def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Underground' # current level TW,TH = 32,32 # load tile set g.tga_load_tiles(os.path.join("textures", "tiles5.png"), (TW,TH), self.tdata) g.tga_load_level(os.path.join("levels", "level24.tga"), 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) self.doctor = Character("monster3a.png", "monster3a.png", self.g, 'doctor') self.doctor.pos((25, 20)) # 25, 20 self.assistant = Character("assistant.png","faceassistant.png", g) self.assistant.pos((33, 27)) self.assistant.direction = 1 self.assistant.feeling = 'coma' self.nurse = None # will get set by character.py later on g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) self.g.player.hidden = 0 self.movie = 0 # battled and destoryed the doctor if 'scene13' in g.saveData: self.doctor.health = 0 self.nurse = Character("monster4.png", "facenurse.png", self.g, 'nurse') self.nurse.pos((29, 27)) if not 'scene14' in g.saveData: self.nurse.feeling = 'dead'
def __init__(self, g, player_new, dimentions, p=0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = "Airport" # current level TW, TH = 32, 32 # load tile set g.tga_load_tiles(os.path.join("textures", "tiles5.png"), (TW, TH), self.tdata) g.tga_load_level(os.path.join("levels", "level29.tga"), 1) g.bounds = pygame.Rect(TW, TH, (len(g.tlayer[0]) - 2) * TW, (len(g.tlayer) - 2) * TH) g.code_events(self.edata) self.g.player.hidden = 0 self.pan_camera(None) self.doctor = Character("monster3a.png", "monster3a.png", self.g, "doctor") self.doctor.pos((25, 20)) # 25, 20 self.doctor.health = 0 self.doctor.dead = 1 self.movie = 0 self.assistant = Character("assistant.png", "faceassistant.png", g) self.assistant.pos((33, 27)) self.assistant.feeling = "coma" self.nurse = Character("monster4.png", "facenurse.png", self.g, "nurse") self.nurse.pos((29, 27)) self.nurse.direction = 0 if not "scene14" in g.saveData: self.nurse.feeling = "dead" g.run_codes(self.cdata, (0, 0, g.dimentions[0], g.dimentions[1]))
def __init__(self, g, player_new, dimentions, p=0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = "Clock Tower" # current level currentLevel = os.path.join("levels", "level4.tga") TW, TH = 32, 32 # load tile set tileTexture = os.path.join("textures", "tiles1.png") g.tga_load_tiles(tileTexture, (TW, TH), self.tdata) g.tga_load_level(currentLevel, 1) g.bounds = pygame.Rect(TW, TH, (len(g.tlayer[0]) - 2) * TW, (len(g.tlayer) - 2) * TH) g.code_events(self.edata) self.assistant = Character("assistant.png", "faceassistant.png", g) self.assistant.pos((3, 24)) self.assistant.direction = 0 g.run_codes(self.cdata, (0, 0, g.dimentions[0], g.dimentions[1])) if "scene3" in g.saveData: self.dialog = 4 self.g.sprites.remove(self.assistant)
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = "Tracks" # current level currentLevel = os.path.join("levels", "level5.tga") TW,TH = 32,32 # load tile set tileTexture = os.path.join("textures", "tiles1.png") g.tga_load_tiles(tileTexture, (TW,TH), self.tdata) g.tga_load_level(currentLevel, 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) self.assistant = Character("assistant.png","faceassistant.png", g) self.assistant.pos((5, 10)) self.assistant.direction = 0 if 'scene5' in g.saveData: self.assistant.hidden = 1 g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) self.initBack('bg0.png', 170)
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Flooded Lab' # current level TW,TH = 32,32 # load tile set g.tga_load_tiles(os.path.join("textures", "tiles6.png"), (TW,TH), self.tdata) g.tga_load_level(os.path.join("levels", "level33.tga"), 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) self.stygian = Character('stygian.png', 'facestygian.png', g) self.stygian.pos((8, 9)) self.stygian.direction = 1 self.boat = Character('boat.png', 'facestygian.png', g, 'boat') self.boat.pos((9, 11)) self.professor = Character("professor.png","faceprofessor.tga", g) self.professor.pos((5, 9)) self.professor.direction = 0 g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) self.initBack('bg0.png', 140)
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Water of Leith' # current level currentLevel = os.path.join("levels", "level3.tga") TW,TH = 32,32 # load tile set tileTexture = os.path.join("textures", "tiles0.png") g.tga_load_tiles(tileTexture, (TW,TH), self.tdata) g.tga_load_level(currentLevel, 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) self.assistant = Character("assistant.png","faceassistant.png", g) self.assistant.pos((3, 10)) self.assistant.direction = 0 g.intermission = 1 g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) # already done the cut scene if 'scene2' in g.saveData: self.dialog = 5 if 'scene4' in g.saveData: self.g.sprites.remove(self.assistant) self.initBack('bg0.png', 180)
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Jail' # current level TW,TH = 32,32 # load tile set g.tga_load_tiles(os.path.join("textures", "tiles5.png"), (TW,TH), self.tdata) g.tga_load_level(os.path.join("levels", "level19.tga"), 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) # and an odd object called flutter box. flutter shutter (37, 13) self.terrorist = Character("terrorist.png","faceterrorist.tga", g) self.terrorist.pos((3, 20)) self.terrorist.direction = 0 self.terrorist.faceup = 1 self.flutterbox = Inventory(g, 'flutterbox') self.flutterbox.pos((37, 13)) self.flutterswitch = Inventory(g, 'flutterswitch') self.flutterswitch.pos((37, 20)) g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Office Complex Top' # current level TW,TH = 32,32 # load tile set g.tga_load_tiles(os.path.join("textures", "tiles6.png"), (TW,TH), self.tdata) g.tga_load_level(os.path.join("levels", "level31.tga"), 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) self.initBack('bg1.png', 730) self.backuptape = Inventory(g, 'tape', (37, 22)) self.backuptape.pos((37, 22)) self.backup = Character('backup.png', 'facebackup.png', g, 'backup') self.backup.pos((28, 25)) self.backup.direction = 0 if 'scene21' in g.saveData: self.backup.hidden = 1 # coming back and saying high to the guy. if 'scene20' in g.saveData and not 'scene21' in g.saveData: del g.saveData['scene20'] g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) self.coins = 0
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = "Tree House" # current level currentLevel = os.path.join("levels", "level7.tga") TW,TH = 32,32 # load tile set tileTexture = os.path.join("textures", "tiles2.png") g.tga_load_tiles(tileTexture, (TW,TH), self.tdata) g.tga_load_level(currentLevel, 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) self.fox = Character("fox.png","facefox.tga", g, 'fox') self.fox.pos((3, 9)) self.fox.direction = 0 self.fox.hidden = 1 self.assistant = Character("assistant.png","faceassistant.png", g) self.assistant.pos((9, 10)) self.assistant.direction = 0 g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) self.g.player.direction = 1 g.intermission = 1 if 'scene5' in g.saveData: self.assistant.hidden = 1 self.fox.hidden = 1 self.dialog = 10
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new,dimentions) self.prevlevel = p self.title = 'Gardies Cloning faclities' # current level currentLevel = os.path.join("levels", "level0.tga") TW,TH = 32,32 # an ambient sound plays ambientSound = os.path.join("ambient", "amb1.ogg") pygame.mixer.music.load(ambientSound) # load tile set tileTexture = os.path.join("textures", "tiles0.png") g.tga_load_tiles(tileTexture, (TW,TH), self.tdata) g.tga_load_level(currentLevel, 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) g.code_events(self.edata) # fade in and display a quick waking up animation if 'scene_start' in g.saveData: self.timer = 255 else: g.saveData['scene_start'] = 1 g.intermission = 1
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new,dimentions) self.prevlevel = p self.title = 'Engineers Lab' # current level currentLevel = os.path.join("levels", "level2.tga") TW,TH = 32,32 # load tile set tileTexture = os.path.join("textures", "tiles0.png") g.tga_load_tiles(tileTexture, (TW,TH), self.tdata) g.tga_load_level(currentLevel, 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) self.microwave = Inventory(g, 'microwave') self.microwave.pos((6, 9)) self.professor = Character("professor.png","faceprofessor.tga", g) self.professor.pos((6, 9)) self.professor.direction = 0 self.assistant = Character("assistant.png","faceassistant.png", g) self.assistant.pos((12, 9)) self.assistant.direction = 1 g.intermission = 1 # already done the cut scene if 'scene1' in g.saveData: g.intermission = 0 self.professor.pos((11, 9)) self.dialog = 9 self.g.sprites.remove(self.assistant) # if you've put the transmitter in if 'scene3' in g.saveData: self.assistant = Character("assistant.png","faceassistant.png", g) self.assistant.pos((13, 9)) self.professor.pos((8, 9)) self.assistant.direction = 1 self.dialog = 10 g.intermission = 1 # already had the talk after putting in the transmitter if 'scene4' in g.saveData: self.dialog = 19 g.intermission = 0 self.g.sprites.remove(self.assistant) if 'scene5' in g.saveData: self.dialog = 20 self.professor.pos((11,9)) self.professor.faceup = 1 g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Jail - Airport Shortcut' # current level TW,TH = 32,32 # load tile set g.tga_load_tiles(os.path.join("textures", "tiles5.png"), (TW,TH), self.tdata) g.tga_load_level(os.path.join("levels", "level35.tga"), 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Office Complex Top' # current level TW,TH = 32,32 # load tile set g.tga_load_tiles(os.path.join("textures", "tiles6.png"), (TW,TH), self.tdata) g.tga_load_level(os.path.join("levels", "level30.tga"), 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) self.initBack('bg1.png', 230) g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))
def __init__(self, g, player_new, dimentions, p=0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = "Jail" # current level TW, TH = 32, 32 # load tile set g.tga_load_tiles(os.path.join("textures", "tiles5.png"), (TW, TH), self.tdata) g.tga_load_level(os.path.join("levels", "level17.tga"), 1) g.bounds = pygame.Rect(TW, TH, (len(g.tlayer[0]) - 2) * TW, (len(g.tlayer) - 2) * TH) g.code_events(self.edata) self.vats = Inventory(g, "clonevat") self.vats.pos((18, 13)) g.run_codes(self.cdata, (0, 0, g.dimentions[0], g.dimentions[1]))
def level_loop(self): g = self.g LevelBase.level_loop(self) # when the player investigates something if g.player.pos == (3,10) or g.player.pos == (4,10): if g.event: self.dialog = 1 if self.dialog == 1: str = "\"Stem Scaffolding Construction Device\"" str += "\nGARD01" self.info_box(str) if g.player.pos == (5,10): if g.event: self.dialog = 2 if self.dialog == 2: str = "$> patch --binary template.bsf subject24.bsf > /dev/tty2" str += "\nis written on console" self.info_box(str) if self.oldPos != g.player.pos: # clear dialog box self.dialog = 0 # remmber last pos so I can remove old dialoge boxes self.oldPos = g.player.pos self.timer += 1 # fade out of black if self.timer < 255: if self.timer < 64: alpha = self.timer * 4 self.g.screen.fill((alpha,alpha,alpha), None, BLEND_MULT) if self.timer < 50: self.g.player.animation = 1 elif self.timer < 118: self.g.player.animation = 2 elif self.timer < 135: self.g.player.animation = 1 elif self.timer < 140: self.g.player.animation = 2 elif self.timer < 145: self.g.player.animation = 3 elif self.timer < 156: self.g.player.animation = 0 g.intermission = 0
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Office' # current level currentLevel = os.path.join("levels", "level12.tga") TW,TH = 32,32 # load tile set tileTexture = os.path.join("textures", "tiles4.png") g.tga_load_tiles(tileTexture, (TW,TH), self.tdata) g.tga_load_level(currentLevel, 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Underground' # current level TW,TH = 32,32 # load tile set g.tga_load_tiles(os.path.join("textures", "tiles5.png"), (TW,TH), self.tdata) g.tga_load_level(os.path.join("levels", "level22.tga"), 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) self.g.player.hidden = 0 # so you can get back if self.prevlevel == 23: self.switches[0].pull_switch()
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Airport' # current level TW,TH = 32,32 # load tile set g.tga_load_tiles(os.path.join("textures", "tiles6.png"), (TW,TH), self.tdata) g.tga_load_level(os.path.join("levels", "level28.tga"), 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) self.vats = Inventory(g, 'plane') self.vats.pos((18, 9)) g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) self.g.player.hidden = 0 self.pan_camera(None) self.initBack('bg3.png', 190, 512) self.effect = GameEffect(g,'wind') pygame.mixer.music.load(os.path.join("ambient", "amb15.ogg")) pygame.mixer.music.play(40000) self.fox = Character("fox.png","facefox.tga", g, 'fox') self.fox.pos((31, 15)) self.fox.direction = 0 self.fox.health = 40 self.fox.healthmax = 40 self.director = Character("director.png","facedirector.png", g, 'director') self.director.pos((36, 16)) self.director.direction = 1 if 'scene16' in g.saveData: self.fox.hidden = 1 if 'scene17' in g.saveData: self.fox.feeling = 'dead' self.director.hidden = 1 # plane is gone if you got imas backup tape if 'i_tape' in g.saveData: self.vats.removeself() self.invbox = 0
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Airport' # current level TW,TH = 32,32 # load tile set g.tga_load_tiles(os.path.join("textures", "tiles6.png"), (TW,TH), self.tdata) g.tga_load_level(os.path.join("levels", "level25.tga"), 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) self.g.player.hidden = 0 self.pan_camera(None) self.initBack('bg3.png', 190, 512) self.effect = GameEffect(g,'wind') pygame.mixer.music.load(os.path.join("ambient", "amb15.ogg")) pygame.mixer.music.play(40000)
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Office' # current level currentLevel = os.path.join("levels", "level13.tga") TW,TH = 32,32 # load tile set tileTexture = os.path.join("textures", "tiles4.png") g.tga_load_tiles(tileTexture, (TW,TH), self.tdata) g.tga_load_level(currentLevel, 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) # intermission! self.fox = Character("fox.png","facefox.tga", g, 'fox') self.fox.pos((27, 13)) self.fox.direction = 0 self.fox.hidden = 1 self.assistant = Character("assistant.png","faceassistant.png", g) self.assistant.pos((28, 9)) self.assistant.direction = 0 self.assistant.feeling = 'pulled' self.assistant.hidden = 1 self.director = Character("director.png","facedirector.png", g, 'director') self.director.pos((32, 14)) self.director.direction = 1 self.director.feeling = 'sit' if 'scene18' in g.saveData: self.director.hidden = 1 self.dialog = 15 g.intermission = 0 self.switches[0].open = 1
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Jail' # current level TW,TH = 32,32 # load tile set tileTexture = os.path.join("textures", "tiles5.png") g.tga_load_tiles(tileTexture, (TW,TH), self.tdata) currentLevel = os.path.join("levels", "level14.tga") g.tga_load_level(currentLevel, 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) self.robot = Character("robot0.png","facerobot.tga", g,'robot') self.robot.pos((13, 20)) self.robot.direction = 0 #(2, 3) 'i_arms' in g.saveData self.arms = Inventory(g, 'arms') self.arms.pos((2,3)) # if you've given her arms if 'scene7' in g.saveData: self.dialog = 6 self.robot.feeling = 'arms' # if you read the newspaper, she fights you to get to the top self.newspaper = 0 if 'scene17' in g.saveData: self.newspaper = Inventory(g, "newspaper") self.newspaper.pos((6, 20)) if 'scene19' in g.saveData: self.robot.feeling = 'dead' self.robot.hidden = 1 g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Octagon' # current level currentLevel = os.path.join("levels", "level10.tga") TW,TH = 32,32 # load tile set tileTexture = os.path.join("textures", "tiles4.png") g.tga_load_tiles(tileTexture, (TW,TH), self.tdata) g.tga_load_level(currentLevel, 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) self.initBack('bg1.png', 180) if 'scene15' in g.saveData: self.switches[0].open = 1 self.switches[1].open = 1
def __init__(self, g, player_new, dimentions, p = 0): LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Elevator' # current level TW,TH = 32,32 # load tile set g.tga_load_tiles(os.path.join("textures", "tiles5.png"), (TW,TH), self.tdata) g.tga_load_level(os.path.join("levels", "level21.tga"), 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) #see two dead fish. Symbolisim self.vats = Inventory(g, 'fish0') self.vats.pos((19, 19)) self.vats = Inventory(g, 'fish1') self.vats.pos((28, 19)) g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) self.initBack('bg2.png', 680) self.g.player.hidden = 0
def __init__(self, g, player_new, dimentions, p = 0): self.monsters = [] LevelBase.__init__(self, g, player_new, dimentions) self.prevlevel = p self.title = 'Jail' # current level TW,TH = 32,32 # load tile set tileTexture = os.path.join("textures", "tiles5.png") g.tga_load_tiles(tileTexture, (TW,TH), self.tdata) currentLevel = os.path.join("levels", "level15.tga") g.tga_load_level(currentLevel, 1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) g.code_events(self.edata) self.mushroom = Character("mushroom.png","faceassistant.png", g, 'mushroom') self.mushroom.pos((5, 20)) g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1])) if 'scene9' in g.saveData: self.mushroom.dead = 1
def level_loop(self): g = self.g LevelBase.level_loop(self) # when the player investigates something if g.player.pos == (6, 9): if g.event: self.dialog = 1 if self.dialog == 1: str = "Gardies Research Facility" self.info_box(str) if g.player.pos == (34, 9): if g.event: self.dialog = 1 if self.dialog == 1: str = "Centre For Innovation" self.info_box(str) if self.oldPos != g.player.pos: # clear dialog box self.dialog = 0 # remmber last pos so I can remove old dialoge boxes self.oldPos = g.player.pos
def leave(self): LevelBase.leave(self)