Added a cut_scene function. used a space between spoken strings with the space key in display_text.
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@ -64,6 +64,8 @@ def initialize_gui(gameTitle):
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# start the display (required by the event loop)
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pygame.display.set_mode((320, 200))
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pygame.display.set_caption(gameTitle)
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# Reserve the cut scene channel
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pygame.mixer.set_reserved(0)
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# Load sounds from the sound directory and creates a list like that {'bottle': 'bottle.ogg'}
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soundFiles = [f for f in listdir("sounds/") if isfile(join("sounds/", f)) and (f.split('.')[1].lower() in ["ogg","wav"])]
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#lets make a dict with pygame.mixer.Sound() objects {'bottle':<soundobject>}
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@ -74,6 +76,18 @@ def initialize_gui(gameTitle):
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time.sleep(soundData['game-intro'].get_length())
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return soundData
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def cut_scene(sounds, soundName):
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pygame.event.clear()
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pygame.mixer.stop()
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c = pygame.mixer.Channel(0)
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c.play(sounds[soundName])
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while pygame.mixer.get_busy():
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pygame.event.poll()
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if event.type == pygame.KEYDOWN:
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pygame.mixer.stop()
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pygame.event.pump()
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return
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def play_random(sounds, soundName, pause = False):
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key = []
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for i in sounds.keys():
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@ -112,7 +126,7 @@ def display_text(text):
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if event.key == pygame.K_DOWN and i < len(text) - 1: i = i + 1
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if event.key == pygame.K_UP and i > 0: i = i - 1
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if event.key == pygame.K_SPACE:
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speak(''.join(text[1:]))
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speak(' '.join(text[1:]))
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else:
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speak(text[i])
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if event.key == pygame.K_c:
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