def hint(self): self.hint_title() text = adapter.create_text('C') adapter.bind_screen(text, self.left_text) right_text = [*self.right_text] for _, text in self.attack_text_queue: adapter.bind_screen(text, right_text) right_text[0] += 30
def hint(self): self.hint_title() left_text = [*self.left_text] for _, text in self.recover_text_queue: adapter.bind_screen(text, left_text) left_text[0] += 30 right_text = [*self.right_text] for _, text in self.attack_text_queue: adapter.bind_screen(text, right_text) right_text[0] += 30
def run(self, level: LevelBase): running = True countdown_index = 0 while running: level.hint() if countdown_index == 0: adapter.allow(self.countdown_event) for event in adapter.get_event(): running = adapter.exit_game(event) if event.type == self.countdown_event: level.exclude_boss_sprites.add(self.countdown_surf[countdown_index]) if countdown_index != 0: level.exclude_boss_sprites.remove(self.countdown_surf[countdown_index - 1]) adapter.update_display() if countdown_index == 3: adapter.allow(None) countdown_index += 1 if countdown_index >= 4: level.boss_move(event, level.player) level.player_move(event, level.boss) level.update() for sprite in level.exclude_boss_sprites: adapter.bind_screen(sprite.surf, sprite.rect) adapter.update_display() level.spark_sprites.update() adapter.update_screen() if level.is_end(): end_background = level.end_event() adapter.bind_screen(end_background, (0, 0)) adapter.update_display() adapter.delay(2000) adapter.wait() running = False self.end_game()
def hint(self): super().hint() text = adapter.create_text('C') adapter.bind_screen(text, self.left_text)
def hint(self): super().hint() text = adapter.create_text('Enter') adapter.bind_screen(text, self.right_text)
def update(self): super().update() if not self.is_hit: adapter.bind_screen(self.surf, self.rect) else: self.blink()
def blink(self): adapter.bind_screen(self.surf_hurt, self.rect_hurt) if time() - self.timer >= self.blink_rate: self.is_hit = False