Added sound and music.
This commit is contained in:
18
ingame.py
18
ingame.py
@@ -11,10 +11,16 @@ try:
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except ImportError:
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android = None
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try:
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import pygame.mixer as mixer
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except ImportError:
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import android_mixer as mixer
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import math_utils
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import player
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import background
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import imloader
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import audio
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import actor
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import database
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from state import BaseState, VALID_STATES
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@@ -328,8 +334,9 @@ class InGameState(BaseState):
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huggable.add_moving_frame(image)
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huggable.toggle_scared()
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self.npcs.add(huggable)
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audio.cached_audio_manager.play_sound('sfx/Explo_1.wav')
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def create_new_enemy(self, position):
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play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Idle_front.png')
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@@ -377,6 +384,7 @@ class InGameState(BaseState):
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enemy.set_angle(math_utils.angle_vectors_2D(self.vec_1, vec_2))
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self.enemies.add(enemy)
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audio.cached_audio_manager.play_sound('sfx/amiguito.wav')
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def input(self):
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for event in pygame.event.get():
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@@ -423,6 +431,9 @@ class InGameState(BaseState):
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# Start the enemy creation timer.
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pygame.time.set_timer(pygame.USEREVENT + 3, 3000)
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mixer.music.load('music/8-Bit_Easter/01-DANJYON KIMURA-TELEPORTER.mp3')
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mixer.music.play(-1)
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if self.cancel and self.time_left > 0:
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# If the player pressed escape, force a timeout.
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self.time_left = 0
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@@ -437,6 +448,7 @@ class InGameState(BaseState):
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player.PLAYERS[1].kill()
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self.done = True
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self.create_explosion(self.player.get_position())
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audio.cached_audio_manager.play_sound('sfx/Explo_4.wav')
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if not self.done:
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if self.cursor_x != self.screen_center[0] or self.cursor_y != self.screen_center[1]:
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@@ -507,11 +519,13 @@ class InGameState(BaseState):
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if self.player.is_moving() and npc.test_collision_with_actor(self.player):
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npc.make_invisible()
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self.create_explosion(npc.get_position())
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audio.cached_audio_manager.play_sound('sfx/Explo_4.wav')
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player.PLAYERS[1].inc_score_by_one()
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self.time_left += 1
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if player.PLAYERS[1].get_score() % 25 == 0:
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self.wave += 1
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audio.cached_audio_manager.play_sound('sfx/new_stage_1.wav')
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# If the npc exploded this turn, remove it.
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if not npc.is_visible():
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@@ -536,10 +550,12 @@ class InGameState(BaseState):
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enemy.make_invisible()
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self.create_explosion(enemy.get_position())
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removal.add(enemy)
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audio.cached_audio_manager.play_sound('sfx/Explo_2.wav')
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elif enemy.get_position()[1] <= self.constraints[2] or enemy.get_position()[1] >= self.constraints[3]:
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enemy.make_invisible()
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self.create_explosion(enemy.get_position())
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removal.add(enemy)
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audio.cached_audio_manager.play_sound('sfx/Explo_2.wav')
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if len(removal) > 0 and len(self.enemies) >= self.max_npc:
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# If npcs dissapeared this cycle restart the timer.
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