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629init 2 python:
screen_width = 1920
screen_height = 1080
n_cards = 7
n_xchanges = 2
n_cycles = 3
prefix = "images/cards/"
types = ["2ch","ussr","utan","uvao"]
suffix = ".png"
card_height = 315
card_width = 210
card_dx = 225
card_left_dx = 50
card_top_dy = 50
button_dx = 0
button_dy = 0
bottom_dy = 0
bottom_dy_result = 0
card_bottom_dy = screen_height - card_top_dy - card_height - bottom_dy
cards_bg = None
card_time_koef = 1.0/7.0
VISIBLE = True
INVISIBLE = False
CARD_GAME_WITH_EXCHANGE = False
name_of_none = (0,"none")
def get_img(img):
global prefix
return im.Scale(prefix+img+suffix,card_width,card_height)
arrow_width = 50
ints = range(1,14)
card_img={}
card_img["cover"] = get_img("cover")
card_img[name_of_none] = "images/misc/none.png"
for i in ints:
for j in types:
name = "%d_%s"%(i,j)
card_img[(i,j)] = get_img(name)
def generate_cards(bg,dialogs):
global cards_bg
global game_interuptions
global cards_my
global cards_rival
global cycles_left
global changes_left
global cards_state
global result_status
cards_bg = bg
game_interuptions = dialogs
cycles_left = n_cycles
changes_left = n_xchanges
cards_state = "init"
result_status = "in_progress"
k = 0
cset = []
while k<2*n_cards:
name = (renpy.random.randint(1,13),types[renpy.random.randint(0,3)])
if not name in cset:
cset.append(name)
k += 1
cards_rival = []
for i in range(0,n_cards):
rival = []
rival.visible = 'INVISIBLE'
rival.name = cset[i]
rival.interesting = False
rival.hot = False
rival.allow = False
rival.x = int((screen_width - card_width )/2.0)
rival.y = int((screen_height- card_height)/2.0)
rival.dy = 0
cards_rival.append(rival)
cards_my = []
for i in range(0,n_cards):
my = []
my.visible = 'VISIBLE'
my.interesting = False
my.hot = False
my.allow = False
my.name = cset[n_cards+i]
my.x = int((screen_width - card_width )/2.0)
my.y = int((screen_height- card_height)/2.0)
my.dy = 0
cards_my.append(my)
if not CARD_GAME_WITH_EXCHANGE:
cards_rival[0].name = name_of_none
cards_my[0].name = name_of_none
if cards_state == "init":
deal_cards = {"1":"sound/sfx/cardgame/new/deal_card_1.ogg","2":"sound/sfx/cardgame/new/deal_card_2.ogg","3":"sound/sfx/cardgame/new/deal_card_3.ogg","4":"sound/sfx/cardgame/new/deal_card_4.ogg" }
from random import randint
deal_card = deal_cards[str(randint(1,4))]
renpy.music.play(deal_card, channel="sound")
def cardflowtime(distance):
return card_time_koef*distance**0.25
def card_button(card,newx,newy,ret):
if (card.visible == 'VISIBLE' and VISIBLE) or (card.visible == 'INVISIBLE' and INVISIBLE) or card.name == name_of_none:
passive = card_img[card.name]
else:
passive = card_img["cover"]
if ret == "ignore":
active = passive = im.MatrixColor(passive,im.matrix.saturation(0.1))
else:
active = im.MatrixColor(passive,im.matrix.brightness(0.1)*im.matrix.saturation(1.5))
ui.at(Move((card.x, card.y), (newx,newy), cardflowtime( ((newx-card.x)**2+(newy-card.y)**2)**0.5 )))
if ret == "ignore":
ui.image(passive)
else:
ui.imagebutton(passive,active,clicked=ui.returns(ret))
card.x = newx
card.y = newy
init python:
def play_choose_sound():
if cards_state != "me_select_1" and cards_state != "me_select_2":
renpy.music.play("sound/sfx/cardgame/new/choose_card_2.ogg", channel="sound")
def show_cards():
renpy.scene('underlay')
renpy.show(cards_bg,layer='underlay')
ui.layer('underlay')
for i in range(0,n_cards):
if cards_rival[i].interesting :
x = int(card_dx*i+card_left_dx+card_width/2.0-arrow_width/2.0)
y = card_top_dy+card_height+20
ui.at( Move( (x,y), (x,y), 1 ) )
ui.image(card_up,xpos=x,ypos=y)
if cards_state == "me_select_2" and cards_rival[i].allow:
card_button(cards_rival[i], card_dx*i+card_left_dx, card_top_dy+cards_rival[i].dy, ("rival",i))
else:
card_button(cards_rival[i], card_dx*i+card_left_dx, card_top_dy+cards_rival[i].dy, "ignore")
if cards_my[i].interesting:
x = int(card_dx*i+card_left_dx+card_width/2.0-arrow_width/2.0)
y = card_bottom_dy-100
ui.at( Move( (x,y), (x,y), 1 ) )
ui.image(card_down,xpos=x,ypos=y)
if cards_state in ["me_select_1","me_defend_1","me_defend_2","rival_select"] or (cards_state == "me_select_2" and i==my_card) :
card_button(cards_my[i], card_dx*i+card_left_dx, card_bottom_dy+cards_my[i].dy, ("my",i))
else:
card_button(cards_my[i], card_dx*i+card_left_dx, card_bottom_dy+cards_my[i].dy, "ignore")
if cards_state in ["interuption","init"]:
ui.close()
return
avatar = LiveComposite(
(210,210),
(0,0), avatar_frame,
(5,5), rival.avatar['body'],
(5,5), rival.avatar[rival.mood],
)
ui.imagebutton(avatar,avatar,clicked=None,
xpos=card_dx*(n_cards)+card_left_dx+20,
ypos=card_top_dy,
)
ui.button(clicked=None, xanchor=1.0, xpadding=6, xminimum=200,
xpos=card_dx*(n_cards+1)+card_left_dx+button_dx,
ypos=card_top_dy+220,
style=style.cards_button,
)
ui.text(translation_new["Rival"], style="cards_button",size=15)
ui.button(clicked=None, xanchor=1.0, xpadding=6, xminimum=200,
xpos=card_dx*(n_cards+1)+card_left_dx+button_dx,
ypos=card_top_dy+240,
style=style.cards_button,
)
ui.text(rival.name,style="cards_button",size=25)
ui.button(clicked=None, xanchor=1.0, xpadding=6, xminimum=200,
xpos=card_dx*(n_cards+1)+card_left_dx+button_dx,
ypos=card_bottom_dy+0,
style=style.cards_button,
)
ui.text(translation_new["Whose_turn"], style="cards_button",size=15)
ui.button(clicked=None, xanchor=1.0, xpadding=6, xminimum=200,
xpos=card_dx*(n_cards+1)+card_left_dx+button_dx,
ypos=card_bottom_dy+20,
style=style.cards_button,
)
if cards_state in ["me_defend_1","me_defend_2","me_get","me_select_1","me_select_2"]:
ui.text(translation_new["Yours"], style="cards_button",size=25)
if cards_state in ["rival_defend","rival_get","rival_select"]:
ui.text(translation_new["Opponents"], style="cards_button",size=25)
if cards_state in ["results"]:
ui.text(u"---",style="cards_button",size=25)
ui.button(clicked=None, xanchor=1.0, xpadding=6, xminimum=200,
xpos=card_dx*(n_cards+1)+card_left_dx+button_dx,
ypos=card_bottom_dy+90 - button_dy,
style=style.cards_button,
)
ui.text(translation_new["Game_phase"], style="cards_button",size=15)
ui.button(clicked=None, xanchor=1.0, xpadding=6, xminimum=200,
xpos=card_dx*(n_cards+1)+card_left_dx+button_dx,
ypos=card_bottom_dy+110 - button_dy,
style=style.cards_button,
)
if cards_state in ["me_defend_1","me_defend_2","rival_defend"]:
ui.text(translation_new["Defence"], style="cards_button",size=25)
if cards_state == "me_select_1":
ui.text(translation_new["Drop"], style="cards_button",size=25)
if cards_state in ["me_select_2","rival_select"]:
ui.text(translation_new["Capture"], style="cards_button",size=25)
if cards_state in ["me_get","rival_get"]:
if CARD_GAME_WITH_EXCHANGE:
ui.text(translation_new["Change"], style="cards_button",size=25)
else:
ui.text(translation_new["Draw_card"], style="cards_button",size=25)
if cards_state in ["results"]:
ui.text(translation_new["Results"], style="cards_button",size=25)
if cards_state in ["me_defend_1","me_defend_2"]:
ui.button(clicked=ui.returns("end_of_turn"), xanchor=1.0, xpadding=6, xminimum=25,
xpos=card_dx*(n_cards+1)+card_left_dx+button_dx,
ypos=card_bottom_dy+110 - button_dy,
style=style.cards_button,
)
ui.text(u"X",style="cards_button",size=25)
ui.button(clicked=None, xanchor=1.0, xpadding=6, xminimum=200,
xpos=card_dx*(n_cards+1)+card_left_dx+button_dx,
ypos=card_bottom_dy+180 - button_dy,
style=style.cards_button,
)
ui.text(translation_new["Rounds_left"], style="cards_button",size=15)
ui.button(clicked=None, xanchor=1.0, xpadding=6, xminimum=200,
xpos=card_dx*(n_cards+1)+card_left_dx+button_dx,
ypos=card_bottom_dy+200 - button_dy,
style=style.cards_button,
)
ui.text("%d"%cycles_left,style="cards_button",size=25)
ui.button(clicked=None, xanchor=1.0, xpadding=6, xminimum=200,
xpos=card_dx*(n_cards+1)+card_left_dx+button_dx,
ypos=card_bottom_dy+270 - button_dy,
style=style.cards_button,
)
ui.text(translation_new["Exchanges_left"], style="cards_button",size=15)
ui.button(clicked=None, xanchor=1.0, xpadding=6, xminimum=200,
xpos=card_dx*(n_cards+1)+card_left_dx+button_dx,
ypos=card_bottom_dy+290 - button_dy,
style=style.cards_button,
)
if changes_left == 0:
changes_left_text = "---"
else:
changes_left_text = "%d"%changes_left
ui.text(changes_left_text,style="cards_button",size=25)
if result_status != 'in_progress':
renpy.block_rollback()
ui.button(clicked=ui.returns("ok"), xanchor=1.0, xpadding=6, xminimum=200,
xpos=screen_width/2+100,
ypos=screen_height/2-35 - bottom_dy - bottom_dy_result,
style=style.cards_button,
)
if result_status == 'win':
ui.text(translation_new["Win"], style="cards_button",size=72)
if result_status == 'draw':
ui.text(translation_new["Draw"], style="cards_button",size=72)
if result_status == 'fail':
ui.text(u"FAIL", style="cards_button",size=72)
ui.close()
init python:
def move_buttons(setk,k,setj,j):
global cards_my
global cards_rival
for i in range(0,n_cards):
cards_my[i].hot = False
cards_rival[i].hot = False
setk[k].hot = True
setj[j].hot = True
tmp = setk[k]
setk[k] = setj[j]
setj[j] = tmp
def cards_interact():
show_cards()
answer = ui.interact()
if answer=="ignore":
ui.jumps("cards_gameloop")()
if cards_state == "me_defend_1":
renpy.music.play("sound/sfx/cardgame/new/choose_card_2.ogg", channel="sound")
elif cards_state == "me_defend_2":
renpy.music.play("sound/sfx/cardgame/new/choose_card_1.ogg", channel="sound")
return answer
def xchange_cards():
for i in range(0,n_cards):
cards_my[i].interesting = False
cards_rival[i].interesting = False
cards_my[my_card].visible = 'INVISIBLE'
cards_rival[rival_card].visible = 'VISIBLE'
move_buttons(cards_my,my_card,cards_rival,rival_card)
take_cards = {"1":"sound/sfx/cardgame/new/take_card_1.ogg","2":"sound/sfx/cardgame/new/take_card_2.ogg","3":"sound/sfx/cardgame/new/take_card_3.ogg" }
from random import randint
take_card = take_cards[str(randint(1,3))]
renpy.music.play(take_card, channel="sound")
def card_value(x):
if x.name[0] == 1:
return 14
else:
return x.name[0]
def sort_cards():
cards_rival.sort(key=card_value)
cards_my.sort(key=card_value)
def interuption_region():
global cycles_left
global cards_state
if cards_state == "me_select_1" or cards_state == "me_select_1":
renpy.music.play("sound/sfx/cardgame/new/choose_card_2.ogg", channel="sound")
elif cards_state == "rival_defend":
renpy.music.play("sound/sfx/cardgame/new/choose_card_1.ogg", channel="sound")
position = (cycles_left,cards_state,"call")
if position in game_interuptions:
tmp_state = cards_state
cards_state = "interuption"
show_cards()
renpy.call_in_new_context(game_interuptions[position])
renpy.block_rollback()
cards_state = tmp_state
del game_interuptions[position]
position = (cycles_left,cards_state,"jump")
if position in game_interuptions:
tmp_state = cards_state
cards_state = "interuption"
renpy.scene('underlay')
ui.jumps(game_interuptions[position])()
def what_category(cardset):
ans = []
summ = 0
for i in range(0,n_cards):
cardset[i].interesting = False
for len in [4,3,2]:
for i in range(0,n_cards-len+1):
if cardset[i].interesting:
continue
val = card_value(cardset[i])
ok = True
for j in range(i+1,i+len):
if card_value(cardset[j]) != card_value(cardset[i]):
ok = False
if ok:
for j in range(i,i+len):
cardset[j].interesting = True
ans.append([len,val])
summ += len
if summ == 0:
cardset[n_cards-1].interesting = True
return 1, [[1,card_value(cardset[n_cards-1])]]
else:
return summ, ans
def cmpset(a,b):
if a[0]!=b[0]:
return b[0]-a[0]
return b[1]-a[1]
def compare_sets(result_my,gr_my,result_rival,gr_rival):
if result_my > result_rival:
return 'win'
if result_my < result_rival:
return 'fail'
if len(gr_my) < len(gr_rival):
return 'win'
if len(gr_my) > len(gr_rival):
return 'fail'
for i in range(0,len(gr_my)):
if gr_my[i][0] > gr_rival[i][0]:
return 'win'
if gr_my[i][0] < gr_rival[i][0]:
return 'fail'
if gr_my[i][1] > gr_rival[i][1]:
return 'win'
if gr_my[i][1] < gr_rival[i][1]:
return 'fail'
return 'draw'
def cmpset(a,b):
if a[0]!=b[0]:
return b[0]-a[0]
return b[1]-a[1]
def count_score():
result_my,gr_my = what_category(cards_my)
result_rival,gr_rival = what_category(cards_rival)
gr_my.sort(cmpset)
gr_rival.sort(cmpset)
return compare_sets(result_my,gr_my,result_rival,gr_rival)
label cards_gameloop:
python:
renpy.block_rollback()
renpy.scene('underlay')
renpy.scene('master')
if cards_state == "init":
show_cards()
renpy.pause(1)
new_state = "rival_select"
if cards_state == "rival_select":
interuption_region()
my_card = rival.pick_my_card()
for i in range(0,n_cards):
cards_my[i].interesting = False
cards_rival[i].interesting = False
cards_my[my_card].interesting = True
show_cards()
renpy.pause(1)
if not rival.allow_to_defend():
new_state = "rival_get"
else:
new_state = "me_defend_1"
if cards_state == "me_defend_1":
interuption_region()
answer = cards_interact()
if answer=="end_of_turn":
new_state = "rival_get"
else:
type,index = answer
cards_my[index].dy = -40
prev_answer = index
new_state = "me_defend_2"
if cards_state == "me_defend_2":
interuption_region()
answer = cards_interact()
cards_my[prev_answer].dy = 0
if answer=="end_of_turn":
new_state = "rival_get"
else:
type,index = answer
if prev_answer == index:
cards_my[prev_answer].dy = 0
new_state = "me_defend_1"
else:
move_buttons(cards_my,prev_answer,cards_my,index)
changes_left -= 1
if changes_left == 0:
new_state = "rival_get"
else:
new_state = "rival_select"
if cards_state == "rival_get":
if changes_left == 0:
my_card = rival.pick_my_card_last()
for i in range(0,n_cards):
cards_my[i].interesting = False
cards_rival[i].interesting = False
cards_my[my_card].interesting = True
show_cards()
renpy.pause(1)
interuption_region()
if CARD_GAME_WITH_EXCHANGE:
rival_card = rival.give_away_card()
else:
for i in range(0,n_cards):
if cards_rival[i].name == name_of_none:
rival_card = i
xchange_cards()
changes_left = n_xchanges
rival.allow_to_take()
new_state = "me_select_1"
if cards_state == "me_select_1":
interuption_region()
if CARD_GAME_WITH_EXCHANGE:
answer = cards_interact()
type,index = answer
cards_my[index].dy = -40
my_card = index
else:
for i in range(0,n_cards):
if cards_my[i].name == name_of_none:
my_card = i
new_state = "me_select_2"
if cards_state == "me_select_2":
interuption_region()
answer = cards_interact()
type,index = answer
if type == "my":
cards_my[index].dy = 0
new_state = "me_select_1"
else:
rival_card = index
for i in range(0,n_cards):
cards_rival[i].interesting = False
cards_my[i].interesting = False
cards_rival[index].interesting = True
new_state = "rival_defend"
if cards_state == "rival_defend":
show_cards()
renpy.pause(1)
interuption_region()
if changes_left == 0:
new_state = "me_get"
else:
if not rival.want_to_defend():
changes_left == 0
new_state = "me_get"
else:
changes_left -= 1
i,j=rival.what_to_xchange()
move_buttons(cards_rival,i,cards_rival,j)
tmp_interest = cards_rival[i].interesting
cards_rival[i].interesting = cards_rival[j].interesting
cards_rival[j].interesting = tmp_interest
new_state = "me_select_2"
if cards_state == "me_get":
interuption_region()
cards_my[my_card].dy = 0
xchange_cards()
cycles_left -= 1
if cycles_left != 0:
changes_left = n_xchanges
new_state = "rival_select"
else:
new_state = "results"
if cards_state == "results":
interuption_region()
show_cards()
renpy.pause(2)
sort_cards()
for i in range(0,n_cards):
cards_rival[i].visible = 'VISIBLE'
cards_my[i].visible = 'VISIBLE'
result_status = count_score()
answer = "ignore"
while answer=="ignore":
show_cards()
answer = ui.interact()
new_state = result_status
if cards_state in ["win","draw","fail"]:
interuption_region()
renpy.error("out of end-of-card-game interruption")
cards_state = new_state
jump cards_gameloop
# Decompiled by unrpyc: https://github.com/CensoredUsername/unrpyc