underpygametale/backup main.py
2026-04-28 23:38:11 +02:00

1294 lines
62 KiB
Python

from typing import Dict
import pygame, random, time, sys
from ffpyplayer.player import MediaPlayer
import numpy as np
from pygame import sndarray
pygame.init()
pygame.mixer.pre_init(buffer=1500)
pygame.mixer.init()
#all the variables
pw, ph = 43, 60
displaysize, playersize = (640,480), (pw,ph)
game_surface = pygame.Surface((640, 480))
map = pygame.Surface((640, 480))
level = 1
angle = 0
escapecounter = 0
dialognum = 1
battlemodestart = False
battlemode = False
defaultborders = True
BX, BY = 0, 0
playerX, playerY = 250, 250
oldX, oldY = playerX, playerY
playerXc, playerYc = 0, 0
camera_x = playerX - 640 // 2
randomblock = pygame.Surface((100, 100))
randomblock.fill((0, 0, 255))
playeractive = False
floweytalking = False
floweypissed = False
blocks = [
(0, 312, 75, 200),
(0, 355, 120, 200),
(0, 398, 165, 200),
(0, 0, 120, 88),
(480, 0, 165, 88),
(550, 0, 1000, 245),
(478, 360, 1000, 100),
(440, 400, 100, 100)
#(x, y, w, h)
#(420, 400, 100, 100)
]
selectormenu = False
GOBACKONLY = False
goingblack = 0
animation_delay = 10
startdelay = 0
player_sprites = [
pygame.transform.scale(pygame.image.load('players1.png'), playersize),
pygame.transform.scale(pygame.image.load('players2.png'), playersize),
pygame.transform.scale(pygame.image.load('players3.png'), playersize),
pygame.transform.scale(pygame.image.load('playerb1.png'), playersize),
pygame.transform.scale(pygame.image.load('playerb2.png'), playersize),
pygame.transform.scale(pygame.image.load('playerb3.png'), playersize),
pygame.transform.scale(pygame.image.load('playerr1.png'), playersize),
pygame.transform.scale(pygame.image.load('playerr2.png'), playersize),
pygame.transform.scale(pygame.image.load('playerl1.png'), playersize),
pygame.transform.scale(pygame.image.load('playerl2.png'), playersize),
]
player_soul = pygame.transform.scale(pygame.image.load('soul.png'), (16,16))
rect_surf = pygame.transform.scale(pygame.image.load('pellet.png'), (20,10))
monstersize = (108, 124)
Flowey02 = pygame.transform.scale(pygame.image.load("Flowey02.png"), monstersize)
Flowey01 = pygame.transform.scale(pygame.image.load("Flowey01.png"), monstersize)
current_music = None
dialogue = pygame.transform.scale(pygame.image.load('dialogue.png'), (580,180))
escapping = False
last_surf = None # keep last drawn frame
fullscreen = False
inmenu = False
x_start = None
fontsize = 32
char, color = None, "white"
dialogue_text = ""
letters_shown = 0 # start with nothing shown
floweygoofy = False
xkey, ykey = 1, 1
pelletx, pellety = 300, 30
pelletxr1 = 200
pelletxr2 = 250
pelletyr3 = 350
pelletyr4 = 400
font = pygame.font.Font("determination.ttf", fontsize).render(char, True, color)
#things that will be in save files
hp, maxhp = 20, 20
LV = 1
level = 1
playername = ""
current_run = "neutral"
#all the pygame setups and shit
clock = pygame.time.Clock()
screen = pygame.display.set_mode(displaysize)
player = player_sprites[0]
#player_rect = player.get_rect()
start_time = time.time() # wall clock start
iconpng = pygame.image.load('icon.png')
iconpng = pygame.transform.scale(iconpng, (32,32))
#intro
video = MediaPlayer("intro.mkv")
game_option = 1
blip_channel = pygame.mixer.Channel(5)
blip_variants = [
pygame.mixer.Sound("blip.ogg"),
pygame.mixer.Sound("scaryblip.wav")
]
def play_letter_blip(num):
sound = blip_variants[num]
blip_channel.play(sound)
def play_music(filename, loop=-1):
"""
Switch music without blocking.
The old track fades out in the background while the new one starts instantly.
"""
global current_music
if current_music == filename:
return # same track, do nothing
if filename == "stop":
pygame.mixer.music.stop()
current_music = None
if filename != "stop":
# Start new track immediately
pygame.mixer.music.load(filename)
pygame.mixer.music.play(loop)
current_music = filename
#defines borders
def def_borders(x,y, b1, b2, b3, b4):
if x < b1:
x = oldX
elif y > b2:
y = oldY
if x > b3:
x = oldX
elif y < b4:
y = oldY
return x, y
def check_collision(x1, y1, w1, h1, x2, y2, w2, h2):
"""
Returns True if the two rectangles overlap.
Works like pygame.Rect.colliderect.
x1, y1 = top-left of first rectangle
w1, h1 = width/height of first rectangle
x2, y2 = top-left of second rectangle
w2, h2 = width/height of second rectangle
"""
return (x1 < x2 + w2 and
x1 + w1 > x2 and
y1 < y2 + h2 and
y1 + h1 > y2)
def draw_text(text, color, pos, fontsize, space_width=10, letter_spacing=0, line_spacing=5, shake_amount=0, select=False, xkeyboard=1, ykeyboard=1, surface=game_surface):
"""
Draws text to game_surface with:
- '\n' converted to new lines
- custom space width
- adjustable spacing between letters
- shaking effect
- optional selection highlight based on xkeyboard/ykeyboard
"""
# convert color names to RGB
colors = {
"black" : (0,0,0),
"white": (255,255,255),
"red": (255,0,0),
"green": (0,255,0),
"blue": (0,0,255),
"yellow": (255,255,0)
}
color = colors.get(color, (255,255,255))
font = pygame.font.Font("determination.ttf", fontsize)
x_start, y = pos
row = 1
for line in text.split("\n"):
x = x_start
col = 1
for char in line:
if char == " ":
x += space_width
col += 1
continue
# if select mode is on, highlight the letter at (xkeyboard, ykeyboard)
if select and col == xkeyboard and row == ykeyboard:
char_color = colors.get("yellow")
else:
char_color = color
char_surf = font.render(char, True, char_color)
shake_x = random.uniform(-shake_amount, shake_amount)
shake_y = random.uniform(-shake_amount, shake_amount)
surface.blit(char_surf, (x + shake_x, y + shake_y))
x += char_surf.get_width() + letter_spacing
col += 1
y += font.get_linesize() + line_spacing
row += 1
dialogue_text = "* Howdy!\n* I'm FLOWEY.\n* FLOWEY the FLOWER!"
letters_shown = 0
last_tick = pygame.time.get_ticks()
delay_ms = 40 # reveal speed (ms per character)
def draw_dialogue_text(
text,
color,
pos,
fontsize,
letters_shown,
surface,
space_width=10,
letter_spacing=0,
line_spacing=5,
shake_amount=0,
debug=False,
num=0
):
"""
Draw up to `letters_shown` characters of `text` onto `surface`.
pos is relative to the top-left of `surface`.
Returns how many characters were drawn (useful for debugging).
"""
colors = {
"black" : (0,0,0),
"white": (255,255,255),
"red": (255,0,0),
"green": (0,255,0),
"blue": (0,0,255),
"yellow": (255,255,0)
}
fg = colors.get(color, color if isinstance(color, tuple) else (255,255,255))
font = pygame.font.Font("determination.ttf", fontsize)
x_start, y = pos
drawn = 0
# iterate line-by-line so '\n' is respected
for line in text.split("\n"):
x = x_start
for ch in line:
if drawn >= letters_shown:
return drawn
if ch == " ":
x += space_width
drawn += 1
continue
ch_surf = font.render(ch, True, fg)
shake_x = random.uniform(-shake_amount, shake_amount)
shake_y = random.uniform(-shake_amount, shake_amount)
dest_x = x + shake_x
dest_y = y + shake_y
surface.blit(ch_surf, (dest_x, dest_y))
if ch not in " \n" and not blip_channel.get_busy():
if len(dialogue_text) > letters_shown-1:
play_letter_blip(num)
if debug:
# draw a small rect showing the glyph area (visible overlay)
pygame.draw.rect(surface, (255,0,0), pygame.Rect(int(dest_x), int(dest_y),
ch_surf.get_width(), ch_surf.get_height()), 1)
x += ch_surf.get_width() + letter_spacing
drawn += 1
# move to next line. use font.get_linesize if available
try:
line_h = font.get_linesize()
except Exception:
line_h = fontsize
y += line_h + line_spacing
return drawn
#all the music
start_menu_mus = "mus_menu0.ogg"
pygame.display.set_caption("UNDERTALE", icontitle="Inspired by Toby Fox <3")
pygame.display.set_icon(iconpng)
paused = False
running = True
while running == True:
#print(pygame.time.get_ticks())
oldX, oldY = playerX, playerY
playerY += playerYc*3
playerX += playerXc*3
if not battlemode:
if playerYc > 0:
startdelay += 1
if startdelay > animation_delay:
if player == player_sprites[0]:
player = player_sprites[1]
elif player == player_sprites[1]:
player = player_sprites[2]
else:
player = player_sprites[0]
startdelay = 0
elif playerYc < 0:
startdelay += 1
if startdelay > animation_delay:
if player == player_sprites[3]:
player = player_sprites[4]
elif player == player_sprites[4]:
player = player_sprites[5]
else:
player = player_sprites[3]
startdelay = 0
elif playerXc > 0:
startdelay += 1
if startdelay > animation_delay:
if player == player_sprites[6]:
player = player_sprites[7]
else:
player = player_sprites[6]
startdelay = 0
elif playerXc < 0:
startdelay += 1
if startdelay > animation_delay:
if player == player_sprites[8]:
player = player_sprites[9]
else:
player = player_sprites[8]
startdelay = 0
window_size = screen.get_size()
scale = min(window_size[0] / (640,480)[0], window_size[1] / (640,480)[1])
new_size = (int((640,480)[0] * scale), int((640,480)[1] * scale))
scaled_surface = pygame.transform.scale(game_surface, new_size)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_z or event.key == pygame.K_RETURN:
if level == 1 or level == 1.5:
video.close_player()
level = 2
elif level == 2:
if game_option == 1:
level = 3
else:
level = 2.5
game_option = 1
elif level == 2.5:
if game_option == 1:
level = 2
elif level == 3:
if len(playername) < 6:
if ykey == 1:
if xkey == 1:
playername += "A"
elif xkey == 3:
playername += "B"
elif xkey == 5:
playername += "C"
elif xkey == 7:
playername += "D"
elif xkey == 9:
playername += "E"
elif xkey == 11:
playername += "F"
elif xkey == 13:
playername += "G"
elif ykey == 2:
if xkey == 1:
playername += "H"
elif xkey == 3:
playername += "I"
elif xkey == 5:
playername += "J"
elif xkey == 7:
playername += "K"
elif xkey == 9:
playername += "L"
elif xkey == 11:
playername += "M"
elif xkey == 13:
playername += "N"
elif ykey == 3:
if xkey == 1:
playername += "O"
elif xkey == 3:
playername += "P"
elif xkey == 5:
playername += "Q"
elif xkey == 7:
playername += "R"
elif xkey == 9:
playername += "S"
elif xkey == 11:
playername += "T"
elif xkey == 13:
playername += "U"
elif ykey == 4:
if xkey == 1:
playername += "V"
elif xkey == 3:
playername += "W"
elif xkey == 5:
playername += "X"
elif xkey == 7:
playername += "Y"
elif xkey == 9:
playername += "Z"
if ykey == 5:
if xkey == 1:
playername += "a"
elif xkey == 3:
playername += "b"
elif xkey == 5:
playername += "c"
elif xkey == 7:
playername += "d"
elif xkey == 9:
playername += "e"
elif xkey == 11:
playername += "f"
elif xkey == 13:
playername += "g"
elif ykey == 6:
if xkey == 1:
playername += "h"
elif xkey == 3:
playername += "i"
elif xkey == 5:
playername += "j"
elif xkey == 7:
playername += "k"
elif xkey == 9:
playername += "l"
elif xkey == 11:
playername += "m"
elif xkey == 13:
playername += "n"
elif ykey == 7:
if xkey == 1:
playername += "o"
elif xkey == 3:
playername += "p"
elif xkey == 5:
playername += "q"
elif xkey == 7:
playername += "r"
elif xkey == 9:
playername += "s"
elif xkey == 11:
playername += "t"
elif xkey == 13:
playername += "u"
elif ykey == 8:
if xkey == 1:
playername += "v"
elif xkey == 3:
playername += "w"
elif xkey == 5:
playername += "x"
elif xkey == 7:
playername += "y"
elif xkey == 9:
playername += "z"
if ykey == 9:
if xkey == 5:
if playername != "":
playername = playername[:-1]
elif xkey == 9:
if playername != "":
level = 3.5
xkey, ykey = 1, 1
elif level == 3.5:
if GOBACKONLY:
GOBACKONLY, level = False, 3
else:
if xkey == 1:
level = 3
xkey, ykey = 9, 9
elif xkey == 2:
level = 3.75
elif level == 5:
if floweytalking:
if len(dialogue_text) > letters_shown:
letters_shown = len(dialogue_text)
else:
if dialognum < 8:
if not battlemode:
dialogue = pygame.transform.scale(pygame.image.load('dialogue.png'), (580,180))
letters_shown = 0
dialognum += 1
elif level == 6:
if floweytalking:
if len(dialogue_text) > letters_shown:
letters_shown = len(dialogue_text)
else:
if dialognum < 20:
if not battlemode:
dialogue = pygame.transform.scale(pygame.image.load('dialogue.png'), (580,180))
if dialognum == 7 or dialognum == 11 or dialognum == 14:
pass
else:
if dialognum != 15:
letters_shown = 0
dialognum += 1
if event.key == pygame.K_F4:
if not fullscreen:
screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
fullscreen = True
else:
screen = pygame.display.set_mode(displaysize)
fullscreen = False
if event.key == pygame.K_ESCAPE:
escapping = True
if event.key == pygame.K_SPACE:
print("playerX="+str(playerX)+", playerY="+str(playerY)+"\nmouse pos: "+str(pygame.mouse.get_pos()))
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
#if randomblock not in player.colliderect():
if not inmenu:
if playeractive:
playerXc = -1
startdelay = animation_delay
else:
if selectormenu:
if level == 3:
if (xkey, ykey) != (1, 1):
xkey -= 1
if xkey < 1 and ykey != 1 and ykey != 9:
xkey = 13
ykey += -1
if ykey < 8.5:
if xkey % 2 == 0:
xkey -= 1
else:
if xkey == 8:
xkey = 5
elif xkey == 4:
xkey = 1
elif xkey == 0:
xkey = 9
elif level == 3.5:
if not GOBACKONLY:
if xkey != 1:
xkey = 1
else:
xkey = 2
else:
xkey -= 1
print(str(xkey))
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
if not inmenu:
if playeractive:
playerXc = 1
startdelay = animation_delay
else:
if selectormenu:
if level == 3:
if ykey < 8.5:
xkey += 1
if xkey % 2 == 0:
xkey += 1
else:
if xkey == 1:
xkey = 5
elif xkey == 5:
xkey = 9
elif xkey == 9:
xkey = 1
elif level == 3.5:
if not GOBACKONLY:
if xkey != 2:
xkey = 2
else:
xkey = 1
print(str(xkey))
if event.key == pygame.K_UP or event.key == pygame.K_w:
#print(game_option)
if not inmenu:
if playeractive:
playerYc = -1
startdelay = animation_delay
else:
if selectormenu:
if ykey > 1:
ykey -= 1
else:
if game_option > 1:
game_option -= 1
print(str(ykey))
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
#print(game_option)
if not inmenu:
if playeractive:
playerYc = 1
startdelay = animation_delay
else:
if selectormenu:
ykey +=1
if ykey > 8.5 and ykey != 10:
if xkey == 2 or xkey == 3 or xkey == 4:
xkey = 1
elif xkey == 6 or xkey == 7 or xkey == 8 or xkey == 9:
xkey = 5
else:
if xkey != 1 and xkey != 5 and xkey != 9:
xkey = 9
else:
game_option += 1
print(str(ykey))
print("posx="+str(xkey)+" posy="+str(ykey))
if event.type == pygame.KEYUP:
if event.key == pygame.K_ESCAPE:
escapecounter = 0
escapping = False
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
if not battlemode:
player = player_sprites[8]
playerXc = 0
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
if not battlemode:
player = player_sprites[6]
playerXc = 0
if event.key == pygame.K_UP or event.key == pygame.K_w:
if not battlemode:
player = player_sprites[3]
playerYc = 0
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
if not battlemode:
player = player_sprites[0]
playerYc = 0
if defaultborders:
playerX, playerY = def_borders(playerX, playerY, 0, 420, 600, 0)
for bx, by, bw, bh in blocks:
if check_collision(playerX, playerY, pw, ph, bx, by, bw, bh):
playerX, playerY = oldX, oldY
break # stop checking after first collision
game_surface.fill((0, 0, 0))
if level == 1:
inmenu = True
play_music("stop")
frame, val = video.get_frame() # get next frame (or None)
if frame is not None:
img, t = frame
last_surf = pygame.image.frombuffer(img.to_bytearray()[0], img.get_size(), 'RGB')
# always draw last frame, even if no new frame
clock.tick(30)
if last_surf:
game_surface.blit(last_surf, (0, 0))
if val == 'eof':
level = 1.5
elif level == 1.5:
game_surface.blit(last_surf, (0, 0))
elif level == 2:
inmenu = True
play_music(start_menu_mus)
if game_option == 1:
game_surface.blit(pygame.transform.scale(pygame.image.load("instructions.png"), (640, 480)), (0,0))
elif game_option == 2:
game_surface.blit(pygame.transform.scale(pygame.image.load("instructions2.png"), (640, 480)), (0,0))
else:
game_surface.blit(pygame.transform.scale(pygame.image.load("instructions2.png"), (640, 480)), (0,0))
game_option = 2
elif level == 2.5:
play_music(start_menu_mus)
if game_option == 1:
game_surface.blit(pygame.transform.scale(pygame.image.load("settings1.png"), (640, 480)), (0,0))
elif game_option == 2:
game_surface.blit(pygame.transform.scale(pygame.image.load("settings2.png"), (640, 480)), (0,0))
else:
game_surface.blit(pygame.transform.scale(pygame.image.load("settings2.png"), (640, 480)), (0,0))
game_option = 2
elif level == 3:
play_music(start_menu_mus)
selectormenu = True
draw_text("Name the fallen human.","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (275, 111), 32, letter_spacing=-0.6)
if playername.lower() == "gaster":
selectormenu = False
inmenu = False
level = 1
video = MediaPlayer("intro.mkv")
playername = ""
if xkey > 13 and ykey < 9:
xkey = 1
ykey += 1
if ykey < 5:
if ykey == 4:
if xkey > 9:
xkey = 1
ykey += 1
draw_text("A B C D E F G\nH I J K L M N\nO P Q R S T U\nV W X Y Z", "white", (120, 150), 34, space_width=47, letter_spacing=0, line_spacing=-7, shake_amount=0.135, select=True, xkeyboard=xkey, ykeyboard=ykey)
draw_text("a b c d e f g\nh i j k l m n\no p q r s t u\nv w x y z", "white", (120, 276), 34, space_width=47, letter_spacing=0, line_spacing=-7, shake_amount=0.135)
draw_text("Quit", "white", (120, 405), 34, letter_spacing=-0.6)
draw_text("Backspace", "white", (253, 405), 34, letter_spacing=-0.6)
draw_text("Done", "white", (465, 405), 34, letter_spacing=-0.6)
elif 4 < ykey < 9:
if ykey == 8:
if xkey > 9:
xkey = 9
draw_text("A B C D E F G\nH I J K L M N\nO P Q R S T U\nV W X Y Z", "white", (120, 150), 34, space_width=47, letter_spacing=0, line_spacing=-7, shake_amount=0.135)
draw_text("a b c d e f g\nh i j k l m n\no p q r s t u\nv w x y z", "white", (120, 276), 34, space_width=47, letter_spacing=0, line_spacing=-7, shake_amount=0.135, select=True, xkeyboard=xkey, ykeyboard=ykey-4)
draw_text("Quit", "white", (120, 405), 34, letter_spacing=-0.6)
draw_text("Backspace", "white", (253, 405), 34, letter_spacing=-0.6)
draw_text("Done", "white", (465, 405), 34, letter_spacing=-0.6)
elif ykey > 8:
draw_text("A B C D E F G\nH I J K L M N\nO P Q R S T U\nV W X Y Z", "white", (120, 150), 34, space_width=47, letter_spacing=0, line_spacing=-7, shake_amount=0.135)
draw_text("a b c d e f g\nh i j k l m n\no p q r s t u\nv w x y z", "white", (120, 276), 34, space_width=47, letter_spacing=0, line_spacing=-7, shake_amount=0.135)
if ykey > 9:
ykey = 1
draw_text("Quit", "white", (120, 405), 34, letter_spacing=-0.6)
draw_text("Backspace", "white", (253, 405), 34, letter_spacing=-0.6)
draw_text("Done", "white", (465, 405), 34, letter_spacing=-0.6)
if xkey == 1:
draw_text("Quit", "yellow", (120, 405), 34, letter_spacing=-0.6)
draw_text("Backspace", "white", (253, 405), 34, letter_spacing=-0.6)
draw_text("Done", "white", (465, 405), 34, letter_spacing=-0.6)
elif xkey == 5:
draw_text("Quit", "white", (120, 405), 34, letter_spacing=-0.6)
draw_text("Backspace", "yellow", (253, 405), 34, letter_spacing=-0.6)
draw_text("Done", "white", (465, 405), 34, letter_spacing=-0.6)
elif xkey == 9:
draw_text("Quit", "white", (120, 405), 34, letter_spacing=-0.6)
draw_text("Backspace", "white", (253, 405), 34, letter_spacing=-0.6)
draw_text("Done", "yellow", (465, 405), 34, letter_spacing=-0.6)
elif xkey < 1:
xkey = 9
else:
xkey = 1
else:
ykey = 9
increasinglybig = 32
elif level == 3.5:
play_music(start_menu_mus)
if GOBACKONLY:
draw_text("Go back", "yellow", (120, 405), 34, letter_spacing=-0.6)
if playername.lower() == "sans":
if increasinglybig < 107:
increasinglybig += 0.28
GOBACKONLY = True
draw_text("nope.","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "alphys":
if increasinglybig < 107:
increasinglybig += 0.28
GOBACKONLY = True
draw_text("D-don't do that.","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "asgore":
if increasinglybig < 107:
increasinglybig += 0.28
GOBACKONLY = True
draw_text("You cannot.","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "asriel":
if increasinglybig < 107:
increasinglybig += 0.28
GOBACKONLY = True
draw_text("...","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "flowey":
if increasinglybig < 107:
increasinglybig += 0.28
GOBACKONLY = True
draw_text("I already CHOSE\nthat name.","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "toriel":
if increasinglybig < 107:
increasinglybig += 0.28
GOBACKONLY = True
draw_text("I think you should\nthink of your own\nname, my child.","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "undyne":
if increasinglybig < 107:
increasinglybig += 0.28
GOBACKONLY = True
draw_text("Get your OWN name!","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
else:
if xkey == 1:
draw_text("No", "yellow", (120, 405), 34, letter_spacing=-0.6)
draw_text("Yes", "white", (465, 405), 34, letter_spacing=-0.6)
elif xkey == 2:
draw_text("No", "white", (120, 405), 34, letter_spacing=-0.6)
draw_text("Yes", "yellow", (465, 405), 34, letter_spacing=-0.6)
if playername.lower() == "frisk":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("WARNING: This name will\nmake your life hell.\nProceed anyway?","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "murder" or playername.lower() == "mercy ":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("That's a little on-\nthe-nose, isn't it...?" ,"white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "aaaaaa":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("Not very creative...?","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "aaron":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("Is this name correct? ;)","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "alphy":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("Uh.... OK?","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "catty":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("Bratty! Bratty!\nThat's MY name!","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "bratty":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("Like, OK I guess.","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "bpants":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("You are really scraping the\nbottom of the barrel.","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "chara":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("the true name.","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "gerson":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("Wah ha ha! Why not?","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "jerry":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("Jerry.","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "metta" or playername.lower() == "mett" or playername.lower() == "mtt":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("OOOOH!!! ARE YOU\nPROMOTING MY BRAND?","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "napsta" or playername.lower() == "blooky":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("........\n(They are powerless to\nstop you.)","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "papyru":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("I'LL ALLOW IT!!!!","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "shyren":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("...?","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "temmie":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("hOI!","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
elif playername.lower() == "woshua":
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("Clean name.","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
else:
if increasinglybig < 107:
increasinglybig += 0.28
draw_text("Is this name correct?","white", (170, 60), 32, space_width=4.5, letter_spacing=-0.6)
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
#game_surface.blit(pygame.font.Font("determination.ttf", 32).render("Name the fallen human.", True, (255, 255, 255)), (181, 70))
elif level == 3.75:
play_music("mus_cymbal.ogg")
game_surface.fill((goingblack, goingblack, goingblack)) # black borders
if increasinglybig < 107:
increasinglybig += 0.28
draw_text(playername, "white", (float(275-increasinglybig*1.5/2+random.uniform(-0.8, 0.8)), float(111+increasinglybig*1.2+random.uniform(-1.5, 1.5))), int(increasinglybig), letter_spacing=-0.6)
if goingblack < 255:
goingblack += 0.65
else:
inmenu, selectormenu, playeractive = False, False, True
map = pygame.Surface((1400, 480))
map.blit(pygame.transform.scale(pygame.image.load("startingroom.png"), (1400, 480)), (0,0))
defaultborders = False
level = 4
playerX, playerY = 285, 205
player = player_sprites[0]
play_music("stop")
elif level == 4:
camera_x = playerX - 640 // 2
if camera_x < 0:
camera_x = 0
elif camera_x > 1400 - 640:
camera_x = 1400 - 640
# draw the visible slice of the map
game_surface.blit(map, (0, 0), (camera_x, 0, 640, 480))
# draw the player at the correct position
player_screen_x = playerX - camera_x
game_surface.blit(player, (player_screen_x, playerY))
if playerX > 1205 and playerY < 250:
blocks.clear()
player = player_sprites[3]
map = pygame.Surface((640, 480))
customtimer = 0
print("Before reset:", playerX, playerY)
playerX, playerY = 300, 405
print("After reset:", playerX, playerY)
level = 5
else:
playerX, playerY = def_borders(playerX, playerY,40,382,1315,45)
elif level == 5:
playerX, playerY = def_borders(playerX, playerY, 231, 420, 360, 0)
# draw the visible slice of the map
#print(customtimer)
if floweytalking:
playeractive = False
play_music("mus_flowey.ogg")
customtimer += 1
if 20 > customtimer:
map.blit(pygame.transform.scale(pygame.image.load("floweyroom2.png"), (640, 480)), (0,0))
dialogue.blit(Flowey02, (30,30))
elif 20 < customtimer < 40:
map.blit(pygame.transform.scale(pygame.image.load("floweyroom.png"), (640, 480)), (0,0))
dialogue.blit(Flowey01, (30,30))
elif customtimer > 40:
customtimer = 0
map.blit(pygame.transform.scale(pygame.image.load("floweyroom2.png"), (640, 480)), (0,0))
dialogue.blit(Flowey02, (30,30))
else:
map.blit(pygame.transform.scale(pygame.image.load("floweyroom.png"), (640, 480)), (0,0))
dialogue.blit(Flowey01, (30,30))
letters_shown += 1
# safely play blip
index = min(int(letters_shown)-1, len(dialogue_text)-1) # cap at last character
#if int(letters_shown) > 0 and dialogue_text[index] not in " \n":
# if letters_shown+1 < len(dialogue_text):
# generate_blip(frequency=random.randint(600,605), duration_ms=60, volume=0.4).play()
print(letters_shown)
if dialognum < 7:
game_surface.blit(map, (0, 0))
game_surface.blit(dialogue, (25,0))
draw_dialogue_text(dialogue_text, "white", (150, 30), 36, letters_shown, dialogue,
space_width=10, letter_spacing=-1, line_spacing=2, shake_amount=0, debug=False, num=0)
# draw the player at the correct position
game_surface.blit(player_sprites[3], (playerX, playerY))
if dialognum == 1:
dialogue_text = "* Howdy!\n* I'm FLOWEY.\n* FLOWEY the FLOWER!"
#draw_dialogue_text(dialogue_text, "white", (40, 380), 24, letters_shown, surface=dialogue)
elif dialognum == 2:
dialogue_text = "* Hmmm..."
elif dialognum == 3:
dialogue_text = "* You're new to the\nUNDERGROUND, aren'tcha?"
elif dialognum == 4:
dialogue_text = "* Golly, you must be\nso confused."
elif dialognum == 5:
dialogue_text = "* Someone ought to teach\nyou how things work\naround here!"
elif dialognum == 6:
dialogue_text = "* Ready? Here we go!"
else:
battlemodestart = True
level = 6
customtimer = 0
dialognum = 1
pygame.mixer.Sound("encounter.ogg").play()
elif not floweytalking:
map.blit(pygame.transform.scale(pygame.image.load("floweyroom.png"), (640, 480)), (0,0))
if playerY < 301:
dialognum = 1
floweytalking = True
playeractive = False
playerYc, playerXc = 0, 0
elif playerY > 408:
defaultborders = False
level = 4
playerX, playerY = 1257, 260
camera_x = playerX - 640 // 2
if camera_x < 0:
camera_x = 0
elif camera_x > 1400 - 640:
camera_x = 1400 - 640
blocks = [
(0, 312, 75, 200),
(0, 355, 120, 200),
(0, 398, 165, 200),
(0, 0, 120, 88),
(480, 0, 165, 88),
(550, 0, 1000, 245),
(478, 360, 1000, 100),
(440, 400, 100, 100)
#(x, y, w, h)
#(420, 400, 100, 100)
]
player = player_sprites[0]
inmenu, selectormenu, playeractive = False, False, True
map = pygame.Surface((1400, 480))
map.blit(pygame.transform.scale(pygame.image.load("startingroom.png"), (1400, 480)), (0,0))
game_surface.blit(map, (0, 0))
# draw the player at the correct position
game_surface.blit(player, (playerX, playerY))
elif level == 6:
#left,down,right,up
if battlemode:
playerX,playerY = def_borders(playerX,playerY,230,370,370,230)
pygame.draw.rect(game_surface, (0, 0, 0), pygame.Rect(225, 225, 166, 166))
pygame.draw.rect(game_surface, (255, 255, 255), pygame.Rect(225, 225, 166, 166), 3)
draw_text("LV "+str(LV), "white", (200, 400), 34, space_width=4.5, letter_spacing=-0.6)
draw_text(str(hp)+"/"+str(maxhp), "white", (345, 400), 34, space_width=4.5, letter_spacing=-0.6)
if floweytalking:
letters_shown += 1
# safely play blip
index = min(int(letters_shown)-1, len(dialogue_text)-1) # cap at last character
if dialognum == 1:
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 100))
dialogue_text = "See that heart?\nThat is your SOUL,\nthe very culmination\nof your being!"
elif dialognum == 2:
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 100))
dialogue_text = "Your SOUL starts off\nweak, but can grow\nstrong if you gain\na lot of LV."
elif dialognum == 3:
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 72))
dialogue_text = "What's LV stand for?\nWhy, LOVE, of\ncourse!"
elif dialognum == 4:
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 48))
dialogue_text = "You want some LOVE,\ndon't you?"
elif dialognum == 5:
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 48))
dialogue_text = "Don't worry, I'll\nshare some with you!"
elif dialognum == 6:
floweygoofy = True
dialogue_text = ""
game_surface.blit(pygame.transform.scale(pygame.image.load('Flowey_goofy.png'), monstersize), (255, 85))
#draw_dialogue_text(dialogue_text, "white", (40, 380), 24, letters_shown, surface=dialogue)
elif dialognum == 8:
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 72))
dialogue_text = "Down here, LOVE\nis shared\nthrough..."
elif dialognum == 9:
angle += 8
#game_surface.blit(pygame.transform.rotate(pygame.Surface((1, 2), pygame.SRCALPHA).fill((255, 255, 255)) or pygame.Surface((1, 2), pygame.SRCALPHA), angle), (250, 40))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletxr1, pellety+50))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletxr2, pellety+25))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletx, pellety))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletyr3, pellety+25))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletyr4, pellety+50))
#game_surface.blit(pygame.transform.rotate(pygame.Surface((10, 20)).fill((255, 255, 255)), angle), (250, 40))
#game_surface.blit(pygame.transform.rotate(pygame.Surface((10, 20)).fill((255, 255, 255)), angle), (275, 30))
#game_surface.blit(pygame.transform.rotate(pygame.Surface((10, 20)).fill((255, 255, 255)), angle), (300, 20))
#game_surface.blit(pygame.transform.rotate(pygame.Surface((10, 20)).fill((255, 255, 255)), angle), (325, 30))
#game_surface.blit(pygame.transform.rotate(pygame.Surface((10, 20)).fill((255, 255, 255)), angle), (350, 40))
Flowey02 = pygame.transform.scale(pygame.image.load("Flowey02m.png"), monstersize)
Flowey01 = pygame.transform.scale(pygame.image.load("Flowey01m.png"), monstersize)
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 72))
dialogue_text = "Little white...\n\"friendliness\npellets.\""
elif dialognum == 10:
angle += 8
Flowey02 = pygame.transform.scale(pygame.image.load("Flowey02.png"), monstersize)
Flowey01 = pygame.transform.scale(pygame.image.load("Flowey01.png"), monstersize)
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletxr1, pellety+50))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletxr2, pellety+25))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletx, pellety))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletyr3, pellety+25))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletyr4, pellety+50))
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 24))
dialogue_text = "Are you ready?"
elif dialognum == 11:
angle += 8
#rect_surf = pygame.Surface((10, 20), pygame.SRCALPHA)
#rect_surf.fill((255, 255, 255))
pellety += 3
pelletxr1 += 0.8
pelletxr2 += 0.5
pelletyr3 -= 0.5
pelletyr4 -= 0.8
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletxr1, pellety+50))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletxr2, pellety+25))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletx, pellety))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletyr3, pellety+25))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletyr4, pellety+50))
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 72))
dialogue_text = "Move around!\nGet as many as\nyou can!"
floweypellets = [
(pelletxr1, pellety+50, 20, 10),
(pelletxr2, pellety+25, 20, 10),
(pelletx, pellety, 20, 10),
(pelletyr3, pellety+25, 20, 10),
(pelletyr4, pellety+50, 20, 10)
]
if pellety > 800:
dialognum = 12
letters_shown = 0
elif dialognum == 12:
pelletx, pellety = 300, 30
pelletxr1 = 200
pelletxr2 = 250
pelletyr3 = 350
pelletyr4 = 400
Flowey01, Flowey02 = pygame.transform.scale(pygame.image.load("Floweywinky.png"), monstersize), pygame.transform.scale(pygame.image.load("Floweywinky.png"), monstersize)
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 48))
dialogue_text = "Hey buddy,\nyou missed them."
elif dialognum == 13:
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 48))
dialogue_text = "Let's try again,\nokay?"
elif dialognum == 14:
Flowey01, Flowey02 = pygame.transform.scale(pygame.image.load("Flowey01.png"), monstersize), pygame.transform.scale(pygame.image.load("Flowey01.png"), monstersize)
angle += 8
#rect_surf = pygame.Surface((10, 20), pygame.SRCALPHA)
#rect_surf.fill((255, 255, 255))
pellety += 3
pelletxr1 += 1
pelletxr2 += 0.7
pelletyr3 -= 0.7
pelletyr4 -= 1
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletxr1, pellety+50))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletxr2, pellety+25))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletx, pellety))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletyr3, pellety+25))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletyr4, pellety+50))
#pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 72))
dialogue_text = ""
if 800 > pellety > 480:
Flowey01, Flowey02 = pygame.transform.scale(pygame.image.load("Floweypissed01.png"), monstersize), pygame.transform.scale(pygame.image.load("Floweypissed01.png"), monstersize)
if pellety > 800:
Flowey01, Flowey02 = pygame.transform.scale(pygame.image.load("Floweypissed01.png"), monstersize), pygame.transform.scale(pygame.image.load("Floweypissed01.png"), monstersize)
dialognum = 15
letters_shown = 0
elif dialognum == 15:
pelletx, pellety = 300, 30
pelletxr1 = 200
pelletxr2 = 250
pelletyr3 = 350
pelletyr4 = 400
Flowey01, Flowey02 = pygame.transform.scale(pygame.image.load("Floweypissed01.png"), monstersize), pygame.transform.scale(pygame.image.load("Floweypissed01.png"), monstersize)
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 100))
dialogue_text = "Is this a joke?\nAre you braindead?\nRUN. INTO. THE.\nBULLETS!!!"
elif dialognum == 16:
Flowey01, Flowey02 = pygame.transform.scale(pygame.image.load("Flowey01.png"), monstersize), pygame.transform.scale(pygame.image.load("Flowey01.png"), monstersize)
angle += 8
#rect_surf = pygame.Surface((10, 20), pygame.SRCALPHA)
#rect_surf.fill((255, 255, 255))
pellety += 3
pelletxr1 += 1.1
pelletxr2 += 0.75
pelletyr3 -= 0.75
pelletyr4 -= 1.1
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletxr1, pellety+50))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletxr2, pellety+25))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletx, pellety))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletyr3, pellety+25))
game_surface.blit(pygame.transform.rotate(rect_surf, angle), (pelletyr4, pellety+50))
if pellety < 480:
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 100))
dialogue_text = "Is this a joke?\nAre you braindead?\nRUN. INTO. THE.\nfriendliness pellets"
elif 800 > pellety > 480:
dialogue_text = ""
if 800 > pellety:
Flowey01, Flowey02 = pygame.transform.scale(pygame.image.load("Floweypissed02.png"), monstersize), pygame.transform.scale(pygame.image.load("Floweypissed03.png"), monstersize)
dialognum = 17
floweypissed = True
letters_shown = 0
play_music("stop")
elif dialognum == 17:
if floweypissed:
pygame.draw.rect(game_surface, (255, 255, 255), (400, 100, 200, 72))
dialogue_text = "You know what's\ngoing on here,\ndon't you?"
if 18 > dialognum > 10:
for bx, by, bw, bh in floweypellets:
if check_collision(playerX, playerY, pw, ph, bx, by, bw, bh):
hp = 1
letters_shown = 0
dialognum = 17
floweypissed = False
break
if floweygoofy:
game_surface.blit(pygame.transform.scale(pygame.image.load('Flowey_goofy.png'), monstersize), (255, 85))
if customtimer < 175:
angle += 5
game_surface.blit(pygame.transform.rotate(pygame.transform.scale(pygame.image.load("star.png"), (10, 10)), angle), (370, 100))
else:
letters_shown = 0
dialognum = 8
floweygoofy = False
if dialognum < 16:
play_music("mus_flowey.ogg")
customtimer += 1
if not floweygoofy:
if 20 > customtimer:
game_surface.blit(Flowey02, (255, 85))
elif 20 < customtimer < 40:
game_surface.blit(Flowey01, (255, 85))
elif customtimer > 40:
customtimer = 0
game_surface.blit(Flowey02, (255, 85))
else:
game_surface.blit(Flowey01, (255, 85))
game_surface.blit(player, (playerX, playerY))
if dialognum < 17:
draw_dialogue_text(dialogue_text, "black", (400, 100), 20, letters_shown, game_surface,
space_width=10, letter_spacing=-1, line_spacing=2, shake_amount=0, debug=False, num=0)
else:
draw_dialogue_text(dialogue_text, "black", (400, 100), 20, letters_shown, game_surface,
space_width=10, letter_spacing=-1, line_spacing=2, shake_amount=0.25, debug=False, num=1)
if battlemodestart:
playeractive = True
playerX, playerY = BX, BY
playerX, playerY = 300, 300
defaultborders = False
game_surface.blit(player, (playerX, playerY))
customtimer += 1
if 75 > customtimer > 33:
player = player_soul
elif customtimer > 75:
battlemodestart = False
battlemode = True
#print(str(dialognum)+" "+str(letters_shown))
if level != 1:
clock.tick(75)
if escapping:
game_surface.blit(pygame.transform.scale(pygame.image.load("quitting.png"), (90, 20)), (0,0))
print(str(escapecounter))
escapecounter += 1
if escapecounter > 15:
sys.exit()
x = (window_size[0] - new_size[0]) // 2
y = (window_size[1] - new_size[1]) // 2
if level != 3.75:
screen.fill((0, 0, 0)) # black borders
screen.blit(scaled_surface, (x, y))
pygame.display.flip()
pygame.display.update()