def __init__(self, director, player): Level.__init__(self, director, player) self.player.rect.x = 224 self.player.rect.y = 1273 self.laser0 = Laser(80, 340, 'laser_45.png') self.laser1 = Laser(400, 75, 'laser_45.png') self.laser2 = Laser(405, 332, 'laser_180.png') self.laser3 = Laser(80, 330, 'laser_180.png') self.laser4 = Laser(406, 341, 'laser_125.png') self.laser5 = Laser(80, 80, 'laser_125.png') self.laser6 = Laser(400, 350, 'laser_90.png') self.laserArray = [ self.laser0, self.laser1, self.laser2, self.laser3, self.laser4, self.laser5, self.laser6 ] self.laserGroup = EntityGroup([]) self.laserGroup.add(self.laser0, self.laser1, self.laser2, self.laser3, self.laser4, self.laser5, self.laser6) self.groups.append(self.laserGroup) self.laser0.active = False self.laser1.active = False self.activeLG = 1 # Pair of lasers active at a given time self.time = 0 self.page = Page(408, 135, self.player, director) self.enemyGroup.add([ FutureSoldier(141, 1084, self.player, director), # FutureSoldier(316, 1084, self.player, director), # FutureSoldier(141, 926, self.player, director), FutureSoldier(316, 926, self.player, director), FutureSoldier(686, 1260, self.player, director), FutureSoldier(508, 988, self.player, director), FutureSoldier(537, 1450, self.player, director), self.page ]) self.bg = load_image("map_page_img.png", Constants.MAP_DIR) self.collisionBg = load_image("map_page_bg.png", Constants.BG_MAP_DIR) self.invisibleFloor = InvisibleFloor( 384, 202, 59, 78) # Invisible sprite, it functions as a trigger self.invisibleFloorG = EntityGroup([]) self.invisibleFloorG.add(self.invisibleFloor) self.groups.append(self.invisibleFloorG) load_music("level_four.s3m") pygame.mixer.music.set_volume(0.5) pygame.mixer.music.play(-1) player.setWeapons([WpnBlade("lightsaber.png", -1, pygame.Rect(128, 77, 42, 42), "sthswng1.wav", 0.2), \ WpnLaser()])
def __init__(self, director, player): Level.__init__(self, director, player) self.player.rect.x = 782 self.player.rect.y = 912 self.dead_sub_boss = 0 #Counts the dead Centurions. self.enemyGroup.add([Legionnaire(987, 768, self.player, director), Legionnaire(1083, 768, self.player, director), Legionnaire(1119, 768, self.player, director), Legionnaire(987, 834, self.player, director), Legionnaire(477, 747, self.player, director), Legionnaire(645, 738, self.player, director), Legionnaire(477, 891, self.player, director), Legionnaire(645, 788, self.player, director), Centurion(150, 288, self.player, director), Centurion(1455, 288, self.player, director), Centurion(1329, 1248, self.player, director)]) self.door = Door(760, 575, 'door_sheet.png', -1, 'coordDoor.txt', [2], 'door_open.wav') self.doorGroup = EntityGroup([]) self.doorGroup.add(self.door) self.groups.append(self.doorGroup) self.bg = load_image("map_caesar_a_img.png", Constants.MAP_DIR) self.collisionBg = load_image( "map_caesar_a_bg.png", Constants.BG_MAP_DIR) load_music("level_one.it") pygame.mixer.music.set_volume(1) pygame.mixer.music.play(-1) player.setWeapons([WpnBlade("wpns2.png", -1, pygame.Rect(344, 342, 28, 28), "blade_swing.wav", 0.5), \ WpnBow("items-1.png", None, pygame.Rect(0, 24, 24, 24))])
def __init__(self, director, player): Scene.__init__(self, director) self.player = player self.enemyGroup = EntityGroup([]) self.bulletGroup = EntityGroup([]) self.groups = [] self.groups.append(self.enemyGroup) self.groups.append(self.bulletGroup) self.bg = None self.collisionBg = None self.camera = Camera() self.HUD = HUD(self.director, (0, 467), True, player) hudLayer = Layer(self.director) hudLayer.append(self.HUD) self.layers.append(hudLayer) self.mouseHoveringHUD = False self.danger = False self.dangerLevel = 0 self.gameOver = False