def __init__(self, text_code): super().__init__() self.is_selected = False self.opacity = 128 self.text_code = text_code self.text = LanguageManager.load_text(text_code) self.font = FontManager.load_font('neogen.ttf', 24) self.snd_click = SoundManager.load_sound('snd_click.wav') self.snd_choice = SoundManager.load_sound('snd_choice.wav')
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')
def __init__(self): # Load text self.line_list = [] ScreenNarrator.current_narrator += 1 for phrase in LanguageManager.load_text('narrator' + str(ScreenNarrator.current_narrator)): self.line_list.append(phrase) # Text info self.current_index = 0 self.current_string = '' self.current_line = '' self.input_string = self.line_list[0] # Text location self.text_x = 44 self.text_y = 258 self.line_length = 500 - self.text_x * 2 self.font = FontManager.load_font('neogen.ttf', 24) # Interaction sounds self.snd_blit = SoundManager.load_sound('snd_blip.wav') self.snd_blit.fadeout(0) # Interaction delay self.interval = 2 self.ticks = 0 self.sleep_ticks = 0 # Interaction self.key_interact = False
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()
def __init__(self, x, y, radius): super().__init__() self.x = x self.y = y self.hspeed = 0 self.vspeed = 0 self.radius = radius self.min_x = radius self.max_x = 250 - radius self.min_y = -radius self.max_y = 350 + radius self.snd_collide = [SoundManager.load_sound('snd_collide' + str(i) + '.wav') for i in range(3, 5)] self.snd_score = [SoundManager.load_sound('snd_score' + str(i) + '.wav') for i in range(1, 4)] self.snd_explosion = SoundManager.load_sound('snd_explosion.wav')
def __init__(self, entities, balls): super().__init__(entities, balls) # Screen shake self.shake = False # Instructions self.instructions = Instructions() # Transition self.transition = False self.transition_delay = 50 self.snd_transition = SoundManager.load_sound('snd_transition2.wav')
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')
def __init__(self, x, y, color, angle, radius): super().__init__() speed = 200 - radius self.x = clamp(x + speed * math.cos(math.radians(angle)), radius, 250 - radius) self.y = clamp(y + speed * math.sin(math.radians(angle)), 0, 350) self.color = color self.angle = angle self.radius = radius self.max_radius = radius self.collide = False self.snd_collide = [ SoundManager.load_sound('snd_collide' + str(i) + '.wav') for i in range(1, 3) ]
def __init__(self, undo=False): super().__init__() self.undo = undo # Background self.background = pygame.display.get_surface().copy() # Screens self.screen_pause = ScreenPause(self) self.screen_options = ScreenOptions(self) # Set the current screen self.current_screen = self.screen_pause # Click sound self.snd_click = SoundManager.load_sound('snd_click.wav')
def __init__(self, entities, balls, max_balls): super().__init__(entities, balls) # Screen shake self.shake = False self.shake_duration = 6 self.shake_time = self.shake_duration # Score self.score = False self.player_score = 0 self.enemy_score = 0 # Balls self.stage_balls = balls self.ball_delay = 300 self.ball_time = self.ball_delay self.max_balls = max_balls self.snd_ball = [SoundManager.load_sound('snd_ball' + str(i) + '.wav') for i in range(1, 4)]
def __init__(self, x, y, color, angle, min_angle, max_angle): super().__init__() self.x = x self.y = y self.color = color self.arc_angle = angle self.min_angle = min_angle self.max_angle = max_angle self.radius = 200 self.cooldown = 0 self.max_cooldown = 20 self.polygon_angle = 0 self.polygon_smooth = 0 self.polygon_points = 12 self.snd_shoot = [SoundManager.load_sound('snd_shoot' + str(i) + '.wav') for i in range(1, 5)]
def __init__(self, button): super().__init__() self.button = button self.snd_click = SoundManager.load_sound('snd_click.wav')
def __init__(self): # Load text self.sprite_list = [] self.line_list = [] ScreenDialog.current_dialog += 1 for phrase in LanguageManager.load_text( 'cutscene' + str(ScreenDialog.current_dialog)): self.sprite_list.append(phrase['sprite']) self.line_list.append(phrase['dialog']) # Generate portraits self.speaker = 0 self.portrait = {} self.portrait_left = Portrait(0, 186) self.portrait_right = Portrait(244, 186) self.portrait_right.pause() for sprite in list(set(self.sprite_list)): portrait = {} portrait['original'] = SpriteManager.load_sprite(sprite) portrait['original_flip'] = pygame.transform.flip( portrait['original'], True, False) portrait['shade'] = SpriteManager.load_sprite(sprite) portrait['shade'].fill(Colors.ALPHA_LIGHT_GREY, special_flags=BLEND_MULT) portrait['shade_flip'] = pygame.transform.flip( portrait['shade'], True, False) self.portrait[sprite] = portrait # Assign sprites sprite_left = self.sprite_list[0] sprite_right = self.sprite_list[1] pos = 1 while sprite_left == sprite_right: pos += 1 sprite_right = self.sprite_list[pos] self.sprite_left = self.portrait[sprite_left]['original_flip'] self.sprite_right = self.portrait[sprite_right]['shade'] # Generate box self.spr_box = draw_box(SpriteManager.load_sprite('spr_box.png'), 29, 6) self.box_x = 2 self.box_y = 442 self.spr_box_pause = slice_sprite( SpriteManager.load_sprite('spr_box_pause.png'), 16, 16) self.box_pause_x = self.box_x + 480 self.box_pause_y = self.box_y + 112 self.box_pause_index = 0 # Text info self.current_index = 0 self.current_string = '' self.current_line = '' self.input_string = self.line_list[0] # Text location self.text_x = self.box_x + 20 self.text_y = self.box_y + 20 self.line_length = 500 - self.text_x * 2 self.font = FontManager.load_font('neogen.ttf', 24) # Interaction sounds self.snd_blit = SoundManager.load_sound('snd_blip.wav') self.snd_blit.fadeout(0) # Interaction delay self.interval = 2 self.ticks = 0 self.sleep_ticks = 0 # Interaction self.key_interact = False