def main(): librpg.init() graphics_config.config(screen_width=480, screen_height=320) librpg.config.menu_config.config(theme=ClassicMenuTheme()) get_context_stack().stack_model(BarMenu()) get_context_stack().gameloop()
def main(): librpg.init() librpg.config.graphics_config.config(screen_width=200, screen_height=200, scale=3) m = librpg.map.MapModel('maptest.map', ('test16_lower_tileset.png', 'test16_lower_tileset.bnd'), [('test16_upper_tileset.png', 'test16_upper_tileset.bnd'), ('test16_upper_tileset.png', 'test16_upper_tileset.bnd')]) print m print 'Terrain layer:' print m.terrain_layer print 'Scenario layer:' print m.scenario_layer world = librpg.world.MicroWorld(m, char_factory) world.initial_state(librpg.util.Position(0, 0), ['Andy']) print 'Starting gameloop()' world.gameloop() print 'Finished gameloop()' exit()
def main(): librpg.init() librpg.config.graphics_config.config(tile_size=32, object_height=32, object_width=32) camera = librpg.camera.PartyConfinementCameraMode(50, 40) librpg.config.graphics_config.config(camera_mode=camera, screen_width=500, screen_height=400) librpg.config.game_config.config(key_up=set([K_w]), key_left=set([K_a]), key_down=set([K_s]), key_right=set([K_d]), key_action=set([K_e]), key_cancel=set([K_q])) m = librpg.map.MapModel('city.map', (librpg.path.tileset_path('city_lower.png'), librpg.path.tileset_path('city_lower.bnd')), [(librpg.path.tileset_path('city_upper.png'), librpg.path.tileset_path('city_upper.bnd'))]) m.set_music('park_1.ogg') world = librpg.world.MicroWorld(m, char_factory) world.initial_state(librpg.util.Position(10, 10), ['Andy']) world.gameloop() exit()
def main(): librpg.init() librpg.config.graphics_config.config(tile_size=16, object_height=32, object_width=24) game_config.config(fps=40) world = librpg.world.MicroWorld(ObjectTestMap(), char_factory) world.initial_state(Position(8, 8), ["Andy"]) world.gameloop() exit()
def main(): librpg.init('Object Test') librpg.config.graphics_config.config(tile_size=32, object_height=32, object_width=32) world = MicroWorld(ObjectTestMap(), char_factory) world.initial_state(Position(0, 0), ['Andy']) world.gameloop() exit()
def main(): librpg.init('Boulder Test') librpg.config.graphics_config.config(tile_size=32, object_height=32, object_width=32, scale=1.7) world = librpg.world.MicroWorld(BoulderMaze(), char_factory) world.initial_state(position=Position(4, 9), chars=['Andy']) world.gameloop() exit()
def main(): librpg.init() librpg.config.graphics_config.config(tile_size=16, object_height=32, object_width=24) game_config.config(fps=40) world = librpg.world.MicroWorld(ObjectTestMap(), char_factory) world.initial_state(Position(8, 8), ['Andy']) world.gameloop() exit()
def main(): librpg.init() config() lower_files = (librpg.path.tileset_path('city_lower.png'), librpg.path.tileset_path('city_lower.bnd')) upper_files = [(librpg.path.tileset_path('world_upper.png'), librpg.path.tileset_path('world_upper.bnd'))] m = librpg.map.MapModel('maptest32.map', lower_files, upper_files) print 'Starting gameloop()' world = librpg.world.MicroWorld(m, char_factory) world.initial_state(librpg.util.Position(0, 0), ['Andy']) world.gameloop() print 'Finished gameloop()' exit()
def main(): librpg.init() # Config graphics librpg.config.graphics_config.config(tile_size=32, object_height=32, object_width=32) # Create world try: w = MyWorld('save') except IOError: w = MyWorld() # Run w.gameloop() # Terminate exit()
def main(): librpg.init('Item Persist Test') librpg.config.graphics_config.config(tile_size=32, object_height=32, object_width=32, scale=2, screen_width=480, screen_height=320) librpg.config.menu_config.config(theme=ClassicMenuTheme()) world = MicroWorld(PersistTestMap(), char_factory, party_factory) if SAVE_FILE in os.listdir('.'): world.load_state(SAVE_FILE) else: world.initial_state(Position(4, 3), chars=['Andy', 'Brenda', 'Charles', 'Dylan'], party_capacity=3, party=['Andy']) world.gameloop() exit()
def main(): librpg.init() librpg.config.menu_config.config(theme=ClassicMenuTheme()) get_context_stack().stack_model(TestMenu()) get_context_stack().gameloop()