def settarget(self): if self.progress > 1: sound.play("yes") if self.progress == 1: hud.show("Use arrow keys or WASD to move.") dialog.play("intro1") elif self.progress == 2: hud.clear() elif self.progress == 4: hud.show("Hold space (or enter, shift, or Z) and use arrows to teleport between ships.") dialog.play("intro2") elif self.progress == 5: hud.clear() elif self.progress == 6: dialog.play("intro3") elif self.progress == 10: dialog.play("intro4") if self.progress in (1, 2, 3, 5, 6, 8): dx, dy = self.tps[self.progress] state.target = thing.Target(X=dx / window.camera.y0, y=window.camera.y0 - dy) state.effects.append(state.target) elif self.progress in (4, 7, 9): state.target = None # better chance of getting something not obscured by the HUD if self.progress == 4: state.target = state.ships[-1] while state.target in (None, state.you): state.target = random.choice(state.ships) state.effects.append(thing.ShipTarget(parentid=state.target.thingid))
def settarget(self): if self.progress > 1: sound.play("yes") if self.progress == 1: hud.show("Use arrow keys or WASD to move.") dialog.play("intro1") elif self.progress == 2: hud.clear() elif self.progress == 4: hud.show("Hold space (or enter, shift, or Z) and use arrows to teleport between ships.") dialog.play("intro2") elif self.progress == 5: hud.clear() elif self.progress == 6: dialog.play("intro3") elif self.progress == 10: dialog.play("intro4") if self.progress in (1, 2, 3, 5, 6, 8): dx, dy = self.tps[self.progress] state.target = thing.Target(X = dx / window.camera.y0, y = window.camera.y0 - dy) state.effects.append(state.target) elif self.progress in (4, 7, 9): state.target = None # better chance of getting something not obscured by the HUD if self.progress == 4: state.target = state.ships[-1] while state.target in (None, state.you): state.target = random.choice(state.ships) state.effects.append(thing.ShipTarget(parentid = state.target.thingid))
def setup(self): self.available = True self.cutscened = False payload = thing.BatesShip(pos=state.worlddata["payloads"][3]) state.objs.append(payload) state.goals.append(payload) self.goal = payload.thingid state.shipyard = {"Skiff": 500, "Mapper": 500, "Beacon": 500, "Heavy": 500} hud.show("Armored Ship unlocked", 4)
def think(self, dt): if self.done or not self.available: return self.t += dt n = sum(beacon.y - state.Rcore < 20 for beacon in state.beacons) if n > self.progress: self.progress = n if n < settings.beaconsforfinale: hud.show("Detector placement: %d/%d" % (n, settings.beaconsforfinale), 5) sound.play("reveal") else: hud.show("Detector placement complete. Proceed through data horizon.", 6) self.done = True
def setup(self): self.available = True self.cutscened = False payload = thing.BatesShip(pos = state.worlddata["payloads"][3]) state.objs.append(payload) state.goals.append(payload) self.goal = payload.thingid state.shipyard = { "Skiff": 500, "Mapper": 500, "Beacon": 500, "Heavy": 500, } hud.show("Armored Ship unlocked", 4)
def updateprogress(self, nprogress): self.progress = nprogress if nprogress == 1: state.shipyard = {"Mapper": 600, "BeaconSkiff": 800, "Heavy": 600} hud.show("Cutter-Detector unlocked", 5) if nprogress == 2: state.shipyard = {"Mapper": 600, "BeaconSkiff": 800, "Heavy": 600, "Warp": 600} hud.show("Warp ship unlocked", 5) elif nprogress == 3: state.shipyard = {"HeavyMapper": 800, "BeaconSkiff": 800, "Warp": 600} hud.show("Armored Survey ship unlocked", 5) elif nprogress == 4: state.shipyard = {"HeavyMapper": 600, "BeaconSkiff": 600, "HeavySkiff": 600, "WarpSkiff": 600} hud.show("Warp Cutter unlocked", 5) elif nprogress == 5: state.shipyard = { "HeavyMapper": 600, "HeavyBeacon": 600, "BeaconSkiff": 600, "HeavySkiff": 600, "WarpSkiff": 600, } hud.show("Armored Detector unlocked", 5) elif nprogress == 6: state.shipyard = {"HeavyMapper": 600, "HeavyBeacon": 600, "BeaconSkiff": 600, "HeavyWarpSkiff": 600} hud.show("Armored Warp Cutter unlocked", 5) elif nprogress == 7: state.shipyard = {"HeavyMapper": 600, "HeavyBeaconSkiff": 600, "HeavyWarpSkiff": 600} hud.show("Armored Cutter-Detector unlocked", 5) elif nprogress == 8: state.shipyard = {"HeavyMapperSkiff": 600, "HeavyBeaconSkiff": 600, "HeavyWarpSkiff": 600} hud.show("Armored Survey Cutter unlocked", 5) elif nprogress >= 9: hud.show("Nothing else to unlock. Proceed to the data horizon.", 10)
def updateprogress(self, nprogress): self.progress = nprogress if nprogress == 1: state.shipyard = { "Mapper": 600, "BeaconSkiff": 800, "Heavy": 600, } hud.show("Cutter-Detector unlocked", 5) if nprogress == 2: state.shipyard = { "Mapper": 600, "BeaconSkiff": 800, "Heavy": 600, "Warp": 600, } hud.show("Warp ship unlocked", 5) elif nprogress == 3: state.shipyard = { "HeavyMapper": 800, "BeaconSkiff": 800, "Warp": 600, } hud.show("Armored Survey ship unlocked", 5) elif nprogress == 4: state.shipyard = { "HeavyMapper": 600, "BeaconSkiff": 600, "HeavySkiff": 600, "WarpSkiff": 600, } hud.show("Warp Cutter unlocked", 5) elif nprogress == 5: state.shipyard = { "HeavyMapper": 600, "HeavyBeacon": 600, "BeaconSkiff": 600, "HeavySkiff": 600, "WarpSkiff": 600, } hud.show("Armored Detector unlocked", 5) elif nprogress == 6: state.shipyard = { "HeavyMapper": 600, "HeavyBeacon": 600, "BeaconSkiff": 600, "HeavyWarpSkiff": 600, } hud.show("Armored Warp Cutter unlocked", 5) elif nprogress == 7: state.shipyard = { "HeavyMapper": 600, "HeavyBeaconSkiff": 600, "HeavyWarpSkiff": 600, } hud.show("Armored Cutter-Detector unlocked", 5) elif nprogress == 8: state.shipyard = { "HeavyMapperSkiff": 600, "HeavyBeaconSkiff": 600, "HeavyWarpSkiff": 600, } hud.show("Armored Survey Cutter unlocked", 5) elif nprogress >= 9: hud.show("Nothing else to unlock. Proceed to the data horizon.", 10)