else:
self.king = None
+
self.scene = EndScreen()
# self.dashMeter = DashMeter(self.player.dashCooldown)
self.healthBar = HealthBar()
self.level = level
self.scene.level = self.level
+
self.Transition = Transition()
self.fade = self.Transition.fade
self.fadeT = fade()
except:
pass;
# self.test = RangedAttack((1650,1250),self.collision_layer["world"], self.collision_layer["arrow"])
+ if(self.level == 4):
+ self.portal_position = (5475, 2000)
# def load_world(self, level):
surf.blit(self.sky, (0, 0))
if (self.level == 4):
- print(get_camera_offset())
if self.king is not None:
if self.king.skeleton_attack == True:
for i in range(random.randint(1, 2)):
if(len(self.skeleton_spawn_coords) < 2):
- self.skeleton_spawn_coords.append([(random.randint(4000, 5200), random.randint(3250, 3350)), 0])
+ self.skeleton_spawn_coords.append([(random.randint(4000, 5000), random.randint(3250, 3350)), 0])
self.king.skeleton_attack = False
for i in range(len(self.skeleton_spawn_coords)):
self.skeleton_spawn_coords.pop(i)
except IndexError:
pass;
+
+ if(self.king.dead == True):
+ self.Transition.update()
+ self.Transition.draw(surf, self.player.position, self.portal_position)
+ if(self.portal_position[1] < 3150):
+ lst = list(self.portal_position)
+ lst[1] += 2
+ self.portal_position = tuple(lst)
+ # print(get_camera_offset(), getWorldCoords(0, 0))
if (self.player.position[1] > 10000):
self.player.dead = True
self.texts.append(createText(X, Y+350, 32, black, "Regular", "Main Menu", "c"))
self.texts.append(createText(X, Y+500, 32, black, "Regular", "Quit", "c"))
- self.level = 6
+ self.level = 5
try:
pg.mixer.music.load('Assets/Music/Main_Menu_Music.ogg')