forked from ayte/PinmikPanik
Added new sfx
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fbe647ad78
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b81d98fed7
@ -83,5 +83,4 @@ class GameLoop():
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game.screenoffy = (game.screenh-h)/2
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game.resizescreenw = w
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game.resizescreenh = h
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game.pygame.draw.circle(game.realwindow,[255,255,0],game.inputs["mouse"]["pos"],5)
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game.screen.blit(game.pygame.transform.scale(game.realwindow,[w,h]),[game.screenoffx,game.screenoffy])
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@ -16,6 +16,11 @@ class GameOver(BaseObject):
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btn.click = fnBack
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game.gameloop.summon(btn)
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self.sfxscroll = game.sound_lib["sfx/scorescroll.wav"]
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self.sfxscore = game.sound_lib["sfx/score.wav"]
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self.sfxtimer = game.lib.Timer(1)
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self.depth = -1
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# Updating highscore
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@ -57,7 +62,8 @@ class GameOver(BaseObject):
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def step(self):
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self.displayscore+=(self.game.globals["score"]-self.displayscore)*self.game.dt*0.4+self.game.dt*2
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update_value = (self.game.globals["score"]-self.displayscore)*self.game.dt*0.4+self.game.dt*2
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self.displayscore+= update_value
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self.displayscore = min(self.game.globals["score"],self.displayscore)
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colorvalue = self.displayscore*0.9
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@ -69,7 +75,14 @@ class GameOver(BaseObject):
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else: # White to green
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self.color = [255-colorvalue,255,255-colorvalue]
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# Scroll sfx
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if int(self.displayscore)!=int(self.game.globals["score"]):
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if self.sfxtimer.tick(min(update_value,0.5)):
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self.sfxscroll.play()
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if not self.launched and int(self.displayscore)==int(self.game.globals["score"]):
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if self.launchtimer.tick(self.game.dt):
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# Launch particles
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self.launched = True
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@ -96,6 +109,8 @@ class GameOver(BaseObject):
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vely = random.random()*5+2
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self.game.addParticle(sprites,offx,offy,velx=velx,vely=vely,flipx=random.randint(0,1),fps=2)
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self.sfxscore.play()
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if self.launched:
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self.flashtimer.tick(self.game.dt)
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@ -16,6 +16,10 @@ class Lemming(BaseObject):
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self.cooldown = False
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self.cooldowntimer = game.lib.Timer(0.5)
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self.sfx = game.getSpriteDir("sfx/pinmik/",ext=".wav",assetdir="sound_lib")
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self.sfxtimer = game.lib.Timer(15+random.random()*10)
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self.deathsfx = random.choice(game.getSpriteDir("sfx/death/",ext=".wav",assetdir="sound_lib"))
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self.handlepause = True
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self.scoreratio = 0.3
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@ -149,6 +153,14 @@ class Lemming(BaseObject):
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sprites = self.game.getSpriteDir("particles/ghost/")
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self.game.addParticle(sprites,self.rect.center[0],self.rect.center[1],fps=2,vely=-1)
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self.deathsfx.play()
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self.game.sound_lib["sfx/death.wav"].play()
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# SFX
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if self.sfxtimer.tick(self.game.dt):
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random.choice(self.sfx).play()
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self.sfxtimer = self.game.lib.Timer(15+random.random()*10)
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def launch(self):
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# Launch itself in the mouse direction
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xdiff = self.game.inputs["mouse"]["pos"][0]-self.rect.center[0]
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@ -160,6 +172,8 @@ class Lemming(BaseObject):
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self.selected = False
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self.holdtimer.reset()
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self.manager.dash()
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def move(self,x,y):
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# Remember the digits, pygame rects only move with integers
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velx = x+self.restx
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@ -26,6 +26,11 @@ class Manager(BaseObject):
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# Sky gradients
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self.game.gameloop.summon(Skies(game))
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# Dash sfx for the pinmiks
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self.sfx = game.sound_lib["sfx/dash.wav"]
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self.can_sfx = True
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self.sfxtimer = game.lib.Timer(0.4)
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# Clouds in the background
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self.clouds = Clouds(game,game.DISPLAY_WIDTH,speed=30,cameraratio=0.8)
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self.cloudsdark = Clouds(game,game.DISPLAY_WIDTH,speed=10,cameraratio=0.4,spritename="cloudsdark.png")
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@ -48,7 +53,16 @@ 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 dash(self):
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# Called by pinmiks when dashing
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if self.can_sfx:
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self.sfx.play()
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self.can_sfx = False
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def step(self):
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if not self.can_sfx:
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if self.sfxtimer.tick(self.game.dt):
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self.can_sfx = True
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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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@ -24,6 +24,8 @@ class Spawner(BaseObject):
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# Depth updating based on position
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self.depth = 1+self.rect[1]/100
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game.sound_lib["sfx/fall.wav"].play()
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def step(self):
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if self.timer.tick(self.game.dt):
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lemming = Lemming(self.rect[0],self.rect[1],self.game,speedmargin=self.speedmargin,skin=self.skin)
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@ -38,6 +40,8 @@ class Spawner(BaseObject):
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self.game.addParticle(sprites,self.rect[0],self.rect[1]+20,velx=-1,vely=-0.5)
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self.game.addParticle(sprites,self.rect[0],self.rect[1]+20,velx=1,vely=-0.5)
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self.game.sound_lib["sfx/land.wav"].play()
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def draw(self):
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# Draw the shadow
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gamedata/sounds/sfx/dash.wav
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gamedata/sounds/sfx/dash.wav
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gamedata/sounds/sfx/death.wav
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gamedata/sounds/sfx/death.wav
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gamedata/sounds/sfx/death/0.wav
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gamedata/sounds/sfx/death/0.wav
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gamedata/sounds/sfx/death/1.wav
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gamedata/sounds/sfx/death/1.wav
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gamedata/sounds/sfx/death/dash.wav
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gamedata/sounds/sfx/death/dash.wav
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gamedata/sounds/sfx/fall.wav
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gamedata/sounds/sfx/fall.wav
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gamedata/sounds/sfx/land.wav
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gamedata/sounds/sfx/land.wav
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gamedata/sounds/sfx/pinmik/0.wav
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gamedata/sounds/sfx/pinmik/0.wav
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gamedata/sounds/sfx/pinmik/1.wav
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gamedata/sounds/sfx/pinmik/1.wav
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gamedata/sounds/sfx/pinmik/2.wav
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gamedata/sounds/sfx/pinmik/2.wav
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gamedata/sounds/sfx/pinmik/3.wav
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gamedata/sounds/sfx/pinmik/3.wav
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gamedata/sounds/sfx/score.wav
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gamedata/sounds/sfx/score.wav
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gamedata/sounds/sfx/scorescroll.wav
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gamedata/sounds/sfx/scorescroll.wav
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