Example #1
0
    def start(self):
        # Change the current screen
        self.current_screen = self.screen_play

        # Change the background music
        SoundManager.load_music('bgm_stage' + str(random.randint(2, 6)) +
                                '.ogg')
Example #2
0
    def __init__(self):
        super().__init__()

        # Load the screen for the current stage
        state = Config.state()
        entities = (Player(Colors.VIR),
                    Enemy(state['color'], state['shoot_delay']))
        self.screen_intro = ScreenIntro(entities, state['balls'])
        if Config.level == 4:
            self.screen_play = ScreenHardcore(entities, state['balls'],
                                              state['max_balls'],
                                              state['max_score'])
        else:
            self.screen_play = ScreenNormal(entities, state['balls'],
                                            state['max_balls'],
                                            state['max_score'])

        # Set the current screen
        self.current_screen = self.screen_intro

        # Pause sound
        self.snd_click = SoundManager.load_sound('snd_click.wav')

        # Play the background music
        SoundManager.load_music('bgm_stage1.ogg')
Example #3
0
    def __init__(self, update=True):
        super().__init__()

        # Repeat cutscene
        if not update:
            Cutscene.current_cutscene -= 1
            ScreenDialog.current_dialog -= 1
            SoundManager.load_music('bgm_dialog.ogg')

        # Change level
        if Cutscene.current_cutscene in (4, 6, 8, 11, 14, 17):
            Config.level += 1

        # Background
        state = Config.state()
        self.background = ScreenBackground(
            (Player(Colors.VIR), Enemy(state['color'], state['shoot_delay'])))

        # Transition
        self.transition = False
        self.transition_delay = 50
        self.snd_transition = SoundManager.load_sound('snd_transition1.wav')

        # Set the current screen
        if Cutscene.current_cutscene in (1, 4, 8, 11, 14, 17):
            self.current_screen = ScreenNarrator()
        elif Cutscene.current_cutscene in (3, 6, 7, 10, 13, 16, 19):
            self.current_screen = ScreenDialog()
            SoundManager.load_music('bgm_dialog.ogg')
        else:
            self.current_screen = ScreenDialog()
Example #4
0
    def __init__(self):
        super().__init__()

        # Load the screen for the multiplayer stage
        entities = (Player1(Colors.VIR), Player2(Config.state()['color']))
        balls = [(65, 175, 10), (185, 175, 10)]
        self.current_screen = ScreenIntro(entities, balls)
        self.screen_play = ScreenInfinite(entities, balls, 10)

        # Pause sound
        self.snd_click = SoundManager.load_sound('snd_click.wav')

        # Play the background music
        SoundManager.load_music('bgm_stage1.ogg')
Example #5
0
    def __init__(self, victory=False):
        super().__init__()

        # Background
        state = Config.state()
        self.background = ScreenBackground(
            (Player(Colors.VIR), Enemy(state['color'], state['shoot_delay'])))

        # Screens
        self.screen_menu = ScreenMenu(self)
        self.screen_options = ScreenOptions(self)

        # Set the current screen
        self.current_screen = self.screen_menu

        # Play the background music
        if victory:
            SoundManager.load_music('bgm_victory.ogg')
        else:
            SoundManager.load_music('bgm_menu.ogg')
Example #6
0
 def execute_async(self, scene):
     SoundManager.load_music('bgm_dialog.ogg')
     scene.exec_play()
Example #7
0
    def start(self):
        # Change the current screen
        self.current_screen = self.screen_play

        # Change the background music for the current stage
        SoundManager.load_music(Config.state()['music'])