def update(self): engine = system.engine p = engine.player p.direction=dir.UP p.state = p.cutsceneWalkState() engine.draw() ika.Video.ShowPage() for i in range(21 * 16 +8): ika.ProcessEntities() p.update() engine.camera.update() engine.draw() ika.Video.ShowPage() ika.Delay(1) p.direction=dir.LEFT p.stop() p.state = p.cutsceneStandState() p.update() y=float(ika.Map.ywin) for i in range(550): if y>100: y-=0.25 ika.Map.ywin=int(y) ika.ProcessEntities() p.update() engine.draw() ika.Video.ShowPage() ika.Delay(1) engine.synchTime() xi.effects.fadeOut(200, draw=system.engine.draw) cabin.scene('epilogue') ending.credits()
def to23(): if 'unityrune' in savedata.__dict__ and 'forebattle' not in savedata.__dict__: system.engine.clearKillQueueCabin() cabin.scene('forebattle') system.engine.camera.center() system.engine.mapSwitch('map23.ika-map', (5 * 16, 5 * 16), fadeout=False) else: system.engine.mapSwitch('map23.ika-map', (5 * 16, 5 * 16))
def to3(): offset_from = 11 * 16 # first horizontal pos possible offset_to = 8 * 16 # first horizontal pos possible x = system.engine.player.x - offset_from + offset_to if 'waterrune' in savedata.__dict__ and 'story_water' not in savedata.__dict__: system.engine.clearKillQueueCabin() cabin.scene('story_water') system.engine.camera.center() system.engine.mapSwitch('map03.ika-map', (x, 1 * 16), fadeout=False) else: system.engine.mapSwitch('map03.ika-map', (x, 1 * 16))
def to9(): if 'firerune' in savedata.__dict__ and 'story_fire' not in savedata.__dict__: system.engine.clearKillQueueCabin() cabin.scene('story_fire') system.engine.camera.center() system.engine.mapSwitch('map09.ika-map', (system.engine.player.x, 1 * 16), fadeout=False) else: system.engine.mapSwitch('map09.ika-map', (system.engine.player.x, 1 * 16))
def beginNewGame(self): saveload.SaveGame.clearSaveFlags() cabin.scene('intro') #self.mapSwitch(START_MAP, START_POS, fade = False) #lay = ika.Map.GetMetaData()['entityLayer'] self.init() # insanely inefficient: bleh = effects.createBlurImages() self.draw() effects.blurFade(50, bleh, effects.createBlurImages()) automap.map.update() self.run()
def story_wind(): system.engine.clearKillQueueCabin() cabin.scene('story_wind') system.engine.camera.center()
def nearEnd(): if 'nearend' not in savedata.__dict__: system.engine.clearKillQueueCabin() cabin.scene('nearend') #automatically adds scene to savedata system.engine.camera.center()