Colors unlock with highscore
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gamedata/assets/lemmings/blue/Left/0.png
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gamedata/assets/lemmings/blue/Left/1.png
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gamedata/assets/lemmings/blue/Left/2.png
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gamedata/assets/lemmings/blue/Left/3.png
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gamedata/assets/lemmings/blue/Right/0.png
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gamedata/assets/lemmings/blue/Right/1.png
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gamedata/assets/lemmings/blue/Right/2.png
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gamedata/assets/lemmings/blue/Right/3.png
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gamedata/assets/lemmings/blue/falling.png
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@ -129,3 +129,11 @@ def savesettings(dirname,bgm=1,sfx=1,filename="settings.ini"):
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with open(filepath,'w') as configfile:
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config.write(configfile)
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def getunlocks(highscore):
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unlocks = {"normal":["base"],"specials":[]}
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if highscore>=50:
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unlocks["normal"].append("green")
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if highscore>=250:
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unlocks["normal"].append("blue")
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return unlocks
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@ -42,7 +42,7 @@ class Game():
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self.math = math
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self.elapsedtime = 0
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self.datadir = lib.get_save_dir("pinmikpanik")
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self.dataname = "highscore.ini"
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self.settingsname = "settings.ini"
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@ -16,6 +16,8 @@ class MenuBackground(BaseObject):
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# Pinmik falling
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self.pinmiktimer = game.lib.Timer(1)
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unlocks = game.lib.getunlocks(game.globals["highscore"])
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self.skins = unlocks["normal"]+unlocks["specials"]
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def step(self):
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@ -27,7 +29,7 @@ class MenuBackground(BaseObject):
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if self.pinmiktimer.tick(self.game.dt):
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self.pinmiktimer = game.lib.Timer(1+random.random())
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self.game.gameloop.summon(FallingPinmik(game))
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self.game.gameloop.summon(FallingPinmik(game,skins=self.skins))
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def draw(self):
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game = self.game
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@ -36,15 +36,19 @@ 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 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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self.demo = None
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self.demotimer = game.lib.Timer(4)
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# Unlocks
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self.skins = game.lib.getunlocks(self.game.globals["highscore"])
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# Spawn the first batch
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self.game.gameloop.summon(Spawner(self.game,self.tiles,skins=self.skins))
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self.game.gameloop.summon(Spawner(self.game,self.tiles,skins=self.skins))
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self.game.gameloop.summon(Spawner(self.game,self.tiles,skins=self.skins))
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def step(self):
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nblemmings = len(self.game.gameloop.findname("Lemming")) + len(self.game.gameloop.findname("Spawner"))
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# Updating score
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@ -53,7 +57,7 @@ class Manager(BaseObject):
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# Spawning more lemmings
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if (self.lives>0 and nblemmings>0):
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if self.spawntimer.tick(self.game.dt):
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self.game.gameloop.summon(Spawner(self.game,self.tiles,speedmargin=int(self.speedmargin+0.5)))
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self.game.gameloop.summon(Spawner(self.game,self.tiles,speedmargin=int(self.speedmargin+0.5),skins=self.skins))
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self.speedmargin+=self.speedstep
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self.spawntimer = self.game.lib.Timer(self.basetime+nblemmings*self.steptime)
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else:
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@ -4,7 +4,7 @@ from gamedata.objects.ingame.lemmings import Lemming
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import random
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class Spawner(BaseObject):
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def __init__(self,game,tiles,speedmargin=5,skins={"normal":["base","green"],"specials":[]}):
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def __init__(self,game,tiles,speedmargin=5,skins={"normal":["base"],"specials":[]}):
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spawnpoint = random.choice(tiles.spawns)
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super().__init__(spawnpoint[0],spawnpoint[1],game)
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self.sprite = game.sprite_lib["lemmings/shadow.png"].copy()
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