def createGO(self, gameState): gs = gameState if self.entity == 0: block = Block() block.setposition(self.x - gs.scrollx, self.y - gs.scrolly) gs.map.addBlock(block) elif self.entity == 1: block = Block() block.setposition(self.x - gs.scrollx, self.y - gs.scrolly) block.setimage(self.images[self.entity], None) gs.map.addBlock(block) elif self.entity == 2: enemy = Flamenemy() enemy.setposition(self.x - gs.scrollx, self.y - gs.scrolly) gs.map.addEnemy(enemy) elif self.entity == 3: door = Door() import guiTools door.setTargetDoor( guiTools.ask(gs.screen, "Which map number should the door lead to?") ) door.setposition(self.x - gs.scrollx, self.y - gs.scrolly) gs.map.addDoor(door) elif self.entity == 4: flameboy = Flameboy() flameboy.setposition(self.x - gs.scrollx, self.y - gs.scrolly) gs.map.addEnemy(flameboy) gameLogic.loadvisible(gs)
def savemapAs(self, gameState): import guiTools mapNumber = guiTools.ask(gameState.screen, "Save map as (number)", str( gameLogic.getHighestMapNumber()+1 ) ) self.savemap( os.path.join('data', "map" + str(mapNumber) + ".map") )