Added golden pinmik
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gamedata/assets/lemmings/gold/Left/0.png
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After Width: | Height: | Size: 12 KiB |
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gamedata/assets/lemmings/gold/Left/1.png
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After Width: | Height: | Size: 12 KiB |
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gamedata/assets/lemmings/gold/Left/2.png
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After Width: | Height: | Size: 11 KiB |
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gamedata/assets/lemmings/gold/Left/3.png
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After Width: | Height: | Size: 11 KiB |
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gamedata/assets/lemmings/gold/Right/0.png
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After Width: | Height: | Size: 12 KiB |
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gamedata/assets/lemmings/gold/Right/1.png
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After Width: | Height: | Size: 12 KiB |
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gamedata/assets/lemmings/gold/Right/2.png
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After Width: | Height: | Size: 11 KiB |
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gamedata/assets/lemmings/gold/Right/3.png
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After Width: | Height: | Size: 10 KiB |
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gamedata/assets/lemmings/gold/falling.png
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@ -136,4 +136,6 @@ def getunlocks(highscore):
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unlocks["normal"].append("green")
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unlocks["normal"].append("green")
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if highscore>=250:
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if highscore>=250:
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unlocks["normal"].append("blue")
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unlocks["normal"].append("blue")
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if highscore>=500:
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unlocks["specials"].append("gold")
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return unlocks
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return unlocks
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@ -13,6 +13,11 @@ class Lemming(BaseObject):
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self.normalspeed = self.basespeed # Speed "objective"
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self.normalspeed = self.basespeed # Speed "objective"
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self.speed = 0 # Current speed, leaning towards objective speed
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self.speed = 0 # Current speed, leaning towards objective speed
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self.scoreratio = 0.2
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if skin=="gold":
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self.basespeed*=1.2
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self.scoreratio*=3
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self.skin = skin
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self.skin = skin
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self.selected = False # If beeing redirected
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self.selected = False # If beeing redirected
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@ -8,7 +8,7 @@ from gamedata.objects.ingame.demo import Demo
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class Manager(BaseObject):
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class Manager(BaseObject):
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def __init__(self,game):
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def __init__(self,game):
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super().__init__(0,0,game)
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super().__init__(0,0,game)
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self.score = 250
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self.score = 0
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self.lives = 5
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self.lives = 5
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self.basetime = 10
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self.basetime = 10
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self.steptime = 2
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self.steptime = 2
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@ -18,7 +18,6 @@ class Manager(BaseObject):
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self.deathtimer = game.lib.Timer(1) # Time between each life loss
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self.deathtimer = game.lib.Timer(1) # Time between each life loss
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self.started = False
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self.started = False
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self.invincible = False
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self.invincible = False
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self.scoreratio = 0.2 # Points earned per seconds and per lemming
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self.endtimer = game.lib.Timer(1) # Black fade if game's over
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self.endtimer = game.lib.Timer(1) # Black fade if game's over
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self.endrect = game.pygame.Surface((game.DISPLAY_WIDTH,game.DISPLAY_HEIGHT))
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self.endrect = game.pygame.Surface((game.DISPLAY_WIDTH,game.DISPLAY_HEIGHT))
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@ -50,10 +49,11 @@ class Manager(BaseObject):
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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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def step(self):
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nblemmings = len(self.game.gameloop.findname("Lemming")) + len(self.game.gameloop.findname("Spawner"))
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lemmings = self.game.gameloop.findname("Lemming")
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nblemmings = len(lemmings) + len(self.game.gameloop.findname("Spawner"))
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# Updating score
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# Updating score
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for i in range(nblemmings):
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for lemming in lemmings:
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self.score+=self.scoreratio*self.game.dt
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self.score+=lemming.scoreratio*self.game.dt
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# Spawning more lemmings
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# Spawning more lemmings
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if (self.lives>0 and nblemmings>0):
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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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if self.spawntimer.tick(self.game.dt):
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