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planetComms.py
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planetComms.py
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# -*- coding: utf-8 -*-
"""
Created on Wed Dec 30 17:09:37 2020
Planet communications module, the is the ship to planet communications
screen. Oddly, planets don't initiate communications, but I personally
feel this is an oversight; probably not possible in original constraints of
engine.
Note: Ironseed does not feature Space Stations... which is plain weird,
probably a design and time restraint, plus new mechanics required all over.
@author: Nuke Bloodaxe
"""
import planets, buttons, pygame, os
import global_constants as g
import helper_functions as h
# Alien class for alien graphics, and thei timers for display.
# Note: May be moved into alien.py in a later consolidation effort.
# textureDetails is a list of tuples of (x, y, time, rows, columns)
class AlienCommGraphics(object):
def __init(self, comboTexture, textureDetails):
self.originalTexture = comboTexture
self.textureDetails = textureDetails
self.animations = []
# An entry in animations consists of an entry containing the following
# tuple entry:
# ([frames], time, x, y)
# This way we can cycle each frame every "time" and render at x,y.
# resize all animation frames by regenerating them.
def resize(self):
pass
# Convert the texture into animation frames.
def makeAnimations(self):
# Using each entry in "textureDetails", we create a series of
# animation frames, add them to a list, then combine the
# information from "textureDetails" and these frames into
# "animations" tuple entries.
pass
# Main class for the Planet Comms Deck, which is yet another minigame.
class PlanetComm(object):
def __init__(self, playerShip):
self.ironSeed = playerShip
self.thePlanet = "Placeholder"
self.systemState = 14
self.planetCommsStage = 0 # Setup/interaction stage.
self.musicState = False
# Graphics related
self.planetCommsInterface = pygame.image.load(os.path.join('Graphics_Assets', 'com.png'))
self.planetCommsInterfaceScaled = pygame.transform.scale(self.planetCommsInterface, (g.width, g.height))
self.planetCommsInterfaceScaled.set_colorkey(g.WHITE) # !
# There are rather a lot of alien backgrounds, so we will
# Use an array to store them.
self.alienBackground = []
self.loadBackgrounds()
# The alien textures are much the same.
self.alienTextures = []
self.loadAlienTextures()
# Alien graphics as an array of arrays.
self.aliens = []
# With the alien textures, they appear to almost be unique per alien
# in terms of available elements, sizes etc.
# It will necessary to create an alien texture format tab delimited
# file with some semblance of formatting along the lines of:
# Alien Type
# Graphic, frame amount
# co-ordinate 1 etc.
# Keep repeating until EOA, then next alien entry.
# Create individual graphical elements.
# Define button positions scaled from a 320x200 screen.
# Note: expect this to be very buggy! Placeholder class in effect.
# Button positions and handler objects.
# Positional buttons for the screen options.
self.exit = buttons.Button(int((g.height/200)*9),
int((g.width/320)*16),
(int((g.width/320)*310),
int((g.height/200)*152)))
# Reset the planet communications Deck back to default starting values.
def resetPlanetComms(self):
self.planetCommsStage = -1 # Forces reset when we return.
self.musicState = False
# Load all alien related graphics files, these are in array order.
def loadAlienTextures(self):
self.alienTextures.append("placeholder")
for image in range(1,10):
self.alienTextures.append( pygame.image.load(os.path.join('Graphics_Assets', 'alien'+str(image)+'.png')))
self.alienTexturesScaled = pygame.transform.scale(self.alienTextures[image], (g.width, g.height))
# Load all background related graphics files.
# Note: Not as easy as it seems, they are out-of-order, based on race.
def loadBackgrounds(self):
# List represents the background iamge order for the predefined races.
# Other backgrounds begin after image 11.
imageList = ["01", "07", "18", "09", "15", "22", "17", "04", "14", "02",
"21", "19", "01", "03", "05", "06", "08", "10", "11", "12",
"13", "16", "20"]
count = 0
for image in imageList:
self.alienBackground.append( pygame.image.load(os.path.join('Graphics_Assets', 'back'+image+'.png')))
self.alienBackgroundScaled = pygame.transform.scale(self.alienBackground[count], (g.width, g.height))
count = 1
# Update loop.
def update(self, displaySurface):
return self.planetCommsInterfaceLoop(displaySurface)
# Mouse handling routines, handles all button press logic.
def interact(self, mouseButton):
currentPosition = pygame.mouse.get_pos()
if self.exit.within(currentPosition):
self.resetPlanetComms()
self.systemState = 10
# Reset planet communications stage and enter command deck state.
return self.systemState
# Interface drawing routine.
def drawInterface(self, displaySurface):
displaySurface.fill(g.BLACK)
displaySurface.blit(self.planetCommsInterfaceScaled, (0, 0))
# Our main interface loop, here we run all setup and stage checks.
def planetCommsInterfaceLoop(self, displaySurface):
# Preparation routine
if self.planetCommsStage == 0:
# We need to ensure our system state is set.
self.systemState = 14
# Establish ship position and planet for pointer.
X, Y, Z = self.ironSeed.getPosition()
self.thePlanet = planets.findPlanetarySystem(X, Y, Z).getPlanetAtOrbit(self.ironSeed.getOrbit())
#TODO: Reorder to fit game logic.
alienMusic = ['SECTOR.OGG', # Lifeless, comms auto fail.
'SENGZHAC.OGG', # The Sengzhac live here.
'DPAK.OGG', # The Dpak live here.
'AARD.OGG', # The Aard live here.
'EMERGEN.OGG', # The Emergen live here.
'Titarian.OGG', # The Titarian live here.
'QUAI.OGG', # The Quai live here.
'SCAVENG.OGG', # The Scavengers live here.
'ICON.OGG', # The Icon live here.
'GUILD.OGG', # The Guild live here.
'PHADOR.OGG', # The Phador live here.
'VOID.OGG', # The Void Dwellers live here.
]
# Start comms music
if self.musicState == False:
# Comms music changes according to alien type,
# or lack thereof.
if self.thePlanet.owned >= 0 and self.thePlanet.owned <= 11:
pygame.mixer.music.load(os.path.join('sound', alienMusic[self.thePlanet.owned]))
elif self.thePlanet.owned > 29:
# Life present.
pygame.mixer.music.load(os.path.join('sound', 'PROBE.OGG'))
else:
# Lifeless, comms autofail.
pygame.mixer.music.load(os.path.join('sound', 'SECTOR.OGG'))
pygame.mixer.music.play()
self.musicState = True
self.planetCommsStage += 1
elif self.planetCommsStage == 1:
# rewind and start music playing again if track end reached.
if not pygame.mixer.music.get_busy():
pygame.mixer.music.play()
self.drawInterface(displaySurface)
# Run slow!
pygame.time.wait(50)
if self.systemState != 14:
self.planetCommsStage = 0
self.musicState = False
return self.systemState