def endregenerate(): state.you = thing.get(state.you.targetid) window.camera.X0 = state.you.X window.camera.y0 = state.you.y clearfull() populatefull() background.wash() background.drawwash() if settings.saveonemergency: state.save()
def regenerate(): state.you = thing.Skiff(X=state.mother.X, y=state.mother.y - 11, vx=0) window.camera.X0 = state.you.X window.camera.y0 = state.you.y state.ships.append(state.you) clearfull() populatefull() sound.play("longteleport") control.clear() dialog.play("convo5") background.wash() background.drawwash() if settings.saveonemergency: state.save()
def regenerate(): state.you = thing.Skiff(X = state.mother.X, y = state.mother.y - 11, vx = 0) window.camera.X0 = state.you.X window.camera.y0 = state.you.y state.ships.append(state.you) clearfull() populatefull() sound.play("longteleport") control.clear() dialog.play("convo5") background.wash() background.drawwash() if settings.saveonemergency: state.save()
if event.type == KEYDOWN and event.key == "screenshot": fname = datetime.datetime.now().strftime("screenshot-%Y%m%d%H%M%S.png") pygame.image.save(window.screen, os.path.join("screenshots", fname)) if settings.DEBUG and event.type == KEYDOWN and event.key == K_F2: print("things %d" % (len(thing.things))) print("ships %d %d" % (len(state.ships), sum(map(window.camera.on, state.ships)))) print("objs %d %d" % (len(state.objs), sum(map(window.camera.on, state.objs)))) print("hazards %d %d" % (len(state.hazards), sum(map(window.camera.on, state.hazards)))) print("effects %d %d" % (len(state.effects), sum(map(window.camera.on, state.effects)))) if settings.DEBUG and event.type == KEYDOWN and event.key == K_F3: settings.drawbackground = not settings.drawbackground if settings.DEBUG and event.type == KEYDOWN and event.key == K_F4: state.you.y = 100 state.you.hp += 100 if event.type == KEYDOWN and event.key == "save" and scene.current is play: state.save() if settings.DEBUG and event.type == KEYDOWN and event.key == K_F6: scene.current = title scene.toinit = title if settings.DEBUG and event.type == KEYDOWN and event.key == K_F7: scene.current = play play.init() background.wash() if settings.DEBUG and event.type == KEYDOWN and event.key == K_F8: sound.playgamemusic() from src import quest quest.quests["Finale"].setup() scene.current = finalcutscene scene.toinit = finalcutscene if settings.DEBUG and event.type == KEYDOWN and event.key == K_F9: from src.scenes import act2cutscene
print("things %d" % (len(thing.things))) print("ships %d %d" % (len(state.ships), sum(map(window.camera.on, state.ships)))) print("objs %d %d" % (len(state.objs), sum(map(window.camera.on, state.objs)))) print("hazards %d %d" % (len( state.hazards), sum(map(window.camera.on, state.hazards)))) print("effects %d %d" % (len( state.effects), sum(map(window.camera.on, state.effects)))) if settings.DEBUG and event.type == KEYDOWN and event.key == K_F3: settings.drawbackground = not settings.drawbackground if settings.DEBUG and event.type == KEYDOWN and event.key == K_F4: state.you.y = 100 state.you.hp += 100 if event.type == KEYDOWN and event.key == "save" and scene.current is play: state.save() if settings.DEBUG and event.type == KEYDOWN and event.key == K_F6: scene.current = title scene.toinit = title if settings.DEBUG and event.type == KEYDOWN and event.key == K_F7: scene.current = play play.init() background.wash() if settings.DEBUG and event.type == KEYDOWN and event.key == K_F8: sound.playgamemusic() from src import quest quest.quests["Finale"].setup() scene.current = finalcutscene scene.toinit = finalcutscene if settings.DEBUG and event.type == KEYDOWN and event.key == K_F9: from src.scenes import act2cutscene