adjustements for new pad
36
NS.py
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@ -466,8 +466,20 @@ class LevelSelect(Animation):
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y = 250
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indent = 10
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dsr = self.get_display_surface().get_rect()
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self.platforms = [Platform(self, (0, y)), Platform(self, (dsr.centerx, y)), Platform(self, (0, y))]
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self.platforms = [Platform(self, (0, y)), Platform(self, (0, y)), Platform(self, (0, y))]
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scale = .75
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for platform in self.platforms:
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for ii, frame in enumerate(platform.view.frames):
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scaled = pygame.transform.smoothscale(frame, (int(frame.get_width() * scale), int(frame.get_height() * scale)))
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platform.view.frames[ii] = scaled
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platform.view.get_current_frameset().measure_rect()
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platform.view.update_location_size()
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for corner in platform.glow_masks:
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for ii, frame in enumerate(corner):
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scaled = pygame.transform.smoothscale(frame, (int(frame.get_width() * scale), int(frame.get_height() * scale)))
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corner[ii] = scaled
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self.platforms[0].view.location.left = dsr.left + indent
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self.platforms[1].view.location.centerx = dsr.centerx
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self.platforms[2].view.location.right = dsr.right - indent
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self.platforms[0].set_glowing((NS.LNW, NS.LSE))
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self.platforms[1].set_glowing((NS.LNW, NS.LSW))
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@ -1963,9 +1975,8 @@ class Boss(Animation):
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self.boss_sprites[-1].load_from_path(path.joinpath(f"{prefix}Boil"), True)
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self.boss_sprites[-1].add_frameset(name="hurt", switch=True)
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self.boss_sprites[-1].load_from_path(path.joinpath(f"{prefix}Hit"), True)
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if path.joinpath(f"{prefix}Death").exists():
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self.boss_sprites[-1].add_frameset(name="death", switch=True)
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self.boss_sprites[-1].load_from_path(path.joinpath(f"{prefix}Death"), True)
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self.boss_sprites[-1].add_frameset(name="death", switch=True)
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self.boss_sprites[-1].load_from_path(path.joinpath(f"{prefix}Death"), True)
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self.boss_sprites[-1].add_frameset(name="entrance", switch=True)
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self.boss_sprites[-1].load_from_path(path.joinpath(f"{prefix}Intro"), True)
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self.boss_sprites[-1].location.topleft = 207, 10
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@ -2338,10 +2349,7 @@ class Boss(Animation):
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self.queue = []
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self.brandish_complete = True
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if win:
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if "death" in [str(frameset) for frameset in self.level_sprite().framesets]:
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self.level_sprite().set_frameset("death")
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else:
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self.level_sprite().set_frameset("hurt")
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self.level_sprite().set_frameset("hurt")
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if self.get_configuration("system", "enable-level-select"):
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self.get_game().add_time_to_scores(self.time_elapsed, self.level_index)
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elif self.level_index == 2:
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@ -2992,12 +3000,18 @@ class Ending(Animation):
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"""
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Add a sword to the list based on what button is pressed. Remove swords that are out of view.
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"""
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if self.get_game().platform.get_edge_pressed() is not None:
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edge = self.get_game().platform.get_edge_pressed()
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if edge is not None:
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sprite = Sprite(self)
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# Add frames from Boss->Sword storage
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for frame in self.get_game().boss.sword.swords[0][self.get_game().platform.get_edge_pressed()]:
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for frame in self.get_game().boss.sword.swords[0][edge]:
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sprite.add_frame(frame)
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sprite.location.center = self.slime_bag.location.center
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if edge == NS.W:
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sprite.location.midleft = self.slime_bag.location.midleft
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elif edge == NS.E:
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sprite.location.midright = self.slime_bag.location.midright
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else:
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sprite.location.center = self.slime_bag.location.center
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self.swords.append(sprite)
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outgoing = []
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for sword in self.swords:
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Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.6 KiB |
Before Width: | Height: | Size: 338 B After Width: | Height: | Size: 380 B |
Before Width: | Height: | Size: 318 B After Width: | Height: | Size: 388 B |
Before Width: | Height: | Size: 421 B After Width: | Height: | Size: 552 B |
Before Width: | Height: | Size: 392 B After Width: | Height: | Size: 507 B |
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@ -9,12 +9,15 @@
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24404 0
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33896 0
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59424 0
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64471 0
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10329 1
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10718 1
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18586 1
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21561 1
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33442 1
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68561 1
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71763 1
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95630 1
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9474 2
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10286 2
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10433 2
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