", "green"), [0, 0])
    counters.blit(textfx.lettered_box("4", "blue"), [32, 0])
    counters.blit(textfx.lettered_box("3", "red"), [0, 32])
    counters.blit(textfx.lettered_box("2", "yellow"), [32, 32])

    chain = pygame.Surface([64, 96])
    chain.blit(load.block("blue", "-crash"), [0, 64])
    chain.blit(load.block("green"), [32, 64])
    chain.blit(load.block("green", "-crash"), [32, 32])
    chain.blit(load.block("blue"), [32, 0])

    # Followed by up to three images per screen, right, left, right.
    images = [
        [None, drop, crystal],
        [breaks, counters, load.block("diamond")],
        [Character.arcade[4].drop.render(), None, chain],
        ]

    if config.getboolean("unlock", "single"):
        texts.append([
            "In single player mode, rather than competing against someone "
            "else, you're racing the clock. You have to clear a certain "
            "number of blocks in a certain number of turns, or the ones "
            "left get dumped on you.",
            "Your field is also twice as big. So it sounds easy, right? "
            "Well, to start with, you've got three new colors of gems to "
            "contend with: orange, purple, and cyan.",
            "If that wasn't bad enough, the number of gems you have to clear "
            "goes up much faster than the number of turns you have "
            "to do it, so build up those crystals early and save them."
            ])

        newcols = pygame.Surface([64, 64])
        newcols.blit(load.block("orange"), [16, 0])
        newcols.blit(load.block("cyan"), [0, 32])
        newcols.blit(load.block("purple"), [32, 32])

        
        counts = pygame.Surface([130, 100])
        box = Character.default.border([40, 40])
        text1 = textfx.shadow("new:", 20)
        text2 = textfx.shadow("turns:", 20)
        num1 = textfx.shadow("122", 30)
        num2 = textfx.shadow("10", 30)
        counts.blit(box, [0, 20])
        counts.blit(box, [70, 20])
        counts.blit(text1, text1.get_rect(center = [30, 38]))
        counts.blit(text2, text2.get_rect(center = [100, 38]))
        counts.blit(num1, [12, 45])
        counts.blit(num2, [87, 45])
        images.append([None, newcols, counts])

    if config.getboolean("unlock", "combat"):
        texts.append([
            "Combat blocks look like normal gems with a special symbol "
            "in the middle. These gems don't form crystals, but otherwise "
            "break like normal colored gems. When you break one of these, "
            "you 'pick up' the special attack in it.",
            "To use the attack, press start "
            "(left player: enter or 1, right player: backspace or 2). "
            "There are five basic "
            "attacks; from left to right: make your opponent's field blink, "
            "clear  your own field of all blocks,",
            "flip your opponent's screen upside down, disable the 'next' "
            "indicator, drop some gray blocks, or reverse your opponent's "
            "controls. Blink, flip, and reverse last for a few "
            "seconds. Scramble lasts 10 turns."])

        blink = load.block("blue")
        clear = load.block("red")
        rev = load.block("yellow")
        flip = load.block("green")
        gray = load.block("red")
        scram = load.block("purple")
        blink.blit(SpecialSprite.load(BLINK), [6, 6])
        flip.blit(SpecialSprite.load(FLIP), [6, 6])
        clear.blit(SpecialSprite.load(CLEAR), [6, 6])
        rev.blit(SpecialSprite.load(REVERSE), [6, 6])
        gray.blit(SpecialSprite.load(GRAY), [6, 6])
        scram.blit(SpecialSprite.load(SCRAMBLE), [6, 6])
        img1 = pygame.Surface([64, 32])
        img2 = pygame.Surface([64, 64])
        img1.blit(blink, [0, 0])
        img1.blit(clear, [32, 0])
        img2.blit(flip, [0, 0])
        img2.blit(scram, [32, 0])
        img2.blit(gray, [0, 32])
        img2.blit(rev, [32, 32])

        images.append([None, img1, img2])

    wipes.wipe_in(render_help_page(texts[index], images[index]))

    cont = True
    screen.blit(render_help_page(texts[index], images[index]), [0, 0])
    img = textfx.shadow("Enter: Menu - Left/Right: Turn Page (%d/%d)" %
                 (index   1, len(images)), 18)
    screen.blit(img, [785 - img.get_width(), 10])
    pygame.display.update()
    while cont:
        oldindex = index
        for ev in em.wait():
            if ev.type == QUIT: cont = False
            elif ev.type == PLAYER:
                if ev.key == CONFIRM: cont = False
                elif ev.key == UP or ev.key == LEFT:
                    index = (index - 1) % len(texts)
                    move_snd.play()
                elif ev.key in [DOWN, RIGHT, ROT_CC, ROT_CW]:
                    index = (index   1) % len(texts)
                    move_snd.play()

        if oldindex != index:
            screen.blit(render_help_page(texts[index], images[index]), [0, 0])
            img = textfx.shadow("Enter: Menu - Left/Right: Turn Page (%d/%d)" %
                         (index   1, len(images)), 18)
            screen.blit(img, [785 - img.get_width(), 10])
            pygame.display.update()

    return True

# Render a page in the format used above.
def render_help_page(texts, images):
    surf = Character.default.border([780, 580])
    font = textfx.WrapFont(32, 450)

    for i in range(len(texts)):
        text = font.render(texts[i])
        image = images[i]
        if image:
            ri = image.get_rect()
            image.set_colorkey(image.get_at([0, 0]))
        rt = text.get_rect()
        if i & 1:
            if image: ri.centerx = 200
            rt.centerx = 500
        else:
            rt.centerx = 300
            if image: ri.centerx = 630

        if image: ri.centery = 95   (200 * i)
        rt.centery = 95   (200 * i)
        surf.blit(text, rt)
        if image: surf.blit(image, ri)
    return surf