Beispiel #1
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    def __init__(self, options):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)

        self.menu = Menu(options)

        self.menu.set_pos(650, 420)
        self.add_to_engine()
Beispiel #2
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 def __init__(self, callback):
     GameEngineElement.__init__(self, has_draw=True, has_event=False)
     self.menu = None
     self.callback = callback
     self.background = DrawableObject([pygame.image.load( MENU_PATH + "battleMenubackground.gif")], '')
     self.background.setPosition(0,286)
     self.add_to_scene([self.background])
Beispiel #3
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    def __init__(self, options):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)

        self.menu = Menu(options)

        self.menu.set_pos(650, 420)
        self.add_to_engine()
Beispiel #4
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 def __init__(self, menu_options, x, y, spell_type):
     GameEngineElement.__init__(self, has_draw=True, has_event=True)
     magic_list = self.game_engine.get_object('battle').magic_list
     self.menu = Menu(menu_options, spell_type, magic_list,
                      self.game_engine.get_scene())
     self.menu.set_pos(x, y)
     self.add_to_engine()
Beispiel #5
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 def __init__(self, callback, background=None, width=952, height=732):
     GameEngineElement.__init__(self, has_draw=True, has_event=False)
     self.menu = None
     self.callback = callback
     bg = pygame.image.load(background).convert()
     self.background = pygame.transform.scale(bg, (width, height))
     self.width = width
     self.height = height
Beispiel #6
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 def __init__(self, callback):
     GameEngineElement.__init__(self, has_draw=True, has_event=False)
     self.menu = None
     self.callback = callback
     self.background = DrawableObject(
         [pygame.image.load(MENU_PATH + "battleMenubackground.gif")], '')
     self.background.setPosition(0, 286)
     self.add_to_scene([self.background])
Beispiel #7
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 def __init__(self, game_menu, width=800, height=400):
     GameEngineElement.__init__(self, has_draw=True, has_event=True)
     self.menu = ezmenu.EzMenu(game_menu)
     self.menu.center_at(width - (width/3), height/2)
     self.menu.help_text_at( 0, height-(height/8))
     self.menu.set_font(pygame.font.SysFont("Arial", 20))
     self.menu.set_highlight_color((0, 255, 0))
     self.menu.set_normal_color((255, 255, 255))
     self.add_to_engine()
Beispiel #8
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 def __init__(self, callback, background=None, width=1200, height=900):
     GameEngineElement.__init__(self, has_draw=True, has_event=False)
     self.menu = None
     self.callback = callback
     self.background = DrawableObject([pygame.image.load(background).convert()], '')
     self.background.scale(width, height)
     self.add_to_scene([self.background])
     self.width = width
     self.height = height
 def __init__(self, callback, background=None, width=1200, height=900):
     GameEngineElement.__init__(self, has_draw=True, has_event=False)
     self.menu = None
     self.callback = callback
     self.background = DrawableObject(
         [pygame.image.load(background).convert()], '')
     self.background.scale(width, height)
     self.add_to_scene([self.background])
     self.width = width
     self.height = height
Beispiel #10
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    def __init__(self):
        GameEngineElement.__init__(self, has_draw=False, has_event=True)
        self.add_to_engine()

        game_size_ratio_x = self.game_engine.width / 1200.0
        game_size_ratio_y = self.game_engine.height / 900.0

        term_width_offset = game_size_ratio_x * 200
        term_height = game_size_ratio_y * 200
        term_height_offset = game_size_ratio_y * 700
        term_width = game_size_ratio_x * 1000
Beispiel #11
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    def __init__(self):
        GameEngineElement.__init__(self, has_draw=False, has_event=True)
        self.add_to_engine()

        game_size_ratio_x = self.game_engine.width/1200.0
        game_size_ratio_y = self.game_engine.height/900.0

        term_width_offset = game_size_ratio_x * 200
        term_height = game_size_ratio_y * 200
        term_height_offset = game_size_ratio_y * 700
        term_width = game_size_ratio_x * 1000
Beispiel #12
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 def __init__(self, callback):
     GameEngineElement.__init__(self, has_draw=True, has_event=False)
     self.menu = None
     self.callback = callback
     self.background = DrawableObject([pygame.image.load( MENU_PATH + "battleMenubackground.gif")], '')
     self.font = pygame.font.SysFont("cmr10",18,False,False)
     self.disp = DrawableFontObject("", self.font)
     self.sec_disp = DrawableFontObject("", self.font)
     self.add_to_scene([self.background])
     self.add_to_scene([self.disp])
     self.add_to_scene([self.sec_disp])
Beispiel #13
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    def __init__(self):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)
        self.__font = self.game_engine.get_object('font')
        self.add_to_engine()

        self.game_mode = 0

        self.__input_keys = [ITEMS.keys(), CURRENCY.keys(), [None]]
        self.__input_mode = [0, 0, 0]
        self.__input_string = []
        for key in self.__input_keys:
            self.__input_string.append(['0'] * len(key))
Beispiel #14
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    def __init__(self):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)
        self.__font = self.game_engine.get_object('font')
        self.add_to_engine()

        self.game_mode = 2

        self.__input_keys = [ITEMS.keys(), CURRENCY.keys(), [None]]
        self.__input_mode = [0, 0, 0]
        self.__input_string = []
        for key in self.__input_keys:
            self.__input_string.append(['0'] * len(key))
Beispiel #15
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    def __init__(self, id):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)

        self.id = id
        self.rooms = {}
        self.__images = {}
        self.__load_dungeon()
        self.__load_images()
        profile = self.game_engine.get_object('profile')

        if profile.position == (-1, -1):
            x, y = self.start
            profile.move_to(x, y)

        self.doorsList = []

        self.game_engine.get_scene().addObject(
            DrawableObject([self.__images['Room']], ''))
        self.doorsList.append(
            DrawableObject([self.__images['L']], '', True, 0, 0))
        self.doorsList.append(
            DrawableObject([self.__images['F']], '', True, 360, 0))
        self.doorsList.append(
            DrawableObject(
                [pygame.transform.flip(self.__images['L'], True, False)], '',
                True, 990, 0))

        #for door in self.doorsList: door.makeTransparent(True)

        self.add_to_scene(self.doorsList)

        self.itemsList = []

        for i in range(4):
            surf = pygame.Surface((10, 10))
            surf.fill((0, 0, 0))
            tempItem = DrawableObject([surf], "", True)
            self.itemsList.append(tempItem)

        self.itemsList[0].setPosition(
            self.game_engine.art_scale(270, 1200, True),
            self.game_engine.art_scale(330, 900, False))
        self.itemsList[1].setPosition(
            self.game_engine.art_scale(100, 1200, True),
            self.game_engine.art_scale(600, 900, False))
        self.itemsList[2].setPosition(
            self.game_engine.art_scale(1100, 1200, True),
            self.game_engine.art_scale(600, 900, False))
        self.itemsList[3].setPosition(
            self.game_engine.art_scale(900, 1200, True),
            self.game_engine.art_scale(330, 900, False))
        self.add_to_scene(self.itemsList)
        self.add_to_engine()
Beispiel #16
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 def __init__(self, callback):
     GameEngineElement.__init__(self, has_draw=True, has_event=False)
     self.menu = None
     self.callback = callback
     self.background = DrawableObject(
         [pygame.image.load(MENU_PATH + "battleMenubackground.gif")], '')
     self.font = pygame.font.SysFont("cmr10", 18, False, False)
     self.disp = DrawableFontObject("", self.font)
     self.sec_disp = DrawableFontObject("", self.font)
     self.add_to_scene([self.background])
     self.add_to_scene([self.disp])
     self.add_to_scene([self.sec_disp])
Beispiel #17
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    def __init__(self, dgn):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)

        self.dgn = dgn
        self.current_room = dgn.get_current_room()

        self.font = pygame.font.SysFont("cmr10", 18, False, False)

        self.enemy_list = []  #Holds the list of enemies
        self.magic_list = []  #Holds list of magic used?

        self.spellType = 0  #0 = non, 1-4 are spells in order, 5 is special
        self.isMagic = False
        self.correct = False
        self.state = PLAYER_WAIT
        self.player_input = '0'
        self.active_target = 1
        self.battleTimer = -1.0
        self.tIndex = 0

        for i in range(0, 4):
            e_index = self.current_room.get_enemy(i)

            if e_index != '0':
                curE = get_enemy(e_index)
                self.enemy_list.append(curE)
                self.add_to_scene([curE.get_sprite()])

        # Preload images
        self.__drawableObjects = {}
        for i in ['arrow_select']:
            self.__drawableObjects[i] = DrawableObject(
                [pygame.image.load(HUD_PATH + i + ".gif")], '')
            self.add_to_scene([self.__drawableObjects[i]])

        self.__drawableObjects['hp'] = DrawableObject(
            Spritesheet(HUD_PATH + "hp.gif").img_extract(
                11, 1, 100, 100, [255, 0, 255]), '')
        self.__drawableObjects['bt'] = DrawableObject(
            Spritesheet(HUD_PATH + "bt.gif").img_extract(
                1, 11, 100, 25, [255, 0, 255]), '', True)
        self.__drawableObjects['hp'].setColorKey((255, 0, 255))
        self.__drawableObjects['bt'].setColorKey((255, 0, 255))
        self.add_to_scene([self.__drawableObjects['hp']])
        self.add_to_scene([self.__drawableObjects['bt']])

        self.add_to_engine()
        self.game_engine.add_object('battlemenu',
                                    BattleMenuHolder(self.menu_callback))
        self.game_engine.get_object('battlemenu').show_menu('selection')
        self.game_engine.get_object('mesg').add_line(
            _('Enemies present, prepare to fight!'))
Beispiel #18
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    def __init__(self):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)
        sound = pygame.mixer.music.load(SOUND_PATH+ 'background_music.wav')
        #pygame.mixer.music.play(100, 0)
        self.score = [0,0]
        #[correct, incorrect]
        self.lastCorrect = 2
        #0 = wrong, 1 = right, 2 = skip drawing, 3 = enter a guess!
        self.images = {}
        self.__load_images()
        self.player_input = ''
        self.__setup()

        self.add_to_engine()
Beispiel #19
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    def __init__(self):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)
        sound = pygame.mixer.music.load(SOUND_PATH + 'background_music.wav')
        #pygame.mixer.music.play(100, 0)
        self.score = [0, 0]
        #[correct, incorrect]
        self.lastCorrect = 2
        #0 = wrong, 1 = right, 2 = skip drawing, 3 = enter a guess!
        self.images = {}
        self.__load_images()
        self.player_input = ''
        self.__setup()

        self.add_to_engine()
Beispiel #20
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    def __init__(self, recall_string=None, name_entry_cb=None):
        GameEngineElement.__init__(self)
        self.name = ""
        self.dungeon_id = "al1.txt"
        self.position = (-1, -1)
        self.playerFacing = NORTH
        self.hero = Hero()

        # 4 types of stats and difficulties
        self.problem_stats = {}
        self.difficulty = {}
        for stat in ['mult', 'div', 'geo', 'shop']:

            # Each type of stat has 3 "levels" easy, medium, hard
            # Shop uses level for too much, too little, exact
            self.problem_stats[stat] = [(0, 0), (0, 0), (0, 0)]

            #Difficulty: 1=Easy 2=Meduim(default) 3=Hard
            self.difficulty[stat] = 2

        self.puzzlesSolved = 0
        self.inventory = []

        bg = pygame.image.load(MENU_PATH + "mafh_splash.gif").convert()
        self.background = DrawableObject([bg], '')
        self.background.scale(self.game_engine.width, self.game_engine.height)
        self.add_to_scene([self.background])

        #create background rect
        draw_width = self.game_engine.width / 4
        draw_height = self.game_engine.height / 4
        surf = pygame.Surface((draw_width + 60, draw_height + 60))
        surf.fill((150, 150, 255))
        self.blueRect = DrawableObject([surf], "")
        self.add_to_scene([self.blueRect])

        font = pygame.font.Font(None, 16)
        self.text_list = []
        self.text_list.append(DrawableFontObject("1", font))
        self.text_list.append(DrawableFontObject("2", font))
        self.text_list.append(DrawableFontObject("name", font))
        self.add_to_scene(self.text_list)

        if recall_string:
            self.load_from_json_string(recall_string)

        if self.name == "":
            self.name_cb = name_entry_cb
            self.add_to_engine()
Beispiel #21
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    def __init__(self, dgn):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)

        self.dgn = dgn
        self.current_room = dgn.get_current_room()

        self.font = pygame.font.SysFont("cmr10", 18, False, False)

        self.enemy_list = []  # Holds the list of enemies
        self.magic_list = []  # Holds list of magic used?

        self.spellType = 0  # 0 = non, 1-4 are spells in order, 5 is special
        self.isMagic = False
        self.correct = False
        self.state = PLAYER_WAIT
        self.player_input = "0"
        self.active_target = 1
        self.battleTimer = -1.0
        self.tIndex = 0

        for i in range(0, 4):
            e_index = self.current_room.get_enemy(i)

            if e_index != "0":
                curE = get_enemy(e_index)
                self.enemy_list.append(curE)
                self.add_to_scene([curE.get_sprite()])

        # Preload images
        self.__drawableObjects = {}
        for i in ["arrow_select"]:
            self.__drawableObjects[i] = DrawableObject([pygame.image.load(HUD_PATH + i + ".gif")], "")
            self.add_to_scene([self.__drawableObjects[i]])

        self.__drawableObjects["hp"] = DrawableObject(
            Spritesheet(HUD_PATH + "hp.gif").img_extract(11, 1, 100, 100, [255, 0, 255]), ""
        )
        self.__drawableObjects["bt"] = DrawableObject(
            Spritesheet(HUD_PATH + "bt.gif").img_extract(1, 11, 100, 25, [255, 0, 255]), "", True
        )
        self.__drawableObjects["hp"].setColorKey((255, 0, 255))
        self.__drawableObjects["bt"].setColorKey((255, 0, 255))
        self.add_to_scene([self.__drawableObjects["hp"]])
        self.add_to_scene([self.__drawableObjects["bt"]])

        self.add_to_engine()
        self.game_engine.add_object("battlemenu", BattleMenuHolder(self.menu_callback))
        self.game_engine.get_object("battlemenu").show_menu("selection")
        self.game_engine.get_object("mesg").add_line(_("Enemies present, prepare to fight!"))
Beispiel #22
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    def __init__(self, recall_string=None, name_entry_cb=None):
        GameEngineElement.__init__(self)
        self.name = ""
        self.dungeon_id = "al1.txt"
        self.position = (-1, -1)
        self.playerFacing = NORTH
        self.hero = Hero()

        # 4 types of stats and difficulties
        self.problem_stats = {}
        self.difficulty = {}
        for stat in ["mult", "div", "geo", "shop"]:

            # Each type of stat has 3 "levels" easy, medium, hard
            # Shop uses level for too much, too little, exact
            self.problem_stats[stat] = [(0, 0), (0, 0), (0, 0)]

            # Difficulty: 1=Easy 2=Meduim(default) 3=Hard
            self.difficulty[stat] = 2

        self.puzzlesSolved = 0
        self.inventory = []

        bg = pygame.image.load(MENU_PATH + "mafh_splash.gif").convert()
        self.background = DrawableObject([bg], "")
        self.background.scale(self.game_engine.width, self.game_engine.height)
        self.add_to_scene([self.background])

        # create background rect
        draw_width = self.game_engine.width / 4
        draw_height = self.game_engine.height / 4
        surf = pygame.Surface((draw_width + 60, draw_height + 60))
        surf.fill((150, 150, 255))
        self.blueRect = DrawableObject([surf], "")
        self.add_to_scene([self.blueRect])

        font = pygame.font.Font(None, 16)
        self.text_list = []
        self.text_list.append(DrawableFontObject("1", font))
        self.text_list.append(DrawableFontObject("2", font))
        self.text_list.append(DrawableFontObject("name", font))
        self.add_to_scene(self.text_list)

        if recall_string:
            self.load_from_json_string(recall_string)

        if self.name == "":
            self.name_cb = name_entry_cb
            self.add_to_engine()
Beispiel #23
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    def __init__(self, x,y,width,height,lines):
        GameEngineElement.__init__(self, has_draw=True, has_event=False)

        self.max_lines = lines
        self.x = x
        self.y = y
        surf = pygame.Surface((int(width),int(height)))
        surf.fill([0,0,0])
        self.box = DrawableObject([surf],"")
        self.box.setPosition(int(x),int(y))
        self.font = pygame.font.Font(None, 28)
        self.__lines = []
        for i in range(lines):
            self.__lines.append(DrawableFontObject('', self.font))
        self.add_to_scene([self.box])
        self.add_to_scene(self.__lines)
        self.add_to_engine()
Beispiel #24
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    def __init__(self, dgn):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)

        self.draw_macro_set = False  #A boolean value to determine whether the large map should draw
        self.sizeX = dgn.sizeX  #A variable that represents the number of rooms wide the dungeon is
        self.sizeY = dgn.sizeY  #A variable that represents the number of rooms tall the dungeon is
        self.rectSizeX = 38  #A variable representing the X size of a given room on the mini map
        self.rectSizeY = 38  #A variable representing the Y size of a given room on the mini map
        self.rects = {
        }  #A dictionary of rectangles that represent the rooms on the map
        self.fullRooms = {}  #A dictionary representing nothing?
        self.totalSurface = pygame.Surface(
            (self.sizeX * 40, self.sizeY *
             40))  #A rect representing the size of the map as a whole

        #A Two dimensional For Loop that goes through all of the positions on the map.
        for y in range(self.sizeY):
            for x in range(self.sizeX):
                curRect = pygame.Rect(
                    x * 40, y * 40, self.rectSizeX, self.rectSizeX
                )  #Creating a rectangle for the current position on the map.
                self.rects[(
                    x, y
                )] = curRect  #Adds the rectangle associated with the current position to the dictionary using the position on the map as the key.
                #Each 'if' tests whether there is a door in a given direction at the current position.
                #If there is a door in the given direction, it fills the square associated with themeans that the position has a room and fills it accordingly.
                if dgn.rooms.get((x, y)).get_door('N') != '0':
                    self.fullRooms[(x, y)] = True
                    self.totalSurface.fill((255, 255, 255), curRect, 0)

                elif dgn.rooms.get((x, y)).get_door('S') != '0':
                    self.fullRooms[(x, y)] = True
                    self.totalSurface.fill((255, 255, 255), curRect, 0)

                elif dgn.rooms.get((x, y)).get_door('E') != '0':
                    self.fullRooms[(x, y)] = True
                    self.totalSurface.fill((255, 255, 255), curRect, 0)

                elif dgn.rooms.get((x, y)).get_door('W') != '0':
                    self.fullRooms[(x, y)] = True
                    self.totalSurface.fill((255, 255, 255), curRect, 0)

        self.add_to_engine()  #Adds itself and all callbacks to the engine

        self.myDrawableObject = DrawableObject([pygame.Surface((0, 0))], '')
        self.add_to_scene([self.myDrawableObject])
Beispiel #25
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    def __init__(self, x, y, width, height, lines):
        GameEngineElement.__init__(self, has_draw=True, has_event=False)

        self.max_lines = lines
        self.x = x
        self.y = y
        surf = pygame.Surface((int(width), int(height)))
        surf.fill([0, 0, 0])
        self.box = DrawableObject([surf], "")
        self.box.setPosition(int(x), int(y))
        self.font = pygame.font.Font(None, 28)
        self.__lines = []
        for i in range(lines):
            self.__lines.append(DrawableFontObject('', self.font))
        self.add_to_scene([self.box])
        self.add_to_scene(self.__lines)
        self.add_to_engine()
Beispiel #26
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    def __init__(self, id):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)

        self.id = id
        self.rooms={}
        self.__images={}
        self.__load_dungeon()
        self.__load_images()
        profile = self.game_engine.get_object('profile')

        if profile.position == (-1, -1):
            x,y = self.start
            profile.move_to( x, y )

        

        self.doorsList = []

        self.game_engine.get_scene().addObject(DrawableObject([self.__images['Room']], ''))
        self.doorsList.append(DrawableObject([self.__images['L']], '', True, 0 ,0))
        self.doorsList.append(DrawableObject([self.__images['F']], '', True, 360 ,0))
        self.doorsList.append(DrawableObject([pygame.transform.flip(self.__images['L'], True, False)], '', True, 990 ,0))
        
        #for door in self.doorsList: door.makeTransparent(True)

        self.add_to_scene(self.doorsList)
        
        self.itemsList = []
       
        for i in range(4):
            surf = pygame.Surface((10,10))
            surf.fill((0,0,0))
            tempItem = DrawableObject([surf],"", True)
            self.itemsList.append(tempItem)
            
        self.itemsList[0].setPosition(self.game_engine.art_scale(270, 1200, True), self.game_engine.art_scale(330, 900, False))
        self.itemsList[1].setPosition(self.game_engine.art_scale(100, 1200, True),self.game_engine.art_scale(600, 900, False))
        self.itemsList[2].setPosition(self.game_engine.art_scale(1100, 1200, True),self.game_engine.art_scale(600, 900, False))
        self.itemsList[3].setPosition(self.game_engine.art_scale(900, 1200, True),self.game_engine.art_scale(330, 900, False))
        self.add_to_scene(self.itemsList)
        self.add_to_engine()
Beispiel #27
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    def __init__(self,Folder,BGM,endcb):
        GameEngineElement.__init__(self)
        self.currentIndex = 0
        self.images=[]
        self.endcb = endcb
        #load images into sprites
        i=0
        for image in os.listdir(Folder):
            spt=pygame.sprite.Sprite()
            spt.image=pygame.image.load(Folder+image)
            spt.rect=pygame.Rect(0,0,1200,900)
            self.images.append(spt)
            i+=1
        self.size=i
        #try to load music
        if BGM != None:
            pygame.mixer.muxic.stop()
            pygame.mixer.music.load(SOUND_PATH+BGM)
            pygame.mixer.music.play(-1)

        self.add_to_engine()
Beispiel #28
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    def __init__(self, Folder, BGM, endcb):
        GameEngineElement.__init__(self)
        self.currentIndex = 0
        self.images = []
        self.endcb = endcb
        #load images into sprites
        i = 0
        for image in os.listdir(Folder):
            spt = pygame.sprite.Sprite()
            spt.image = pygame.image.load(Folder + image)
            spt.rect = pygame.Rect(0, 0, 1200, 900)
            self.images.append(spt)
            i += 1
        self.size = i
        #try to load music
        if BGM != None:
            pygame.mixer.muxic.stop()
            pygame.mixer.music.load(SOUND_PATH + BGM)
            pygame.mixer.music.play(-1)

        self.add_to_engine()
Beispiel #29
0
    def __init__(self, dgn):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)

        self.draw_macro_set = False #A boolean value to determine whether the large map should draw
        self.sizeX=dgn.sizeX #A variable that represents the number of rooms wide the dungeon is
        self.sizeY=dgn.sizeY #A variable that represents the number of rooms tall the dungeon is
        self.rectSizeX=38 #A variable representing the X size of a given room on the mini map
        self.rectSizeY=38 #A variable representing the Y size of a given room on the mini map
        self.rects={} #A dictionary of rectangles that represent the rooms on the map
        self.fullRooms={} #A dictionary representing nothing?
        self.totalSurface=pygame.Surface((self.sizeX*40,self.sizeY*40)) #A rect representing the size of the map as a whole

        #A Two dimensional For Loop that goes through all of the positions on the map.
        for y in range(self.sizeY):
            for x in range(self.sizeX):
                curRect=pygame.Rect(x*40,y*40,self.rectSizeX,self.rectSizeX) #Creating a rectangle for the current position on the map.
                self.rects[(x,y)]=curRect #Adds the rectangle associated with the current position to the dictionary using the position on the map as the key.
                #Each 'if' tests whether there is a door in a given direction at the current position.
                #If there is a door in the given direction, it fills the square associated with themeans that the position has a room and fills it accordingly.
                if dgn.rooms.get((x,y)).get_door('N') != '0':
                    self.fullRooms[(x,y)]=True
                    self.totalSurface.fill((255,255,255),curRect,0)

                elif dgn.rooms.get((x,y)).get_door('S') != '0':
                    self.fullRooms[(x,y)]=True
                    self.totalSurface.fill((255,255,255),curRect,0)

                elif dgn.rooms.get((x,y)).get_door('E') != '0':
                    self.fullRooms[(x,y)]=True
                    self.totalSurface.fill((255,255,255),curRect,0)

                elif dgn.rooms.get((x,y)).get_door('W') != '0':
                    self.fullRooms[(x,y)]=True
                    self.totalSurface.fill((255,255,255),curRect,0)

        self.add_to_engine() #Adds itself and all callbacks to the engine
        
        self.myDrawableObject = DrawableObject([pygame.Surface((0,0))], '')
        self.add_to_scene([self.myDrawableObject])
    def __init__(self):
        GameEngineElement.__init__(self, has_draw=False, has_event=True)
        self.add_to_engine()

        game_size_ratio_x = self.game_engine.width/1200.0
        game_size_ratio_y = self.game_engine.height/900.0

        term_width_offset = game_size_ratio_x * 200
        term_height = game_size_ratio_y * 200
        term_height_offset = game_size_ratio_y * 700
        term_width = game_size_ratio_x * 1000

        """
        term_width_offset = self.game_engine.width/4
        term_height = self.game_engine.height/6
        term_height_offset = self.game_engine.height - term_height
        term_width = self.game_engine.width - term_width_offset
        """

        self.game_engine.add_object('mesg', TermBox(term_width_offset, term_height_offset,term_width,term_height,5) )
        self.game_engine.get_object('mesg').add_line("Welcome to Fortune Hunter")

        self.game_engine.add_object('dungeon', Dungeon( self.game_engine.get_object('profile').dungeon_id))
Beispiel #31
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 def __init__(self, menu_options, x, y, spell_type):
     GameEngineElement.__init__(self, has_draw=True, has_event=True)
     magic_list = self.game_engine.get_object('battle').magic_list
     self.menu = Menu(menu_options, spell_type, magic_list, self.game_engine.get_scene())
     self.menu.set_pos(x, y)
     self.add_to_engine()
Beispiel #32
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    def __init__(self, game_menu, x, y, type=NORMAL_MENU):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)

        self.menu = Menu(game_menu, type, self.game_engine.get_scene(), x, y )

        self.add_to_engine()
Beispiel #33
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 def __init__(self, callback):
     GameEngineElement.__init__(self, has_draw=False, has_event=False)
     self.menu = None
     self.callback = callback
     self.font = pygame.font.SysFont("cmr10", 26, False, False)
     self.add_to_engine()
Beispiel #34
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 def __init__(self, callback):
     GameEngineElement.__init__(self, has_draw=False, has_event=False)
     self.menu = None
     self.callback = callback
     self.font = pygame.font.SysFont("cmr10",26,False,False)
     self.add_to_engine()
Beispiel #35
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    def __init__(self, game_menu, x, y, type=NORMAL_MENU):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)

        self.menu = Menu(game_menu, type, self.game_engine.get_scene(), x, y)

        self.add_to_engine()