from random import choice, randrange

from pygame import Surface
from pygame.mixer import Sound

from _send.pgfw.Sprite import Sprite
from _send.Send import SoundEffect

class Cup(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.set_frame()
        self.set_color()
        self.direction = choice((1, -1))
        self.moving = True
        self.wall_audio = SoundEffect(self.get_resource("cup", "wall-audio"),
                                      .8)

    def set_frame(self):
        size = self.get_size()
        surface = Surface((size, size))
        self.add_frame(surface)
        self.place()
        self.align()

    def get_size(self):
        return self.parent.cup_scale * self.display_surface.get_height() * \
               (1 - self.get_configuration("sideline", "proportion") * 2)

    def place(self):
        sidelines = self.parent.parent.sidelines
        self.rect.top = randrange(sidelines[0].bottom,
                                  sidelines[1].top - self.rect.h)

    def align(self):
        self.rect.right = self.display_surface.get_rect().right

    def set_color(self):
        self.color = self.parent.get_foreground_color()
        self.paint()

    def paint(self):
        self.get_current_frame().fill(self.color)

    def stop(self):
        self.moving = False

    def update(self):
        if self.moving:
            self.move(dy=self.parent.speed * self.direction)
            self.collide()
        Sprite.update(self)

    def collide(self):
        for sideline in self.parent.parent.sidelines:
            if self.location.colliderect(sideline):
                self.direction *= -1
                self.move(dy=sideline.clip(self.location).h * self.direction)
                self.wall_audio.play()
from pygame import Color, Surface, Rect
from pygame.time import get_ticks
from pygame.draw import circle
from pygame.mixer import Sound

from _send.pgfw.GameChild import GameChild
from _send.Send import SoundEffect

class Charge(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.delegate = self.get_game().delegate
        self.display_surface = self.get_display_surface()
        self.charging_audio = SoundEffect(self.get_resource("charge",
                                                            "charging-audio"),
                                          .55)
        self.send_audio = SoundEffect(self.get_resource("charge",
                                                        "send-audio"), .1)
        self.load_configuration()
        self.subscribe(self.respond)
        self.reset()

    def load_configuration(self):
        config = self.get_configuration("charge")
        self.transparent_color = Color(*config["transparent-color"])
        self.colors = tuple(Color(color + "ff") for color in config["colors"])
        self.peak_time = config["peak-time"]
        self.size_limits = config["size-limits"]
        self.margin = config["margin"]

    def respond(self, event):
        fields = self.parent
        if not fields.loading and not fields.suppressing_input and \
               fields.get_current_field():
            if not self.sent and self.delegate.compare(event, "charge"):
                self.charging = True
                self.start = get_ticks()
            elif self.charging and self.delegate.compare(event, "charge", True):
                self.sent = True
                self.charging = False
                self.parent.get_current_field().ball.launch(self.get_strength())
                self.send_audio.play()

    def reset(self):
        self.charging = False
        self.start = None
        self.sent = False
        self.color_index = 0
        self.last_strength = None

    def get_strength(self):
        return float((get_ticks() - self.start) % self.peak_time) / \
               self.peak_time

    def update(self):
        if not self.sent and self.charging:
            self.increment_color_index()
            lower, upper = 4, 150
            if self.last_strength is None or \
                   self.last_strength > self.get_strength():
                self.charging_audio.play()
            strength = self.last_strength = self.get_strength()
            width = strength * (upper - lower) + lower
            lower, upper = 1, 22
            height = strength * (upper - lower) + lower
            rect = Rect(0, 0, width, height)
            rect.midbottom = self.parent.sidelines[1].midtop
            self.display_surface.fill(self.get_color(), rect)

    def increment_color_index(self):
        self.color_index += 1
        if self.color_index == len(self.colors):
            self.color_index = 0

    def get_color(self):
        return self.colors[self.color_index]
from pygame import Surface
from pygame.mixer import Sound

from _send.pgfw.Sprite import Sprite
from _send.Send import SoundEffect

class Ball(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.display_surface = self.get_display_surface()
        self.set_frame()
        self.set_color()
        self.adjust_for_size()
        self.reset()
        self.reflect_audio = SoundEffect(self.get_resource("ball",
                                                           "reflect-audio"),
                                         .35)

    def set_frame(self):
        size = self.get_size()
        surface = Surface((size, size))
        self.add_frame(surface)
        self.center()

    def get_size(self):
        return self.parent.ball_scale * self.display_surface.get_height() * \
               (1 - self.get_configuration("sideline", "proportion") * 2)

    def center(self):
        self.rect.centery = self.display_surface.get_rect().centery

    def set_color(self):
        self.color = self.parent.get_foreground_color()
        self.paint()

    def paint(self):
        self.get_current_frame().fill(self.color)

    def adjust_for_size(self):
        lower, upper = self.get_configuration("ball", "base-velocity-range")
        ratio = self.rect.w / float(self.get_configuration("ball", "base-size"))
        self.velocity_range = ratio * lower, ratio * upper
        self.deceleration = ratio * self.get_configuration("ball",
                                                           "base-deceleration")

    def reset(self):
        self.velocity = 0

    def launch(self, strength):
        lower, upper = self.velocity_range
        self.velocity = strength * (upper - lower) + lower
        self.direction = 1

    def update(self):
        if self.velocity:
            self.move(self.velocity * self.direction)
            if self.rect.right >= self.display_surface.get_rect().right:
                self.direction = -1
                self.move(self.display_surface.get_rect().right - \
                          self.rect.right)
                self.reflect_audio.play()
            self.velocity -= self.deceleration
            if self.velocity < 1 or self.rect.right < 0:
                self.velocity = 0
                self.parent.cup.stop()
                self.parent.parent.result.evaluate()
        Sprite.update(self)
        if self.rect.colliderect(self.parent.cup.location):
            self.display_surface.fill(self.parent.get_background_color(),
                                      self.rect.clip(self.parent.cup.location))
3.236.232.99
3.236.232.99
3.236.232.99
 
November 9, 2013


Food Spring - Watermelon Stage

Getting the fruit as far as possible is the object of each level, collecting bigger, more valuable guns. The final result is determined by the size of the fruits' collection when the monkey arrives in North America and either survives or perishes in the fruits' attack.

Watermelon Peach
Pineapple Grapes