def draw_third_choice(self, player_ui, player_state): # player_state['cash'] += 1 # player_state['heart'] -= 1 # player_state['face'] = player_state['face'] utils.draw_sprite(self.scenes[5]) # player_ui.update(2) # (player_state) # layer_ui.render() # sleep(0.5) return # player_ui, player_state
def draw_second_choice(self, player_ui: object, player_state: dict): # player_state['cash'] += 1 # player_state['heart'] += 1 # player_state['face'] = player_state['face'] utils.draw_sprite(self.scenes[4]) # player_ui.update(2) # (player_state) # player_ui.render() # sleep(0.5) return # player_ui, player_state
def play(self, player_ui, player_state): screen = 0 sleep(1) constants.SOUND_EVENT_DISAPPEAR.play() utils.draw_sprite(self.scenes[screen]) sleep(1) player_ui.render() screen = 0 one = constants.CAREER_EVENT_SEQUENCE_3_BUTTON_1 two = constants.CAREER_EVENT_SEQUENCE_3_BUTTON_2 three = constants.CAREER_EVENT_SEQUENCE_3_BUTTON_3 four = constants.CAREER_EVENT_SEQUENCE_3_BUTTON_4 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: pygame.quit() quit() if event.key in [pygame.K_DOWN]: if screen == 3: constants.SOUND_MENU_SELECTION.play() one, two, three, four = two, three, four, one if event.key in [pygame.K_UP]: if screen == 3: constants.SOUND_MENU_SELECTION.play() one, two, three, four = four, one, two, three if event.key == pygame.K_RETURN: screen += 1 if screen != 3: utils.draw_sprite(self.scenes[screen]) player_ui.render() if screen == 5: utils.draw_sprite(self.scenes[screen]) constants.SOUND_SAD_EVENT_APPEAR.play() Meter().play_animation(1) player_ui.update(2) player_ui.render() if screen == 6: return player_state if screen == 3: utils.draw_sprite(one) player_ui.render() pygame.display.update() constants.CLK.tick(constants.FPS)
def play(self, player_ui: object, player_state: dict): screen = 0 sleep(1) constants.SOUND_EVENT_DISAPPEAR.play() utils.draw_sprite(self.scenes[screen]) player_ui.update(2) # (player_state) sleep(1) player_ui.render() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: pygame.quit() quit() elif event.key == pygame.K_RETURN: if screen == 1: player_state['cash'] -= 1 player_state['heart'] += 1 player_state['face'] -= 2 # utils.draw_sprite(self.scenes[screen]) constants.SOUND_HAPPY_EVENT_APPEAR.play() Meter().play_animation(2) player_ui.update(3) # (player_state) player_ui.render() if screen == 2: return player_state screen += 1 utils.draw_sprite(self.scenes[screen]) # player_ui.update(player_state) player_ui.render() pygame.display.update() constants.CLK.tick(constants.FPS)
def play_animation(self, number): if number == 0: utils.play_animation(0.05, self.animation_sequence_0) utils.draw_sprite(self.animation_sequence_0[-1]) if number == 1: utils.play_animation(0.05, self.animation_sequence_1) utils.draw_sprite(self.animation_sequence_1[-1]) if number == 2: utils.play_animation(0.05, self.animation_sequence_2) utils.draw_sprite(self.animation_sequence_2[-1])