def __init__(self, images, screen, clock, iFace, FX, iH, titleScreen, SFX, myWorldBall, loadTicker=None, loadHero=None, loadWorld=None, loadDirector=None): self.Display = display.Display(screen, images) self.FX = FX self.SFX = SFX if loadTicker is None: self.Ticker = ticker.Ticker() else: self.Ticker = loadTicker if loadDirector is None: self.Director = director.Director() else: self.Director = loadDirector self.myMenu = menu.menu(screen, iH, self.Display, iFace, FX, SFX) #self.levelDepth = levelDepth self.inputHandler = iH FX.displayLoadingMessage(titleScreen, 'Loading world...') # myWorldBall is the game world which always is loaded # loadWorld is the levels which have been generated ingame and saved self.myMap = None if loadWorld is None: self.myWorld = world.World('game', myWorldBall) self.myMap = self.myWorld.initialMap self.myWorld.currentMap = self.myMap (x, y) = self.myMap.heroStart self.myHero = hero.hero(loadHero, (x*const.blocksize, y*const.blocksize) ) else: self.myWorld = world.World('game', myWorldBall, loadWorld) self.myMap = self.myWorld.currentMap self.myHero = hero.hero(loadHero) FX.displayLoadingMessage(titleScreen, 'Loading game engine...') self.NPCs = [] self.screen = screen self.gameBoard = pygame.Surface( [300,300] ) #self.gameBoard = self.gameBoard.convert(32) #this is true while player is in a particular game self.gameOn = True self.DIM = const.DIM self.myInterface = iFace self.addShops() self.addNPCs(self.myMap) self.myBattle = battle.battle(self.screen, iH, self.myMenu) self.clock = clock self.inputHandler = iH self.state = 'overworld' self.won = False
def showCredits(): creditsMenu = menu.menu(screen, iH, D, iFace, FX, SFX) creditsMenu.displayStory( "Ransack - An RPG Roguelike. All game code, story (if you can call it" " that!) and artwork, with the exclusion of fonts, created by" " D. Allen. [email protected] Powered by Python - www.python.org" " Game engine built with Pygame - pygame.org and ported to Android" " using PGS4a - pygame.renpy.org/") creditsMenu.displayStory( "Fonts used in game: Steelfish, Sqeualer by Ray"" Larabie," " Typodermic Fonts - http://www.dafont.com/ typodermic.d1705 Gothic" " and Chancery by URW Software. urwpp.de/") creditsMenu.displayStory( "I'm a big fan of all the classic roguelikes, and"" cult favorites" " like Castle of the Winds and Moraff's World, as well as" " Japanese-style RPGs, from Final Fantasy to Suikoden to Pokemon." " So, you could call this a melting pot of all my gaming influences.") creditsMenu.displayStory( "This is a work in progress. I thank you for"" playing and if you" " notice any bugs or errors, have any ideas for improvments or" " enhancenments please drop me a line!")
def showCredits(): creditsMenu = menu.menu(screen, iH, D, iFace, FX, SFX) creditsMenu.displayStory( "Ransack - An RPG Roguelike. All game code, story (if you can call it" " that!) and artwork, with the exclusion of fonts, created by" " D. Allen. [email protected] Powered by Python - www.python.org" " Game engine built with Pygame - pygame.org and ported to Android" " using PGS4a - pygame.renpy.org/") creditsMenu.displayStory( "Fonts used in game: Steelfish, Sqeualer by Ray" " Larabie," " Typodermic Fonts - http://www.dafont.com/ typodermic.d1705 Gothic" " and Chancery by URW Software. urwpp.de/") creditsMenu.displayStory( "I'm a big fan of all the classic roguelikes, and" " cult favorites" " like Castle of the Winds and Moraff's World, as well as" " Japanese-style RPGs, from Final Fantasy to Suikoden to Pokemon." " So, you could call this a melting pot of all my gaming influences.") creditsMenu.displayStory( "This is a work in progress. I thank you for" " playing and if you" " notice any bugs or errors, have any ideas for improvments or" " enhancenments please drop me a line!")
def __init__(self, images, screen, clock, iFace, FX, iH, titleScreen, SFX, myWorldBall, loadTicker=None, loadHero=None, loadWorld=None, loadDirector=None): self.Display = display.Display(screen, images) self.FX = FX self.SFX = SFX if loadTicker is None: self.Ticker = ticker.Ticker() else: self.Ticker = loadTicker if loadDirector is None: self.Director = director.Director() else: self.Director = loadDirector self.myMenu = menu.menu(screen, iH, self.Display, iFace, FX, SFX) #self.levelDepth = levelDepth self.inputHandler = iH FX.displayLoadingMessage(titleScreen, 'Loading world...') # myWorldBall is the game world which always is loaded # loadWorld is the levels which have been generated ingame and saved self.myMap = None if loadWorld is None: self.myWorld = world.World('game', myWorldBall) self.myMap = self.myWorld.initialMap self.myWorld.currentMap = self.myMap (x, y) = self.myMap.heroStart self.myHero = hero.hero(loadHero, (x * const.blocksize, y * const.blocksize)) else: self.myWorld = world.World('game', myWorldBall, loadWorld) self.myMap = self.myWorld.currentMap self.myHero = hero.hero(loadHero) FX.displayLoadingMessage(titleScreen, 'Loading game engine...') self.NPCs = [] self.screen = screen self.gameBoard = pygame.Surface([300, 300]) #self.gameBoard = self.gameBoard.convert(32) #this is true while player is in a particular game self.gameOn = True self.DIM = const.DIM self.myInterface = iFace self.addShops() self.addNPCs(self.myMap) self.myBattle = battle.battle(self.screen, iH, self.myMenu) self.clock = clock self.inputHandler = iH self.state = 'overworld' self.won = False