Exemplo n.º 1
0
def selectionItem(state):
    global isOpen
    if state == "down":
        if isActive and isOpen and (usedInterface != None):
            currentItem = usedInterface.getEntry("currentLine")
            if (currentItem == 1):
                # save the game
                Data.setData("isNewGame", False)
                Data.setData("lastPosition",
                             playerBehaviour.getPlayer().getPosition())
                Data.setData("lastScene",
                             sceneBehaviour.getCurrentScene().getFileName())

                Data.saveData()
                print('Game saved...')

                usedInterface.delete()
                Global.setInterfaceOpen(False)
                playerBehaviour.setControlsEnabled(True)
                isOpen = False

                characterBehaviour.stopMouvementForAllCharacters(True)

            else:
                os._exit(99)
Exemplo n.º 2
0
	def appendToRender(self):
		# adding all the elements to the render
		k = 0;
		for e in self.getAssignedElements():
			k += 1;
			Render.set(e);

		if(k == len(self.getAssignedElements())):
			Global.setTimeout(self.resetRender, 1000);
    def appendToRender(self):
        # adding all the elements to the render
        k = 0
        for e in self.getAssignedElements():
            k += 1
            Render.set(e)

        if k == len(self.getAssignedElements()):
            Global.setTimeout(self.resetRender, 1000)
	def editSky(self):
		isFlash = randint(1,10);
		if(isFlash == 2):
			self.elements['sky'].setVisible(True);
			self.elements['sky_darker'].setVisible(True);

			if(self.callOutsider):
				self.callOutsider();

			Global.setTimeout(self.editSky2, 80);
    def editSky(self):
        isFlash = randint(1, 10)
        if (isFlash == 2):
            self.elements['sky'].setVisible(True)
            self.elements['sky_darker'].setVisible(True)

            if (self.callOutsider):
                self.callOutsider()

            Global.setTimeout(self.editSky2, 80)
def shakeCamera(intensity, time):
    global isCameraShaking
    global shakeIntensity
    global savedPositionBeforeShaking
    if not isCameraShaking:
        isCameraShaking = True
        shakeIntensity = intensity

        camPosition = cameraToUse.getPosition()
        savedPositionBeforeShaking = [camPosition[0], camPosition[1]]
        Global.setInterval(camRandomPosition, 100 / intensity)
        Global.setTimeout(stopShaking, time)
def shakeCamera(intensity, time):
	global isCameraShaking;
	global shakeIntensity;
	global savedPositionBeforeShaking;
	if not isCameraShaking:
		isCameraShaking = True;
		shakeIntensity = intensity;

		camPosition = cameraToUse.getPosition();
		savedPositionBeforeShaking = [camPosition[0], camPosition[1]];
		Global.setInterval(camRandomPosition, 100/intensity);
		Global.setTimeout(stopShaking, time);
    def callFunctions(self):
        for function in self.functionsToCallWhenAction:
            function();

        if self.assignedDialog != None and self.assignedDialog.getStarted() == False:
            if not Global.isInterfaceOpen():
                dialogBehaviour.setDialog(self.assignedDialog);
                self.assignedDialog.setCharacter(self);
                self.assignedDialog.setStarted(True);
                dialogBehaviour.start();
                Global.setInterfaceOpen(True);
                playerBehaviour.enableMouvement(False);
    def callFunctions(self):
        for function in self.functionsToCallWhenAction:
            function()

        if self.assignedDialog != None and self.assignedDialog.getStarted(
        ) == False:
            if not Global.isInterfaceOpen():
                dialogBehaviour.setDialog(self.assignedDialog)
                self.assignedDialog.setCharacter(self)
                self.assignedDialog.setStarted(True)
                dialogBehaviour.start()
                Global.setInterfaceOpen(True)
                playerBehaviour.enableMouvement(False)
Exemplo n.º 10
0
def startApp():
	# get saved data before game start
	screenSize = Data.getData("screenSize");
	Global.setScreenSize(screenSize[0], screenSize[1]);

	settings = pygame.HWSURFACE;
	isFullScreen = Data.getData("fullscreen");
	if isFullScreen == "True":
		settings = settings | pygame.FULLSCREEN;
		Global.setScreenSize(infoObject.current_w, infoObject.current_h);


	Global.screen = pygame.display.set_mode(Global.screenSize, settings);
	startMenu();
	initGame();
Exemplo n.º 11
0
 def setSpeed(self, speed):
     self.speed = speed
     # update the interval since we edited the speed
     if not self.timer is None:
         self.timer.destroy()
         self.timer = Global.Interval(self.updateFrames,
                                      1000 / self.getSpeed())
 def moveElementTo(self, elementName, x, y, time, steps=24):
     currentElement = self.getElementByName(elementName)
     if currentElement:
         if currentElement['element']:
             currentPosition = currentElement['element'].getPosition()
             currentElement['isMoving'] = True
             currentElement['target'] = [x, y]
             currentElement['vector'] = [(x - currentPosition[0]) / steps,
                                         (y - currentPosition[1]) / steps]
             currentElement['timer'] = Global.Interval(
                 (lambda: self.updatePosition(currentElement, x, y)),
                 time / steps)
             currentElement['timeout'] = Global.setTimeout(
                 (lambda: self.destroyTimer(currentElement)), time)
     else:
         return None
def keyboardOpenPause(state):
	global isOpen;
	if(state == "down" and isActive):
		if isOpen:
			usedInterface.delete();
			Global.setInterfaceOpen(False);
			playerBehaviour.setControlsEnabled(True);
			isOpen = False;

			characterBehaviour.stopMouvementForAllCharacters(True);
		else:
			if not Global.isInterfaceOpen():
				usedInterface.create();
				isOpen = True;
				Global.setInterfaceOpen(True);
				playerBehaviour.setControlsEnabled(False);
				characterBehaviour.stopMouvementForAllCharacters(False);
def keyboardOpenInventory(state):
	global isOpen;

	if (state == "down") and isActive and (usedInventory != None) and (usedInterface != None):
		if isOpen:
			# close it
			Global.setInterfaceOpen(False);
			usedInterface.delete();
			isOpen = False;
			playerBehaviour.setControlsEnabled(True);
		else:
			# open it
			if not Global.isInterfaceOpen():
				usedInterface.create();
				isOpen = True;
				Global.setInterfaceOpen(True);
				playerBehaviour.setControlsEnabled(False);
Exemplo n.º 15
0
def keyboardOpenPause(state):
    global isOpen
    if (state == "down" and isActive):
        if isOpen:
            usedInterface.delete()
            Global.setInterfaceOpen(False)
            playerBehaviour.setControlsEnabled(True)
            isOpen = False

            characterBehaviour.stopMouvementForAllCharacters(True)
        else:
            if not Global.isInterfaceOpen():
                usedInterface.create()
                isOpen = True
                Global.setInterfaceOpen(True)
                playerBehaviour.setControlsEnabled(False)
                characterBehaviour.stopMouvementForAllCharacters(False)
def stop():
	global isDialogStarted;
	global currentDialog;
	global currentIndex;

	playerBehaviour.setControlsEnabled(True);
	playerBehaviour.enableMouvement(True);
	isDialogStarted = False;
	currentDialog.setStarted(False);
	interface = currentDialog.getAssignedInterface();
	interface.delete();

	characterElement = currentDialog.getCharacter();
	characterElement.isWalking(True);

	currentDialog = None;
	currentIndex = 1;

	Global.setInterfaceOpen(False);
    def __init__(self):
        super().__init__()
        screenSize = Global.getScreenSize()

        background = Image("assets/cinematics/test.png")
        background.setSize(screenSize[0], screenSize[1])
        background.setDepth(200)

        character = Image("assets/characterTest.png")
        character.setPosition(100, 100)
        character.setSize(100, 100)
        character.setDepth(201)

        self.append(character, "character")

        self.moveElementTo("character", 200, 200, 2000)
        Global.setTimeout(self.whenArriveToEnd, 2000)

        self.setBackground(background)
	def __init__(self):
		super().__init__();
		screenSize = Global.getScreenSize();

		background  = Image("assets/cinematics/test.png");
		background.setSize(screenSize[0], screenSize[1]);
		background.setDepth(200);

		character = Image("assets/characterTest.png");
		character.setPosition(100,100);
		character.setSize(100,100);
		character.setDepth(201);

		self.append(character, "character");

		self.moveElementTo("character", 200,200, 2000);
		Global.setTimeout(self.whenArriveToEnd, 2000);

		self.setBackground(background);
Exemplo n.º 19
0
def stop():
    global isDialogStarted
    global currentDialog
    global currentIndex

    playerBehaviour.setControlsEnabled(True)
    playerBehaviour.enableMouvement(True)
    isDialogStarted = False
    currentDialog.setStarted(False)
    interface = currentDialog.getAssignedInterface()
    interface.delete()

    characterElement = currentDialog.getCharacter()
    characterElement.isWalking(True)

    currentDialog = None
    currentIndex = 1

    Global.setInterfaceOpen(False)
Exemplo n.º 20
0
def open():
	global isOpen;
	if isActive and (usedInterface != None):
		if isOpen:
			# close it
			Global.setInterfaceOpen(False);
			usedInterface.delete();
			isOpen = False;
			playerBehaviour.setControlsEnabled(True);
			
			GlobalVars.getVar("sounds")['thunder'].stop();
			GlobalVars.getVar("sounds")['creepy'].stop();
		else:
			# open it
			if not Global.isInterfaceOpen():
				usedInterface.create();
				isOpen = True;
				Global.setInterfaceOpen(True);
				playerBehaviour.setControlsEnabled(False);
Exemplo n.º 21
0
    def create(self):
        sX = Global.screenSize[0]
        sY = Global.screenSize[1]

        self.currentOpacity = 0

        self.fadeDone = False
        self.fadeDirection = "in"
        self.fadeInterval = Global.Interval(self.updateOpacity, 100)
        self.functionToCallWhenDone = None

        super().create()
	def moveElementTo(self, elementName, x, y, time, steps = 24):
		currentElement = self.getElementByName(elementName);
		if currentElement:
			if currentElement['element']:
				currentPosition = currentElement['element'].getPosition();
				currentElement['isMoving'] = True;
				currentElement['target'] = [x, y];
				currentElement['vector'] = [(x - currentPosition[0])/steps, (y - currentPosition[1])/steps];
				currentElement['timer'] = Global.Interval((lambda: self.updatePosition(currentElement, x, y)), time / steps);
				currentElement['timeout'] = Global.setTimeout((lambda: self.destroyTimer(currentElement)), time);
		else:
			return None;
def selectionItem(state):
	global isOpen;
	if state == "down":
		if isActive and isOpen and (usedInterface != None):
			currentItem = usedInterface.getEntry("currentLine");
			if(currentItem == 1):
				# save the game
				Data.setData("isNewGame", False);
				Data.setData("lastPosition", playerBehaviour.getPlayer().getPosition());
				Data.setData("lastScene", sceneBehaviour.getCurrentScene().getFileName());

				Data.saveData();
				print('Game saved...');

				usedInterface.delete();
				Global.setInterfaceOpen(False);
				playerBehaviour.setControlsEnabled(True);
				isOpen = False;

				characterBehaviour.stopMouvementForAllCharacters(True);

			else:
				os._exit(99);
	def __init__(self):
		self.backgroundElement = None;
		self.dynamicElements = [];

		screenSize = Global.getScreenSize();

		self.fade = {
			"direction" : None,
			"interval" : None,
			"running" : False,
			"element" : Image("assets/dot.png")
		};

		self.fade['element'].setSize(screenSize[0], screenSize[1]);
		self.fade['element'].setDepth(300);
		self.fade['element'].setAffectedByCamera(False);
		self.fade['element'].setOpacity(0);
    def __init__(self):
        self.backgroundElement = None
        self.dynamicElements = []

        screenSize = Global.getScreenSize()

        self.fade = {
            "direction": None,
            "interval": None,
            "running": False,
            "element": Image("assets/dot.png")
        }

        self.fade['element'].setSize(screenSize[0], screenSize[1])
        self.fade['element'].setDepth(300)
        self.fade['element'].setAffectedByCamera(False)
        self.fade['element'].setOpacity(0)
Exemplo n.º 26
0
    def __init__(self, imagePath, frames=None, uniqueLoop=False):
        super().__init__(imagePath)
        self.type = "sprite"
        self.speed = 24
        # images per second
        self.isPaused = False
        self.currentImage = 0
        self.isUniqueLoop = uniqueLoop
        self.loopFinished = False
        self.isFlipped = False

        texture = self.getTexture()
        textureSize = texture.get_size()
        if not frames:
            self.maxImage = textureSize[0] / 64
        else:
            self.maxImage = frames

        self.frameWidth = textureSize[0] / self.maxImage
        self.frameHeight = textureSize[1]

        self.timer = None
        self.timer = Global.Interval(self.updateFrames, 1000 / self.getSpeed())
Exemplo n.º 27
0
	def __init__(self, sceneToLoad):
		super().__init__();
		self.setType("scene");
		self.assignedElements = [];
		self.actions = [];

		self.sceneData = None;
		self.spawnPoint = None;
		self.name = "";
		self.file = sceneToLoad;

		# load a scene
		if sceneToLoad:
			f = open("assets/scenes/" + sceneToLoad + ".json", "r", encoding='utf-8');
			if f:
				self.sceneData = json.load(f);
				f.close();
		# getting scene size
		self.setSize(0, 400);

		# set the position and size of the ground
		self.groundElement = Ground();
		self.groundElement.setSize(self.size[0], self.size[0]);
		self.groundElement.setPosition(0, self.size[1]);

		mapSize = 0;

		self.name = self.sceneData['name'];

		# generate the map
		for e in self.sceneData['data']:
			if e:
				_type = e[0];
				data = e[1]
				position = [e[2], e[3]];

				element = None;
				if _type == "wall":
					element = Wall(data, position[0], position[1]);
					mapSize += 1;
				elif _type == "pickup":
					element = Pickup(data, position[0], position[1]);
				elif _type == "door":
					element = Door(data, position[0], position[1], e[4]);
					mapSize += 1;
					if len(e) == 6:
						self.actions.append(Teleport(position, e[5], [125, 0]));
				elif _type == "action":
					self.actions.append(ActionDispatcher(data, position[0], position[1]));
				elif _type == "spawn":
					self.spawnPoint = position;
				elif _type == "character":
					element = Character(e[5], e[6], e[1]);
					position = [e[2], self.getGroundPosition(element)];

					if(e[4] != None):
						dialog = Dialog(e[4]);
						dialog.assignInterface(GlobalVars.getVar("dialogInterface"));
						element.assignDialog(dialog);

				elif _type == "teleport":
					targetScene = data;
					targetPosition = [e[4], e[5]];

					self.actions.append(Teleport(position, targetScene, targetPosition));


				if element:
					self.append(element, position[0], position[1]);

		self.setSize(250 * mapSize, 400);

		# check if the scene have a background
		if 'background' in self.sceneData:
			element = Background(self.sceneData['background'], 250 * mapSize);
			self.append(element, 250 * mapSize,0);
			backgroundBehaviour.setBackground(element);


		self.assignedPlayer = None;

		Global.setTimeout(self.appendToRender, 500);
 def whenArriveToEnd2(self):
     self.moveElementTo("character", 200, 0, 2000)
     Global.setTimeout(self.stop, 2000)
Exemplo n.º 29
0
 def changeFade(self):
     self.fadeDirection = "out"
     self.fadeInterval = Global.Interval(self.updateOpacity, 100)
     self.fadeDone = False
    def define(self):
        sX = Global.screenSize[0]
        sY = Global.screenSize[1]

        self.elements['background'] = Image("assets/homescreen.png")
        self.elements['background'].setPosition(0, 0)
        self.elements['background'].setSize(1 * sX, 1 * sY)
        self.elements['background'].setDepth(22)

        self.elements['sky'] = Image("assets/sky.png")
        self.elements['sky'].setPosition(0, 0)
        self.elements['sky'].setSize(1 * sX, 1 * sY)
        self.elements['sky'].setDepth(21)
        self.elements['sky'].setVisible(False)

        self.elements['sky_darker'] = Image("assets/sky_darker.png")
        self.elements['sky_darker'].setPosition(0, 0)
        self.elements['sky_darker'].setSize(1 * sX, 1 * sY)
        self.elements['sky_darker'].setDepth(20)
        self.elements['sky_darker'].setVisible(False)

        self.elements['menu_background'] = Image("assets/dot.png")
        self.elements['menu_background'].setPosition(0, 0)
        self.elements['menu_background'].setSize(0.5 * sX, 1 * sY)
        self.elements['menu_background'].setDepth(23)
        self.elements['menu_background'].setOpacity(0.25)

        self.elements['logo'] = Image("assets/logo_white.png")
        self.elements['logo'].setPosition(
            ((0.5 * sX) / 2) - ((0.5 * sX) - 180) / 2, 60)
        self.elements['logo'].setSize((0.5 * sX) - 180,
                                      ((0.5 * sX) - 180) / (649 / 186))
        self.elements['logo'].setDepth(24)

        button_width = (0.5 * sX) - 180
        button_height = ((0.5 * sX) - 180) / (269 / 68)

        # play button
        self.elements['play_background'] = Image("assets/white.png")
        self.elements['play_background'].setPosition(
            ((0.5 * sX) / 2) - ((0.5 * sX) - 180) / 2,
            60 + ((0.5 * sX) - 180) / (649 / 186) + 20)
        self.elements['play_background'].setSize(button_width, button_height)
        self.elements['play_background'].setDepth(24)
        self.elements['play_background'].setVisible(False)

        self.elements['play_text'] = Text("Jouer", "arial")
        self.elements['play_text'].setFontSize(25)
        self.elements['play_text'].setColor((43, 56, 66))
        self.elements['play_text'].setDepth(25)
        self.elements['play_text'].setAlign("center")
        self.elements['play_text'].setPosition(
            ((0.5 * sX) / 2), 60 + ((0.5 * sX) - 180) / (649 / 186) + 20 +
            button_height / 2 - 20)

        # settings button
        self.elements['settings_background'] = Image("assets/white.png")
        self.elements['settings_background'].setPosition(
            ((0.5 * sX) / 2) - ((0.5 * sX) - 180) / 2,
            self.elements['play_background'].position[1] + 80)
        self.elements['settings_background'].setSize(button_width,
                                                     button_height)
        self.elements['settings_background'].setDepth(24)
        self.elements['settings_background'].setVisible(False)

        self.elements['settings_text'] = Text("Paramètres", "arial")
        self.elements['settings_text'].setFontSize(25)
        self.elements['settings_text'].setColor((43, 56, 66))
        self.elements['settings_text'].setDepth(25)
        self.elements['settings_text'].setAlign("center")
        self.elements['settings_text'].setPosition(
            ((0.5 * sX) / 2), self.elements['play_text'].position[1] + 80)

        # credits button
        self.elements['credits_background'] = Image("assets/white.png")
        self.elements['credits_background'].setPosition(
            ((0.5 * sX) / 2) - ((0.5 * sX) - 180) / 2,
            self.elements['settings_background'].position[1] + 80)
        self.elements['credits_background'].setSize(button_width,
                                                    button_height)
        self.elements['credits_background'].setDepth(24)
        self.elements['credits_background'].setVisible(False)

        self.elements['credits_text'] = Text("Crédits", "arial")
        self.elements['credits_text'].setFontSize(25)
        self.elements['credits_text'].setColor((43, 56, 66))
        self.elements['credits_text'].setDepth(25)
        self.elements['credits_text'].setAlign("center")
        self.elements['credits_text'].setPosition(
            ((0.5 * sX) / 2), self.elements['settings_text'].position[1] + 80)

        # quit button
        self.elements['quit_background'] = Image("assets/white.png")
        self.elements['quit_background'].setPosition(
            ((0.5 * sX) / 2) - ((0.5 * sX) - 180) / 2,
            self.elements['credits_background'].position[1] + 80)
        self.elements['quit_background'].setSize(button_width, button_height)
        self.elements['quit_background'].setDepth(24)
        self.elements['quit_background'].setVisible(False)

        self.elements['quit_text'] = Text("Quitter", "arial")
        self.elements['quit_text'].setFontSize(25)
        self.elements['quit_text'].setColor((43, 56, 66))
        self.elements['quit_text'].setDepth(25)
        self.elements['quit_text'].setAlign("center")
        self.elements['quit_text'].setPosition(
            ((0.5 * sX) / 2), self.elements['credits_text'].position[1] + 80)

        # game menu
        self.elements['game_background'] = Image("assets/dot.png")
        self.elements['game_background'].setPosition(
            0.5 * sX + 20, 60 + ((0.5 * sX) - 180) / (649 / 186) + 20)
        self.elements['game_background'].setSize(0.5 * sX - 40, 160)
        self.elements['game_background'].setDepth(25)
        self.elements['game_background'].setOpacity(0.25)
        self.elements['game_background'].setVisible(False)

        self.elements['continue_background'] = Image("assets/white.png")
        self.elements['continue_background'].setPosition(
            0.5 * sX + 20, self.elements['game_background'].position[1])
        self.elements['continue_background'].setSize(0.5 * sX - 40,
                                                     button_height)
        self.elements['continue_background'].setDepth(26)
        self.elements['continue_background'].setVisible(False)

        self.elements['continue_text'] = Text("Continuer", "arial")
        self.elements['continue_text'].setFontSize(25)
        self.elements['continue_text'].setColor((243, 243, 243))
        self.elements['continue_text'].setDepth(27)
        self.elements['continue_text'].setAlign("center")
        self.elements['continue_text'].setVisible(False)
        self.elements['continue_text'].setPosition(
            ((0.5 * sX) / 2) + 0.5 * sX + 20,
            self.elements['game_background'].position[1] + 20)

        self.elements['new_background'] = Image("assets/white.png")
        self.elements['new_background'].setPosition(
            0.5 * sX + 20,
            self.elements['continue_background'].position[1] + 80)
        self.elements['new_background'].setSize(0.5 * sX - 40, button_height)
        self.elements['new_background'].setDepth(26)
        self.elements['new_background'].setVisible(False)

        self.elements['new_text'] = Text("Nouvelle partie", "arial")
        self.elements['new_text'].setFontSize(25)
        self.elements['new_text'].setColor((243, 243, 243))
        self.elements['new_text'].setDepth(27)
        self.elements['new_text'].setAlign("center")
        self.elements['new_text'].setVisible(False)
        self.elements['new_text'].setPosition(
            ((0.5 * sX) / 2) + 0.5 * sX + 20,
            self.elements['continue_text'].position[1] + 80)

        global thunderInterval
        thunderInterval = Global.Interval(self.editSky, 1000)
Exemplo n.º 31
0
    def __init__(self, sceneToLoad):
        super().__init__()
        self.setType("scene")
        self.assignedElements = []
        self.actions = []

        self.sceneData = None
        self.spawnPoint = None
        self.name = ""
        self.file = sceneToLoad

        # load a scene
        if sceneToLoad:
            f = open("assets/scenes/" + sceneToLoad + ".json", "r", encoding="utf-8")
            if f:
                self.sceneData = json.load(f)
                f.close()
                # getting scene size
        self.setSize(0, 400)

        # set the position and size of the ground
        self.groundElement = Ground()
        self.groundElement.setSize(self.size[0], self.size[0])
        self.groundElement.setPosition(0, self.size[1])

        mapSize = 0

        self.name = self.sceneData["name"]

        # generate the map
        for e in self.sceneData["data"]:
            if e:
                _type = e[0]
                data = e[1]
                position = [e[2], e[3]]

                element = None
                if _type == "wall":
                    element = Wall(data, position[0], position[1])
                    mapSize += 1
                elif _type == "pickup":
                    element = Pickup(data, position[0], position[1])
                elif _type == "door":
                    element = Door(data, position[0], position[1], e[4])
                    mapSize += 1
                    if len(e) == 6:
                        self.actions.append(Teleport(position, e[5], [125, 0]))
                elif _type == "action":
                    self.actions.append(ActionDispatcher(data, position[0], position[1]))
                elif _type == "spawn":
                    self.spawnPoint = position
                elif _type == "character":
                    element = Character(e[5], e[6], e[1])
                    position = [e[2], self.getGroundPosition(element)]

                    if e[4] != None:
                        dialog = Dialog(e[4])
                        dialog.assignInterface(GlobalVars.getVar("dialogInterface"))
                        element.assignDialog(dialog)

                elif _type == "teleport":
                    targetScene = data
                    targetPosition = [e[4], e[5]]

                    self.actions.append(Teleport(position, targetScene, targetPosition))

                if element:
                    self.append(element, position[0], position[1])

        self.setSize(250 * mapSize, 400)

        # check if the scene have a background
        if "background" in self.sceneData:
            element = Background(self.sceneData["background"], 250 * mapSize)
            self.append(element, 250 * mapSize, 0)
            backgroundBehaviour.setBackground(element)

        self.assignedPlayer = None

        Global.setTimeout(self.appendToRender, 500)
	def whenArriveToEnd2(self):
		self.moveElementTo("character", 200,0,2000);
		Global.setTimeout(self.stop, 2000);