def __init__(self, physics, renderer, levelFilePath): self.physics = physics self.physics.reset() self.renderer = renderer self.renderer.reset() self.triggerManager = trigger.TriggerManager() self.levelFilePath = levelFilePath self.player = None self.finished = False self.map = map.Map(self.levelFilePath).getMapInstance() self.entities = [] self.cutSceneState = False self._loadEntityFile(self.map.entityFilePath) SoundManager.playSound("background_theme", -1, 1500)
def switchState(self, stateI): if stateI == StateManager.GAMESTATE: SoundManager.playSound("background_theme", loops=-1, fade_ms=1500) else: SoundManager.stopSound("background_theme", fade_ms=1500) self.curState = self.stateList[stateI]
def jump(self, ignoreJumpLock=False): if not self.jumplock or ignoreJumpLock: SoundManager.playSound("player_jump") self.jumplock = True self.velocity.y = self.jumpspeed.y