def mapSwitch(mapName, x, y, layerNum=None, fadeOut=False, fadeIn=False, fade=True): global player if fade or fadeOut: effects.fadeOut(50) if player is not None: player.x = x player.y = y ika.Map.Switch(mapName) if player is not None: if layerNum is None: lay = ika.Map.GetMetaData().get('entitylayer') if lay is not None: lay = ika.Map.FindLayerByName(lay) player.layer = lay else: player.layer = layerNum if fade or fadeIn: effects.fadeIn(50)
def goodNight(): #stay at an inn! engine.beginCutScene() sound.fader.playandresume(sound.music['sleep'], 250000) effects.fadeOut(100, draw=engine.raw_draw) delay(300, drawfunc='blank') effects.fadeIn(100, draw=engine.raw_draw) engine.endCutScene() engine.player.stats.hp = engine.player.stats.maxhp
def warp(x, y, layerNum = None, fadeOut = False, fadeIn = False, fade = False): if fade or fadeOut: effects.fadeOut(50) player.x = x player.y = y if layerNum is not None: player.layer = layerNum if fade or fadeIn: effects.fadeIn(50)
def warp(x, y, layerNum = None, fadeOut = False, fadeIn = False, fade = False): global player if fade or fadeOut: effects.fadeOut(50) player.x = x player.y = y if layerNum is not None: player.layer = layerNum if fade or fadeIn: effects.fadeIn(50)
def mapSwitch(mapName, x, y, layerNum = None, fadeOut = False, fadeIn = False, fade = False): if fade or fadeOut: effects.fadeOut(50) ika.Map.Switch(mapName) if player is not None: player.x = x player.y = y if layerNum is None: player.layer = ika.Map.GetMetaData().get('entitylayer', 0) else: player.layer = layerNum if fade or fadeIn: effects.fadeIn(50)
def update(self): self.animate() t = self.touches(engine.player) if t and not self.isTouching: # bump the player backward, so he's not touching us anymore. effects.fadeOut(50, draw=engine.raw_draw) engine.player.stats.hp = 999 engine.player.stats.mp = 999 dx, dy = dir.delta[dir.invert[engine.player.direction]] engine.player.x += dx * 3 engine.player.y += dy * 3 # TODO: neato fadeout, etc. # "Do you wish to save?" "Yes/No" self.isTouching = True engine.raw_draw() saveloadmenu.saveMenu() effects.fadeIn(50, draw=engine.raw_draw) engine.synchTime() elif not t: self.isTouching = False
def scene(name): global grandpa, kid1, kid2, kid3 savedPos = [(e.x, e.y) for e in engine.entities] # hide 'em all for e in engine.entities: e.x, e.y = -100, -100 ika.Map.Switch('%s/cabinmap.ika-map' % config.MAP_PATH) grandpa = ika.Map.entities['grandpa'] kid1 = ika.Map.entities['kid1'] kid2 = ika.Map.entities['kid2'] kid3 = ika.Map.entities['kid3'] effects.fadeIn(100) _scenes[name]() engine.saveData['name'] = 'True' effects.fadeOut(100) grandpa = kid1 = kid2 = kid3 = None # FIXME? AutoExec will be called when you do this! if engine.mapName: ika.Map.Switch('maps/' + engine.mapName) for e, pos in zip(engine.entities, savedPos): e.x, e.y = pos
def saveMenu(): title = TextFrame(text='Save Game') title.position = (16, 16) saves = readSaves() m = SaveLoadMenu(saves, saving=True) def draw(): ika.Video.ClearScreen() # fix this m.draw() title.draw() effects.fadeIn(50, draw=draw) i = None while i is None: i = m.update() draw() ika.Video.ShowPage() if i is not Cancel: s = SaveGame.currentGame() s.save('save%i' % i) effects.fadeOut(50, draw=draw)
def mapSwitch(mapName, x, y, layerNum = None, fadeOut = False, fadeIn = False, fade = True): global player if fade or fadeOut: effects.fadeOut(50) if player is not None: player.x = x player.y = y ika.Map.Switch(mapName) if player is not None: if layerNum is None: lay = ika.Map.GetMetaData().get('entitylayer') if lay is not None: lay = ika.Map.FindLayerByName(lay) player.layer = lay else: player.layer = layerNum if fade or fadeIn: effects.fadeIn(50)
def loadMenu(fadeOut=True): title = TextFrame(text='Load Game') title.position = (16, 16) saves = readSaves() m = SaveLoadMenu(saves, saving=False) def draw(): ika.Video.ClearScreen() # fix this m.draw() title.draw() effects.fadeIn(50, draw=draw) i = None while i is None: i = m.update() draw() ika.Video.ShowPage() if fadeOut: effects.fadeOut(50, draw=draw) draw() if i is not Cancel and i < len(saves): return saves[i]
def fadeIn(): effects.fadeIn() return redirect("/", code=302)