Updated cut_scene.
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4bce821cbe
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@ -70,6 +70,9 @@ 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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# Set 32 channels for sound by default
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pygame.mixer.init()
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pygame.mixer.set_num_channels(32)
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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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@ -88,19 +91,23 @@ def cut_scene(sounds, soundName):
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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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event = pygame.event.poll()
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if event.type == pygame.KEYDOWN and event.key in [pygame.K_RETURN, pygame.K_SPACE]:
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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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def play_random(sounds, soundName, pause = False, interrupt = False):
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key = []
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for i in sounds.keys():
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if re.match("^" + soundName + ".*", i):
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key.append(i)
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randomKey = random.choice(key)
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sounds[randomKey].play()
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if interrupt == False:
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sounds[randomKey].play()
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else:
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cut_scene(sounds, randomKey)
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# Cut scenes override the pause option
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return
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if pause == True:
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time.sleep(sounds[randomKey].get_length())
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