def enter(self, app):
	self.app = app
	self.view = app.view
        
        self.palette = [ ]
        for name  in get_all('entities'):
            newtype = entities.get(name)
            self.palette.append(newtype)
            
        self.level = Level(app)

        self.mode = 't'
        self.mark = None
        self.delmark = None
        self.markmat = entities.get('mark')
        self.ground = entities.get('ground')
        
        print "CURRENT BRUSH:", self.brush
Beispiel #2
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    def enter(self, app):
        self.app = app
        self.view = app.view

        self.palette = []
        for name in get_all('entities'):
            newtype = entities.get(name)
            self.palette.append(newtype)

        self.level = Level(app)

        self.mode = 't'
        self.mark = None
        self.delmark = None
        self.markmat = entities.get('mark')
        self.ground = entities.get('ground')

        print "CURRENT BRUSH:", self.brush
Beispiel #3
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 def do_move(self, game, dx, dy):
     if self.coord_in_bounds(game, dx, dy):
         blocker = self.thing_at_dest(game, dx, dy)
         if blocker:
             if blocker.type == 'guard':
                 game.remove(self)
                 game.remove(blocker)
                 game.add(get('key')(dx, dy))
     super(KeyGuard, self).do_move(game, dx, dy)
Beispiel #4
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 def do_move(self, game, dx, dy):
     if self.coord_in_bounds(game, dx, dy):
         blocker = self.thing_at_dest(game, dx, dy)
         if blocker:
             if blocker.type in ['player', 'invis']:
                 self.x = dx
                 self.y = dy
                 blocker.touched(game, self)
             elif blocker.type == 'guard':
                 game.remove(blocker)
                 game.add(get('scrap')(dx, dy))
                 self.checkfinish(game)
                 self.stun += 2
             elif not blocker.block:
                 self.x = dx
                 self.y = dy
         else:
             self.x = dx
             self.y = dy
 def do_move(self, game, dx, dy):
     if self.coord_in_bounds(game, dx, dy):
         blocker = self.thing_at_dest(game, dx, dy)
         if blocker:
             if blocker.type in ['player', 'invis']:
                 self.x = dx
                 self.y = dy
                 blocker.touched(game, self)
             elif blocker.type == 'guard':
                 game.remove(blocker)
                 game.add(get('scrap')(dx, dy))
                 self.checkfinish(game)
                 self.stun += 2
             elif not blocker.block:
                 self.x = dx
                 self.y = dy
         else:
             self.x = dx
             self.y = dy
 def checkfinish(self, game):
     self.hp -= 1
     if self.hp == 0:
         remove = []
         for ent in game.level.entities:
             if ent.type == 'guard':
                 remove.append(ent)
                 game.add(get('scrap')(ent.x, ent.y))
             elif ent.name in ['electricity', 'guardgenerator']:
                 remove.append(ent)
         for ent in remove:
             game.level.entities.remove(ent)
         remove = []
         for tile in game.level.tiles:
             if tile.type == 'electricity':
                 remove.append(tile)
         for tile in remove:
             game.level.tiles.remove(tile)
         
         game.remove(self)
         game.set_frame(42, 5, "Defeating Screwloose has disabled the Master-Key security!", "Success!")
Beispiel #7
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    def checkfinish(self, game):
        self.hp -= 1
        if self.hp == 0:
            remove = []
            for ent in game.level.entities:
                if ent.type == 'guard':
                    remove.append(ent)
                    game.add(get('scrap')(ent.x, ent.y))
                elif ent.name in ['electricity', 'guardgenerator']:
                    remove.append(ent)
            for ent in remove:
                game.level.entities.remove(ent)
            remove = []
            for tile in game.level.tiles:
                if tile.type == 'electricity':
                    remove.append(tile)
            for tile in remove:
                game.level.tiles.remove(tile)

            game.remove(self)
            game.set_frame(
                42, 5,
                "Defeating Screwloose has disabled the Master-Key security!",
                "Success!")
Beispiel #8
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 def touched(self, game, ent):
     if ent.name == 'robotguard':
         game.remove(ent)
         game.remove(self)
         game.add(get('scrap')(self.x, self.y))
Beispiel #9
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 def touched(self, game, ent):
     if ent.type == 'guard':
         game.remove(ent)
         game.remove(self)
         game.add(get('key')(self.x, self.y))
 def touched(self, game, ent):
     if ent.name == 'robotguard':
         game.remove(ent)
         game.remove(self)
         game.add(get('scrap')(self.x, self.y))
Beispiel #11
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 def touched(self, game, ent):
     if ent.type == 'guard':
         game.remove(ent)
         game.add(get('scrap')(self.x, self.y))
         self.checkfinish(game)
         self.stun += 2
 def touched(self, game, ent):
     if ent.type == 'guard':
         game.remove(ent)
         game.add(get('scrap')(self.x, self.y))
         self.checkfinish(game)
         self.stun += 2