def update_level(): check_events() check_goal() player.update() torch.update(player) GameStats.current_level.wall_list.draw(main_settings.screen) sprite_list.draw(main_settings.screen) if GameStats.game_level == 5: blind_affect.update(player) if GameStats.game_level in [6]: main_settings.screen.blit(torch.image, torch.rect) blind_affect.update(player, torch) player.pick_up_item(torch) #Try to blit the level's text to the screen try: main_settings.screen.blit(GameStats.current_level.lvl_text_image, GameStats.current_level.text_location) #Allow if there is no text except TypeError: pass if not sound.channel_busy(1): sound.play_background_sound() pygame.display.flip()
def update_game(): GameStats.current_level = GameStats.levels[GameStats.game_level] player.level = GameStats.current_level main_settings.screen.fill(main_settings.bg_color) check_events() if GameStats.start_menu: if not sound.channel_busy(1): sound.play_intro() show_start_menu() elif GameStats.game_level == 0: sound.stop_channel(1) play_level_one() elif GameStats.game_level == 1: play_level_two() elif GameStats.game_level == 2: play_level_three() elif GameStats.game_level == 3: play_level_four() elif GameStats.game_level == 4: play_level_five() elif GameStats.game_level == 5: play_level_six() elif GameStats.game_level == 6: play_level_seven() elif GameStats.game_level == 7: play_level_eight() #Set the game to run at 60fps clock.tick(100)
def play_slide(): if not sound.channel_busy(5): sound.play_slide()