def starting(self): snd.playmusic('aster2_sw.xm') gfx.dirty(gfx.surface.blit(self.logo, self.logorect)) gfx.dirty(gfx.surface.blit(self.bigship, self.bigshiprect)) self.fame = self.renderhall()
def starting(self): if self.startmusic: self.startmusic = 0 self.song = random.choice(Songs) snd.playmusic(*self.song) self.songtime = pygame.time.get_ticks() gfx.dirty(self.background(gfx.rect))
def starting(self): """ Funcao de abertura do menu: Carrega a musica principal e desenha o logo do jogo. """ snd.playmusic('aster2_sw.xm') gfx.dirty(gfx.surface.blit(self.logo, self.logorect))
def starting(self): """ Funcao de pre-inicializacao do jogo. """ if self.startmusic: self.startmusic = 0 self.song = random.choice(Songs) snd.playmusic(*self.song) self.songtime = pygame.time.get_ticks() gfx.dirty(self.background(gfx.rect))
def levelstart_start(self): self.levelnum += 1 self.numdeaths = 0 levels.init('waves%d' % self.levelnum) self.waves = levels.maxwavesperlevel() if pygame.time.get_ticks() - self.songtime > game.musictime: songs = list(Songs) songs.remove(self.song) self.song = random.choice(songs) snd.playmusic(*self.song) self.songtime = pygame.time.get_ticks() if self.map: self.map.cleanup() self.map = map.TiledMap('map%d' % self.levelnum)
def levelstart_start(self): self.levelnum += 1 self.numdeaths = 0 levels.init("waves%d" % self.levelnum) self.waves = levels.maxwavesperlevel() if pygame.time.get_ticks() - self.songtime > game.musictime: songs = list(Songs) songs.remove(self.song) self.song = random.choice(songs) snd.playmusic(*self.song) self.songtime = pygame.time.get_ticks() if self.map: self.map.cleanup() self.map = map.TiledMap("map%d" % self.levelnum)
def levelstart_start(self): self.skipping = game.timeleft > 0.0 self.levelnum += 1 del self.boxobjs[:] self.newboxes, self.startpos, msg, num = levels.makelevel(self.levelnum) random.shuffle(self.newboxes) self.calcboxes = num self.addtime = 2 if game.clock.get_fps() < 25: self.addtime = 1 self.hud.drawlevel(self.levelnum) if game.comments >= 2: self.textobjs.append(objtext.Text(msg)) self.grabbedboxes = 0 self.numdeaths = 0 for b in self.guardobjs: b.nofire() if self.levelnum > game.player.score: game.player.score = self.levelnum if not self.newcontinue and game.player.start_level() > self.startlevel: self.newcontinue = 1 for i in range(levels.numrocks(self.levelnum) - len(self.asteroidobjs)): self.asteroidobjs.append(objasteroid.Asteroid()) for p in self.powerupobjs: p.extendtime() if self.skipping: self.skiptime = 20 # teleport in dead guards for g in self.guardobjs: if g.killed == 1: self.smokeobjs.append(objguard.TeleGuard(g)) g.killed = 2 # make spikes if self.levelnum >= 30: numspikes = min(int((self.levelnum - 30) / 5) + 1, len(self.newboxes) - 5) self.secretspikes = self.newboxes[-numspikes:] elif self.levelnum >= 10: numspikes = int((self.levelnum - 10) / 7) + 1 spikes = self.newboxes[-numspikes:] self.newboxes = self.newboxes[:-numspikes] for b in spikes: s = objbox.Spike(b.rect.topleft) self.spikeobjs.append(s) self.secretspikes = [] self.touchingsecretspike = None else: self.secretspikes = [] self.touchingsecretspike = None # rotate music if pygame.time.get_ticks() - self.songtime > game.musictime: songs = list(Songs) songs.remove(self.song) self.song = random.choice(songs) snd.playmusic(*self.song) self.songtime = pygame.time.get_ticks()
def levelstart_start(self): self.skipping = game.timeleft > 0.0 self.levelnum += 1 del self.boxobjs[:] self.newboxes, self.startpos, msg, num = levels.makelevel( self.levelnum) random.shuffle(self.newboxes) self.calcboxes = num self.addtime = 2 if game.clock.get_fps() < 25: self.addtime = 1 self.hud.drawlevel(self.levelnum) if game.comments >= 2: self.textobjs.append(objtext.Text(msg)) self.grabbedboxes = 0 self.numdeaths = 0 for b in self.guardobjs: b.nofire() if self.levelnum > game.player.score: game.player.score = self.levelnum if not self.newcontinue and game.player.start_level( ) > self.startlevel: self.newcontinue = 1 for i in range( levels.numrocks(self.levelnum) - len(self.asteroidobjs)): self.asteroidobjs.append(objasteroid.Asteroid()) for p in self.powerupobjs: p.extendtime() if self.skipping: self.skiptime = 20 #teleport in dead guards for g in self.guardobjs: if g.killed == 1: self.smokeobjs.append(objguard.TeleGuard(g)) g.killed = 2 #make spikes if self.levelnum >= 30: numspikes = min( int((self.levelnum - 30) // 5) + 1, len(self.newboxes) - 5) self.secretspikes = self.newboxes[-numspikes:] elif self.levelnum >= 10: numspikes = int((self.levelnum - 10) // 7) + 1 spikes = self.newboxes[-numspikes:] self.newboxes = self.newboxes[:-numspikes] for b in spikes: s = objbox.Spike(b.rect.topleft) self.spikeobjs.append(s) self.secretspikes = [] self.touchingsecretspike = None else: self.secretspikes = [] self.touchingsecretspike = None #rotate music if pygame.time.get_ticks() - self.songtime > game.musictime: songs = list(Songs) songs.remove(self.song) self.song = random.choice(songs) snd.playmusic(*self.song) self.songtime = pygame.time.get_ticks()