Exemple #1
0
    def update(self, dt):
        x,y = self.sprite.position
        xm, ym = self.mirror_sprite.position
        if(x <=20 ):
            self.run_l = False
            self.run_r = False
            self.sprite.position = (30,410)
            self.mirror_sprite.position = (30,320)
        if self.life == 0:
            self.life = 3
            director.push(ZoomTransition(GameOver.get_gameover(2)))
            self.kill()
        
       
        self.heart1.position = (x-20, y+40)
        self.heart2.position = (x, y+40)
        self.heart3.position = (x+20, y+40)
        if self.run_l:
            self.sprite.position = (x - 3, y)
            self.mirror_sprite.position = (xm-3, ym)
        elif self.run_r:
            self.sprite.position = (x + 3, y)
            self.mirror_sprite.position = (xm +3, ym)

        Level2_Background.scroller_2.set_focus(self.sprite.position[0], self.sprite.position[1])
        '''
        # first stack --------------------------------------------
        self.wolf_action(200, self.green_hound_1, 3, -1, 1)
        self.wolf_action(200, self.green_hound_2, 3, -1, 1)
        self.beast_action(300,self.hell_beast, self.ball)
        # second stack -------------------------------------------
        self.wolf_action(200, self.red_hound_1, 3, -1, 1)
        self.wolf_action(200, self.red_hound_2, 3, -1, 1)
        # third stack --------------------------------------------
        self.beast_action(300, self.hell_fire_beast, self.ball_f)
        self.wolf_action(200, self.nightmare_1, 2.5, -1, 1)

        #fourth --------------------------------------------------
        self.wolf_action(200, self.nightmare_2, 2.5, -1, 1) '''
        self.skeleton_action(300, self.skeleton, 2, -1, 1)
        

        if self.life == 0:
            import GameOver
            self.life = 3
            director.push(ZoomTransition(GameOver.get_gameover(2)))
            self.kill()
        if(self.sprite.position > (2755,y) and self.skeleton_is_alive == False):
            import Level3_Background
            director.push(SlideInTTransition(Level3_Background.get_newgame()))
        elif(x >= 2755):
            self.sprite.position = (2750,410)
            self.mirror_sprite.position = (2750,320)
Exemple #2
0
    def update(self, dt):
        x, y = self.sprite.position
        if(x <=20 ):
            self.run_l = False
            self.run_r = False
            self.sprite.position = (30,180)
        self.heart1.position = (x-20, y+40)
        self.heart2.position = (x, y+40)
        self.heart3.position = (x+20, y+40)

        if self.run_l:
            self.sprite.position = (x - 3, y)
        elif self.run_r:
            self.sprite.position = (x + 3, y)
        Level1_Background.scroller_1.set_focus(self.sprite.position[0], self.sprite.position[1])
        
        # first stack --------------------------------------------
        self.wolf_action(200, self.hell_wolf_1, 2, -1, 1)
        self.wolf_action(210, self.hell_wolf_2, 2, -1, 1)
        self.wolf_action(220, self.dark_wolf_1, 2, -1, 1)
        self.wolf_action(230, self.dark_wolf_2, 2, -1, 1)
        #---------------------------------------------------------
        # second stack -------------------------------------------
        self.wolf_action(200, self.blue_wolf_1, 3, -1, 1)
        self.wolf_action(200, self.blue_wolf_2, 3, -1, 1)
        self.wolf_action(300, self.black_wolf_1, 3, -1, 1)
        
        # third stack--------------------------------------------
        self.wolf_action(250, self.hell_hound_1, 4, -1, 1)
        self.wolf_action(200, self.dark_wolf_3, 2, -1, 1)
        self.wolf_action(200, self.blue_wolf_3, 3, -1, 1)
        

        # fourth stack-------------------------------------------
        self.wolf_action(250, self.hell_hound_2, 4, -1, 1)
        self.wolf_action(200, self.dark_wolf_4, 2, -1, 1)
        self.wolf_action(200, self.blue_wolf_4, 3, -1, 1)
        self.beast_action(300, self.hell_beast, self.ball)
        #---------------------------------------------------------
        
        if self.life == 0:
            self.life = 3
            director.push(ZoomTransition(GameOver.get_gameover(1)))
            self.kill()
        if(self.sprite.position > (3090,y)):
            import Level2_Background
            director.push(SlideInTTransition(Level2_Background.get_newgame()))
Exemple #3
0
    def update(self, dt):
        #BOSS
        if self.axe_skeleton_b.sprite.visible:
            self.skeleton_action(350, self.axe_skeleton_b, 1, -1, 1)
        if self.blue_wolf_b.sprite.visible:
            self.wolf_action(350, self.blue_wolf_b, 2, 1, -1)
        if self.hell_hound_b.sprite.visible:
            self.wolf_action(350, self.hell_hound_b, 2, 1, -1)
        if self.hell_beast_b.sprite.visible:
            self.beast_action(300, self.hell_beast_b, self.hell_ball_b)
        if self.red_hound_b.sprite.visible:
            self.wolf_action(350, self.red_hound_b, 3, -1, 1)
        if self.green_hound_b.sprite.visible:
            self.wolf_action(350, self.green_hound_b, 3, -1, 1)
        if self.nightmare_b.sprite.visible:
            self.wolf_action(350, self.nightmare_b, 3, -1, 1)
        if self.red_nightmare_b.sprite.visible:
            self.wolf_action(350, self.red_nightmare_b, 3, -1, 1)
        if self.green_nightmare_b.sprite.visible:
            self.wolf_action(350, self.green_nightmare_b, 3, -1, 1)
        if self.green_hell_beast_b.sprite.visible:
            self.beast_action(300, self.green_hell_beast_b,
                              self.green_hell_ball_b)
        if self.ghost_b.sprite.visible:
            self.ghost_action(350, self.ghost_b, 2)

        #first stack
        self.skeleton_action(100, self.axe_skeleton_1, 2, -1, 1)
        self.ghost_action(200, self.ghost_1, 3)
        self.skeleton_action(100, self.axe_skeleton_2, 2, -1, 1)
        #second stack
        self.wolf_action(200, self.hell_hound, 3, -1, 1)
        self.beast_action(300, self.blue_hell_beast, self.blue_hell_ball)
        self.wolf_action(350, self.nightmare, 3, -1, 1)
        #third stack
        self.skeleton_action(100, self.axe_skeleton_3, 2, -1, 1)
        self.ghost_action(200, self.ghost_2, 3)
        self.skeleton_action(100, self.axe_skeleton_4, 2, -1, 1)
        #fourth stack
        self.boss_action(350, self.boss)

        x, y = self.sprite.position
        xm, ym = self.mirror_sprite.position
        if (x <= 20):
            self.run_l = False
            self.run_r = False
            self.sprite.position = (30, 215)
            self.mirror_sprite.position = (30, 125)

        self.heart1.position = (x - 20, y + 40)
        self.heart2.position = (x, y + 40)
        self.heart3.position = (x + 20, y + 40)
        if self.run_l:
            self.sprite.position = (x - 3, y)
            self.mirror_sprite.position = (xm - 3, ym)
        elif self.run_r:
            self.sprite.position = (x + 3, y)
            self.mirror_sprite.position = (xm + 3, ym)
        Level3_Background.scroller_3.set_focus(self.sprite.position[0],
                                               self.sprite.position[1])
        if self.life == 0:
            import GameOver
            self.life = 3
            import GameOver
            director.push(ZoomTransition(GameOver.get_gameover(3)))
            self.kill()