forked from ayte/PinmikPanik
Added more pinmiks on game start
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59a7b97b94
commit
09eef1ae4d
@ -8,24 +8,17 @@ class Demo(BaseObject):
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super().__init__(game.DISPLAY_WIDTH/2,game.DISPLAY_HEIGHT/2,game,0,0)
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self.blinktimer = game.lib.Timer(0.5)
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self.pinmik = game.gameloop.findname("Lemming")[0]
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self.move()
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self.maxblink = 6
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self.depth = 6
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def move(self):
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self.rect[0] = self.pinmik.rect.center[0]
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self.rect[1] = self.pinmik.rect.center[1]+50
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def step(self):
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self.blinktimer.tick(self.game.dt)
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if self.blinktimer.getloops()>=self.maxblink:
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self.game.gameloop.delid(self.id)
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self.move()
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def draw(self):
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sprites = self.game.getSpriteDir("cursor/")
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@ -37,4 +30,5 @@ class Demo(BaseObject):
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else:
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sprite.set_alpha(255)
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if self.blinktimer.getloops()<self.maxblink:
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self.game.lib.drawcenter(self.game,sprite,self.rect[0],self.rect[1])
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for pinmik in self.game.gameloop.findname("Lemming"):
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self.game.lib.drawcenter(self.game,sprite,pinmik.rect.center[0],pinmik.rect.center[1]+50)
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@ -36,7 +36,9 @@ class Manager(BaseObject):
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# Summon the tiles
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self.tiles = Tiles(288,0,game)
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game.gameloop.summon(self.tiles)
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# Spawn the first one
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# Spawn the first batch
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self.game.gameloop.summon(Spawner(self.game,self.tiles))
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self.game.gameloop.summon(Spawner(self.game,self.tiles))
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self.game.gameloop.summon(Spawner(self.game,self.tiles))
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# Demo
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@ -11,7 +11,7 @@ class Spawner(BaseObject):
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self.speedmargin = speedmargin
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self.fallsprite = game.sprite_lib["lemmings/falling.png"]
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self.distance = game.DISPLAY_HEIGHT
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self.timer = game.lib.Timer(3) # Seconds of telegraph before spawning the lemming
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self.timer = game.lib.Timer(2.5+random.random()) # Seconds of telegraph before spawning the lemming
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def step(self):
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if self.timer.tick(self.game.dt):
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@ -13,7 +13,7 @@ class Tiles(BaseObject):
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self.nbcells = nbcells
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self.cellsize = cellsize
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self.saferadius = 2
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self.saferadius = 3
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self.grid = self.gengrid(game.sprite_lib["collisionmap.png"])
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self.spawns = self.getspawnpoints(self.grid,saferadius=self.saferadius)
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