Exemple #1
0
 def sound_change(self, value):
     changed = self.game.save.get_setting("sound_volume") != value
     self.game.save.set_setting("sound_volume", value)
     self.game.save.save()
     sound.update_volume()
     if changed:
         sound.play("laser1")
Exemple #2
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 def take_input(self, inp, event):
     if inp == "down":
         self.selected_item_index = min(self.selected_item_index + 1, 5)
         self.update_selection()
         sound.play("blip")
     elif inp == "up":
         self.selected_item_index = max(self.selected_item_index - 1, 0)
         self.update_selection()
         sound.play("blip")
     elif inp == "right":
         if self.item_names[self.selected_item_index] == 'music':
             self.game.save.set_setting("music_volume", min(self.game.save.get_setting("music_volume") + 1, 10))
             self.update_settings()
             sound.update_volume()
         if self.item_names[self.selected_item_index] == 'sound':
             self.game.save.set_setting("sound_volume", min(self.game.save.get_setting("sound_volume") + 1, 10))                
             self.update_settings()
             sound.play("step0")
         if self.item_names[self.selected_item_index] == 'resolution':
             self.game.save.set_setting("scale", min(self.game.save.get_setting("scale") + 1, 5))
             self.update_settings()
             self.game.update_scale(self.game.save.get_setting("scale"))
     elif inp == "left":
         if self.item_names[self.selected_item_index] == 'music':
             self.game.save.set_setting("music_volume", max(self.game.save.get_setting("music_volume") - 1, 0))
             self.update_settings()            
             sound.update_volume()
         if self.item_names[self.selected_item_index] == 'sound':
             self.game.save.set_setting("sound_volume", max(self.game.save.get_setting("sound_volume") - 1, 0))
             self.update_settings()
             sound.play("step0")
         if self.item_names[self.selected_item_index] == 'resolution':
             self.game.save.set_setting("scale", max(self.game.save.get_setting("scale") - 1, 1))
             self.update_settings()            
             self.game.update_scale(self.game.save.get_setting("scale"))    
     elif inp == "action":
         if self.item_names[self.selected_item_index] == 'start':
             sound.play("step0")
             self.game.return_to_map()
         if self.item_names[self.selected_item_index] == 'exit':
             sys.exit()
         if self.item_names[self.selected_item_index] == 'credits':
             self.game.scene = creditsscene.CreditsScene(self.game)
             self.game.scene.start()
Exemple #3
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def se_volume_up():
    gobj.SE_VOLUME = clamp(0, gobj.SE_VOLUME + 1, 10)
    sound.update_volume()
Exemple #4
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def se_volume_down():
    gobj.SE_VOLUME = clamp(0, gobj.SE_VOLUME - 1, 10)
    sound.update_volume()
Exemple #5
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def bgm_volume_up():
    gobj.BGM_VOLUME = clamp(0, gobj.BGM_VOLUME + 1, 10)
    sound.update_volume()
Exemple #6
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def bgm_volume_down():
    gobj.BGM_VOLUME = clamp(0, gobj.BGM_VOLUME - 1, 10)
    sound.update_volume()
Exemple #7
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 def music_change(self, value):
     self.game.save.set_setting("music_volume", value)
     self.game.save.save()
     sound.update_volume()