Ejemplo n.º 1
0
    def __init__(self, dungeon, victory, **kwargs):
        super().__init__(**kwargs)
        self.victory = victory
        self.dungeon = dungeon
        self.width = self.REL_WIDTH * constants.MENU_SCALE
        self.height = self.REL_HEIGHT * constants.MENU_SCALE
        self.x = (self.game.width - self.width) / 2
        self.y = (self.game.height - self.height) / 2

        text_x = self.x + 5 * constants.MENU_SCALE
        text_y = self.y + 5 * constants.MENU_SCALE
        if victory:
            top_text = self._get_win_text()
        else:
            top_text = self._get_lose_text()
        self.text = wgt.TextLines(
            renderer=self.game.renderer,
            color=constants.WHITE,
            size=5 * constants.MENU_SCALE,
            offset=(text_x, text_y),
            text=(*top_text, "Time: " + time_to_str(dungeon.game_time),
                  "You killed " + pluralise(dungeon.kills, "creature") + ".",
                  " ", "Space to continue playing" if self.victory else
                  "Space to play again", "Escape to finish run"
                  if self.victory else "Space to return to the Main Menu"))
Ejemplo n.º 2
0
 def _get_lose_text(self):
     """Return a string of what to display if the player loses."""
     return (
         "You lose!",
         "You completed " +
         pluralise(self._get_completed_levels(), "level") + ".",
         "You were killed by :PLACEHOLDER:."  # Will implement this, probably by adding an AttackedBy component.
     )
Ejemplo n.º 3
0
 def _get_win_text(self):
     """Return a string of what to display if the player wins."""
     return ("You win!", "You completed " +
             pluralise(self._get_completed_levels(), "level") + ".")