def execute(self): set_value(self.name, self.value) Event.execute(self)
def update_state(self): player_pos = self.player.pos + self.player.screen_relative_pos * engine.screen_size if player_pos.x > 250 and not self.dialog: snd_manager.set_playlist(["data/music/intro_BOSS1_gbjam.ogg","data/music/BOSS1_gbjam.ogg"]) self.dialog = 1 engine.show_dialog = 1 engine.textbox.set_text("General Meow", "We meet again, Fury") level_manager.level.lock = True if self.dialog == 1 and engine.textbox.finished: if input_manager.get_button('A') or input_manager.get_button('B'): engine.textbox.set_text("Fury", "This time you will lose more than one eye") self.dialog = 2 if self.dialog == 2 and engine.textbox.finished: if input_manager.get_button('A') or input_manager.get_button('B'): engine.textbox.set_text("General Meow", "I won't, I have a panzer now") self.dialog = 3 if not self.boss_fight and self.dialog == 3 and engine.textbox.finished: if input_manager.get_button('A') or input_manager.get_button('B'): self.boss_fight = True self.direction = 1 engine.show_dialog = False level_manager.level.lock = False self.player.screen_relative_pos = Vector2(0.35, self.player.screen_relative_pos.y) self.player.pos = player_pos-self.player.screen_relative_pos*engine.screen_size if self.boss_fight: self.state = 'backward' set_value("boss_limit", [50,595]) if self.state == 'idle' or self.state == 'forward' or self.state == 'backward': if self.index == 0 or self.index == 4 or self.index == 5: self.animation_delta = Vector2(0,0) elif self.index == 2 or self.index == 3: self.animation_delta = Vector2(0,2) elif self.index == 1: self.animation_delta = Vector2(0,1) if self.life != 0: self.obj.pos = physics_manager.get_body_position(self.obj.body)-self.obj.size/2 if self.obj.show: img_manager.show_image(self.boss_img, engine.screen, self.obj.pos-level_manager.level.screen_pos+self.boss_delta+self.animation_delta) if self.state == 'backward' or self.state == 'forward': physics_manager.move(self.obj.body,vx=self.direction*2.5) if self.boss_fight: life_bar = sfml.RectangleShape() life_bar.position = (165-self.life*4,0) life_bar.size = (self.life*4, 10) life_bar.fill_color = sfml.Color.BLACK img_manager.buffer.draw(life_bar) if self.direction == -1 and (self.obj.pos+self.obj.size).x<get_value('boss_limit')[0]: self.state = 'backward' self.direction = 1 elif self.direction == 1 and self.obj.pos.x > get_value('boss_limit')[1]: self.state = 'forward' self.direction = -1 for event in physics_events: if ((event.a.userData == 5 and event.b.userData == 16) or (event.b.userData == 5 and event.a.userData == 16)): self.in_area_left = event.begin elif ((event.b.userData == 6 and event.a.userData == 16) or (event.a.userData == 6 and event.b.userData == 16)): self.in_area_right = event.begin if self.in_area_left: if not self.player.anim.direction and self.player.anim.attacking > 1 and not self.invincibility: self.touched() self.life -= 1 self.invincibility = 20 if self.in_area_right: if self.player.anim.direction and self.player.anim.attacking > 1 and not self.invincibility: self.touched() self.life -= 1 self.invincibility = 20 if self.life == 0 and self.dialog == 3: self.invincibility = 1000 physics_manager.remove_body(self.obj.body) self.dialog = 4 engine.show_dialog = 1 engine.textbox.set_text("General Meow", "Nein Nein Nein Nein Nein Nein Nein Nein Nein") level_manager.level.lock = True if self.dialog == 4 and engine.textbox.finished: if input_manager.get_button('A') or input_manager.get_button('B'): self.obj.remove = True engine.textbox.set_text("Fury", "I can say nine nine times too") self.dialog = 5 self.player.anim.move_deal = True if self.invincibility > 0: if (self.invincibility %20) > 10: self.obj.show = False else: self.obj.show = True self.invincibility -= 1
def execute(self): set_value(self.name, get_value(sself.name) + 1) Event.execute(self)