Progression on the map
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@ -51,7 +51,9 @@ class EndFlag(Ennemy):
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steps = 5
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steps = 5
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offsetx = self.game.lib.randint(-10*steps,10*steps)/(steps)
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offsetx = self.game.lib.randint(-10*steps,10*steps)/(steps)
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offsety = self.game.lib.randint(-5,5)
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offsety = self.game.lib.randint(-5,5)
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self.game.addParticle(sprites,self.rect.center[0]+offsetx,self.rect.center[1]+offsety,velx=velx,vely=vely,modvely=0.05,fps=2)
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self.game.addParticle(sprites,self.rect.center[0]+offsetx,self.rect.center[1]+offsety,velx=velx,vely=vely,modvely=0.1,fps=2)
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if not self.game.globals["levelname"] in self.game.globals["finishedlevels"]:
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self.game.globals["finishedlevels"].append(self.game.globals["levelname"])
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self.sfx.play()
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self.sfx.play()
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if self.ended:
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if self.ended:
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@ -9,12 +9,14 @@ class Levels(BaseObject):
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self.nodes = nodes
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self.nodes = nodes
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self.customvalues = customvalues
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self.customvalues = customvalues
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self.launched = False
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self.blueflags = self.game.getSpriteDir("flags/blue/")
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self.blueflags = self.game.getSpriteDir("flags/blue/")
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self.greenflags= self.game.getSpriteDir("flags/green/")
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self.greenflags= self.game.getSpriteDir("flags/green/")
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self.flagbase = self.game.sprite_lib["flags/base.png"]
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self.flagbase = self.game.sprite_lib["flags/base.png"]
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self.playerwalking = self.game.getSpriteDir("player/walking/")
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self.playerwalking = self.game.getSpriteDir("player/walking/")
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self.playerstill = self.game.sprite_lib["player/still.png"]
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self.playerstill = self.game.sprite_lib["player/still.png"]
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self.flip = False
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self.flip = False
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self.moving = False
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self.moving = False
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self.spriteindex = 0
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self.spriteindex = 0
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@ -58,8 +60,9 @@ class Levels(BaseObject):
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for i in range(len(self.flagsindex)):
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for i in range(len(self.flagsindex)):
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self.flagsindex[i]+=self.animspeed*self.game.dt
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self.flagsindex[i]+=self.animspeed*self.game.dt
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if not self.moving:
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if not self.moving and not self.launched:
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if self.game.inputs["keys"]["right"]["timer"]>0:
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if self.game.inputs["keys"]["right"]["timer"]>0:
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if "Level "+str(self.cursor+1) in self.game.globals["finishedlevels"]:
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self.cursor+=1
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self.cursor+=1
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self.flip = False
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self.flip = False
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if self.game.inputs["keys"]["left"]["timer"]>0:
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if self.game.inputs["keys"]["left"]["timer"]>0:
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@ -68,6 +71,8 @@ class Levels(BaseObject):
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if self.game.inputs["keys"]["up"]["timer"]==1:
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if self.game.inputs["keys"]["up"]["timer"]==1:
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# Launch the level
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# Launch the level
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t = Transition(self.game,level = "Level "+str(self.cursor+1))
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t = Transition(self.game,level = "Level "+str(self.cursor+1))
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self.launched = True
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self.game.globals["levelname"] = "Level "+str(self.cursor+1)
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self.game.gameloop.summon(t)
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self.game.gameloop.summon(t)
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self.cursor = min(self.cursor,len(self.nodes)-1)
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self.cursor = min(self.cursor,len(self.nodes)-1)
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self.cursor = max(0,self.cursor)
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self.cursor = max(0,self.cursor)
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@ -90,6 +95,8 @@ class Levels(BaseObject):
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def draw(self):
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def draw(self):
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for i,v in enumerate(self.nodes): # Draw flags
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for i,v in enumerate(self.nodes): # Draw flags
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sprites = self.blueflags
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sprites = self.blueflags
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if "Level "+str(i+1) in self.game.globals["finishedlevels"]:
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sprites = self.greenflags
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sprite = sprites[int(self.flagsindex[i])%len(sprites)]
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sprite = sprites[int(self.flagsindex[i])%len(sprites)]
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x = v["x"]-sprite.get_width()/2-self.game.globals["camerax"]+8
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x = v["x"]-sprite.get_width()/2-self.game.globals["camerax"]+8
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y = v["y"]-sprite.get_height()-self.game.globals["cameray"]
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y = v["y"]-sprite.get_height()-self.game.globals["cameray"]
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