/usr/lib/games/solarwolf/objpowerup.py is in solarwolf 1.5-2.
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 random
import pygame
from pygame.locals import *
import game, gfx, snd, objpopshot, objexplode
images = []
symbols = []
def load_game_resources():
global images, symbols
images = gfx.animstrip(gfx.load('powerup.png'))
symbols = gfx.animstrip(gfx.load('powereffects.png'))
snd.preload('select_choose')
class Powerup:
def __init__(self, effect):
self.effect = effect
self.symbol = symbols[effect.symbol]
self.images = images
self.image = self.images[0]
self.speed = game.powerupspeed
r = random.randint(0, 1200)
if r < 700:
self.pos = [float(r), 0.0]
else:
self.pos = [0.0, float(r - 700)]
self.rect = self.image.get_rect()
self.rect.move_ip(-20, -20)
self.time = 0
self.dead = 0
def erase(self, background):
r = background(self.rect)
#if self.dead:
gfx.dirty(r)
def draw(self, gfx):
img = self.image
r = gfx.surface.blit(img, self.rect)
gfx.surface.blit(self.symbol, self.rect)
gfx.dirty(r)
def tick(self, speedadjust):
self.pos[0] = (self.pos[0] + speedadjust*self.speed) % 740
self.pos[1] = (self.pos[1] + speedadjust*self.speed) % 640
self.rect.topleft = self.pos
self.rect.move_ip(-20, -20)
self.time += speedadjust
frame = int((self.time * .3)) % len(self.images)
self.image = self.images[frame]
if self.time >= game.poweruptime:
self.dead = 1
def extendtime(self):
self.time -= 20.0
class PowerupEffect:
"Generic Powerup"
runtime = 100.0
symbol = 0
def __init__(self):
self.time = 0.0
self.state = game.handler
self.dead = 0
self.start()
def tick(self, speedadjust):
self.time += speedadjust
if self.time >= self.runtime:
self.dead = 1
pass
def start(self):
pass
def end(self):
pass
class ExtraLevelTime(PowerupEffect):
"Skip Bonus"
runtime = 80.0
symbol = 0
def start(self):
snd.play('levelskip')
self.origtick = game.timetick
game.timetick = game.timetick * -2
#for s in self.state.asteroidobjs[:2]:
# s.dead = 1
# self.state.popobjs.append(objpopshot.PopShot(s.rect.center))
def end(self):
game.timetick = self.origtick
class Shield(PowerupEffect):
"Shield"
runtime = 200.0
symbol = 1
def start(self):
#snd.play('select_choose')
self.player = self.state.player
snd.play('flop')
self.player.shield = 1
def tick(self, speedadjust):
PowerupEffect.tick(self, speedadjust)
if self.time >= 120.0:
self.player.shield = 2
elif self.time >= 145.0:
self.player.shield = 3
elif self.time >= 175.0:
self.player.shield = 4
def end(self):
self.state.player.shield = 0
class PopShots(PowerupEffect):
"Shot Blocker"
runtime = 1.0
symbol = 2
def start(self):
snd.play('whip')
for s in self.state.shotobjs:
s.dead = 1
self.state.popobjs.append(objpopshot.PopShot(s.rect.center))
#for s in self.state.asteroidobjs[:2]:
# s.dead = 1
# self.state.popobjs.append(objpopshot.PopShot(s.rect.center))
class ExtraLife(PowerupEffect):
"Extra Life"
runtime = 1.0
symbol = 3
def start(self):
snd.play('vaauw', 1.0)
self.state.lives_left += 1
self.state.hud.drawlives(self.state.lives_left)
class SlowMotion(PowerupEffect):
"Bullet Time"
runtime = 140.0
symbol = 4
def start(self):
self.player = self.state.player
snd.play('gameover')
game.speedmult += 2
self.ending = 0
self.player.bullet = 1
def tick(self, speedadjust):
PowerupEffect.tick(self, speedadjust)
if not self.ending and self.time >= 120.0:
self.ending = 1
game.speedmult -= 1
if self.time <= 100.0:
self.player.bullet = (int(self.time * 0.8) % 4) + 1
def end(self):
self.player.bullet = 0
if self.ending:
game.speedmult -= 1
else:
game.speedmult -= 2
class Combustion(PowerupEffect):
"Combustion"
runtime = 1.0
symbol = 5
def start(self):
snd.play('explode', 1.0, 350)
aliveguards = []
for g in self.state.guardobjs:
if not g.killed:
aliveguards.append(g)
if aliveguards:
g = random.choice(aliveguards)
g.killed = 1
explode = objexplode.Explode(g.rect.center)
self.state.staticobjs.append(explode)
#argh, force a cleanup
self.state.background(g.lastrect)
gfx.dirty(g.lastrect)
Effects = [ExtraLevelTime, PopShots, Shield,
SlowMotion, Combustion, ExtraLife,
PopShots, Shield, ExtraLife, Combustion,
PopShots, SlowMotion]
def newpowerup(levelnum):
choices = Effects[:2+(levelnum/8)]
effect = random.choice(choices)
return Powerup(effect)
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