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_l3.py
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_l3.py
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from src.main import *
TiledManager().load_map(basedir + 'data/maps/level3.tmx')
pygame.mixer.music.load('data/music/intensive.ogg')
pygame.mixer.music.play(-1)
pl = Player()
pl.hitbox_offset = Vector2(pl.size.x/6, pl.size.y/4)
pl.hitbox_size = Vector2(pl.size.x*4/6, pl.size.y*3/4)
pl.move(-135, -405)
'''
start_tr = Trapdoor()
start_tr.move(70, -247)
start_tr.reset()
shooting_pos_tr = Trapdoor()
shooting_pos_tr.move(15, -175)
shooting_pos_tr.reset()
w1 = GameObject()
w1.mass = 0
w1.move(-235, -504)
w1.set_size( Vector2(8, 3) )
w1.set_animation_spritesheet_blank(Color(0,0,0,0))
w2 = GameObject()
w2.mass = 0
w2.move(-219, -504)
w2.set_size( Vector2(8, 3) )
w2.set_animation_spritesheet_blank(Color(0,0,0,0))
w3 = GameObject()
w3.mass = 0
w3.move(-244, -518)
w3.set_size( Vector2(9, 17) )
w3.set_animation_spritesheet_blank(Color(0,0,0,0))
w4 = GameObject()
w4.mass = 0
w4.move(-211, -518)
w4.set_size( Vector2(9, 17) )
w4.set_animation_spritesheet_blank(Color(0,0,0,0))
def info_message_tr_h():
print("here, display a button and a message")
start_tr.set_handler(info_message_tr_h)
def shooting_pos_tr_h():
EnemyFollowing(target_list = [pl], position = Vector2(135, -150))
shooting_pos_tr.set_handler(shooting_pos_tr_h)
#TODO finish on enemy killed
'''