def enter(scene_args): audio.stop_all() audio.play_bgm('bgm1') audio.play_sfx('yolo') model = LevelOneModel.instance() model.time_board.start()
def input(self, model, keystate, previous_keystate): self.reset_buffered_input() if keystate[pygame.K_SPACE] and not previous_keystate[pygame.K_SPACE]: audio.play_sfx('belup') self.input_teleport = True state.offset = screen_shake(2, 3) state.screen_shaking = True
def draw(self, screen): super().draw(screen) self.draw_player(screen) self.draw_flame(screen) # TODO: Move these displays to a HUD class self.draw_hud(screen) # TODO: add a new scene for the game over screen if self.health <= 0: #BUG: Because the game over isn't a new scene, this will happen every frame. #BUG: So the "Oh No! -pop-" SFX won't play right. audio.stop_all() audio.play_sfx('ohno') game_over.draw(screen)
def enter(scene_args): global score_text global time_text audio.stop_all() audio.play_sfx('ohno') audio.play_bgm('you_are_dead') score_text = Text("Score: {}".format(scene_args["score"]), 200, 200, center=True) time_text = Text("Time: {}".format(round(scene_args["time"], 3)), 440, 200, center=True)
def input(self, model, keystate): self.reset_buffered_input() if keystate[pygame.K_LEFT]: self.move_angle = self.rotation_speed elif keystate[pygame.K_RIGHT]: self.move_angle = -self.rotation_speed if keystate[pygame.K_UP]: self.move_velocity = self.acceleration elif keystate[pygame.K_DOWN]: self.move_velocity = -self.acceleration if keystate[pygame.K_SPACE]: audio.play_sfx('pew') self.input_fire_seed = True
def enter(): audio.stop_all() audio.play_bgm('bgm1') audio.play_sfx('yolo')