def __init__(self, evManager):
     Listener.__init__(self, evManager)
     self.currentmap = None
     # Destination tuple. This will be consumed after a teleport event has occured
     self.teleport_destination = None
     # Player object reference
     self.player = Player()
     # Shadow object reference
     self.shadow = Shadow()
     # State; initialized with "main menu" value
     self.state = STATE_MAIN_MENU
     self.changeHandler(self.state)
     # Broadcast the game state
     self.evManager.post(GameStateChangedEvent(self.state))
 def __init__(self, evManager):
     Listener.__init__(self, evManager)
     # Set-up event handler
     self.handler = None
     # Setup the screen
     pygame.display.set_icon(pygame.image.load(\
                             os.path.join(PATH_GRAPHICS, "_appicon.ico")))
     self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
     self.fullscreen = False
     #self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.FULLSCREEN|pygame.HWSURFACE)
     pygame.display.set_caption(APP_NAME)
     # Init the text rendering module available to anyone in the GlobalServices module
     self.textRenderer = TextRenderer(self.screen)
     GlobalServices.setTextRenderer(self.textRenderer)
     # Keep track of this object's state
     self.state = None
     # Hold a Gameview instance
     self.gameview = None
 def __init__(self, evManager):
     Listener.__init__(self, evManager)
     # Initialize the filter using "every" Event
     self.filter = [Event]
 def __init__(self, evManager):
     Listener.__init__(self, evManager)
     self.running = True
     self.clock = pygame.time.Clock()