Exemplo n.º 1
0
def pipe_out(p: example.Wrap1, k, x, y):
    p.setState('demo', {'left': 0})
    add_info = k.getInfo()['info']
    s = Script()
    s.add_action(act.Delay(0.5))
    s.add_action(act.CallFunc(goto_world(add_info['world'], add_info['pos'])))
    example.play(s)
Exemplo n.º 2
0
def goto_stage(p: example.Wrap1, k: example.Wrap1, x, y):
    add_info = k.getInfo()['info']
    example.remove(k.id)
    p.setActive(False)
    s = Script()
    s.add_action(act.Delay(0.5))
    s.add_action(act.CallFunc(goto_world(add_info['world'], add_info['pos'])))
    example.play(s)
Exemplo n.º 3
0
def enter_pipe(a: example.Wrap1):
    if not vars.paused and vars.currentWarp != -1:
        a.setState('pipe', {})
        info = example.getById(vars.currentWarp).getInfo()
        s = Script()
        s.add_action(act.Move(speed=100, by=[0, -64], tag='player'))
        s.add_action(act.CallFunc(goto_world(info['world'], info['start'])))
        example.play(s)
Exemplo n.º 4
0
def player_dead():
    s = Script()
    vars.state = 0
    s.add_action(act.SetState(state='dead', tag='player'))
    s.add_action(act.Delay(1))
    s.add_action(
        act.MoveAccelerated(v0=[0, 200],
                            a=[0, vars.gravity],
                            yStop=0,
                            tag='player'))
    s.add_action(act.RemoveEntity(tag='player'))
    s.add_action(act.CallFunc(restart))
    example.play(s)
Exemplo n.º 5
0
def m2(x: float, y: float):
    def score():
        m3(x, y + 1)

    a = entity.Sprite(model='sprites/01/flyingcoin',
                      pos=(x * vars.tile_size, (y + 1) * vars.tile_size, 0))
    main = example.get('main')
    id = main.add(a)
    s = script.Script()
    s.add_action(
        act.MoveAccelerated(v0=[0, 100],
                            a=[0, -100],
                            yStop=(y * vars.tile_size) + 16,
                            entity_id=id))
    s.add_action(act.RemoveEntity(id))
    s.add_action(act.CallFunc(score))
    example.play(s)
Exemplo n.º 6
0
def downgrade_player():
    vars.state -= 1
    if vars.state < 0:
        player_dead()
    else:
        vars.invincibility = True
        pl = example.get('player')
        st = vars.states[vars.state]
        size = st['size']
        offset = st['offset']
        pl.setModel(st['model'])
        pl.setColliderBounds(size[0], size[1], size[2], offset[0], offset[1],
                             offset[2])
        s = Script()
        s.add_action(act.Blink(duration=5, blink_duration=0.2,
                               entity_id=pl.id))
        s.add_action(act.CallFunc(reset_invincible))
        example.play(s)
Exemplo n.º 7
0
def bonus_brick_response(player: example.Wrap1, brick: example.Wrap1, x, y):
    b = brick.parent()
    info = b.getInfo()
    hits_left = info['hitsLeft']
    brick_id = b.id
    if hits_left > 0:
        info['hitsLeft'] -= 1
        s = Script()
        ystop = b.y
        s.add_action(
            act.MoveAccelerated(v0=[0, 50],
                                a=[0, 0.5 * vars.gravity],
                                yStop=ystop,
                                entity_id=brick_id))
        if hits_left == 1:
            s.add_action(act.Animate(anim='taken', entity_id=brick_id))

        # release the bonus
        def p():
            info['callback'](b.x / vars.tile_size + 0.5, b.y / vars.tile_size)

        s.add_action(act.CallFunc(p))
        example.play(s)