def __init__(self, rect, frontend, char, layer=5, onclose=None, title=''): self._layer = layer FloatDialog.__init__(self, rect, frontend, layer) self.rect = rect self.frontend = frontend self.char = char if self.char is None: self.char = self.frontend.game.player self.npc = self.char.character_type == 'npc' self.onclose = onclose self.layout()
def __init__(self, rect, frontend, journal, layer=5, title=''): self._layer = layer self.journal = journal self.frontend = frontend FloatDialog.__init__(self, rect, frontend, layer) if self.journal is None: self.journal = self.frontend.game.journal self.rect = rect book = self.frontend.imagecache['spellbookForFlare.png'].copy() book = pygame.transform.smoothscale(book, (self.rect.w, self.rect.h)) self.image.blit(book, (0,0)) self.mb_rect = pygame.Rect(self.rect.x +200, self.rect.y + 10, self.rect.w - 400, self.rect.h - 200) self.bg = self.image.copy() self.up = self.frontend.eventstack.register_event("wheelup", self, self.journal.prev) self.down = self.frontend.eventstack.register_event("wheeldown", self, self.journal.next)
def __init__(self, frontend, template, title): self.frontend = frontend self.title = title self.template = load_yaml('rules', template) self.dirname = None if self.title == 'Item Editor': self.dirname = 'items' elif self.title == 'NPC Editor': self.dirname = 'characters' self.rect = self.frontend.bigwindowrect FloatDialog.__init__(self, self.rect, frontend) Tempsprites.__init__(self) if self.title == 'Item Editor': self.item = Item({}) elif self.title == 'NPC Editor': self.item = NPC({},1) debug (self.item.animations) self.conditional_sprites = [] self.currentanimation = None self.baselayout() self.editorlayout()
def delete(self): self.frontend.eventstack.unregister_event(self.up) self.frontend.eventstack.unregister_event(self.down) FloatDialog.delete(self)