def first_update(): score_str = "%010d" % score_mod.total text.set_text(score_id, score_str) player_id = player.player_id current_health = health.get_health(player_id) shield_str = ">" * current_health text.set_text(shield_id, "[%s]" % shield_str) requirement = player.get_next_upgrade_requirement() if requirement: collected_str = "%d" % (requirement - evoseed.collected) else: collected_str = "at maximum" text.set_text(progress_id, collected_str) text.set_text(weapon_id, player.current_weapon)
def update(): if score_mod.new_score: score_str = "%010d" % score_mod.total text.set_text(score_id, score_str) player_id = player.player_id if player_id in health.damaged or player_id in health.healed: current_health = health.get_health(player_id) shield_str = ">" * current_health text.set_text(shield_id, "[%s]" % shield_str) if evoseed.collected_change or player.current_path_changed: requirement = player.get_next_upgrade_requirement() if requirement: collected_str = "%d" % (requirement - evoseed.collected) else: collected_str = "maximum" text.set_text(progress_id, collected_str) if player.current_weapon_changed: text.set_text(weapon_id, player.current_weapon)