surf.blit(sky,(0,0))
if (self.level == 1):
- self.Transition.draw(surf, self.player.position, self.portal_position)
self.dialogue.text = "enemy dialogue"
- self.dialogue.draw(surf, get_display_point(self.enemies[0].position)[0] + self.enemies[0].width / 2,
- get_display_point(self.enemies[0].position)[1])
+ self.dialogue.draw(surf, self.enemies[0])
self.dialogue.text = "player dialogue"
- self.dialogue.draw(surf, get_display_point(self.player.position)[0] + self.player.width / 2,
- get_display_point(self.player.position)[1])
+ self.dialogue.draw(surf, self.player)
- if(self.level == 4):
+ try:
self.Transition.draw(surf, self.player.position, self.portal_position)
+ except:
+ pass;
self.world.draw(surf)
for enemy in self.enemies:
def update(self):
return;
- def draw(self, surf, X, Y):
+ def draw(self, surf, agent):
+ X = get_display_point(agent.position)[0] + agent.width / 2
+ Y = get_display_point(agent.position)[1]
+
self.createDialogue()
for i in range(len(self.drawText)):