def StageTwo(hero, winstyle = 0): # Initialize screen pygame.init() bestdepth = pygame.display.mode_ok(SCREENRECT.size, winstyle, 32) screen = pygame.display.set_mode(SCREENRECT.size, winstyle, bestdepth) pygame.display.set_caption('Cyborg-Fu!') # Creating Background bgdtile = load_image('graytile.png') background = pygame.Surface(SCREENRECT.size) for x in range(0, SCREENRECT.width, bgdtile.get_width()): for y in range(0, SCREENRECT.height, bgdtile.get_width()): background.blit(bgdtile, (x, y)) #Missle & Attack object groups must be determined before characters. shots = pygame.sprite.Group() pshots = pygame.sprite.Group() clubs = pygame.sprite.Group() blade = pygame.sprite.Group() blood = pygame.sprite.Group() ogres = pygame.sprite.Group() #scoreboard score = Score() scoresprite = pygame.sprite.RenderPlain(score) prof = Creature("prof", [740, 30], [1, 1], [10], "still", "prof.png", "nil") Ogre([100, 100], clubs) #Text TEXT = "Ogres may seem stupid, but they're a lot smarter than runts! Be careful!" text = Text(TEXT) textgroup = pygame.sprite.Group() #Create Characters global tesi global gunner if hero == "tesi": tesi = Tesi(blade) life = Life(tesi) Mana(tesi) lifesprite = pygame.sprite.RenderPlain(life) heroes = pygame.sprite.Group(tesi) sprites = pygame.sprite.Group(tesi, prof, score, life, text) if hero == "gunner": gunner = Hero(shots) life = Life(gunner) Mana(gunner) lifesprite = pygame.sprite.RenderPlain(life) heroes = pygame.sprite.Group(gunner) sprites = pygame.sprite.Group(gunner, prof, score, life, text) #Assign life values Alives = 0 Blives = 0 #Checkmarks to avoid repeating text CHECKMARK1 = 0 CHECKMARK2 = 0 CHECKMARK3 = 0 #Default groups for each sprite class Creature.containers = sprites Shot.containers = shots PowerShot.containers = pshots Ogre.containers = ogres Text.containers = sprites # Blit everything to the screen screen.blit(background, (0, 0)) pygame.display.flip() # Initialise clock clock = pygame.time.Clock() #Tesi's blade BLADE = 1 COLLIDELATENCY = 0 ogrereload = OGRE_RELOAD # Event loop while 1: clock.tick(60) COLLIDELATENCY = COLLIDELATENCY - 1 """Creating actions that cause a change in dialogue""" if score.score == 4: if CHECKMARK1 == 0: msg = "These Ogres cost a lot, I hope you can handle more than two!" newText = Text(msg) sprites.add(newText) CHECKMARK1 = 1 if ogrereload: ogrereload = ogrereload - 1 elif not int(random.random() * OGRE_ODDS): choice = random.choice((1,2,3,4,5)) if choice == 1: if Alives <= 0: loc = [100, 50] ogreA = Ogre(loc, clubs) ogres.add(ogreA) Alives = 1 if choice == 2: if Blives <= 0: loc = [200, 50] ogreB = Ogre(loc, clubs) ogres.add(ogreB) Blives = 1 ogrereload = OGRE_RELOAD if hero == "tesi": for event in pygame.event.get(): if event.type == QUIT: pygame.quit() return if event.type == KEYDOWN: if event.key == K_e: tesi.healing = 1 if event.key == K_SPACE: if BLADE == 1: tesi.throw(blade) BLADE = BLADE - 1 COLLIDELATENCY = 60 if Alives == 1: ogreA.dodge() if Blives == 1: ogreB.dodge() if event.key == K_w: tesi.moveup() if event.key == K_s: tesi.movedown() if event.key == K_a: tesi.moveleft() if event.key == K_d: tesi.moveright() if event.key == K_l: if BLADE == 1: tesi.swing(blade) COLLIDELATENCY = 150 elif event.type == KEYUP: if event.key == K_e: tesi.healing = 0 if event.key == K_a or event.key == K_d or event.key == K_w or event.key == K_s: tesi.state = "still" # Tesi gets his blade back if COLLIDELATENCY <= 0: if pygame.sprite.spritecollide(tesi, blade, dokill): BLADE = BLADE + 1 if pygame.sprite.spritecollide(tesi, clubs, dontkill): tesi.bleed(blood) tesi.life = tesi.life - 6 if hero == "gunner": for event in pygame.event.get(): if event.type == QUIT: pygame.quit() return if event.type == KEYDOWN: if event.key == K_e: gunner.powershot(pshots) if event.key == K_SPACE: gunner.doublefire(shots) if Alives == 1: ogreA.dodge() if Blives == 1: ogreB.dodge() if event.key == K_w: gunner.moveup() if event.key == K_s: gunner.movedown() if event.key == K_a: gunner.moveleft() if event.key == K_d: gunner.moveright() elif event.type == KEYUP: if event.key == K_a or event.key == K_d or event.key == K_w or event.key == K_s: gunner.state = "still" if pygame.sprite.spritecollide(gunner, clubs, dontkill): gunner.bleed(blood) gunner.life = gunner.life - 10 gunner.knockback() if hero == "tesi": loc = tesi.rect if hero == "gunner": loc = gunner.rect if Alives == 1: ogreA.chase(loc) ogreA.tryclub(loc) if pygame.sprite.spritecollide(ogreA, shots, dokill): ogreA.bleed(blood) ogreA.life = ogreA.life - 10 if ogreA.life <= 0: Alives = 0 score.plus(2) if pygame.sprite.spritecollide(ogreA, pshots, dontkill): ogreA.bleed(blood) ogreA.life = ogreA.life - 15 if ogreA.life <= 0: Alives = 0 score.plus(2) if pygame.sprite.spritecollide(ogreA, blade, dontkill): ogreA.bleed(blood) ogreA.life = ogreA.life - 4 if ogreA.life <= 0: Alives = 0 score.plus(2) if Blives == 1: ogreB.chase(loc) ogreB.tryclub(loc) if pygame.sprite.spritecollide(ogreB, shots, dokill): ogreB.bleed(blood) ogreB.life = ogreB.life - 10 if ogreB.life <= 0: Blives = 0 score.plus(2) if pygame.sprite.spritecollide(ogreB, pshots, dontkill): ogreB.bleed(blood) ogreB.life = ogreB.life - 15 if ogreB.life <= 0: Blives = 0 score.plus(2) if pygame.sprite.spritecollide(ogreB, blade, dontkill): ogreB.bleed(blood) ogreB.life = ogreB.life - 4 if ogreB.life <= 0: Blives = 0 score.plus(2) if pygame.sprite.spritecollide(prof, ogres, dontkill): msg = "Professor: (Sigh) Attack the subject, stupid ogres!" newText = Text(msg) sprites.add(newText) ogres.empty() Alives = 0 Blives = 0 if pygame.sprite.spritecollide(prof, heroes, dontkill): if score.score <= 9: if CHECKMARK2 == 0: msg = "Professor: Attack the ogres, let me see what you can do!" newText = Text(msg) sprites.add(newText) CHECKMARK2 = 1 if score.score >= 10: if CHECKMARK3 == 0: msg = "Excellent work. What shall be your next challenge.. hm?" newText = Text(msg) sprites.add(newText) CHECKMARK3 = 1 ogres.empty() Alives = 2 Blives = 2 StageThree(hero) ogres.clear(screen, background) ogres.update() ogres.draw(screen) blood.clear(screen, background) blood.update() blood.draw(screen) shots.clear(screen, background) shots.update() shots.draw(screen) pshots.clear(screen, background) pshots.update() pshots.draw(screen) blade.clear(screen, background) blade.update() blade.draw(screen) clubs.clear(screen, background) clubs.update() clubs.draw(screen) textgroup.clear(screen, background) textgroup.update() textgroup.draw(screen) sprites.clear(screen, background) sprites.update() sprites.draw(screen) pygame.display.flip()
def StageThree(hero, winstyle = 0): # Initialize screen pygame.init() bestdepth = pygame.display.mode_ok(SCREENRECT.size, winstyle, 32) screen = pygame.display.set_mode(SCREENRECT.size, winstyle, bestdepth) pygame.display.set_caption('Cyborg-Fu!') # Creating Background bgdtile = load_image('rivers.png') background = pygame.Surface(SCREENRECT.size) background.blit(bgdtile, (0,0)) #Missle & Attack object groups must be determined before characters. shots = pygame.sprite.Group() pshots = pygame.sprite.Group() ashots = pygame.sprite.Group() fakeshots = pygame.sprite.Group() shadows = pygame.sprite.Group() blade = pygame.sprite.Group() blood = pygame.sprite.Group() #Scoreboard score = Score() scoresprite = pygame.sprite.RenderPlain(score) assassin = Assassin([100, 100], ashots) Shadow([100,300], fakeshots, "left", [0,0]) #Text TEXT = "They sent an 'The Assassin' for me! Please, defeat him!" text = Text(TEXT) #Create Characters global tesi global gunner if hero == "tesi": tesi = Tesi(blade) life = Life(tesi) Mana(tesi) lifesprite = pygame.sprite.RenderPlain(life) heroes = pygame.sprite.Group(tesi) objects = pygame.sprite.Group(tesi, assassin, score, life, text) if hero == "gunner": gunner = Hero(shots) life = Life(gunner) Mana(gunner) lifesprite = pygame.sprite.RenderPlain(life) heroes = pygame.sprite.Group(gunner) objects = pygame.sprite.Group(gunner, assassin, score, life, text) #Creating an impassable block! Excitement abounds! #Block works! Now to map out the river! middle = Block([420, 10]) middle1 = Block([420, 40]) middle2 = Block([420, 80]) middle3 = Block([420, 120]) middle4 = Block([430, 160]) middle5 = Block([430, 200]) middle6 = Block([460, 240]) middle7 = Block([430, 280]) middle8 = Block([420, 310]) middle9 = Block([413, 400]) middle10 = Block([435, 434]) middle11 = Block([455, 456]) middle12 = Block([488, 488]) middle13 = Block([520, 496]) middle14 = Block([557, 503]) middle15 = Block([575, 536]) middle16 = Block([588, 564]) east1 = Block([464, 153]) east2 = Block([504, 175]) east3 = Block([543, 181]) east4 = Block([574, 210]) east5 = Block([575, 303]) east6 = Block([570, 351]) east7 = Block([544, 371]) east8 = Block([524, 404]) east9 = Block([495, 421]) west1 = Block([376, 188]) west2 = Block([323, 202]) west3 = Block([290, 213]) west4 = Block([240, 220]) west5 = Block([141, 209]) west6 = Block([108, 163]) west7 = Block([72, 148]) west8 = Block([42, 133]) west9 = Block([3, 121]) #Checkmarks to avoid repeating text CHECKMARK1 = 0 CHECKMARK2 = 0 #Create Game Groups gassassin = pygame.sprite.Group(assassin) blocks = pygame.sprite.Group(middle, middle1, middle2, middle3, middle4, middle5, middle6, middle7, middle8, middle9, middle10, middle11, middle12, middle13, middle14, middle15, middle16, east1, east2, east3, east4, east5, east6, east7, east8, east9, west1, west2, west3, west4, west5, west6, west7, west8, west9) #Default groups for each sprite class Shot.containers = shots PowerShot.containers = pshots Shadow.containers = shadows # Blit everything to the screen screen.blit(background, (0, 0)) pygame.display.flip() #Tesi's blade BLADE = 1 COLLIDELATENCY = 0 #Assassin creates an illusional shadow shadowspawn = SHADOW_SPAWN SALIVE = 0 # Initialise clock clock = pygame.time.Clock() # Event loop while 1: clock.tick(60) COLLIDELATENCY = COLLIDELATENCY - 1 if hero == "tesi": loc = tesi.rect if hero == "gunner": loc = gunner.rect assassin.aim(loc) if SALIVE == 1: shadow.aim(loc) if shadowspawn > 0: shadowspawn = shadowspawn - 1 elif not int(random.random() * SHADOW_ODDS): shadowspawn = SHADOW_SPAWN loc = assassin.rect.center facing = assassin.facing running = assassin.movepos shadow = Shadow(loc, fakeshots, facing, running) shadows.add(shadow) SALIVE = 1 if hero == "tesi": for event in pygame.event.get(): if event.type == QUIT: pygame.quit() return if event.type == KEYDOWN: if event.key == K_e: tesi.healing = 1 if event.key == K_SPACE: if BLADE == 1: tesi.throw(blade) BLADE = BLADE - 1 COLLIDELATENCY = 60 assassin.dodge() if event.key == K_w: tesi.moveup() if event.key == K_s: tesi.movedown() if event.key == K_a: tesi.moveleft() if event.key == K_d: tesi.moveright() if event.key == K_l: if BLADE == 1: tesi.swing(blade) COLLIDELATENCY = 150 elif event.type == KEYUP: if event.key == K_e: tesi.healing = 0 if event.key == K_a or event.key == K_d or event.key == K_w or event.key == K_s: tesi.state = "still" # Tesi gets his blade back if COLLIDELATENCY <= 0: if pygame.sprite.spritecollide(tesi, blade, dokill): BLADE = BLADE + 1 if pygame.sprite.spritecollide(tesi, ashots, dokill): tesi.bleed(blood) tesi.life = tesi.life - 6 if hero == "gunner": for event in pygame.event.get(): if event.type == QUIT: pygame.quit() return if event.type == KEYDOWN: if event.key == K_e: gunner.powershot(pshots) if event.key == K_SPACE: gunner.doublefire(shots) assassin.dodge() if event.key == K_w: gunner.moveup() if event.key == K_s: gunner.movedown() if event.key == K_a: gunner.moveleft() if event.key == K_d: gunner.moveright() elif event.type == KEYUP: if event.key == K_a or event.key == K_d or event.key == K_w or event.key == K_s: gunner.state = "still" if pygame.sprite.spritecollide(gunner, ashots, dokill): gunner.bleed(blood) gunner.life = gunner.life - 10 gunner.knockback() if pygame.sprite.groupcollide(shadows, blade, dokill, dontkill) or pygame.sprite.groupcollide(shadows, shots, dokill, dokill): a = "Assassin: What's the matter? Can't hit me? Haha!" b = "Assassin: Come on, stop trying to hit me and hit me!" c = "Assassin: What are you swinging at? I'm right here!" d = "Assassin: Bwahahahaha!" e = "Assassin: Super ketchup, premio tomato, catfish tuna." msg = random.choice((a, b, c, d, e)) newText = Text(msg) objects.add(newText) shadows.empty() SALIVE = 0 if pygame.sprite.spritecollide(assassin, blade, dontkill): assassin.bleed(blood) assassin.life = assassin.life - 2 score.plus(1) if pygame.sprite.spritecollide(assassin, shots, dokill): assassin.bleed(blood) assassin.life = assassin.life - 5 score.plus(1) if pygame.sprite.spritecollide(assassin, pshots, dontkill): assassin.bleed(blood) assassin.life = assassin.life - 8 score.plus(1) if pygame.sprite.groupcollide(blocks, heroes, dontkill, dontkill): if hero == "tesi": middle.collision(tesi) if hero == "gunner": middle.collision(gunner) if pygame.sprite.groupcollide(blocks, gassassin, dontkill, dontkill): middle.collision(assassin) if assassin.life <= 0: if CHECKMARK1 == 0: msg = "Professor: Incredible, you defeated 'The Assassin'! Yippie!" newText = Text(msg) objects.add(newText) CHECKMARK1 = 1 shadows.clear(screen, background) shadows.update() shadows.draw(screen) blood.clear(screen, background) blood.update() blood.draw(screen) shots.clear(screen, background) shots.update() shots.draw(screen) pshots.clear(screen, background) pshots.update() pshots.draw(screen) ashots.clear(screen, background) ashots.update() ashots.draw(screen) fakeshots.clear(screen, background) fakeshots.update() fakeshots.draw(screen) blade.clear(screen, background) blade.update() blade.draw(screen) objects.clear(screen, background) objects.update() objects.draw(screen) blocks.clear(screen, background) blocks.update() blocks.draw(screen) pygame.display.flip()
def StageOne(hero, winstyle = 0): # Initialize screen pygame.init() bestdepth = pygame.display.mode_ok(SCREENRECT.size, winstyle, 32) screen = pygame.display.set_mode(SCREENRECT.size, winstyle, bestdepth) pygame.display.set_caption('Cyborg-Fu!') # Creating Background bgdtile = load_image('graytile.png') background = pygame.Surface(SCREENRECT.size) for x in range(0, SCREENRECT.width, bgdtile.get_width()): for y in range(0, SCREENRECT.height, bgdtile.get_height()): background.blit(bgdtile, (x, y)) #Missle & Attack object groups must be determined before characters. shots = pygame.sprite.Group() pshots = pygame.sprite.Group() claws = pygame.sprite.Group() blade = pygame.sprite.Group() blood = pygame.sprite.Group() runties = pygame.sprite.Group() Runt([100, 100]) prof = Creature("prof", [740, 30], [1, 1], [10], "still", "prof.png", "nil") #Scoreboard score = Score() scoresprite = pygame.sprite.RenderPlain(score) #Text TEXT = "Professor: Let's see what they can do..." text = Text(TEXT) textgroup = pygame.sprite.Group() #Create Characters global gunner global tesi if hero == "tesi": tesi = Tesi(blade) life = Life(tesi) mana = Mana(tesi) lifesprite = pygame.sprite.RenderPlain(life) manaSprite = pygame.sprite.RenderPlain(mana) heroes = pygame.sprite.Group(tesi) sprites = pygame.sprite.Group(tesi, prof, score, life, mana, text) if hero == "gunner": gunner = Hero(shots) life = Life(gunner) mana = Mana(gunner) lifesprite = pygame.sprite.RenderPlain(life) manaSprite = pygame.sprite.RenderPlain(mana) heroes = pygame.sprite.Group(gunner) sprites = pygame.sprite.Group(gunner, prof, score, life, text) #Assign life values Alives = 0 Blives = 0 Clives = 0 Dlives = 0 Elives = 0 #Checkmarks to avoid repeating text CHECKMARK1 = 0 CHECKMARK2 = 0 CHECKMARK3 = 0 all = pygame.sprite.Group(prof, score, life, mana, text, blood, pshots, blade, claws, runties, shots) #Default groups for each sprite class Creature.containers = all Shot.containers = all PowerShot.containers = all Runt.containers = all Text.containers = all # Blit everything to the screen screen.blit(background, (0, 0)) pygame.display.flip() # Initialise clock clock = pygame.time.Clock() #Tesi's blade BLADE = 1 COLLIDELATENCY = 0 runtreload = RUNT_RELOAD # Event loop while 1: clock.tick(60) COLLIDELATENCY = COLLIDELATENCY - 1 """Creating actions that cause a change in dialogue""" if score.score == 4: if CHECKMARK1 == 0: msg = "Professor: Hmm, they seem to be working properly. Excellent!" newText = Text(msg) sprites.add(newText) CHECKMARK1 = 1 #I would very much like to get this code condensed, but it doesnt seem possible! if runtreload: runtreload = runtreload - 1 elif not int(random.random() * RUNT_ODDS): choice = random.choice((1,2,3,4,5)) if choice == 1: if Alives <= 0: runtA = Runt([100,50]) runties.add(runtA) Alives = 1 if choice == 2: if Blives <= 0: runtB = Runt([200,50]) runties.add(runtB) Blives = 1 if choice == 3: if Alives <= 0: runtC = Runt([300,50]) runties.add(runtC) Clives = 1 if choice == 4: if Dlives <= 0: runtD = Runt([400,50]) runties.add(runtD) Dlives = 1 if choice == 5: if Elives <= 0: runtE = Runt([500,50]) runties.add(runtE) Elives = 1 runtreload = RUNT_RELOAD if hero == "tesi": for event in pygame.event.get(): if event.type == QUIT: pygame.quit() return if event.type == KEYDOWN: if event.key == K_e: tesi.healing = 1 if event.key == K_SPACE: if BLADE == 1: tesi.throw(blade) BLADE = BLADE - 1 COLLIDELATENCY = 60 if event.key == K_w: tesi.moveup() if event.key == K_s: tesi.movedown() if event.key == K_a: tesi.moveleft() if event.key == K_d: tesi.moveright() if event.key == K_l: if BLADE == 1: tesi.swing(blade) COLLIDELATENCY = 150 elif event.type == KEYUP: if event.key == K_a or event.key == K_d or event.key == K_w or event.key == K_s: tesi.state = "still" if event.key == K_e: tesi.healing = 0 # Tesi gets his blade back if COLLIDELATENCY <= 0: if pygame.sprite.spritecollide(tesi, blade, dokill): BLADE = BLADE + 1 if pygame.sprite.spritecollide(tesi, runties, dontkill): tesi.bleed(blood) tesi.life = tesi.life - 3 if hero == "gunner": for event in pygame.event.get(): if event.type == QUIT: pygame.quit() return if event.type == KEYDOWN: if event.key == K_e: gunner.powershot(pshots) if event.key == K_SPACE: gunner.doublefire(shots) if event.key == K_w: gunner.moveup() if event.key == K_s: gunner.movedown() if event.key == K_a: gunner.moveleft() if event.key == K_d: gunner.moveright() elif event.type == KEYUP: if event.key == K_a or event.key == K_d or event.key == K_w or event.key == K_s: gunner.state = "still" if pygame.sprite.spritecollide(gunner, runties, dontkill): gunner.bleed(blood) gunner.life = gunner.life - 5 gunner.knockback() if Alives == 1: if pygame.sprite.spritecollide(runtA, shots, dokill): runtA.bleed(blood) runtA.life = runtA.life - 10 if runtA.life <= 0: Alives = 0 score.plus(1) if pygame.sprite.spritecollide(runtA, pshots, dontkill): runtA.bleed(blood) runtA.life = runtA.life - 15 if runtA.life <= 0: Alives = 0 score.plus(1) if pygame.sprite.spritecollide(runtA, blade, dontkill): runtA.bleed(blood) runtA.life = runtA.life - 4 if runtA.life <= 0: Alives = 0 score.plus(1) if Blives == 1: if pygame.sprite.spritecollide(runtB, shots, dokill): runtB.bleed(blood) runtB.life = runtB.life - 10 if runtB.life <= 0: Blives = 0 score.plus(1) if pygame.sprite.spritecollide(runtB, pshots, dontkill): runtB.bleed(blood) runtB.life = runtB.life - 15 if runtB.life <= 0: Blives = 0 score.plus(1) if pygame.sprite.spritecollide(runtB, blade, dontkill): runtB.bleed(blood) runtB.life = runtB.life - 4 if runtB.life <= 0: Blives = 0 score.plus(1) if Clives == 1: if pygame.sprite.spritecollide(runtC, shots, dokill): runtC.bleed(blood) runtC.life = runtC.life - 10 if runtC.life <= 0: Clives = 0 score.plus(1) if pygame.sprite.spritecollide(runtC, pshots, dontkill): runtC.bleed(blood) runtC.life = runtC.life - 15 if runtC.life <= 0: Clives = 0 score.plus(1) if pygame.sprite.spritecollide(runtC, blade, dontkill): runtC.bleed(blood) runtC.life = runtC.life - 4 if runtC.life <= 0: Clives = 0 score.plus(1) if Dlives == 1: if pygame.sprite.spritecollide(runtD, shots, dokill): runtD.bleed(blood) runtD.life = runtD.life - 10 if runtD.life <= 0: Dlives = 0 score.plus(1) if pygame.sprite.spritecollide(runtD, pshots, dontkill): runtD.bleed(blood) runtD.life = runtD.life - 15 if runtD.life <= 0: Dlives = 0 score.plus(1) if pygame.sprite.spritecollide(runtD, blade, dontkill): runtD.bleed(blood) runtD.life = runtD.life - 4 if runtD.life <= 0: Dlives = 0 score.plus(1) if Elives == 1: if pygame.sprite.spritecollide(runtE, shots, dokill): runtE.bleed(blood) runtE.life = runtE.life - 10 if runtE.life <= 0: Elives = 0 score.plus(1) if pygame.sprite.spritecollide(runtE, pshots, dontkill): runtE.bleed(blood) runtE.life = runtE.life - 15 if runtE.life <= 0: Elives = 0 score.plus(1) if pygame.sprite.spritecollide(runtE, blade, dontkill): runtE.bleed(blood) runtE.life = runtE.life - 4 if runtE.life <= 0: Elives = 0 score.plus(1) if pygame.sprite.spritecollide(prof, runties, dontkill): msg = "Professor: (Sigh) Attack the subject, stupid runts!" newText = Text(msg) sprites.add(newText) runties.empty() Alives = 0 Blives = 0 Clives = 0 Dlives = 0 Elives = 0 if pygame.sprite.spritecollide(prof, heroes, dontkill): if score.score <= 9: if CHECKMARK2 == 0: msg = "Professor: Attack the runts, let me see what you can do!" newText = Text(msg) sprites.add(newText) CHECKMARK2 = 1 if score.score >= 10: if CHECKMARK3 == 0: msg = "I have finally succeeded. I shall call off these runts." newText = Text(msg) sprites.add(newText) CHECKMARK3 = 1 runties.empty() Alives = 2 Blives = 2 Clives = 2 Dlives = 2 Elives = 2 StageTwo(hero) runties.clear(screen, background) runties.update() runties.draw(screen) blood.clear(screen, background) blood.update() blood.draw(screen) shots.clear(screen, background) shots.update() shots.draw(screen) pshots.clear(screen, background) pshots.update() pshots.draw(screen) blade.clear(screen, background) blade.update() blade.draw(screen) textgroup.clear(screen, background) textgroup.update() textgroup.draw(screen) sprites.clear(screen, background) sprites.update() sprites.draw(screen) pygame.display.flip()