Beispiel #1
0
    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()
Beispiel #2
0
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))
Beispiel #3
0
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))
Beispiel #4
0
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))
Beispiel #5
0
    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()
Beispiel #6
0
def story_wind():
    system.engine.clearKillQueueCabin()
    cabin.scene('story_wind')
    system.engine.camera.center()
Beispiel #7
0
def nearEnd():
    if 'nearend' not in savedata.__dict__:
        system.engine.clearKillQueueCabin()
        cabin.scene('nearend')  #automatically adds scene to savedata
        system.engine.camera.center()