/usr/share/games/oneisenough/bin/game.py is in oneisenough 0.40-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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import os
import time
from pygame.locals import *
from locals import *
from background import Background
from player import Player
from follower import Follower
from enemy import Enemy
from bank import Bank
from camp import Camp
pygame.font.init()
smallfont = pygame.font.Font(os.path.join("/usr/share/fonts/truetype/dejavu","DejaVuSansMono.ttf"), 14)
dismiss_delay = 0
# The function sends one of the objects of the corresponding type to the labour camp.
def dismiss(objects, object_type):
print "Sending 1 ball to camp"
lowest_hp = DEFAULT_HP + 1
i = 0
for object in objects:
if object.get_type() == object_type:
if not object.to_camp:
if object.hp < lowest_hp:
lowest_hp = object.hp
lowest_i = i
i += 1
try:
objects[lowest_i].to_camp = True
objects[lowest_i].dec(5)
except:
return 0
return DISMISS_INTERVAL
def render_score(screen, score):
image = smallfont.render("Score: "+ str(score), 1, (200,100,10))
rect = image.get_rect()
rect.left = 18
rect.top = 140
screen.blit(image, rect)
return
# Main game loop
def run(screen):
idletime = 0
comptime = 0
t1 = time.clock()
enemies_left = 0
friends_left = 0
total_spawned = 1
t = 0
spawndelay = INITIAL_SPAWN_DELAY
dismiss_delay = 0
clock = pygame.time.Clock()
objects = []
player = Player(screen)
objects.append(player)
objects.append(Enemy(screen))
done = False
lose = False
lose_delay = LOSE_DELAY
score = 0
playingfield = Rect(10, 137, SCREEN_WIDTH - 20, SCREEN_HEIGHT - 149)
#Pre-rendering the background:
original_background = Background(screen)
original_background.render()
pygame.display.flip()
#Setting the background to the playing field - quite hackish, but works
background = Background(screen)
background.image = pygame.Surface((playingfield.width, playingfield.height))
background.rect = playingfield
while not done:
#Spawning banks
t += 1
if t > spawndelay:
t = 0
spawndelay = int((spawndelay + 10) * 0.9)
if enemies_left < MAX_ENEMIES_ON_SCREEN:
new_enemies = int((friends_left + 1) / 3)
if new_enemies < MIN_NEW_ENEMIES:
new_enemies = MIN_NEW_ENEMIES
objects.append(Bank(screen, None, new_enemies))
total_spawned += new_enemies
#Dismiss delay:
if dismiss_delay > 0:
dismiss_delay -= 1
refresh_bg = False
#Event handling
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
done = True
refresh_bg = True
if event.type == VIDEOEXPOSE or event.type == VIDEORESIZE:
refresh_bg = True
keys = pygame.key.get_pressed()
no_acc = True
if keys[K_UP]:
no_acc = False
player.acc((0,-1))
if keys[K_DOWN]:
no_acc = False
player.acc((0,1))
if keys[K_LEFT]:
no_acc = False
player.acc((-1,0))
if keys[K_RIGHT]:
no_acc = False
player.acc((1,0))
if keys[K_z]:
player.provocate()
if keys[K_c] and dismiss_delay == 0 and friends_left > 0:
dismiss_delay = dismiss(objects, OBJECT_FOLLOWER)
camp_exists = False
for object in objects:
if object.get_type() == OBJECT_CAMP:
camp_exists = True
break
if not camp_exists:
objects.append(Camp(screen))
if no_acc:
player.dec()
#Background
if refresh_bg or lose:
original_background.render()
else:
background.render()
#Objects
enemies_left = 0
friends_left = 0
for object in objects:
object.render_back()
if object.get_type() == OBJECT_DOLLAR:
enemies_left += 1
if object.get_type() == OBJECT_FOLLOWER:
friends_left += 1
score_mod = 0
i = 0
for object in objects:
# The first parameter is for the playing field, other for object collisions
if lose:
object.update(playingfield, objects, float(lose_delay)/LOSE_DELAY)
else:
object.update(playingfield, objects)
change_to = object.get_change()
coords = object.get_coords()
if object.get_type() == OBJECT_BANK and object.spawn:
objects.append(Enemy(screen, coords))
if lose:
if object.get_type() == OBJECT_FOLLOWER:
object.change = OBJECT_DOLLAR
if change_to:
if object.get_type() == OBJECT_PLAYER:
lose = True
if (score < 5000):
print "The communist balls lost."
else:
if (score < 10000):
print "The communist balls lost, but didn't go down without a fight. Well done."
else:
print "Well, that was quite an upheaval! Not bad, number one, not bad at all."
print "Now, press ESC."
del objects[i]
if change_to == OBJECT_FOLLOWER:
score_mod += 1
objects.append(Follower(screen, player, coords))
if change_to == OBJECT_DOLLAR:
if not lose:
score_mod -= 1
objects.append(Enemy(screen, coords))
else:
object.render()
if object.dead:
score += object.score
del objects[i]
i += 1
score += score_mod * (100 + total_spawned)
render_score(screen, score)
if lose:
lose_delay -= 1
if lose_delay == 0:
done = True
#Generic
if refresh_bg:
pygame.display.flip()
else:
pygame.display.update(playingfield)
#Processing time calculation
comptime += time.clock() - t1
t1 = time.clock()
clock.tick(FPS)
idletime += time.clock() - t1
t1 = time.clock()
print "Idle time: " + str(idletime) + "s, time spent processing: " + str(comptime) + "s"
print "Average processor time taken: " + str(comptime/(idletime+comptime)*100) + "%"
return score
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