Esempio n. 1
0
def first_update():
    score_str = "%010d" % score_mod.total
    text.set_text(score_id, score_str)

    player_id = player.player_id
    current_health = health.get_health(player_id)
    shield_str = ">" * current_health
    text.set_text(shield_id, "[%s]" % shield_str)

    requirement = player.get_next_upgrade_requirement()
    if requirement:
        collected_str = "%d" % (requirement - evoseed.collected)
    else:
        collected_str = "at maximum"
    text.set_text(progress_id, collected_str)

    text.set_text(weapon_id, player.current_weapon)
Esempio n. 2
0
def update():
    if score_mod.new_score:
        score_str = "%010d" % score_mod.total
        text.set_text(score_id, score_str)

    player_id = player.player_id
    if player_id in health.damaged or player_id in health.healed:
        current_health = health.get_health(player_id)
        shield_str = ">" * current_health
        text.set_text(shield_id, "[%s]" % shield_str)

    if evoseed.collected_change or player.current_path_changed:
        requirement = player.get_next_upgrade_requirement()
        if requirement:
            collected_str = "%d" % (requirement - evoseed.collected)
        else:
            collected_str = "maximum"
        text.set_text(progress_id, collected_str)

    if player.current_weapon_changed:
        text.set_text(weapon_id, player.current_weapon)