def startLvlMusic(self): self.nextScene = PLATFORM_SCREEN self.sceneRunning = False self.gameData.typeScene = PLATFORM_SCREEN self.gameData.mapData = MapData("LevelMusic", "StartPointMusic") if TAG_BP == 1 or TAG_MARIE == 1: #To try any level rapidly. self.gameData.mapData = MapData("LevelCommBoss", "StartPointCommBoss") if TAG_MARIE == 2: #To try any level rapidly. self.gameData.mapData = MapData("LevelMusicBoss", "StartPointMusicBoss")
def handleZoneCollision(self, player): for obj in self.mapData.tmxData.objects: if self.isPlayerIsInZone(player, obj) == True: if obj.name == "OutZone": #Skip level transition if level is locked if obj.LevelZone == 'LevelDesert' and self.gameData.mapUnlock[ 'map2'] == False: break if obj.LevelZone == 'LevelSaloon' and self.gameData.mapUnlock[ 'map3'] == False: break if obj.LevelZone == 'LevelIndian' and self.gameData.mapUnlock[ 'map3'] == False: break nameNewZone = obj.LevelZone nameInZone = obj.InZone # Special case for LevelHome if obj.LevelZone == 'LevelHome': self.boolGoToLevelHome = True else: # Initializing new map self.newMapData = MapData(nameNewZone, nameInZone)
def handleZoneCollision(self, player): for obj in self.mapData.tmxData.objects: if self.isPlayerIsInZone(player, obj) == True: if obj.name == "OutZone": nameNewZone = obj.LevelZone nameInZone = obj.InZone # Initializing new map self.newMapData = MapData(nameNewZone, nameInZone)
def handleZoneCollision(self, player): for obj in self.mapData.tmxData.objects: if self.isPlayerIsInZone(player, obj) == True: if obj.name == "OutZone": nameNewZone = obj.LevelZone nameInZone = obj.InZone # Initializing new map self.newMapData = MapData(nameNewZone, nameInZone) if obj.name == "trapPhone": trapNumber = seekAtt(obj, "phoneNumber") if trapNumber: self.trapNumber = int(trapNumber)
def startGame(self): self.nextScene = PLATFORM_SCREEN self.sceneRunning = False self.gameData.typeScene = PLATFORM_SCREEN self.gameData.mapData = MapData("LevelSheriff", "StartPointWorld")
def gameOverCondition(self, player): if player.isAlive == False: pygame.display.flip() pygame.time.wait(2000) self.newMapData = MapData('WorldMap', 'StartPointWorld') self.sceneRunning = False
def startLvlComm(self): self.nextScene = PLATFORM_SCREEN self.sceneRunning = False self.gameData.typeScene = PLATFORM_SCREEN self.gameData.mapData = MapData("LevelComm", "StartPointComm")
def backToWorldMap(self): newMapData = MapData('WorldMap', 'StartPointWorld') self.checkNewMap(newMapData)