def update(self, delta): if self.start_counter.is_finished(): R.play_music(self.stage.get_music()) if self.is_clear or self.is_game_over: self.ranking_frame.update(delta) return if self.is_pause or self.is_stop: return if not self.start_counter.is_finished(): self.start_counter.update(delta) return self.timer.update() self.stage.update(self.level) for p in self.stage.get_platforms(): p.update(delta) for item in self.stage.get_items(): item.update(delta) for m in self.stage.get_monsters(): m.update(delta) for b in self.bullets: b.update(delta) self.player.update(delta) current_level = int(self.player.pos().y / config.LEVEL_HEIGHT) if current_level > self.level: self.level = current_level self.camera.move((self.level - DEFAULT_LEVEL - 2) * config.LEVEL_HEIGHT) self.camera.update(delta) self.counter.update_level(self.level) self.counter.update_time(self.timer.get_time()) self._check_player(delta) self._check_mission()
def reset(self, params): db = Database() stages = db.get_stages() self.selector = StageSelector(stages, (100, 100), 480) R.play_music("home")
def reset(self, params={}): R.play_music("home")