def update(self, components = None): ActiveListLayer.update(self, components) if components is None or 'stance' in components: player = State.model().player for i in range(min(len(player.actions), self.rows)): action = player.actions[i] x = i / self.rows y = i self.items[x][y].text = action.name self.items[x][y].action = action
def update(self, components = None): ActiveListLayer.update(self, components) player = State.model().player slots = self.rows * self.columns i = 0 for action in player.actions: if i < slots: x = i / self.rows y = i - self.columns*x self.items[x][y].text = action.name self.items[x][y].action = action i += 1 else: break;
def update(self, components = None): ActiveListLayer.update(self, components) player = State.model().player slots = self.rows * self.columns i = 0 for trait in player.traits: if (i < slots): x = i / self.rows y = i - self.columns*x self.items[x][y].text = trait.name self.items[x][y].trait = trait i += 1 else: break;
def update(self, components = None): ActiveListLayer.update(self, components) if components is None or 'inventory' in components: player = State.model().player for i in range(min(len(player.inventory), self.rows)): x = i / self.rows y = i item = player.inventory[i] text = "" if item in player.equipment[item.equip_slot]: text += "e " else: text += " " text += item.name self.items[x][y].text = text self.items[x][y].item = item
def update(self, components = None): ActiveListLayer.update(self, components) player = State.model().player slots = self.rows * self.columns i = 0 for prop in properties.Property.all: if i < slots: x = i / self.rows y = i - self.rows*x name = prop.name value = str(player.get(prop)) spacing = " "*(19 - len(prop.name) + 3 - len(value)) self.items[x][y].text = name + spacing + value self.items[x][y].prop = prop i += 1 else: break;
def update(self, components = None): ActiveListLayer.update(self, components) self.update_list()