still feel like im cooked, theres 9 hours left for the jam and its 9PM 🥀

This commit is contained in:
dvorakmortonxd 2026-06-07 21:08:11 +02:00
commit 8aa6154710
2 changed files with 48 additions and 8 deletions

View file

@ -112,6 +112,7 @@ def level2(blip, screen, sheet, screen_width, screen_height, lastclickpos, basic
screen.blit(dialog_square, (56, 500)) screen.blit(dialog_square, (56, 500))
if dialognum == 13: if dialognum == 13:
DIALOGTEXT = "" DIALOGTEXT = ""
tickd = 0
screen.blit(load_sprite(sheet, 0, 37, 57,36, 912, 576), (0,0)) screen.blit(load_sprite(sheet, 0, 37, 57,36, 912, 576), (0,0))
screen.blit(load_sprite(sheet,57,15,8,25, 80, 250), (660, 290)) screen.blit(load_sprite(sheet,57,15,8,25, 80, 250), (660, 290))
level = 3 level = 3
@ -132,4 +133,37 @@ def level2(blip, screen, sheet, screen_width, screen_height, lastclickpos, basic
if dialognum != 7: if dialognum != 7:
pygame.mixer.Sound.play(blip) pygame.mixer.Sound.play(blip)
tickd = 60 tickd = 60
return level # returns the current level set return level # returns the current level set
def level3(blip, screen, sheet, screen_width, screen_height, lastclickpos, basicfont, mouse, click, big_text, level, tick, slightfont, pygamemixer): # the function for our first level, ignore the unused variables here, you can use them when you edit it
global tickd
tickd += 1
screen.blit(load_sprite(sheet, 0, 37, 57, 36, 912, 576), (0, 0))
screen.blit(load_sprite(sheet,57,15,8,25, 80, 250), (660, 290))
square = pygame.surface.Surface((812, 476), pygame.SRCALPHA)
square.fill((0, 0, 0))
if tickd < 255:
transparency = (tickd, tickd, tickd)
else:
transparency = (255,255,255)
dialog1 = basicfont.render("Controls:", True, transparency)
dialog2 = basicfont.render("<WASD> to move around", True, transparency)
dialog3 = basicfont.render("<E> to interact when prompted", True, transparency)
dialog4 = basicfont.render("<H> to hide yourself (the parasite)", True, transparency)
dialog5 = basicfont.render("<Escape> to pause", True, transparency)
dialog6 = basicfont.render("Press <Space> to continue.", True, transparency)
square.blit(dialog1, (15, 15))
square.blit(dialog2, (15, 65))
square.blit(dialog3, (15, 115))
square.blit(dialog4, (15, 165))
square.blit(dialog5, (15, 215))
square.blit(dialog6, (15, 426))
screen.blit(square, (50, 50))
return level
def level4(blip, screen, sheet, screen_width, screen_height, lastclickpos, basicfont, mouse, click, big_text, level, tick, slightfont, pygamemixer): # the function for our first level, ignore the unused variables here, you can use them when you edit it
global tickd
tickd += 1
screen.blit(load_sprite(sheet, 0, 37, 57, 36, 912, 576), (0, 0))
screen.blit(load_sprite(sheet,57,15,8,25, 80, 250), (660, 290))
return level

20
main.py
View file

@ -33,8 +33,14 @@ def main(fps=window_fps): # the main function
if event.type == pygame.QUIT: # what happens when you click the X button on the window if event.type == pygame.QUIT: # what happens when you click the X button on the window
running = False # poof running = False # poof
if event.type == pygame.KEYDOWN: # what happens when you press down a key if event.type == pygame.KEYDOWN: # what happens when you press down a key
if event.key == pygame.K_ESCAPE: if event.key == pygame.K_SLASH:
levels.dialognum += 1 levels.dialognum = 13
pygame.mixer.music.stop()
level = 2
if event.key == pygame.K_SPACE:
if level == 3:
tickd = 0
level = 4
if event.key == pygame.K_h: if event.key == pygame.K_h:
if levels.dialognum == 9: if levels.dialognum == 9:
levels.tickd = 0 levels.tickd = 0
@ -55,12 +61,12 @@ def main(fps=window_fps): # the main function
level = levels.level1(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigfont, level, tick, slightly_smaller_than_bigfont, pygame.mixer.music) # runs the level1 function from levels.py level = levels.level1(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigfont, level, tick, slightly_smaller_than_bigfont, pygame.mixer.music) # runs the level1 function from levels.py
if level == 2: if level == 2:
level = levels.level2(blip, screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigfont, level, tick, slightly_smaller_than_bigfont, pygame.mixer.music) level = levels.level2(blip, screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigfont, level, tick, slightly_smaller_than_bigfont, pygame.mixer.music)
# THE REASON WE CALL IT LIKE THIS INSTEAD OF NORMALLY IS SO WE CAN CHANGE THE LEVEL VARIABLE if level == 3:
level = levels.level3(blip, screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigfont, level, tick, slightly_smaller_than_bigfont, pygame.mixer.music)
elif level == 2: # what happens when the level variable is equal to 2 ofc if level == 4:
level = levels.level2(screen, sheet, lastclickpos, basicfont, pygame.mouse, click, level) # runs the level2 function from levels.py level = levels.level4(blip, screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigfont, level, tick, slightly_smaller_than_bigfont, pygame.mixer.music)
fps_text = sysfont.render(str(int(clock.get_fps())), True, (0, 255, 0)) # defines a thing that renders your fps in the top left corner fps_text = sysfont.render(str(int(clock.get_fps())), True, (0, 255, 0)) # defines a thing that renders your fps in the top left corner
screen.blit(fps_text, (5, 5)) # this actually renders "ftp_text" on the screen at the position (5, 5) which is the top left corner #screen.blit(fps_text, (5, 5)) # this actually renders "ftp_text" on the screen at the position (5, 5) which is the top left corner
pygame.display.flip() # this updates the display so it displays all the new stuff we added pygame.display.flip() # this updates the display so it displays all the new stuff we added
clock.tick(fps) # this makes sure the game loop runs at the fps we set it to before clock.tick(fps) # this makes sure the game loop runs at the fps we set it to before
pygame.quit() #this quits our game when the game loop somehow ends, for example by pressing escape or the X button on the window pygame.quit() #this quits our game when the game loop somehow ends, for example by pressing escape or the X button on the window