screen_height / 10) print_text(win, "YOU DIED", screen_width / 2, screen_height / 2, RED, font_size) if not player.died: animal_spawn(frame) b_last_time = bomb_spawn(b_last_time) player_pos, shot, sf, shot_time, jump, jump_st, money = \ player_move(player_pos, frame, click, shot, sf, shot_time, jump, jump_st, keys, money) t, gold_count, money = gold_spawn(t, gold_count, player_pos, money) money = died_animals(frame, money) sel_bull = bullet_shot(sel_bull) bomb_explosion() progress() if player.hp <= 0 and not player.died: player.hp = 0 player.died = True player.dietime = time.time() sel_bull = bullet_shot(sel_bull) player_info() to_menu = menu_button.draw(win, screen_width / 16, screen_height * 0.87, "Menu", click, m_pos, int(screen_height / 30), BLACK, BLACK) if to_menu == 1: menu = True clear_all() gold_count = 0 if to_menu == 1 or to_menu == -1: onbutton = True if message:
lol = load(int(slot)) if lol == []: pass else: if lol[0][1] == "Warrior": lol[0][1] = 0 elif lol[0][1] == "Archer": lol[0][1] = 1 elif lol[0][1] == "Mage": lol[0][1] = 2 player1 = Player(lol[0][0], lol[0][1], int(lol[0][3]), int(lol[0][4]), int(lol[0][5]), int(lol[0][6])) player1.hp = int(lol[0][2]) player1.lvl = int(lol[0][7]) player1.xp = int(lol[0][8]) player1.lvlXp = int(lol[0][9]) player1.money = int(lol[0][10]) player1.battles = int(lol[0][11]) player1.saveSlot = int(lol[0][12]) player1.time = int(lol[0][13]) player1.expLocation = lol[0][14] for i in range(len(lol[1])): player1.giveItem(globals()[lol[1][i]]) for j in range(len(lol[2])): player1.on.append(globals()[lol[2][j]])