Esempio n. 1
0
    def loop(self, screen):
        img_manager.draw_rect(screen, Vector2(), Rect(Vector2(0, 0), engine.get_screen_size()), (255, 255, 255))
        self.cat.loop(screen)
        self.ferret.loop(screen)

        if not self.dialog:
            img_manager.show_image(self.img,screen,Vector2(0,-48))


            if (self.time % 20) > 10:
                img_manager.buffer.draw(self.text)

            self.time += 1
        if not self.dialog and (input_manager.get_button("A") or input_manager.get_button("B")):
            snd_manager.set_playlist(["data/music/intro_BOSS1_gbjam.ogg","data/music/BOSS1_gbjam.ogg"])
            self.dialog = 1
            engine.show_dialog = True
            engine.textbox.set_text("Fury", "General Meow, you are still alive")
        if self.dialog == 1 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 2
                engine.textbox.set_text("General Meow", "I'm not easy to kill. Don't forget it")
        if self.dialog == 2 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 3
                engine.textbox.set_text("Fury","I won't miss you next time")
        if self.dialog == 3 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                engine.show_dialog = False
                from engine.level_manager import switch_level
                switch_level(GameState(CONST.startup))
        snd_manager.update_music_status()
Esempio n. 2
0
 def loop(self, screen):
     img_manager.draw_rect(screen,Vector2(),Rect(Vector2(0,0),engine.get_screen_size()),(255,255,255))
     self.text.loop(screen)
     if snd_manager.get_music_status():
         from engine.level_manager import switch_level
         switch_level(Dorian())
     snd_manager.update_music_status()
Esempio n. 3
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    def loop(self,screen):
        log("LOLOLO")
        if self.get_loading_state():
            switch_level(GameState(CONST.startup))
            return

        img_manager.draw_rect(engine.screen,Vector2(),Rect(Vector2(), engine.get_screen_size()),(255,255,255))
        self.counter = (self.counter + 1) % self.anim_length
        if self.counter == 0:
            self.text_points += "."
            if self.text_points == '....':
                self.text_points = ""
            self.loading_text.set_text("Loading"+self.text_points)
        self.loading_text.loop(screen,Vector2())
Esempio n. 4
0
    def loop(self,screen):

        screen_pos = level_manager.level.screen_pos
        pos = (0,0)
        if self.pos:
            pos = self.pos
        
        if self.screen_relative_pos is not None:
            pos = pos + self.screen_relative_pos*engine.get_screen_size()
        
        if self.screen_relative:
            pos = self.pos
        else:
            pos = pos-screen_pos
        if CONST.debug and False:
            self.update_rect()
            if not self.screen_relative:
                img_manager.draw_rect(screen, screen_pos, self.rect, (0,0,255,200), self.angle)
                if self.click_rect:
                    img_manager.draw_rect(screen,screen_pos,self.click_rect,(0,255,0,100))
Esempio n. 5
0
    def loop(self, screen):
        img_manager.draw_rect(screen, Vector2(), Rect(Vector2(0, 0), engine.get_screen_size()), (255, 255, 255))
        self.cat.loop(screen)
        self.ferret.loop(screen)
        if not self.dialog:
            snd_manager.set_playlist(["data/music/intro_BOSS1_gbjam.ogg","data/music/BOSS1_gbjam.ogg"])
            self.dialog = 1
            engine.show_dialog = True
            engine.textbox.set_text("Fury", "I'm coming for you, General Meow")
        if self.dialog == 1 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                self.dialog = 3
                engine.textbox.set_text("General Meow", "I have a surprise for you, Fury")

        if self.dialog == 3 and engine.textbox.finished:
            if input_manager.get_button('A') or input_manager.get_button('B'):
                engine.show_dialog = False
                from levels.gamestate import GameState
                boss_level = GameState("data/json/boss_level.json")
                boss_level.last_checkpoint = self.last_checkpoint
                level_manager.switch_level(boss_level)
        snd_manager.update_music_status()