예제 #1
0
class Field(SceneModel):
    def Start(self, _gameWindow, sceneManager, startPos):
        self.window = _gameWindow
        self.sceneManager = sceneManager

        self.wall = YAwareGroup()

        self.tilemap = Loader("MAPS/campo_000.tmx", self.wall)

        self.surface = pygame.Surface(
            ((self.tilemap.mapSize.x * self.tilemap.tileSize.x) + 32,
             self.tilemap.mapSize.y * self.tilemap.tileSize.y +
             (self.tilemap.tileSize.y * 2)), pygame.HWSURFACE)
        self.surface.get_rect().centerx = (self.tilemap.tileSize.x *
                                           self.tilemap.mapSize.x) / 2
        self.surface.get_rect().centery = (self.tilemap.tileSize.y *
                                           self.tilemap.mapSize.y) / 2

        self.tilemap.Generate(self.surface, pygame.Vector2(-6, 5))

        if (startPos != None):
            self.player = Player(
                self.wall, pygame.Vector2(startPos.x * 128, -startPos.y * 128),
                self.tilemap, 1)
        else:
            self.player = Player(self.wall, pygame.Vector2(1152, -384),
                                 self.tilemap, 1)

        self.enemyCreated = False

        self.enemyPatrol = 0
        self.enemy2Patrol = 0

        self.player.canInteract = True
        self.player.useDepth = True

        self.camera = PlayerFollow(self.player.cartesianPos)
        self.dialogue = Dialogue()

        self.firstDialogue = False
        self.secondDialogue = False
        self.thirdDialogue = False

        self.createdSunan = False
        self.sunanCutscene = 0

    def ProcessInput(self, event, pressed_keys):
        self.isoPos = self.tilemap.cartesianToIsometric(
            pygame.Vector2(pygame.mouse.get_pos()[0] - self.camera.x,
                           -self.camera.y + pygame.mouse.get_pos()[1] - 128))
        self.player.ProcessInputs(self.isoPos)

        if (self.firstDialogue == True &
            (len(self.dialogue.text) < len(self.dialogue.completeText))):
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.dialogue.text = self.dialogue.completeText
        elif (len(self.dialogue.text) == len(self.dialogue.completeText)):
            if event.type == pygame.MOUSEBUTTONDOWN:
                if (self.secondDialogue == False):
                    self.dialogue.setCharName("Soldados")
                    self.dialogue.setText("Parado !!")
                    self.secondDialogue = True

                if (self.sunanCutscene == 3):
                    self.dialogue.visible = False
                    self.player.canInteract = True

    def Update(self):
        self.surface.fill((0, 0, 0))
        self.tilemap.DrawGround(self.surface, self.camera)
        pygame.display.update(self.tilemap.groundSprite)

        if (self.enemyCreated == True):
            self.enemy.Update(self.surface)
            self.enemy2.Update(self.surface)

        self.camera.getPlayerPosition(self.player.isoMov)

        self.player.Update(self.camera, self.surface)

        self.wall.draw(self.surface, self.player)

        if (self.player.isoReal.x == 3 and
            (self.player.isoReal.y == 7 or self.player.isoReal.y == 8)):
            self.player.canInteract = False

            if (self.enemyCreated == False):
                self.enemy = NPC(self.wall, pygame.Vector2(0, -896),
                                 self.tilemap, 1)
                self.enemy2 = NPC(self.wall, pygame.Vector2(0, -1024),
                                  self.tilemap, 1)
                self.enemyCreated = True

        if (self.enemyCreated == True):
            if (self.enemyPatrol == 0):
                self.enemy.goToPosition(pygame.Vector2(128, -896))

            if (self.enemy.moving == False
                    and int(self.enemy.isoReal.x) >= 126):
                self.enemyPatrol = 1

            if (self.enemy2Patrol == 0):
                self.enemy2.goToPosition(pygame.Vector2(128, -1024))

            if (self.enemy2.moving == False
                    and int(self.enemy2.isoReal.x) >= 126):
                self.enemy2Patrol = 1

            if (self.enemyPatrol == 1 and self.enemy2Patrol == 1):
                if (self.firstDialogue == False):
                    self.dialogue.setCharName("Soldados")
                    self.dialogue.setText("Encontramos você !!")
                    self.dialogue.visible = True
                    self.firstDialogue = True

                if (len(self.dialogue.text) < len(self.dialogue.completeText)):
                    self.dialogue.updateText()

            if (self.secondDialogue == True and self.thirdDialogue == False
                    and self.createdSunan == False):
                self.Sunan = Sunan(self.wall, pygame.Vector2(1152, -1024),
                                   self.tilemap, 1)
                self.createdSunan = True

            if (self.createdSunan == True):
                self.Sunan.Update(self.surface)

                if (self.sunanCutscene == 0):
                    self.Sunan.goToPosition(pygame.Vector2(256, -1024))
                elif (self.sunanCutscene == 1):
                    self.Sunan.voadoraAct = True
                    self.enemy2.die = True
                    if (self.Sunan.finishedVoadora == True):
                        self.sunanCutscene = 2
                elif (self.sunanCutscene == 2):
                    self.Sunan.kickAct = True

                    if (self.Sunan.finishedKick == True):
                        self.sunanCutscene = 3
                        self.dialogue.setCharName("???")
                        self.dialogue.setText("Corre")
                        self.dialogue.visible = True

                if (self.sunanCutscene == 2 or self.sunanCutscene == 3):
                    if (self.enemy2.die == False):
                        self.enemy.die = True

                if (self.Sunan.moving == False
                        and int(self.Sunan.isoReal.x) <= 300
                        and self.sunanCutscene == 0):
                    self.sunanCutscene = 1

        if (self.player.isoReal.x == 4 and self.player.isoReal.y == 9):
            self.SwitchToScene(self.sceneManager.scenesArray[5],
                               pygame.Vector2(4, 0))
            self.Destroy()
            pygame.display.flip()

    def Render(self):
        self.window.display.blit(self.surface, (self.camera.x, self.camera.y))
        if (self.enemyPatrol == 1 and self.enemy2Patrol == 1):
            self.dialogue.Draw(self.window.display)
        pygame.display.update(self.window.display.get_rect())

    def Destroy(self):
        self.surface.fill((0, 0, 0, 0))
예제 #2
0
class Ruins(SceneModel):
    def Start(self, _gameWindow, sceneManager, startPos):
        self.window = _gameWindow
        self.sceneManager = sceneManager

        self.wall = YAwareGroup()

        music.play()

        self.tilemap = Loader("MAPS/academia_001.tmx", self.wall)

        self.surface = pygame.Surface(
            ((self.tilemap.mapSize.x * self.tilemap.tileSize.x) + 32,
             self.tilemap.mapSize.y * self.tilemap.tileSize.y +
             (self.tilemap.tileSize.y * 2)), pygame.HWSURFACE)
        self.surface.get_rect().centerx = (self.tilemap.tileSize.x *
                                           self.tilemap.mapSize.x) / 2
        self.surface.get_rect().centery = (self.tilemap.tileSize.y *
                                           self.tilemap.mapSize.y) / 2

        self.tilemap.Generate(self.surface, pygame.Vector2(-6, 5))

        if (startPos != None):
            self.player = Player(
                self.wall, pygame.Vector2(startPos.x * 128, -startPos.y * 128),
                self.tilemap, 1)
        else:
            self.player = Player(self.wall, pygame.Vector2(512, -768),
                                 self.tilemap, 1)

        self.player.canInteract = False
        self.player.useDepth = False
        self.player.standUp = True

        self.dialogue = Dialogue()
        #self.fade(1920, 1080)

        ##CUTSCENES
        self.firstDialogue = False
        self.secondDialogue = False
        self.thirdDialogue = False
        self.fourthDialogue = False
        self.fifthDialogue = False
        self.sixthDialogue = False
        self.seventhDialogue = False
        self.cameraDragToEnemies = False
        self.createdEnemies = False
        self.reopenDialog = False
        self.soldiersResponse = False
        self.soldiersWalk = True
        self.firstBlock = True
        self.secondBlock = False

        self.enemy2Patrol = 0
        self.enemy3Patrol = 0

        self.nextLevel = False

        self.kamon = Kamon(self.wall, pygame.Vector2(512, -640), self.tilemap,
                           1)

        self.camera = PlayerFollow(self.player.cartesianPos)
        self.camera.followPlayer = True

    def explosion(self, width, height):
        surface = pygame.Surface((width, height))
        surface.fill((0, 0, 0))
        for i in range(0, 3):
            pygame.time.delay(300)
            surface.fill((0, 0, 0))
            pygame.display.update()
            self.window.display.blit(surface, (0, 0))
            pygame.display.update()
            surface.fill((255, 255, 255))
            pygame.time.delay(300)
            pygame.display.update()
            self.window.display.blit(surface, (0, 0))
            pygame.display.update()

    def ProcessInput(self, event, pressed_keys):
        self.isoPos = self.tilemap.cartesianToIsometric(
            pygame.Vector2(pygame.mouse.get_pos()[0] - self.camera.x,
                           -self.camera.y + pygame.mouse.get_pos()[1] - 128))
        self.player.ProcessInputs(self.isoPos)

        if (self.firstDialogue == True &
            (len(self.dialogue.text) < len(self.dialogue.completeText))):
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.dialogue.text = self.dialogue.completeText
        elif (len(self.dialogue.text) == len(self.dialogue.completeText)):
            if event.type == pygame.MOUSEBUTTONDOWN:
                if (self.firstBlock == True):
                    if (self.secondDialogue == False):
                        self.dialogue.setCharName("Kamon")
                        self.dialogue.setText("Ahh!...")
                        self.secondDialogue = True
                    elif (self.thirdDialogue == False):
                        self.dialogue.setCharName("Boran")
                        self.dialogue.setText(
                            "Irmão, não me deixe! Eu preciso de você, a vila precisa de você..."
                        )
                        self.thirdDialogue = True
                    elif (self.fourthDialogue == False):
                        self.dialogue.setCharName("Kamon")
                        self.dialogue.setText(
                            "Boran, meu fim está próximo mas o seu está longe...\n Preciso que você vá para a Floresta dos Ventos e\n procure por Sunan..."
                        )
                        self.fourthDialogue = True
                    elif (self.fifthDialogue == False):
                        self.dialogue.setCharName("Boran")
                        self.dialogue.setText("Sunan?")
                        self.fifthDialogue = True
                    elif (self.sixthDialogue == False):
                        self.dialogue.setCharName("Kamon")
                        self.dialogue.setText(
                            "... E nunca lute com nenhum deles, ainda não estamos preparados..."
                        )
                        self.sixthDialogue = True
                    elif (self.seventhDialogue == False):
                        self.dialogue.setCharName("Boran")
                        self.dialogue.setText("Irmão??")
                        self.seventhDialogue = True
                    else:
                        self.dialogue.visible = False
                        self.cameraDragToEnemies = True
                        self.firstBlock = False

                elif (self.secondBlock == True):
                    if (self.soldiersResponse == False):
                        self.dialogue.setCharName("Soldados")
                        self.dialogue.setText("Sim Senhor!")
                        self.soldiersResponse = True
                    else:
                        self.player.canInteract = True
                        self.player.useDepth = True
                        self.camera.followPlayer = True
                        self.dialogue.visible = False
                        self.cameraDragToEnemies = False
                        self.secondBlock = False
                else:
                    self.soldiersWalk = True

    def Update(self):
        if (self.nextLevel == False):
            self.surface.fill((0, 0, 0))
            self.tilemap.DrawGround(self.surface, self.camera)
            pygame.display.update(self.tilemap.groundSprite)

            self.camera.getPlayerPosition(self.player.isoMov)

            self.player.Update(self.camera, self.surface)
            self.kamon.Update(self.surface)

            self.wall.draw(self.surface, self.player)

            if (self.firstDialogue == False):
                self.dialogue.setCharName("Boran")
                self.dialogue.setText("Irmão!?")
                self.firstDialogue = True

            if (len(self.dialogue.text) < len(self.dialogue.completeText)):
                self.dialogue.updateText()

            if (self.seventhDialogue == True & self.cameraDragToEnemies ==
                    True):
                self.camera.followPlayer = False
                self.camera.goToPosition(pygame.Vector2(-1200, 0), False)

                if (self.camera.getPositionX() == -1200):
                    if (self.createdEnemies == False):
                        self.enemy2 = NPC(self.wall,
                                          pygame.Vector2(896, -1152),
                                          self.tilemap, 1)
                        self.enemy = NPC(self.wall,
                                         pygame.Vector2(1024, -1152),
                                         self.tilemap, 1)
                        self.enemy3 = NPC(self.wall,
                                          pygame.Vector2(1152, -1152),
                                          self.tilemap, 1)

                        self.createdEnemies = True

            if (self.createdEnemies == True):
                self.enemy.Update(self.surface)
                self.enemy2.Update(self.surface)
                self.enemy3.Update(self.surface)

                if (self.reopenDialog == False):
                    self.enemy.goToPosition(pygame.Vector2(1024, -1024))
                    if (int(self.enemy.isoReal.y) == -1024):
                        self.secondBlock = True
                        self.dialogue.visible = True
                        self.dialogue.setCharName("Tenente")
                        self.dialogue.setText("Eliminem os sobreviventes")
                        self.reopenDialog = True

                if (self.soldiersResponse == True & self.reopenDialog ==
                        True & self.soldiersWalk == True):
                    if (self.enemy2Patrol == 0):
                        self.enemy2.goToPosition(pygame.Vector2(128, -1180))
                    elif (self.enemy2Patrol == 1):
                        self.enemy2.goToPosition(pygame.Vector2(896, -1180))

                    if (self.enemy2.moving == False
                            and int(self.enemy2.isoReal.x) == 896):
                        self.enemy2Patrol = 0
                    elif (self.enemy2.moving == False
                          and int(self.enemy2.isoReal.x) < 180):
                        self.enemy2Patrol = 1

                    if (self.enemy3Patrol == 0):
                        self.enemy3.goToPosition(pygame.Vector2(1152, 0))
                    elif (self.enemy3Patrol == 1):
                        self.enemy3.goToPosition(pygame.Vector2(1152, -1152))

                    if (self.enemy3.moving == False
                            and int(self.enemy3.isoReal.y) == -1152):
                        self.enemy3Patrol = 0
                    elif (self.enemy2.moving == False
                          and int(self.enemy3.isoReal.y) < 2):
                        self.enemy3Patrol = 1

            if (self.player.isoReal.x == 0):
                self.nextLevel = True
                self.SwitchToScene(self.sceneManager.scenesArray[3], None)
                self.Destroy()
                pygame.display.flip()

    def Render(self):
        if (self.nextLevel == False):
            self.window.display.blit(self.surface,
                                     (self.camera.x, self.camera.y))
            self.dialogue.Draw(self.window.display)
            pygame.display.update(self.window.display.get_rect())

    def Destroy(self):
        self.surface.fill((0, 0, 0, 0))
예제 #3
0
파일: Field2.py 프로젝트: VitorClc/Boran
class Field2(SceneModel):
    def Start(self, _gameWindow, sceneManager, startPos):
        self.window = _gameWindow
        self.sceneManager = sceneManager

        self.wall = YAwareGroup()

        self.tilemap = Loader("MAPS/campo2.tmx", self.wall)

        self.surface = pygame.Surface(
            ((self.tilemap.mapSize.x * self.tilemap.tileSize.x) + 32,
             self.tilemap.mapSize.y * self.tilemap.tileSize.y +
             (self.tilemap.tileSize.y * 2)), pygame.HWSURFACE)
        self.surface.get_rect().centerx = (self.tilemap.tileSize.x *
                                           self.tilemap.mapSize.x) / 2
        self.surface.get_rect().centery = (self.tilemap.tileSize.y *
                                           self.tilemap.mapSize.y) / 2

        self.tilemap.Generate(self.surface, pygame.Vector2(-6, 5))

        if (startPos != None):
            self.player = Player(
                self.wall, pygame.Vector2(startPos.x * 128, -startPos.y * 128),
                self.tilemap, 1)
        else:
            self.player = Player(self.wall, pygame.Vector2(512, -768),
                                 self.tilemap, 1)

        self.player.canInteract = True
        self.player.useDepth = True

        self.camera = PlayerFollow(self.player.cartesianPos)
        self.dialogue = Dialogue()

        self.firstDialogue = False
        self.secondDialogue = False
        self.thirdDialogue = False
        self.fourthDialogue = False

        self.createdSunan = False
        self.startDialog = False
        pygame.display.flip()

    def ProcessInput(self, event, pressed_keys):
        self.isoPos = self.tilemap.cartesianToIsometric(
            pygame.Vector2(pygame.mouse.get_pos()[0] - self.camera.x,
                           -self.camera.y + pygame.mouse.get_pos()[1] - 128))
        self.player.ProcessInputs(self.isoPos)

        if (self.firstDialogue == True &
            (len(self.dialogue.text) < len(self.dialogue.completeText))):
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.dialogue.text = self.dialogue.completeText
        elif (len(self.dialogue.text) == len(self.dialogue.completeText)):
            if event.type == pygame.MOUSEBUTTONDOWN:
                if (self.secondDialogue == False):
                    self.dialogue.setCharName("Sunan")
                    self.dialogue.setText("Me chamo Sunan...")
                    self.secondDialogue = True

                elif (self.thirdDialogue == False):
                    self.dialogue.setCharName("Boran")
                    self.dialogue.setText(
                        "Sunan!? Meu irmão pediu para te procurar. Antes de morrer...\n Ele disse que você pode trazer paz para o nosso povo"
                    )
                    self.thirdDialogue = True
                elif (self.fourthDialogue == False):
                    self.dialogue.setCharName("Sunan")
                    self.dialogue.setText(
                        "Voltei para treinar uma elite de guerreiros, pessoas que tem coragem\nsuficiente para expulsar os invasores"
                    )
                    self.thirdDialogue = True

    def Update(self):
        self.surface.fill((0, 0, 0))
        self.tilemap.DrawGround(self.surface, self.camera)
        pygame.display.update(self.tilemap.groundSprite)

        self.camera.getPlayerPosition(self.player.isoMov)

        self.player.Update(self.camera, self.surface)

        self.wall.draw(self.surface, self.player)

        if (len(self.dialogue.text) < len(self.dialogue.completeText)):
            self.dialogue.updateText()

        if (self.createdSunan == True):
            self.Sunan.Update(self.surface)

        if (self.player.isoReal.x == 4 and self.player.isoReal.y == 3):
            self.player.canInteract = False

            if (self.createdSunan == False):
                self.Sunan = Sunan(self.wall, pygame.Vector2(512, 0),
                                   self.tilemap, 1)
                self.createdSunan = True

            if (self.startDialog == False and self.createdSunan == True):
                self.Sunan.goToPosition(pygame.Vector2(512, -256))

            if (self.Sunan.moving == False
                    and int(self.Sunan.isoReal.y) > -258):
                self.player.lastDir = 1
                self.startDialog = True

            if (self.startDialog == True and self.firstDialogue == False):
                self.dialogue.setCharName("???")
                self.dialogue.setText("Agora nós estamos seguros")
                self.firstDialogue = True

    def Render(self):
        self.window.display.blit(self.surface, (self.camera.x, self.camera.y))
        if (self.startDialog == True):
            self.dialogue.Draw(self.window.display)
        pygame.display.update(self.window.display.get_rect())

    def Destroy(self):
        self.surface.fill((0, 0, 0, 0))
예제 #4
0
class Academy(SceneModel):
    def Start(self, _gameWindow, sceneManager, startPos):
        self.window = _gameWindow
        self.sceneManager = sceneManager

        self.wall = YAwareGroup()

        self.tilemap = Loader("MAPS/academia_000.tmx", self.wall)
        
        self.surface = pygame.Surface(((self.tilemap.mapSize.x * self.tilemap.tileSize.x) + 32, self.tilemap.mapSize.y * self.tilemap.tileSize.y + (self.tilemap.tileSize.y * 2)), pygame.HWSURFACE)
        self.surface.get_rect().centerx = (self.tilemap.tileSize.x * self.tilemap.mapSize.x) / 2
        self.surface.get_rect().centery = (self.tilemap.tileSize.y * self.tilemap.mapSize.y) / 2

        self.tilemap.Generate(self.surface, pygame.Vector2(-6,5))

        if(startPos != None):
            self.player = Player(self.wall, pygame.Vector2(startPos.x * 128, -startPos.y * 128), self.tilemap, 1)
        else:
            self.player = Player(self.wall, pygame.Vector2(512,-768), self.tilemap, 1)

        self.player.canInteract = False
        self.player.useDepth = False
        
        self.dialogue = Dialogue()
        #self.fade(1920, 1080)

        ##CUTSCENES
        self.firstDialogue = False
        self.secondDialogue = False
        self.thirdDialogue = False
        self.fourthDialogue = False
        self.fifthDialogue = False
        self.sixthDialogue = False
        self.seventhDialogue = False

        self.kamon = Kamon(self.wall, pygame.Vector2(512, -640), self.tilemap, 0)

        self.camera = PlayerFollow(self.player.cartesianPos)
    
    def explosion(self, width, height): 
        surface = pygame.Surface((width, height))
        explosion.play()
        surface.fill((0,0,0))
        for i in range(0, 3):
            pygame.time.delay(300)
            surface.fill((0,0,0))
            pygame.display.update()
            self.window.display.blit(surface, (0,0))
            pygame.display.update()
            surface.fill((255,255,255))
            pygame.time.delay(300)
            pygame.display.update()
            self.window.display.blit(surface, (0,0))
            pygame.display.update()

    def ProcessInput(self, event, pressed_keys):
        self.isoPos = self.tilemap.cartesianToIsometric(pygame.Vector2(pygame.mouse.get_pos()[0] - self.camera.x, - self.camera.y + pygame.mouse.get_pos()[1] - 128))
        self.player.ProcessInputs(self.isoPos)

        if(self.firstDialogue == True & (len(self.dialogue.text) < len(self.dialogue.completeText))):
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.dialogue.text = self.dialogue.completeText
        elif(len(self.dialogue.text) == len(self.dialogue.completeText)):
            if event.type == pygame.MOUSEBUTTONDOWN:
                if(self.secondDialogue == False):
                    self.dialogue.setCharName("Boran")
                    self.dialogue.setText("Espero me tornar um grande guerreiro igual você! Quando os \nmonges te levarão para receber o treinamento para ser um mestre?")
                    self.secondDialogue = True
                elif(self.thirdDialogue == False):
                    self.dialogue.setCharName("Kamon")
                    self.dialogue.setText("Quando eu estiver preparado... Os monges estão se isolando na \nfloresta dos Ventos... Acredito que isso tem alguma ligação com as \nnotícias recentes...")
                    self.thirdDialogue = True
                elif(self.fourthDialogue == False):
                    self.dialogue.setCharName("Boran")
                    self.dialogue.setText("Notícias?")
                    self.fourthDialogue = True
                elif(self.fifthDialogue == False):
                    self.dialogue.setCharName("Kamon")
                    self.dialogue.setText("Sim, sobre o terrível Harrison \"The Hunter\" e seu império Apolda. \nDiversos povos já foram escravizados ou dizimados.")
                    self.fifthDialogue = True
                elif(self.sixthDialogue == False):
                    self.dialogue.setCharName("Boran")
                    self.dialogue.setText("Temos fortes guerreiros, todos nós somos muito bem treinados!")
                    self.sixthDialogue = True
                elif(self.seventhDialogue == False):
                    self.dialogue.setCharName("Kamon")
                    self.dialogue.setText("Meu jovem irmão, pelos boatos que ouvi, um dos maiores mestres \nde Muay Thai caiu diante de um jovem mago Apolda... Os nossos \nmelhores guerreiros são ineficazes sem o equilíbrio da natureza...")
                    self.seventhDialogue = True  
                else:
                    self.SwitchToScene(self.sceneManager.scenesArray[2], None)
                    self.dialogue.visible = False
                    self.explosion(1920, 1080)
                    #self.player.canInteract = True                                  

    def Update(self):
        self.surface.fill((0,0,0))
        self.tilemap.DrawGround(self.surface, self.camera)
        pygame.display.update(self.tilemap.groundSprite)

        self.camera.getPlayerPosition(self.player.isoMov)

        self.player.Update(self.camera, self.surface)
        self.kamon.Update(self.surface)

        self.wall.draw(self.surface, self.player)
        
        if(self.firstDialogue == False):
            self.dialogue.setCharName("Kamon")
            self.dialogue.setText("Fico muito feliz pelo seu aprendizado, meu irmão. Um dia você se \ntornará um grande homem!")
            self.firstDialogue = True

        if(len(self.dialogue.text) < len(self.dialogue.completeText)):
            self.dialogue.updateText()

        #if(self.player.isoReal.x == 3 and self.player.isoReal.y == 7):
        #    self.SwitchToScene(self.sceneManager.scenesArray[2])
        #    self.Destroy()
        #    pygame.display.flip()         

    def Render(self):
        self.window.display.blit(self.surface,(self.camera.x, self.camera.y))
        self.dialogue.Draw(self.window.display)
        pygame.display.update(self.window.display.get_rect())
        
    def Destroy(self):
        self.surface.fill((0,0,0,0))