from Item import PotionItem
from Spike import Spike
from Particle import Cloud
+from Function.createText import createText
+from Object import Object
class Game:
cloud_density = 1/100000
-
def __init__(self, level):
self.collision_layer = {"none": set(), "world": set(), "player": set(), "enemy": set(), "pet": set(),
"body": set(), "potion": set(), "spike": set()}
self.fadeT = fade()
self.next_level = 0
+ self.hints = [(Object((270, 640)), "Hello")]
self.dialogue = DialogueUI()
self.paused = False
self.world.update(delta)
self.fade = self.Transition.fade
+ if self.level in [2,5]:
+ for particle in Setup.particles:
+ if isinstance(particle, Cloud):
+ del Setup.particles[Setup.particles.index(particle)]
+
# self.pet.update(delta, self.player, self.camera_pos)
def draw(self, surf):
self.player.draw(surf)
if (self.level == 1):
-
# self.dialogue.draw(surf, self.enemies[0], "enemy dialogue")
self.dialogue.draw(surf, self.player, "")
+ # for o,text in self.hints:
+ # o.position -= Setup.camera_offset
+ # self.dialogue.draw(surf,o, text)
+ # # a,b = createText(o.position.x,o.position.y,10,(0,0,0),"Regular",text)
+ #
+ # # surf.blit(a,pg.Vector2(b)-Setup.camera_offset)
+ # # print(o.position,text,b)
+ # pg.draw.circle(surf,(255,0,0),o.position,10)
+ # o.position += Setup.camera_offset
# self.dashMeter.update(self.player.lastDash)
# self.dashMeter.draw(surf)
self.healthBar.draw(surf, self.player.health)