attack and damage sound effects
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e1ab123bdd
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18
NS.py
18
NS.py
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@ -1701,6 +1701,14 @@ class Boss(Animation):
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frame = background.frames[0].copy()
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frame = background.frames[0].copy()
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frame.fill((0, 150, 150), None, pygame.BLEND_RGB_SUB)
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frame.fill((0, 150, 150), None, pygame.BLEND_RGB_SUB)
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background.add_frame(frame)
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background.add_frame(frame)
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# Shining background
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background.add_frameset(name="shining", switch=True, framerate=120)
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for hue in range(0, 360, 40):
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frame = background.frames[0].copy()
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color = Color(0, 0, 0)
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color.hsla = hue, 30, 30, 100
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frame.fill(color, None, pygame.BLEND_RGB_ADD)
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background.add_frame(frame)
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background.set_frameset("normal")
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background.set_frameset("normal")
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self.countdown = Countdown(self)
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self.countdown = Countdown(self)
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# Set the alien's arm to its own sprite
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# Set the alien's arm to its own sprite
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@ -1785,7 +1793,7 @@ class Boss(Animation):
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dialogue.set_avatar(self.visitor_avatar)
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dialogue.set_avatar(self.visitor_avatar)
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dialogue.set_name("Visitor")
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dialogue.set_name("Visitor")
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self.visitor.hide()
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self.visitor.hide()
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self.play(self.enter_boss, play_once=True, delay=2000)
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self.play(self.enter_boss, play_once=True, delay=1500)
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elif index == 2:
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elif index == 2:
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dialogue.set_avatar(self.spoopy_avatar)
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dialogue.set_avatar(self.spoopy_avatar)
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dialogue.set_name("Spoopy")
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dialogue.set_name("Spoopy")
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@ -1796,6 +1804,8 @@ class Boss(Animation):
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self.get_game().platform.activate()
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self.get_game().platform.activate()
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self.get_game().chemtrails.activate()
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self.get_game().chemtrails.activate()
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self.last_attack = NS.NW
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self.last_attack = NS.NW
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self.backgrounds[self.level_index].set_frameset("normal")
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self.halt(self.flash_player_damage)
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def show_introduction_dialogue(self):
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def show_introduction_dialogue(self):
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dialogue = self.get_game().dialogue
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dialogue = self.get_game().dialogue
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@ -2039,6 +2049,9 @@ class Boss(Animation):
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elif self.level_index == 2:
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elif self.level_index == 2:
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self.spoopy.set_frameset(0)
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self.spoopy.set_frameset(0)
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self.add_score()
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self.add_score()
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self.backgrounds[self.level_index].set_frameset("shining")
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else:
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self.play(self.flash_player_damage)
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self.player_defeated = not win
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self.player_defeated = not win
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self.kills += not win
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self.kills += not win
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self.play(self.show_end_dialogue, delay=3000, play_once=True)
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self.play(self.show_end_dialogue, delay=3000, play_once=True)
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@ -2050,6 +2063,7 @@ class Boss(Animation):
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def show_end_dialogue(self):
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def show_end_dialogue(self):
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dialogue = self.get_game().dialogue
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dialogue = self.get_game().dialogue
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dialogue.activate()
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dialogue.activate()
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self.get_audio().play_sfx("die")
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if self.level_index == 0:
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if self.level_index == 0:
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if self.player_defeated:
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if self.player_defeated:
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dialogue.show_text("Maybe next time!")
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dialogue.show_text("Maybe next time!")
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@ -2483,10 +2497,12 @@ class Sword(Animation):
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if self.attacking_player and ii == self.active_sprite_index:
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if self.attacking_player and ii == self.active_sprite_index:
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sprite.hide()
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sprite.hide()
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self.get_game().boss.start_player_damage()
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self.get_game().boss.start_player_damage()
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self.get_audio().play_sfx("damage", x=sprite.location.centerx)
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else:
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else:
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center_save = sprite.location.center
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center_save = sprite.location.center
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sprite.set_frameset("explode")
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sprite.set_frameset("explode")
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sprite.location.center = center_save
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sprite.location.center = center_save
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self.get_audio().play_sfx("explode", x=sprite.location.centerx)
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if self.parent.level_index == 1:
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if self.parent.level_index == 1:
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if self.parent.is_playing(self.parent.end_hit_animation, include_delay=True):
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if self.parent.is_playing(self.parent.end_hit_animation, include_delay=True):
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self.parent.halt(self.parent.end_hit_animation)
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self.parent.halt(self.parent.end_hit_animation)
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@ -12,3 +12,5 @@
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54614
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54614
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52434
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52434
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168209
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168209
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141407
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139786
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