/usr/share/games/angrydd/howtoplay.py is in angrydd 1.0.1-10.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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 <piman@sacredchao.net>
# 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
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