adjustements for new pad

This commit is contained in:
frank 2022-03-16 18:40:43 -04:00
parent 21650602fb
commit c6d0fd544e
7 changed files with 28 additions and 11 deletions

36
NS.py
View File

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

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@ -9,12 +9,15 @@
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33896 0
59424 0
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18586 1
21561 1
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