Example #1
0
def cutscene7():
    global level_five

    class Player(pygame.sprite.Sprite):
        def __init__(self):
            super().__init__()
            self.image = pygame.Surface((50, 50))
            self.image.fill((0, 0, 0))
            self.rect = self.image.get_rect(center=(400, 300))

        def update(self, cut_scene_manager):

            if self.rect.centerx > 399:
                cut_scene_manager.start_cut_scene(CutSceneSeven(self))

            if cut_scene_manager.cut_scene is None:
                pressed = pygame.key.get_pressed()
                if pressed[pygame.K_LEFT]:
                    self.rect.x -= 5
                if pressed[pygame.K_RIGHT]:
                    self.rect.x += 5

        def draw(self, screen):
            screen.blit(self.image, self.rect.center)

    player = Player()
    cut_scene_manager = CutSceneManager(screen)
    while True:

        mainClock.tick(60)

        # Events
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == KEYDOWN:
                if event.key == K_c:
                    fade()
                    cutscene8()
        # Update objects
        player.update(cut_scene_manager)
        cut_scene_manager.update()

        # Draw objects
        screen.fill((0, 0, 0))
        draw_text('Press [c] to see changes', font, (255, 255, 255), screen,
                  20, 20)
        player.draw(screen)
        cut_scene_manager.draw()
        screen.blit(level_five, (50, 90))

        pygame.display.flip()
Example #2
0
def cutscene3():
    global Earth_Stage1

    class Player(pygame.sprite.Sprite):
        def __init__(self):
            super().__init__()
            self.image = pygame.Surface((50, 50))
            self.image.fill((0, 0, 0))
            self.rect = self.image.get_rect(center=(400, 300))

        def update(self, cut_scene_manager):

            if self.rect.centerx > 399:
                cut_scene_manager.start_cut_scene(CutSceneThree(self))

            if cut_scene_manager.cut_scene is None:
                pressed = pygame.key.get_pressed()
                if pressed[pygame.K_LEFT]:
                    self.rect.x -= 5
                if pressed[pygame.K_RIGHT]:
                    self.rect.x += 5

        def draw(self, screen):
            screen.blit(self.image, self.rect.center)

    player = Player()
    cut_scene_manager = CutSceneManager(screen)
    while True:

        mainClock.tick(60)

        # Events
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == KEYDOWN:
                if event.key == K_c:
                    level_2()
        # Update objects
        player.update(cut_scene_manager)
        cut_scene_manager.update()

        # Draw objects
        screen.fill((0, 0, 0))
        player.draw(screen)
        cut_scene_manager.draw()
        screen.blit(Earth_Stage1, (300, 100))

        pygame.display.flip()