Example #1
0
 def display_text(self):
     temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR, 'Nova!').image
     help_bubble = infobubble.InfoBubble(temp_image,
                                         self.object_collided_with,
                                         1.5 * FRAMES_PER_SECOND)
     help_bubble.offset = vector.Vector2d(0.0, -100.0)
     self.text_group.add(help_bubble)
Example #2
0
    def die(self):
        if self.dying == 0:
            death_type = int(random.random() * 3)

            if death_type == 0:
                temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                              'Blast!').image
                utility.play_sound(self.death_sound[0], OW_CHANNEL)

            elif death_type == 1:
                temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                              'Oh No!').image
                utility.play_sound(self.death_sound[1], OW_CHANNEL)

            elif death_type == 2:
                temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                              'Bother!').image
                utility.play_sound(self.death_sound[2], OW_CHANNEL)

            self.animation_list.play('Die')
            self.bounds = -1000, -1000, SCREEN_WIDTH + 1000, SCREEN_HEIGHT + 32
            self.bound_style = BOUND_STYLE_CUSTOM

            help_bubble = infobubble.InfoBubble(temp_image, self,
                                                5 * FRAMES_PER_SECOND)
            help_bubble.offset = vector.Vector2d(0.0, -100.0)
            self.bullet_group.add(help_bubble)

        self.dying += 1

        if settings_list[PARTICLES] and not self.dying % 2:
            puffs_to_create = 4

            while puffs_to_create:
                puffs_to_create -= 1
                temp_puff = particle.SmokeParticle(self.position, (1, 0))
                temp_puff.velocity.set_angle(359 * random.random())
                self.effects_group.add(temp_puff)
Example #3
0
    def increment_score_no_text(self, value):
        self.score += value
        self.score_board.set_text(self.score)

        if self.score > self.next_bonus:
            utility.play_sound(self.extraLifeSound, OW_CHANNEL)
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Extra Life!').image

            help_bubble = infobubble.InfoBubble(temp_image, self,
                                                1.5 * FRAMES_PER_SECOND)
            help_bubble.offset = vector.Vector2d(0.0, -100.0)
            self.effects_group.add(help_bubble)

            self.lives += 1
            self.life_board.set_text('x' + str(self.lives))
            self.next_bonus += 50000
Example #4
0
    def load_level(self):
        if self.done:
            return

        utility.fade_music()
        utility.play_music(self.music, True)
        self.stage = 0
        self.pause_spawning = 3 * FRAMES_PER_SECOND
        self.player.bullet_bonus = 0
        self.player.reflect_bonus = 0

        self.powerup_group.empty()
        self.enemy_group.empty()
        self.effects_group.empty()

        # Display Level text
        display_name = text.Text(FONT_PATH, 64, FONT_COLOR, self.world_name,
                                 90)
        display_name.set_alignment(CENTER_MIDDLE)
        display_name.position = vector.Vector2d(
            (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2))
        self.group_list[TEXT_GROUP].add(display_name)

        display_level = text.Text(FONT_PATH, 32, FONT_COLOR,
                                  'Level ' + str(self.level + 1), 90)
        display_level.position = vector.Vector2d(
            (SCREEN_WIDTH / 2, SCREEN_HEIGHT * (2.0 / 3.0)))
        display_level.set_alignment(CENTER_MIDDLE)
        self.group_list[TEXT_GROUP].add(display_level)

        # Reset all information for the new level
        self.enemy_list = []
        self.load_stage()

        utility.play_sound(self.get_ready_sound, OW_CHANNEL)

        temp_image = text.TextSurface(FONT_PATH, 36, FONT_COLOR,
                                      'Get Ready...').image
        help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                            2 * FRAMES_PER_SECOND)
        help_bubble.offset = vector.Vector2d(0.0, -100.0)
        self.effects_group.add(help_bubble)
Example #5
0
    def increment_score(self, value, textPosition, text_group):
        if self.combo_bonus and value <= 250:
            self.combo_bonus += int(.2 * FRAMES_PER_SECOND)
            self.combo_kills += 1
            temp_image = text.Text(FONT_PATH, 30, FONT_COLOR,
                                   'x' + str(self.combo_kills) + '!').image

            help_bubble = infobubble.InfoBubble(temp_image, self,
                                                0.5 * FRAMES_PER_SECOND)
            help_bubble.offset = vector.Vector2d(0.0, -100.0)
            self.bullet_group.add(help_bubble)

        if self.point_bonus:
            value *= 2

        temp_text = text.Text(FONT_PATH, 36, FONT_COLOR, str(value), 15)
        temp_text.set_alignment(CENTER_MIDDLE)
        temp_text.position = vector.Vector2d(textPosition)
        text_group.add(temp_text)

        self.score += value
        self.score_board.set_text(self.score)

        if self.score >= self.next_bonus:
            utility.play_sound(self.extraLifeSound, OW_CHANNEL)
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Extra Life!').image

            help_bubble = infobubble.InfoBubble(temp_image, self,
                                                1.5 * FRAMES_PER_SECOND)
            help_bubble.offset = vector.Vector2d(0.0, -100.0)
            text_group.add(help_bubble)

            self.lives += 1
            self.life_board.set_text('x' + str(self.lives))
            self.next_bonus += 50000
Example #6
0
    def actor_update(self):
        if self.lives <= 0:
            self.active = False
            self.velocity -= vector.Vector2d(0.0, -0.3)
            self.die()
            return

        if not self.damage_bonus:
            self.bullet_damage = 1

        if not self.reflect_bonus:
            self.bullet_bound_style = BOUND_STYLE_KILL
            self.bullet_collide_style = COLLIDE_STYLE_HURT

        if not self.fast_shot:
            self.reset_fire_timer = self.default_fire_timer

        if self.point_bonus:
            self.point_bonus -= 1

        if self.damage_bonus:
            self.damage_bonus -= 1

        if self.reflect_bonus:
            self.reflect_bonus -= 1

        if self.dual_shot:
            self.dual_shot -= 1

        if self.stun_timer:
            self.stun_timer -= 1

        if self.fast_shot:
            self.fast_shot -= 1

        if self.combo_bonus:
            self.combo_bonus -= 1

            if not self.combo_bonus:
                combo_counter = 0
                bonus_points = 0

                while combo_counter <= self.combo_kills:
                    combo_counter += 1
                    bonus_points += combo_counter * 25

                self.increment_score_no_text(bonus_points)
                temp_image = text.TextSurface(
                    FONT_PATH, 30, FONT_COLOR,
                    'Combo Points:' + str(bonus_points) + '!').image
                help_bubble = infobubble.InfoBubble(temp_image, self,
                                                    1.5 * FRAMES_PER_SECOND)
                help_bubble.offset = vector.Vector2d(0.0, -100.0)
                self.bullet_group.add(help_bubble)
                self.combo_kills = 0

        self.fire_timer -= 1
        self.velocity *= .95

        if not self.active:
            self.active = True

        if not self.fire_timer:
            self.animation_list.stop('Idle', self.animation_list.current_frame)

        if self.stun_timer:
            self.animation_list.play('HurtIdle',
                                     self.animation_list.current_frame)
Example #7
0
    def update(self):
        if self.boss_dead:
            self.time_after_boss += 1

        if self.default_spawn_rate:
            if not self.moono_spawn_rate:
                self.moono_spawn_rate = self.default_spawn_rate
                self.spawn_moono()

            self.moono_spawn_rate -= 1

        if self.new_moono.health <= 0:
            self.moono_dead = True

        if self.current_step == 0:
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Welcome to the tutorial!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.current_step += 1
            self.timer = 0

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 1:
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Use your mouse to move.').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 5 * FRAMES_PER_SECOND and self.current_step == 2:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'Notice the stars that you shoot?').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 3:
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'When moving you shoot stars.').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 4:
            self.spawn_moono('balloon')
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Oh no! Its a Moono!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 5:
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Attack with your stars!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 6:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'Moonos hurt you when they touch you.').image
            self.timer -= 1
            self.moono_dead = False
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 7:
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Did you get the Balloon?').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 8:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'Collect balloons for bonus points!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 9:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'Balloons always help you get more points.').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 10:
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Points are important!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 11:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'Every 50,000 points you get an extra life!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 12:
            self.spawn_baake()
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          "Oh bother! It's Baake.").image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 13:
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          "Baakes don't hurt you...").image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 14:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                '...but they do love to get in the way!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 15:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'Its usually best to stay away from Baake.').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 16:
            self.spawn_moono('reflect')
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Blast, another Moono!').image
            self.moono_dead = False
            self.timer -= 1
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 17:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'Did you pickup that powerup gem?').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 18:
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Gems change how you attack.').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 19:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                "These effects don't last long...").image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 20:
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          '...but they do stack!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 21:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'So pick up as many as you can!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 22:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'It is important to make use of gems').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 23:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'They can really help you out!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 24:
            self.default_spawn_rate = 2.5 * FRAMES_PER_SECOND
            self.mass_attack = True
            self.timer = 0
            self.current_step += 1

        if self.current_step == 25:
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          "They're attacking en masse!").image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 26:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'Try moving slowly towards them.').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 27:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'You can better control your shots.').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 28:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'This can really increase your chances!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                3 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 4 * FRAMES_PER_SECOND and self.current_step == 29:
            self.spawn_boss()
            self.boss_fight = True
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Oh no! Its a boss!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 30:
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Kill the moonos that spawn.').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer >= 3 * FRAMES_PER_SECOND and self.current_step == 31:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'Some of them will drop a nova.').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer == 3 * FRAMES_PER_SECOND and self.current_step == 32:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                'Use the nova when the boss is near').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.timer == 3 * FRAMES_PER_SECOND and self.current_step == 33:
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Only novas can hurt bosses!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)
            self.timer = 0
            self.current_step += 1

        if self.time_after_boss == 1 * FRAMES_PER_SECOND:
            temp_image = text.TextSurface(FONT_PATH, 30, FONT_COLOR,
                                          'Congratulations!').image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)

        if self.time_after_boss == 3 * FRAMES_PER_SECOND:
            temp_image = text.TextSurface(
                FONT_PATH, 30, FONT_COLOR,
                "Looks like you're ready for a real challenge!").image
            help_bubble = infobubble.InfoBubble(temp_image, self.player,
                                                2 * FRAMES_PER_SECOND)
            help_bubble.set_offset(vector.Vector2d(0.0, -100.0))
            self.text_group.add(help_bubble)

        if self.moono_dead or self.mass_attack:
            self.timer += 1

        if self.time_after_boss == 5 * FRAMES_PER_SECOND:
            utility.fade_music()
            return True