Example #1
0
	def update(self,timepassed):
		
		self.fire_acctime += timepassed
		self.flash_acctime += timepassed
		self.blink_acctime += timepassed
		super(Boneman,self).update(timepassed)
		
		player = self.good_guys[0]
		
		if self.blink_acctime > self.blink_updatetime:
			self.blink_acctime = 0
			self.is_blend_visible = not(self.is_blend_visible)
		
		if self.controller.current_steering_behaviour.vel.x > 0.1:
			self.id = 2
			self.animator.play(self.id,timepassed)
			self.frame = self.animator.getFrame()[1]
		
		elif self.controller.current_steering_behaviour.vel.x < -0.05:
			self.id = 1
			self.animator.play(self.id,timepassed)
			self.frame = self.animator.getFrame()[1]
		
		
		self.image = self.image_master[self.id][self.frame]
		self.handleFlashing()
		
		self.fire()
		
		# check against walls
		self.updateBullets(timepassed)
		for bullet in self.bullets_list:	
			for wall in self.tileList:
				if bullet.col_rect.colliderect(wall.col_rect):
					bullet.alive = False
		
		# check against items
		for bullet in self.bullets_list:	
			for item in self.itemList:
				if item.kind == "FireCrate":
					if bullet.col_rect.colliderect(item.col_rect):
						bullet.alive = False
		
		for bullet in self.bullets_list:
			if not player.is_flashing:
				if bullet.col_rect.colliderect(player.rect):
					bullet.alive = False
					player.flash()
					player.health -= self.damage
					
					player.sound_manager.play("lose.ogg")
					
		for bullet in self.bullets_list:
			if not bullet.alive:
				self.bullets_list.remove(bullet)
		
				# add collision effect
				params = [self.images_dict["hit"][0],1,10]
				new_effect = gobs.AnimObject(params,bullet.rect.centerx,bullet.rect.centery,0,0,1)
				self.effects.append(new_effect)
Example #2
0
    def __init__(self, x, y, w, h):

        self.x = x
        self.y = y
        self.w = w
        self.h = h
        self.hx = self.w / 2
        self.hy = self.h / 2
        self.collidable = True
        self.x_coord = self.x / w
        self.y_coord = self.y / h

        self.kind = "FireCrate"
        image_path = "images\\fire_crate.png"
        self.master_images = gutils.sliceSheetColKey(w, h, image_path)
        self.anim_object = gobs.AnimObject([self.master_images, -1, 6], x, y,
                                           0, 0, 1)
        self.health = 10
        self.alive = True

        self.image = self.anim_object.image
        self.rect = self.image.get_rect()
        self.rect.topleft = (self.x, self.y)
        self.col_rect = pygame.Rect(0, 0, 14, 14)
        self.col_rect.center = self.rect.center
Example #3
0
    def __init__(self,
                 image_path,
                 x,
                 y,
                 w,
                 h,
                 direction,
                 speed=0.8,
                 fps=12,
                 friction=1.0,
                 rotate=False,
                 trail=False):

        self.x = x
        self.y = y
        self.rotate = rotate
        self.kind = "AnimatedBullet"
        self.trail = trail

        self.trail_list = []
        self.max_traillen = 6

        self.master_images = gutils.sliceSheetColKey(w, h, image_path)

        self.main_image = self.master_images[0].copy()
        self.rect = self.main_image.get_rect()
        self.rect.center = (self.x, self.y)
        self.col_rect = pygame.Rect(self.x, self.y, 4, 4)
        self.dir = direction
        self.rot_rect = self.main_image.get_rect()
        self.speed = speed
        self.friction = friction

        self.fps = fps
        self.dx = math.cos(direction * (math.pi / 180)) * self.speed
        self.dy = math.sin(direction * (math.pi / 180)) * self.speed

        self.anim_object = gobs.AnimObject([self.master_images, -1, self.fps],
                                           x, y, self.dx, self.dy,
                                           self.friction)

        self.alive = True

        if self.rotate:
            self.image = pygame.transform.rotate(self.main_image,
                                                 360 - self.dir)
            self.rot_rect = self.image.get_rect(center=self.rect.center)
        else:
            self.image = self.main_image
Example #4
0
    def __init__(self,
                 image_path,
                 x,
                 y,
                 w,
                 h,
                 target,
                 speed=0.3,
                 fps=15,
                 friction=0.97,
                 trail=True):

        self.kind = "RandomBullet"

        self.trail_list = []
        self.max_traillen = 6

        self.x, self.y = (x, y)
        self.yvel = self.xvel = 0

        self.fps = fps

        self.master_images = gutils.sliceSheetColKey(w, h, image_path)

        self.anim_object = gobs.AnimObject([self.master_images, -1, self.fps],
                                           x, y, 0, 0, 1)

        self.main_image = self.master_images[0].copy()
        self.image = self.main_image.copy()
        self.rect = self.image.get_rect()
        self.rot_rect = self.image.get_rect()
        self.col_rect = pygame.Rect(self.x, self.y, 4, 4)

        self.missileOrientation = 0
        self.speed = speed
        self.maxVel = 3.0
        self.vectorToTargetN = (0, 0)
        self.angularVelocity = 0
        self.friction = friction

        self.alive = True
        self.target = target
Example #5
0
 def changeDir(self, x, y, dx, dy):
     self.anim_object = gobs.AnimObject([self.master_images, -1, self.fps],
                                        x, y, self.dx, self.dy,
                                        self.friction)
     self.dir = math.atan2(self.dy, self.dx) * 180 / math.pi
Example #6
0
	def update(self,timepassed):
		
		if self.health > 100:
			self.health = 100
		
		if self.health <= 0 and self.alive:
			#self.run_flag[0] = False
			#self.gamestate.exit_status = 0
			self.alive = False
			params = [self.images_dict["p_kill"][0],1,12]
			killed_effect = gobs.AnimObject(params,self.rect.x-24,self.rect.y-24,0,0,1)
			emitter1 = po.ParticleEmitter(self.rect.centerx,self.rect.centery,
									strength = 0.4 ,mode = ("stream",120),direction=270,friction=1.01)
	
			self.effects.append(killed_effect)
			self.effects.append(emitter1)
			self.time_since_killed = 0
			
			# tweaks
			self.can_draw_orb = False
			self.is_flashing = False
			
		if not self.alive:
			self.time_since_killed += timepassed
			
			if self.time_since_killed > self.end_duration:
				self.run_flag[0] = False
				self.gamestate.exit_status = 0
			
			if self.last_dir == 0:
				self.image = self.dead_list[0]
			else:
				self.image = self.dead_list[1]
			
			return
			
		self.cur_state.runBehaviour(timepassed)
		self.time_since_dash += timepassed
		self.flash_acctime += timepassed
		self.blink_acctime += timepassed
		
		if self.blink_acctime > self.blink_updatetime:
			self.blink_acctime = 0
			self.is_blend_visible = not(self.is_blend_visible)
		
		self.cur_weapon = self.weapons_list[self.weapon_id]
		
		if self.up_is_down:
			self.dy -= self.speed
			if not self.left_is_down or not self.right_is_down:
				self.cur_state = self.states[3]
				
		elif self.down_is_down:
			self.dy += self.speed
			if not self.left_is_down or not self.right_is_down:
				self.cur_state = self.states[4]
			
		if self.left_is_down:
			self.cur_state = self.states[1]	
		
		elif self.right_is_down:
			self.cur_state = self.states[2]	
		
		else:
			if not self.up_is_down and not self.down_is_down:
				#print "this shouldnt run"
				self.cur_state = self.states[0]
		
		if self.last_dir == 0:
			self.target.position.x = self.rect.centerx - 4
			self.target.position.y = self.rect.centery
		else: 
			self.target.position.x = self.rect.centerx - 4
			self.target.position.y = self.rect.centery
		
		self.weapon_target.position.x = self.rect.centerx
		self.weapon_target.position.y = self.rect.centery
		
		self.magic_orb.update(timepassed)
		
		if self.animator.anim_started:
			self.id,self.frame,a_s = self.animator.getFrame()
			self.animator.setFps(12)
		else:
			self.animator.setFps(8)
		
		for effect in self.effects_list:
			effect.update()
			
		for effect in self.effects_list:
			if not effect.alive:
				self.effects_list.remove(effect)
		
		# get firing_angle and vector
		self.calculateFireAngle()
		self.firing_angle = self.fire_angle
		
		xvec =  self.rect.centerx - self.shooter_rect.centerx 
		yvec =  self.rect.centery - self.shooter_rect.centery 
		
		magnitude = math.sqrt(xvec*xvec + yvec*yvec)
		
		if magnitude != 0:
			xvec /= magnitude
			yvec /= magnitude
		
		self.firing_vector = (xvec,yvec)
		# calculate pointer image position
		p_xpos = self.magic_orb.rect.centerx + (self.pointer_radius * math.cos(self.firing_angle*(DEGTORAD)))
		p_ypos = self.magic_orb.rect.centery + (self.pointer_radius * math.sin(self.firing_angle*(DEGTORAD)))
		
		self.pointer_image_rect.center = (p_xpos,p_ypos)
		
		self.pointer_image = pygame.transform.rotate(self.pointer_surf,180-self.firing_angle)
		#self.pointer_image.set_alpha(100)
		self.pointer_image_rot_rect = self.pointer_image.get_rect(center=self.pointer_image_rect.center)
		
		# update gun 
		self.cur_weapon.update(timepassed)
		
		self.updateBullets(timepassed)
		
		for bullet in self.bullets_list:
			for enemy in self.enemyList:
				if bullet.col_rect.colliderect(enemy.rect):
					if bullet.kind != "FlameBullet":
						bullet.alive = False
		
					# make enemy blink here
					enemy.flash()
					# damage enemy
					enemy.health -= self.cur_weapon.damage
					self.sound_manager.play("hurt_hit.ogg")
		
		for bullet in self.bullets_list:
			for wall in self.tileList:
				if bullet.kind == "BounceBullet":
			
					if bullet.can_collide:
						if bullet.col_rect.colliderect(wall.col_rect):
							
							if bullet.acc_rebounds < bullet.max_rebounds:
								bullet.resolveCollisions(wall)
								bullet.cool_acctime = 0
								bullet.acc_rebounds += 1
								self.sound_manager.play("bounce_w.ogg")
								break
							else:
								# kill bullet
								bullet.alive = False
				
				if bullet.kind == "PiercerBullet":
			
					if bullet.rect.right <0 or bullet.rect.right > PLAY_W or\
					bullet.rect.bottom <0 or bullet.rect.top > PLAY_H:
						bullet.alive = False
				
				else:
					if bullet.col_rect.colliderect(wall.col_rect):
						bullet.alive = False
					
			for item in self.itemList:
				if item.kind == "FireCrate":
					if bullet.kind == "BounceBullet":
			
						if bullet.can_collide:
							if bullet.col_rect.colliderect(item.col_rect):
							
								if bullet.acc_rebounds < bullet.max_rebounds:
									bullet.resolveCollisions(item)
									bullet.cool_acctime = 0
									bullet.acc_rebounds += 1
									self.sound_manager.play("bounce_w.ogg")
									break
								else:
									# kill bullet
									bullet.alive = False
								
					else:
						if bullet.col_rect.colliderect(item.col_rect):
							bullet.alive = False
							item.health -= self.cur_weapon.damage
			
		for bullet in self.bullets_list:
			if not bullet.alive:
				self.bullets_list.remove(bullet)
				
				if bullet.kind != "FlameBullet":
					# add collision effect
					params = [self.images_dict["hit"][0],1,10]
					new_effect = gobs.AnimObject(params,bullet.rect.centerx,bullet.rect.centery,0,0,1)
					self.effects.append(new_effect)
					#print self.effects
					
		
		self.dy *= self.friction
		self.dx *= self.friction
		
		self.x += self.dx
		self.y += self.dy
		
		self.rect.topleft = (self.x,self.y)
		
		# update line colliders
		topline = ((float(self.rect.left),float(self.rect.top)),(float(self.rect.right),float(self.rect.top)))
		bottomline = ((float(self.rect.left),float(self.rect.bottom)),(float(self.rect.right),float(self.rect.bottom)))
		leftline = ((float(self.rect.left),float(self.rect.top)),(float(self.rect.left),float(self.rect.bottom)))
		rightline = ((float(self.rect.right),float(self.rect.top)),(float(self.rect.right),float(self.rect.bottom)))
		
		self.lines = [rightline,topline,leftline,bottomline]
		
		# update camera target
		'''
		if self.last_dir == 0:
			self.cam_target.position.x = self.rect.centerx - 64
		else: 
			self.cam_target.position.x = self.rect.centerx + 64
			
		if self.last_dir_v == 0:
			self.cam_target.position.y = self.rect.centery - 64
		else: 
			self.cam_target.position.y = self.rect.centery + 64
		
		'''
		self.cam_target.position.x = self.rect.centerx
		self.cam_target.position.y = self.rect.centery
		
		self.trail_positions.append((self.x,self.y))
		
		
		if len(self.trail_positions)> self.trail_len:
			self.trail_positions.pop(0)
		
		if self.rect.left < self.shooter_rect.left:
			self.shooter_rect.left = self.rect.left
		
		if self.rect.right > self.shooter_rect.right:
			self.shooter_rect.right = self.rect.right
		
		if self.rect.top < self.shooter_rect.top:
			self.shooter_rect.top = self.rect.top
			
		if self.rect.bottom > self.shooter_rect.bottom:
			self.shooter_rect.bottom = self.rect.bottom
		
		
		self.col_rect.x = self.x + self.dx 
		self.col_rect.y = self.y + self.dy
		
		# resolve collisions
		self.checkCollisions()
		
		self.animator.update(timepassed)
		
		self.image = self.image_master[self.id][self.frame]
		self.handleFlashing()
Example #7
0
	def update(self,timepassed):
		
		self.fire_acctime += timepassed
		self.flash_acctime += timepassed
		self.blink_acctime += timepassed
		
		player = self.good_guys[0]
		
		if self.blink_acctime > self.blink_updatetime:
			self.blink_acctime = 0
			self.is_blend_visible = not(self.is_blend_visible)
		
		if self.health <= 0:
			self.alive = False
		
		self.checkCollisions()
		
		if self.move_dir == "left":
			self.xvel = -self.speed
		else:
			self.xvel = self.speed
		
		self.handleFlashing()
		self.fire()
		
		self.updateBullets(timepassed)
		
		for bullet in self.bullets_list:	
			for wall in self.tileList:
				if bullet.rect.colliderect(wall.rect):
					bullet.alive = False
		
		# check against items
		for bullet in self.bullets_list:	
			for item in self.itemList:
				if item.kind == "FireCrate":
					if bullet.col_rect.colliderect(item.col_rect):
						bullet.alive = False
		
		for bullet in self.bullets_list:
			if not player.is_flashing:
				if bullet.rect.colliderect(player.rect):
					bullet.alive = False
					player.flash()
					player.health -= self.damage
					player.sound_manager.play("lose.ogg")
		
		if self.rect.colliderect(player.col_rect):
			player.flash()
			player.health -= self.damage/2
			player.sound_manager.play("lose.ogg")
		
		
		for bullet in self.bullets_list:
			if not bullet.alive:
				self.bullets_list.remove(bullet)
		
				# add collision effect
				params = [self.images_dict["hit"][0],1,10]
				new_effect = gobs.AnimObject(params,bullet.rect.centerx,bullet.rect.centery,0,0,1)
				self.effects.append(new_effect)
				#print self.effects
	
		self.x += self.xvel
		
		self.rect.topleft = (self.x,self.y)
		self.col_rect.topleft = (self.x,self.y)
Example #8
0
	def update(self,timepassed):
		
		if self.health <= 0:
			self.alive = False
		
		self.fire_acctime += timepassed
		self.flash_acctime += timepassed
		self.blink_acctime += timepassed
		self.ray_draw_acctime += timepassed
	
		self.acctime_to_move += timepassed
		
		self.moveTo()
		
		if self.ray_draw_acctime > self.ray_draw_duration:
			self.controller.update(timepassed)
		
		self.x,self.y = (self.controller.x,self.controller.y)
		
		self.checkCollisions()
		
		self.rect.topleft = (self.x,self.y)
		self.col_rect.topleft = (self.x,self.y)
	
		
		if self.ray_draw_acctime > 1000 and self.ray_draw_acctime < self.ray_draw_duration:
			self.can_draw_ray = True
		else:
			self.can_draw_ray = False
		
		if self.blink_acctime > self.blink_updatetime:
			self.blink_acctime = 0
			self.is_blend_visible = not(self.is_blend_visible)
		
		if self.controller.current_steering_behaviour.vel.x > 0.1:
			self.id = 2
			self.animator.play(self.id,timepassed)
			self.frame = self.animator.getFrame()[1]
		
		elif self.controller.current_steering_behaviour.vel.x < -0.05:
			self.id = 1
			self.animator.play(self.id,timepassed)
			self.frame = self.animator.getFrame()[1]
		
		
		self.image = self.image_master[self.id][self.frame]
		self.handleFlashing()
		
		self.fire()
		
		self.updateBullets(timepassed)
		for bullet in self.bullets_list:	
			for wall in self.tileList:
				if bullet.rect.colliderect(wall.rect):
					bullet.alive = False
		
		# test ray collision with player
		player = self.good_guys[0]
		if self.can_draw_ray:
			ray_point1 = (float(self.hit_tile.rect.centerx),float(self.hit_tile.rect.centery))
			ray_point2 = (float(self.rect.centerx),float(self.rect.centery))
			if not player.is_flashing:
				for line in player.lines:
					result = player.line_collider.calculateIntersectPoint(line[0],line[1],ray_point1,ray_point2)
					if result is not None:
						player.health -= self.damage
						player.flash()
						player.sound_manager.play("lose.ogg")
					
						break
				
		for bullet in self.bullets_list:
			if not bullet.alive:
				self.bullets_list.remove(bullet)
		
				# add collision effect
				params = [self.images_dict["hit"][0],1,10]
				new_effect = gobs.AnimObject(params,bullet.rect.centerx,bullet.rect.centery,0,0,1)
				self.effects.append(new_effect)
Example #9
0
def runGameLoop():

    is_running = [True]
    timepassed = 0
    fps = 0

    enemies = []
    items = []
    tiles = []
    drawables = []
    good_guys = []
    effects = []

    room = Room(0, 0, LEVEL_W * TILE_W, LEVEL_H * TILE_H)

    level_generator = level_gen.LevelGenerator(LEVEL_W, LEVEL_H)
    level_properties = level_generator.generateLevel()

    # generate room grid for pathfinding
    level_grid = pathfind.Grid(level_properties[0], level_properties[1])

    for row in range(level_properties[1]):
        for col in range(level_properties[0]):

            surface = level_properties[2]
            pixel_array = level_properties[3]

            if pixel_array[col][row] == surface.map_rgb((255,0,0)) or\
            pixel_array[col][row] == surface.map_rgb((0,255,0)):
                # this is a wall; set square to blocked
                level_grid.set((col, row), True)

    level_gen.createLevelFrom(level_properties[0],
                              level_properties[1],
                              level_properties[2],
                              level_properties[3],
                              enemy_list=enemies,
                              tile_list=tiles,
                              item_list=items,
                              draw_list=drawables,
                              fx=effects,
                              pcs=good_guys,
                              images=images_dict,
                              grid=level_grid)

    p = player.Player(is_running, 40, 40, enemies, tiles, effects, items,
                      images_dict, sound_manager)
    p.health = state.player_health
    p.mana_amount = state.player_mana
    p.weapon_id = state.weapon_id
    p.attachGameState(state)

    room_number = state.room_number
    cam_ob_to_track = steer.Steerable("KArriveMovement", (p.x, p.x), 10, 10)
    cam_ob_to_track.current_steering_behaviour.setTimeToTarget(45.0)
    cam_ob_to_track.setTarget(p.cam_target)
    p.setState(cam_ob_to_track)

    good_guys.append(p)

    # set starting state for entities
    enemy_to_hold_key = random.choice(enemies)
    enemy_to_hold_key.setKey()

    grad_colors = [
        ((40, 10, 0), (0, 0, 40)), ((140, 130, 0), (0, 100, 130)),
        ((10, 100, 0), (100, 100, 0)), ((40, 10, 100), (0, 100, 60)),
        ((10, 10, 90), (100, 0, 40)), ((4, 80, 10), (60, 130, 40)),
        ((19, 140, 149), (120, 0, 40)), ((100, 10, 50), (0, 29, 120)),
        ((40, 30, 90), (20, 120, 10)), ((0, 30, 130), (80, 10, 60)),
        ((140, 0, 90), (20, 120, 110))
    ]

    pg = random.choice(grad_colors)

    # create ground surface
    ground_image = pygame.Surface(
        (LEVEL_W * TILE_W, LEVEL_H * TILE_H)).convert()
    ground_image_size = ground_image.get_size()
    grad_image1 = pygame.Surface(
        ((LEVEL_W * TILE_W) / 2, LEVEL_H * TILE_H)).convert()
    grad_image2 = pygame.Surface(
        ((LEVEL_W * TILE_W) / 2, LEVEL_H * TILE_H)).convert()
    gutils.fillGradient(grad_image1, pg[0], pg[1], vertical=False)
    gutils.fillGradient(grad_image2, pg[1], pg[0], vertical=False)
    grad_image1.set_alpha(160)
    grad_image2.set_alpha(160)
    ground_image.fill((0, 0, 0))

    health_bar = generic.HealthBar(20, 26, 100)
    dash_bar = generic.DashBar(20, 34, p.dash_waittime)

    for tile in drawables:
        tile.draw(ground_image)

    for wall in tiles:
        wall.draw(ground_image)

    # draw gradient
    ground_image.blit(grad_image1, (0, 0))
    ground_image.blit(grad_image2, (ground_image_size[0] / 2, 0))

    camera = g_obs.CameraHandler((320, 240),
                                 room,
                                 cam_ob_to_track,
                                 delimit=False)
    camera.setState("lock", [(W / 2, H / 2)])

    while is_running[0]:
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()

            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    showPauseScreen(is_running)

                if event.key == state.controls["left"]:
                    p.left_is_down = True
                if event.key == state.controls["right"]:
                    p.right_is_down = True
                if event.key == state.controls["up"]:
                    p.up_is_down = True
                    p.last_dir_v = 0
                if event.key == state.controls["down"]:
                    p.down_is_down = True
                    p.last_dir_v = 1

                if event.key == state.controls["shoot"]:
                    p.firePrimary()
                if event.key == state.controls["swap_left"]:
                    p.swapWeapon(-1)
                if event.key == state.controls["swap_right"]:
                    p.swapWeapon(1)
                if event.key == state.controls["use"]:
                    p.use()
                if event.key == state.controls["dash"]:
                    p.dash()

            if event.type == KEYUP:
                if event.key == state.controls["left"]:
                    p.left_is_down = False
                if event.key == state.controls["right"]:
                    p.right_is_down = False
                if event.key == state.controls["up"]:
                    p.up_is_down = False
                if event.key == state.controls["down"]:
                    p.down_is_down = False

        p.update(timepassed)

        for baddie in enemies:
            baddie.update(timepassed)

        for item in items:
            item.update(timepassed)

        for item in items:
            if item.kind == "Mana":
                if item.rect.colliderect(p.rect):
                    p.mana_amount += item.mana_value
                    items.remove(item)
                    sound_manager.play("mana.ogg")

            elif item.kind == "RoomKey":
                if item.rect.colliderect(p.rect):
                    p.room_key = item
                    items.remove(item)

                    params = [images_dict["key"][0], 1, 15]
                    new_effect = g_obs.AnimObject(params, p.x, p.y, 0, 0, 1)
                    effects.append(new_effect)

                    sound_manager.play("key.ogg")

            elif item.kind == "DoorTile":
                if item.rect.colliderect(p.rect):
                    if p.room_key is not None:
                        item.is_open = True
                        p.room_key = None
                        sound_manager.play("door.ogg")

            elif item.kind == "FireCrate":
                if not item.alive:
                    # add break animation
                    params = [images_dict["break"][0], 1, 15]
                    new_effect = g_obs.AnimObject(params, item.x, item.y, 0, 0,
                                                  1)
                    effects.append(new_effect)

                    sound_manager.play("crate.ogg")

                    items.remove(item)

        for baddie in enemies:
            if not baddie.alive:
                # add die animation
                params = [images_dict["kill"][0], 1, 15]
                new_effect = g_obs.AnimObject(params, baddie.rect.x - 3,
                                              baddie.rect.y - 3, 0, 0, 1)
                effects.append(new_effect)

                sound_manager.play("ded.ogg")

                # if it has key ; drop a key object in item_list
                if baddie.holds_key:
                    room_key = generic.RoomKey(*baddie.rect.topleft)
                    items.append(room_key)

                # try particle emmiter if not too slow
                emitter = po.ParticleEmitter(baddie.rect.centerx,
                                             baddie.rect.centery,
                                             direction="random")
                emitter.burst()
                effects.append(emitter)

                # drop mana

                for i in range(random.randint(1, 3)):
                    xpos = random.randint(baddie.rect.left, baddie.rect.right)
                    ypos = random.randint(baddie.rect.top, baddie.rect.bottom)
                    mana = generic.Mana(xpos, ypos, p.cam_target)
                    items.append(mana)

                enemies.remove(baddie)

        for effect in effects:
            effect.update(timepassed)

        health_bar.setCurHealth(p.health)
        health_bar.update()

        dash_bar.setCurTime(p.time_since_dash)
        dash_bar.update()

        cam_ob_to_track.update(timepassed)
        camera.track()

        room.update()

        screen.fill((0, 0, 0))
        room.clear()

        room.surface.blit(ground_image, (0, 0))

        for item in items:
            item.draw(room.surface)

        p.draw(room.surface)

        for baddie in enemies:
            baddie.draw(room.surface)

        for effect in effects:
            effect.draw(room.surface)

        for effect in effects:
            if not effect.alive:
                effects.remove(effect)

        screen.blit(room.surface, room.surface_rect)

        # draw hud stuff
        main_hud_image.fill((0, 0, 0))
        main_hud_image.blit(hud_item_image, hud_item_rect1)
        main_hud_image.blit(hud_item_image, hud_item_rect2)

        current_weapon_image = hud_images_dict[p.cur_weapon.kind]
        main_hud_image.blit(current_weapon_image, weapon_image_rect)

        if p.room_key is not None:
            main_hud_image.blit(p.room_key.image, key_image_rect)

        # mana hud
        mana_surf = font.render("mana : %s" % p.mana_amount, False,
                                (255, 255, 255))
        mana_rect = mana_surf.get_rect()
        mana_rect.x = hud_item_rect2.right + 6
        mana_rect.centery = hud_item_rect2.centery
        main_hud_image.blit(mana_surf, mana_rect)

        # current floor hud
        floor_surf = font.render("floor : %s" % state.room_number, False,
                                 (255, 25, 25))
        floor_rect = floor_surf.get_rect()
        floor_rect.x = mana_rect.right + 6
        floor_rect.centery = hud_item_rect2.centery
        main_hud_image.blit(floor_surf, floor_rect)

        health_bar.draw(main_hud_image)
        dash_bar.draw(main_hud_image)

        screen.blit(main_hud_image, main_hud_rect)

        #scale2x_surf = pygame.transform.scale(res_surf,(640,480))
        #screen.blit(scale2x_surf,(0,0))

        #print state.best_score
        pygame.display.flip()

        timepassed = clock.tick(60)
        #fps = clock.get_fps()
    else:

        #print (state.room_number,state.best_score)
        # hold a temp old score to test with showDeadScreen
        #state.old_bestscore = state.best_score

        if state.exit_status == 1:
            #print "writing game state"
            state.player_health = (p.health + 7)
            state.player_mana = p.mana_amount
            state.weapon_id = p.weapon_id

        elif state.exit_status == 0:

            # Theres a save bug here thats bugging me ,I'll check it out later
            showDeadScreen(state.room_number)

            if state.room_number > state.best_score:
                state.saveScore(state.room_number)
                #print "is saving"
                #print state.best_score

        elif state.exit_status == -1:
            # quit to main menu
            pass