def notifyCollide(self, collider): if collider is None: return if collider.type == "hero": play_sound('assets/music/effects/exploded.wav') self.parent.resetGame()
def spawn(self, parent): if self.canSpawn: # Spawning based on world height and Car height spawnLimit = int((parent.height / self.spawnFrequency) + (parent.hero.height * self.padding)) # Check if should spawn if self.latestSpawnTime > spawnLimit: dice = PercentChance(10) print("Radar chance: ") spawnradar = dice.roll() if spawnradar and not self.lastWasRadar: self.canSpawn = False self.spawnRadar(parent) else: print("Speed chance: ") cardice = PercentChance(25) shouldDoubleSpeed = cardice.roll() if shouldDoubleSpeed and not self.lastWasRadar and not self.lastWasDouble and not self.lastWasMiddle: play_sound('assets/music/effects/fast.wav') # effect = pygame.mixer.Sound('assets/music/effects/fast.wav') # effect.play() self.spawnCar(parent, 2) else: print("Spawning normal car") self.spawnCar(parent, 1) if parent.shouldFall: self.latestSpawnTime += parent.dropHeight
def handleEvent(self, inputResult): if not self.canMove: if inputResult == GameDefine.COMMAND_LEFT or inputResult == GameDefine.COMMAND_RIGHT: play_sound('assets/music/effects/gotcha.wav') self.parent.resetGame()