Beispiel #1
0
    def __init__(self):

	self.name = 'World'

	Space.__init__(self)

	if farm_config.DEBUG_WIN:
	    debug_console.get()._print("World created.")

	self.house = House(1, 1, HOUSE_GRAPHIC, self)
	self.ship_box = Shipbox(4, 12, SHIP_BOX_GRAPHIC, self)
	self.pond = Pond(GAME_WIN_SIZE_Y - 5,
			 GAME_WIN_SIZE_X - 16,
			 POND_GRAPHIC,
			 self
			 )

	self.seed(Cave_Entrance, CAVE_GRAPHICS_DIR + 'entrance_external', 1)
	self.seed(Tree, 'GRAPHICS/tree', NUMBER_TREES)
	self.seed(Rock, 'GRAPHICS/rock', NUMBER_ROCKS)
	self.seed(Bush, 'GRAPHICS/bush', NUMBER_BUSHES)

	if farm_config.DEBUG_WIN:
	    debug_console.get()._print("World populated.")

	self.sort_contents()

	if farm_config.DEBUG_WIN:
	    debug_console.get()._print("World contents sorted.")
Beispiel #2
0
    def __init__(self):

	if farm_config.DEBUG_WIN:
	    debug_console.get()._print("Cave created.")

	self.name = 'Cave'

	Space.__init__(self)

	# Used only by Astar
	self.closed_list = []

	self.seed(Room, CAVE_GRAPHICS_DIR + 'room', 5)

	if farm_config.DEBUG_WIN:
	    debug_console.get()._print("Rooms seeded.")

	entrance = Entrance(0,
			    10,
			    CAVE_GRAPHICS_DIR + 'entrance_internal',
			    self)

	rooms = self.contents['Room']

	self.Astar = RoomWrapper(Astar)
	halls = self.Astar(rooms, self.closed_list)

	if farm_config.DEBUG_WIN:
	    debug_console.get()._print("%d halls found." % len(halls))

	for coor in halls:

	    Hall.create(coor[0], coor[1], CAVE_GRAPHICS_DIR + 'hall', self)

	if farm_config.DEBUG_WIN:
	    debug_console.get()._print("Halls created.")
Beispiel #3
0
 def __init__(self):
     self.n = 5
     Space.__init__(self, 0, 4)
Beispiel #4
0
 def __init__(self):
     self.n = 84 * 84 * 3
     Space.__init__(self, 0, 84 * 84 * 3)