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level.py
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# Levels
# Author list:
# Luke Martin <ltmartin@bsu.edu>
# Michael Milkovic <mlmilkovic@bsu.edu>
# Derek Onay <dsonay@bsu.edu>
# Ryan Wiesjahn <rwiesjahn@bsu.edu>
import somber as somber_engine
import pygame
import random
import sys
import ui
import os
import pygame
from entity import *
from items import *
from weapon import *
class Title_Screen(somber_engine.Level):
def __init__(self, somber):
somber_engine.Level.__init__(self, somber, 'Title Screen')
def create_level(self):
self.create_sprite_group('background_0', scroll_speed=0)
self.create_sprite_group('background_1', scroll_speed=0.2, group=somber_engine.BackgroundParallaxGroup)
self.create_sprite_group('background_2', scroll_speed=0.3, group=somber_engine.BackgroundParallaxGroup)
self.create_sprite_group('background_3', scroll_speed=1, group=somber_engine.BackgroundParallaxGroup)
self.create_sprite_group('sun', group=somber_engine.StaticBackgroundGroup)
self.create_sprite_group('clouds', group=somber_engine.StaticBackgroundGroup)
self.create_sprite_group('ground', scroll_speed=1, group=somber_engine.BackgroundParallaxGroup)
self.create_sprite_group('dummy')
self.create_sprite_group('ui', group=somber_engine.StaticGroup)
self.create_sprite_group('how_to_ui', group=somber_engine.StaticGroup)
Static_Background(self.somber, self, 'sprites/background/sky.png', 'background_0')
Sun(self.somber, self, 'sprites/background/sun.png', 'sun', x=config.SUN_POS[0], y=config.SUN_POS[1])
Background(self.somber, self, 'sprites/background/trees_back.png', 'background_1', x=config.BACKGROUND_1_POS[0], y=config.BACKGROUND_1_POS[1])
Background(self.somber, self, 'sprites/background/trees_fore.png', 'background_2', x=config.BACKGROUND_2_POS[0], y=config.BACKGROUND_2_POS[1])
Cloud(self.somber, self, 'sprites/background/cloud_1.png', 'clouds', x=config.CLOUD_1_POS[0], y=config.CLOUD_1_POS[1])
Cloud(self.somber, self, 'sprites/background/cloud_2.png', 'clouds', x=config.CLOUD_2_POS[0], y=config.CLOUD_2_POS[1])
Cloud(self.somber, self, 'sprites/background/cloud_3.png', 'clouds', x=config.CLOUD_3_POS[0], y=config.CLOUD_3_POS[1])
Background(self.somber, self, 'sprites/foreground/ground.png', 'ground', x=config.GROUND_POS[0], y=config.GROUND_POS[1])
Background(self.somber, self, 'sprites/foreground/ground_top.png', 'background_3', x=config.GROUND_TOP_POS[0], y=config.GROUND_TOP_POS[1])
self.main_ui = ui.UI_Group(self.somber, self, 'ui')
self.how_to_ui = ui.UI_Group(self.somber, self, 'how_to_ui')
self.logo = None
self.button_start = None
self.button_how_to = None
self.button_quit = None
self.how_to_screen = None
self.button_back_to_title = None
self.create_main_ui()
self.level = self
self.setup()
return self.level
def setup(self):
self.dummy = Dummy(self.somber, self, 'sprites/foreground/dummy.png', 'dummy', x=self.somber.win_size[0] / 2, y=400)
self.dummy.hspeed = config.TITLE_SCROLL_SPEED
for group in self.level.sprite_groups:
_speed = -(self.level.sprite_groups.index(group) * 8)
for sprite in group['group']:
if group['name'] == 'clouds':
sprite.hspeed = -(random.randrange(2, 6) * 8)
def update(self, delta):
pass
def on_change_to(self):
self.somber.camera_follow(self.dummy)
self.somber.bind_key('m1', self.mouse_down)
self.somber.bind_key('\r', self.start_game)
def create_main_ui(self):
self.logo = self.main_ui.create_element('sprites/ui/logo_zombie_sunday.png', 'logo', x=config.LOGO_POS[0], y=config.LOGO_POS[1])
self.button_start = self.main_ui.create_element('sprites/ui/button_start_game.png', 'button_start', x=config.BUTTON_START_POS[0], y=config.BUTTON_START_POS[1])
self.button_how_to = self.main_ui.create_element('sprites/ui/button_how_to.png', 'button_how_to', x=config.BUTTON_HOWTO_POS[0], y=config.BUTTON_HOWTO_POS[1])
self.button_quit = self.main_ui.create_element('sprites/ui/button_quit_game.png', 'button_quit', x=config.BUTTON_QUIT_POS[0], y=config.BUTTON_QUIT_POS[1])
def create_how_to_ui(self):
self.how_to_screen = self.main_ui.create_element('sprites/ui/how_to_play_screen.png', 'how_to_screen', x=config.HOW_TO_SCREEN_POS[0], y=config.HOW_TO_SCREEN_POS[1])
self.button_back_to_title = self.main_ui.create_element('sprites/ui/button_back_to_title.png', 'button_back_to_title', x=config.BUTTON_BACK_TO_TITLE_POS[0], y=config.BUTTON_BACK_TO_TITLE_POS[1])
def mouse_down(self, button):
for element in self.main_ui.get_clicked_elements():
if element.name == 'button_start':
self.somber.play_sound(config.SOUND_BUTTON)
self.start_game()
elif element.name == 'button_how_to':
self.somber.play_sound(config.SOUND_BUTTON)
self.clear_ui()
self.create_how_to_ui()
elif element.name == 'button_back_to_title':
self.somber.play_sound(config.SOUND_BUTTON)
self.clear_ui()
self.create_main_ui()
elif element.name == 'button_quit':
self.somber.play_sound(config.SOUND_BUTTON)
self.somber.quit()
def clear_ui(self):
for sprite in self.main_ui.elements[:]:
sprite.kill()
for sprite in self.how_to_ui.elements[:]:
sprite.kill()
def start_game(self):
ENDLESS_LEVEL = Endless_Level(self.somber).create_level()
self.somber.change_level(ENDLESS_LEVEL)
class Endless_Level(somber_engine.Level):
def __init__(self, somber, stage=0):
somber_engine.Level.__init__(self, somber, 'Endless Level')
self.stage = stage
self.zombie_timer = 0
self.level_clock = config.LEVEL_TIME
self.level_timer = 0
self.attachment_1_sprite = None
self.attachment_2_sprite = None
self.complete = False
self.dead = False
self.out_of_time = False
def create_level(self):
self.create_sprite_group('background_0', scroll_speed=0)
self.create_sprite_group('background_1', scroll_speed=0.2, group=somber_engine.BackgroundParallaxGroup)
self.create_sprite_group('background_2', scroll_speed=0.3, group=somber_engine.BackgroundParallaxGroup)
self.create_sprite_group('sun', group=somber_engine.StaticBackgroundGroup)
self.create_sprite_group('clouds', group=somber_engine.StaticBackgroundGroup)
self.create_sprite_group('ground')
self.create_sprite_group('ground_top')
self.create_sprite_group('buildings')
self.create_sprite_group('doors')
self.create_sprite_group('bullets')
self.create_sprite_group('items')
self.create_sprite_group('player')
self.create_sprite_group('zombies')
self.create_sprite_group('explosions')
self.create_sprite_group('ui_back', group=somber_engine.StaticGroup)
self.create_sprite_group('ui_fore', group=somber_engine.StaticGroup)
Static_Background(self.somber, self, 'sprites/background/sky.png', 'background_0')
Sun(self.somber, self, 'sprites/background/sun.png', 'sun', x=config.SUN_POS[0], y=config.SUN_POS[1])
Background(self.somber, self, 'sprites/background/trees_back.png', 'background_1', x=config.BACKGROUND_1_POS[0], y=config.BACKGROUND_1_POS[1])
Background(self.somber, self, 'sprites/background/trees_fore.png', 'background_2', x=config.BACKGROUND_2_POS[0], y=config.BACKGROUND_2_POS[1])
Cloud(self.somber, self, 'sprites/background/cloud_1.png', 'clouds', x=config.CLOUD_1_POS[0], y=config.CLOUD_1_POS[1])
Cloud(self.somber, self, 'sprites/background/cloud_2.png', 'clouds', x=config.CLOUD_2_POS[0], y=config.CLOUD_2_POS[1])
Cloud(self.somber, self, 'sprites/background/cloud_3.png', 'clouds', x=config.CLOUD_3_POS[0], y=config.CLOUD_3_POS[1])
Building(self.somber, self, 'sprites/foreground/home.png', 'buildings', home=True, x=config.HOME_POS[0], y=config.HOME_POS[1])
self.main_ui_back = ui.UI_Group(self.somber, self, 'ui_back')
self.main_ui_back.create_element('sprites/ui/weapon_bg.png', 'weapon_bg', x=config.WEAPON_BG_POS[0], y=config.WEAPON_BG_POS[1])
self.main_ui_back.create_element('sprites/ui/health_bg.png', 'health_bg', x=config.HEALTH_BG_POS[0], y=config.HEALTH_BG_POS[1])
self.main_ui_back.create_element('sprites/ui/supply_bg.png', 'supply_bg', x=config.SUPPLY_BG_POS[0], y=config.SUPPLY_BG_POS[1])
self.main_ui_back.create_element('sprites/ui/supply_bg.png', 'total_supply_bg', x=config.TOTAL_SUPPLY_BG_POS[0], y=config.TOTAL_SUPPLY_BG_POS[1])
self.main_ui_fore = ui.UI_Group(self.somber, self, 'ui_fore')
self.health_bar = self.main_ui_fore.create_element('sprites/ui/health_bar.png', 'health_bar', x=config.HEALTH_BAR_POS[0], y=config.HEALTH_BAR_POS[1])
self.supply_bar = self.main_ui_fore.create_element('sprites/ui/supply_bar.png', 'supply_bar', x=config.SUPPLY_BAR_POS[0], y=config.SUPPLY_BAR_POS[1])
self.total_supply_bar = self.main_ui_fore.create_element('sprites/ui/supply_bar.png', 'total_supply_bar', x=config.TOTAL_SUPPLY_BAR_POS[0], y=config.TOTAL_SUPPLY_BAR_POS[1])
self.attachment_1 = None
self.attachment_2 = None
self.box_bg = self.button_next_level = None
self._init_ground()
self._init_clouds()
self.level = self
self.setup()
return self
def _init_ground(self):
for tile in range(0, config.LEVEL_SIZE):
Platform(self.somber, self, 'sprites/foreground/ground.png', 'ground', x=tile * config.GROUND_WIDTH, y=config.GROUND_POS[1])
Platform(self.somber, self, 'sprites/foreground/ground_top.png', 'ground_top', x=tile * config.GROUND_WIDTH, y=config.GROUND_TOP_POS[1])
def _init_clouds(self):
for group in self.sprite_groups:
for sprite in group['group']:
if group['name'] == 'clouds':
sprite.hspeed = -(random.randint(2, 6) * 8)
def setup(self):
self._setup_player()
self._setup_buildings()
self.spawn_ammo()
self.spawn_attachments()
def _setup_player(self):
self.player = Character(self.somber, self, 'player', x=config.PLAYER_POS[0], y=config.PLAYER_POS[1])
self.player.set_movement('horizontal')
def _setup_buildings(self):
distance = 0
while distance < config.LEVEL_SIZE * config.GROUND_WIDTH:
distance += (random.randint(config.BUILDING_RANGE[0], config.BUILDING_RANGE[1]) * config.BUILDING_RANGE[2]) + (config.BUILDING_DISTANCE_MOD * self.stage)
Building(self.somber, self, 'sprites/foreground/house.png', 'buildings', x=distance, y=config.BUILDING_POS[1])
def _spawn_zombies(self, delta):
if len(self.get_sprite_group('zombies')) < config.ZOMBIE_MAX + (config.ZOMBIE_MAX_MOD * self.stage):
self.zombie_timer += delta
zombie_time = round(config.ZOMBIE_SPAWN_RATE * pow(config.ZOMBIE_SPAWN_RATE_MOD, self.stage), 10)
if self.zombie_timer > zombie_time:
self.zombie_timer -= zombie_time
side = 1
extra = 200
if self.somber.camera_pos[0] > extra:
side = random.randint(0, 1)
if side == 0:
extra = -extra
if random.randint(0,1) == 0:
self.somber.play_sound(config.SOUND_ZOMBIE_GROAN)
#else:
# self.somber.play_sound(config.SOUND_ZOMBIE_GROAN_2)
Zombie(self.somber, self, 'zombies', x=self.somber.camera_pos[0] + (config.WINDOW_SIZE[0] * side) + extra, y=config.ZOMBIE_POS[1])
def clock_timer(self, delta):
self.level_timer += delta
if self.level_timer >= 1:
self.level_timer -= 1
self.level_clock -= 1
def clock(self):
string = str(int(self.level_clock / 60)) + ':'
seconds = str(self.level_clock % 60)
if int(seconds) < 10:
seconds = '0' + seconds
string += seconds
return string
def update_ui(self):
health_value = round(float(self.player.health[0]) / float(self.player.health[1]), 2) * self.health_bar.sprite.get_width()
supply_value = round(float(self.player.supplies[0]) / float(self.player.supplies[1]), 2) * self.supply_bar.sprite.get_width()
total_supply_value = round(float(self.player.total_supplies[0]) / float(self.player.total_supplies[1]), 2) * self.total_supply_bar.sprite.get_width()
if health_value < 0:
health_value = 0
if supply_value < 0:
supply_value = 0
if total_supply_value < 0:
total_supply_value = 0
self.health_bar.set_value(health_value)
self.supply_bar.set_value(supply_value)
self.total_supply_bar.set_value(total_supply_value)
if self.player.weapon.attachments[0] == Attachment.Speed and self.attachment_1_sprite != Attachment.Speed:
self.attachment_1_sprite = Attachment.Speed
if self.attachment_1 != None:
self.attachment_1.kill()
self.attachment_1 = self.main_ui_fore.create_element('sprites/ui/attachment_speed.png', 'attachment_1', x=config.ATTACHMENT_1_POS[0], y=config.ATTACHMENT_1_POS[1])
elif self.player.weapon.attachments[0] == Attachment.Fire and self.attachment_1_sprite != Attachment.Fire:
self.attachment_1_sprite = Attachment.Fire
if self.attachment_1 != None:
self.attachment_1.kill()
self.attachment_1 = self.main_ui_fore.create_element('sprites/ui/attachment_fire.png', 'attachment_1', x=config.ATTACHMENT_1_POS[0], y=config.ATTACHMENT_1_POS[1])
elif self.player.weapon.attachments[0] == Attachment.Lob and self.attachment_1_sprite != Attachment.Lob:
self.attachment_1_sprite = Attachment.Lob
if self.attachment_1 != None:
self.attachment_1.kill()
self.attachment_1 = self.main_ui_fore.create_element('sprites/ui/attachment_lob.png', 'attachment_1', x=config.ATTACHMENT_1_POS[0], y=config.ATTACHMENT_1_POS[1])
elif self.player.weapon.attachments[0] == Attachment.Force and self.attachment_1_sprite != Attachment.Force:
self.attachment_1_sprite = Attachment.Force
if self.attachment_1 != None:
self.attachment_1.kill()
self.attachment_1 = self.main_ui_fore.create_element('sprites/ui/attachment_force.png', 'attachment_1', x=config.ATTACHMENT_1_POS[0], y=config.ATTACHMENT_1_POS[1])
elif self.player.weapon.attachments[0] == None and self.attachment_1_sprite != None:
self.attachment_1_sprite = None
if self.attachment_1 != None:
self.attachment_1.kill()
self.attachment_1 = self.main_ui_fore.create_element('sprites/foreground/dummy.png', 'attachment_1', x=config.ATTACHMENT_1_POS[0], y=config.ATTACHMENT_1_POS[1])
if self.player.weapon.attachments[1] == Attachment.Speed and self.attachment_2_sprite != Attachment.Speed:
self.attachment_2_sprite = Attachment.Speed
if self.attachment_2 != None:
self.attachment_2.kill()
self.attachment_2 = self.main_ui_fore.create_element('sprites/ui/attachment_speed.png', 'attachment_2', x=config.ATTACHMENT_2_POS[0], y=config.ATTACHMENT_2_POS[1])
elif self.player.weapon.attachments[1] == Attachment.Fire and self.attachment_2_sprite != Attachment.Fire:
self.attachment_2_sprite = Attachment.Fire
if self.attachment_2 != None:
self.attachment_2.kill()
self.attachment_2 = self.main_ui_fore.create_element('sprites/ui/attachment_fire.png', 'attachment_2', x=config.ATTACHMENT_2_POS[0], y=config.ATTACHMENT_2_POS[1])
elif self.player.weapon.attachments[1] == Attachment.Lob and self.attachment_2_sprite != Attachment.Lob:
self.attachment_2_sprite = Attachment.Lob
if self.attachment_2 != None:
self.attachment_2.kill()
self.attachment_2 = self.main_ui_fore.create_element('sprites/ui/attachment_lob.png', 'attachment_2', x=config.ATTACHMENT_2_POS[0], y=config.ATTACHMENT_2_POS[1])
elif self.player.weapon.attachments[1] == Attachment.Force and self.attachment_2_sprite != Attachment.Force:
self.attachment_2_sprite = Attachment.Force
if self.attachment_2 != None:
self.attachment_2.kill()
self.attachment_2 = self.main_ui_fore.create_element('sprites/ui/attachment_force.png', 'attachment_2', x=config.ATTACHMENT_2_POS[0], y=config.ATTACHMENT_2_POS[1])
elif self.player.weapon.attachments[1] == None and self.attachment_2_sprite != None:
self.attachment_2_sprite = None
if self.attachment_2 != None:
self.attachment_2.kill()
self.attachment_2 = self.main_ui_fore.create_element('sprites/foreground/dummy.png', 'attachment_2', x=config.ATTACHMENT_2_POS[0], y=config.ATTACHMENT_2_POS[1])
def spawn_ammo(self):
distance = 0
while True:
distance += random.randint(config.ITEM_AMMO_RANGE[0], config.ITEM_AMMO_RANGE[1]) * config.ITEM_AMMO_RANGE[2]
if distance < config.LEVEL_SIZE * config.GROUND_WIDTH:
Ammo(self.somber, self.level, x=distance, y=self.somber.win_size[1] - 150)
else:
break
def spawn_attachments(self):
distance = 0
while True:
distance += random.randint(config.ITEM_ATTACHMENT_RANGE[0], config.ITEM_ATTACHMENT_RANGE[1]) * config.ITEM_ATTACHMENT_RANGE[2]
if distance < config.LEVEL_SIZE * config.GROUND_WIDTH:
AttachmentItem(self.somber, self, random.randint(0, 3), x=distance, y=config.ATTACHMENT_POS[1])
else:
break
def on_change_to(self):
self.somber.camera_follow(self.player)
self.somber.bind_key(' ', self.player.weapon.fire, repeat=True)
self.somber.bind_key('m1', self.mouse_down)
self.somber.bind_key('e', self.player.action)
self.somber.bind_key('-', self.player.change_attachment_1)
self.somber.bind_key('=', self.player.change_attachment_2)
self.somber.bind_key(']', self.change_stage)
def mouse_down(self, button):
for element in self.main_ui_fore.get_clicked_elements():
if element.name == 'button_next_level':
self.somber.play_sound(config.SOUND_BUTTON)
self.change_stage()
if element.name == 'button_exit_to_title':
TITLE_SCREEN = Title_Screen(self.somber).create_level()
self.somber.change_level(TITLE_SCREEN)
def change_stage(self):
self.complete = False
self.clear_level()
ENDLESS_LEVEL = Endless_Level(self.somber, self.stage + 1).create_level()
ENDLESS_LEVEL.player.score = self.player.score + (self.level_clock * config.TIME_SCORE)
ENDLESS_LEVEL.player.zombies_killed = self.player.zombies_killed
self.somber.change_level(ENDLESS_LEVEL)
def complete_level(self):
if self.player.total_supplies[0] == self.player.total_supplies[1]:
self.complete = True
self.create_level_complete_ui()
def fail_level(self):
if self.player.health[0] == 0:
self.dead = True
self.create_level_fail_ui()
if self.level_clock <= 0:
self.level_clock = 0
self.out_of_time = True
self.create_level_fail_ui()
def create_level_complete_ui(self):
self.box_bg = self.main_ui_back.create_element('sprites/ui/box_2_bg.png', 'box_bg', x=config.BOX_2_BG_POS[0], y=config.BOX_2_BG_POS[1])
self.button_next_level = self.main_ui_fore.create_element('sprites/ui/button_next_level.png', 'button_next_level', x=config.BUTTON_NEXT_LEVEL_POS[0], y=config.BUTTON_NEXT_LEVEL_POS[1])
ui.add_highscore(self.player.score,self.player.zombies_killed)
def create_level_fail_ui(self):
self.box_bg = self.main_ui_back.create_element('sprites/ui/box_2_bg.png', 'box_bg', x=config.BOX_2_BG_POS[0], y=config.BOX_2_BG_POS[1])
if self.out_of_time:
self.fail_title = self.main_ui_fore.create_element('sprites/ui/title_out_of_time.png', 'fail_title', x=config.LVL_FAIL_OUT_OF_TIME_POS[0], y=config.LVL_FAIL_OUT_OF_TIME_POS[1])
else:
self.fail_title = self.main_ui_fore.create_element('sprites/ui/title_you_died.png', 'fail_title', x=config.LVL_FAIL_YOU_DIED_POS[0], y=config.LVL_FAIL_YOU_DIED_POS[1])
self.button_exit_to_title = self.main_ui_fore.create_element('sprites/ui/button_exit_to_title.png', 'button_exit_to_title', x=config.BUTTON_EXIT_TO_TITLE_POS[0], y=config.BUTTON_EXIT_TO_TITLE_POS[1])
ui.add_highscore(self.player.score,self.player.zombies_killed)
def update(self, delta):
if not self.complete and not self.dead and not self.out_of_time:
self.update_ui()
self.clock_timer(delta)
self._spawn_zombies(delta)
self.complete_level()
self.fail_level()
def clear_level(self):
for group in self.sprite_groups:
for sprite in group['group']:
sprite.kill()
class Static_Background(somber_engine.Active):
def __init__(self, somber, level, sprite, sprite_group, x=0, y=0):
somber_engine.Active.__init__(self, sprite, somber=somber, pos=(x, y))
self.level = level
self.sprite_group = sprite_group
self.static = True
level.add_object(self, sprite_group)
class Background(somber_engine.BackgroundParallax):
def __init__(self, somber, level, sprite, sprite_group, x=0, y=0):
somber_engine.BackgroundParallax.__init__(self, sprite, somber=somber, pos=(x, y))
self.level = level
self.sprite_group = sprite_group
self.static = False
level.add_object(self, sprite_group)
def update(self):
somber_engine.BackgroundParallax.update(self)
class Platform(somber_engine.Active):
def __init__(self, somber, level, sprite, sprite_group, x=0, y=0):
somber_engine.Active.__init__(self, sprite, somber=somber, pos=(x, y))
self.level = level
self.sprite_group = sprite_group
level.add_object(self, sprite_group)
def update(self):
somber_engine.Active.update(self)
class Building(somber_engine.Active):
def __init__(self, somber, level, sprite, sprite_group, home=False, x=0, y=0):
somber_engine.Active.__init__(self, sprite, somber=somber, pos=(x, y))
level.add_object(self, sprite_group)
self.level = level
self.sprite_group = sprite_group
self.set_pos((x, y))
self.scavanged = False
self.home = home
self.door = Door(somber, self.level, 'sprites/foreground/door.png', 'doors', self, x=x + config.DOOR_POS[0], y=config.DOOR_POS[1])
class Door(somber_engine.Active):
def __init__(self, somber, level, sprite, sprite_group, building, x=0, y=0):
somber_engine.Active.__init__(self, sprite, somber=somber, pos=(x, y))
self.level = level
self.sprite_group = sprite_group
self.set_pos((x, y))
level.add_object(self, sprite_group)
class Cloud(somber_engine.Active):
def __init__(self, somber, level, sprite, sprite_group, x=0, y=0):
somber_engine.Active.__init__(self, sprite, somber=somber, pos=(x, y))
self.level = level
self.sprite_group = sprite_group
level.add_object(self, sprite_group)
def update(self):
if self.pos[0] + self.sprite.get_width() < 0:
self.set_pos((self.somber.win_size[0] + 10, self.pos[1]))
somber_engine.Active.update(self)
class Sun(somber_engine.Active):
def __init__(self, somber, level, sprite, sprite_group, x=0, y=0):
somber_engine.Active.__init__(self, sprite, somber=somber, pos=(x, y))
self.level = level
self.sprite_group = sprite_group
level.add_object(self, sprite_group)
class Dummy(somber_engine.Active):
def __init__(self, somber, level, sprite, sprite_group, x=0, y=0):
somber_engine.Active.__init__(self, sprite, somber=somber, pos=(x, y))
self.somber = somber
self.level = level
self.sprite_group = sprite_group
level.add_object(self, sprite_group)
def update(self):
somber_engine.Active.update(self)