Ejemplo n.º 1
0
def babbinProduceSpeech():
    global tookFuel
    if tookFuel:
        return Writing('playername', 'male').babbin4()
    elif metBabbinFirstTime:
        return Writing('playername', 'male').babbin2()
    else:
        return Writing('playername', 'male').babbin1()
Ejemplo n.º 2
0
def stephenProduceSpeech():
    global stepheni
    stepheni += 1
    if stepheni == 5: stepheni = 0
    if stepheni == 0: return Writing('playername', 'male').stephen()
    if stepheni == 1: return Writing('playername', 'male').stephen1()
    if stepheni == 2: return Writing('playername', 'male').stephen2()
    if stepheni == 3: return Writing('playername', 'male').stephen3()
    if stepheni == 4: return Writing('playername', 'male').stephen4()
Ejemplo n.º 3
0
 def __init__(self, title, number_of_columns, number_of_rows, column_titles,
              field_size):
     """
     :param title: str; tables title, dsipalyed on top of the table
     :param number_of_columns: int; number of columns in the table
     :param number_of_rows: int; number of rows in the table
     :param column_titles: list[str, ...]; list containg all columns' titles
     :param field_size: float; size of a virtual field
      that is determined by the size of the window that inhabits the GUI
     """
     self.title = title
     font = SysFont(None, int(field_size * 3 / 2))  # sets font
     self.writing = Writing(
         title, font, DARKGREEN,
         (field_size, field_size / 5))  # initializes title as writing
     self.fake_size = [number_of_columns,
                       number_of_rows]  # sets size in rows and colums
     column_list = [
     ]  # creates a lsit later containg every column inhabiting the table
     for i in range(number_of_columns):
         column_list.append(
             Column(number_of_rows, column_titles[i], i,
                    title))  # creates a column
     self.columns = column_list
     self.refresh_loc(field_size)  # initializes coordiantes and locations
Ejemplo n.º 4
0
def frostingEffect(thisFrosting, thisMsBabbin, clickx, clicky):
    global tookFuel
    if thisMsBabbin.click(clickx, clicky, False):
        thisFrosting._inventory.removeItem(thisFrosting)
        thisFrosting.depopulate
        funkyFrostingFuel.populate()
        tookFuel = True
        info = Dialogue(canvas,
                        Writing("playername", "male").babbin4(), 'Mrs. Babbin',
                        sprites.babbinface, chemRoom, msBabbin, player,
                        inventory)
        info.show()
        return True
    return False
Ejemplo n.º 5
0
 def __init__(self, content, column_number, row_number, title):
     """
     :param content: str; cells content displayed as text
     :param column_number: int; x coord in the table this spot is in
     :param row_number: int; y coord in the table this spot is in
     """
     self.column = column_number
     self.row = row_number
     if not column_number:  # gets content for first column that does not change
         content = get_content_left_column(row_number, title)
         self.title = content
     self.writing = Writing(content, None, LIGHTGREEN,
                            None)  # initializes its writing
     self.table_title = title
Ejemplo n.º 6
0
 def __init__(self, number_of_rows, title, column_number, table_title):
     """
     :param number_of_rows: int; number of rows column contains
     :param title: str; title of column, displayed bigger than TableSpot writings on top of column
     :param column_number: int; x coord in the table the column is in
     """
     self.title = title
     self.number = column_number
     self.writing = Writing(title, None, DARKGREEN,
                            None)  # initializes its writing
     spot_list = [
     ]  # creates a list later containing all spots in this column
     for i in range(number_of_rows):
         spot_list.append(TableSpot("test", column_number, i,
                                    table_title))  # adds TableSpot
     self.spots = spot_list
     self.table_title = table_title
Ejemplo n.º 7
0
 def __init__(self, field_size, line_number, orientation):
     """
     creates Line and its writing
     :param field_size: float; size of a virtual field
      that is determined by the size of the window that inhabits the GUI
     :param line_number: int; 0 - 5, number to sort line
     :param orientation: str; width/height, what is bigger
     """
     # sets size
     self.width = field_size * 6
     self.height = field_size * 4 / 6
     # sets location
     x_coord = 24 if orientation == "width" else 12
     location = [field_size * x_coord, field_size * 0.5 + field_size * 4 / 6 * line_number]
     self.number = line_number
     # creates writing with default values
     content = None
     color = (125, 125, 125)
     font = SysFont(None, int(field_size * 4 / 6))
     self.writing = Writing(content, font, color, location)
Ejemplo n.º 8
0
def mullarkeyProduceSpeech():
    return Writing('playername', 'male').mullarkey()
Ejemplo n.º 9
0
def hanasDialogue():
    if stairwellEnter:
        inventory.addItem(flashlight)
        return Writing('playername', 'male').chanas3()
    else:
        return Writing('playername', 'male').chanas2()
Ejemplo n.º 10
0
from room import Room
from door import Door
from infobox import Infobox
import sprites
from random import choice

#   Create canvas
root = Tk()
canvas = Canvas(root, width=1024, height=1024, bg='white')
canvas.grid()
canvas.focus_set()

#   Player
inventory = Inventory(canvas)
player = Player(canvas, 64, 96, 475, 510, 1, sprites.boyAvatars, 8, inventory)
writeObject = Writing('playerName', 'male')

#   Rooms
nexus = Room([], [player], sprites.rooms[0], canvas, inventory)
freshmanHallway = Room([], [player], sprites.rooms[1], canvas, inventory)
freshmanSophomoreHallway = Room([], [player], sprites.rooms[2], canvas,
                                inventory)
sophomoreJuniorHallway = Room([], [player], sprites.rooms[3], canvas,
                              inventory)
juniorHallway = Room([], [player], sprites.rooms[4], canvas, inventory)
juniorNexus = Room([], [player], sprites.rooms[5], canvas, inventory)
boysBathroom = Room([], [player], sprites.rooms[6], canvas, inventory)
courtyard = Room([], [player], sprites.rooms[7], canvas, inventory)
mathRoom = Room([], [player], sprites.rooms[8], canvas, inventory)
chemRoom = Room([], [player], sprites.rooms[9], canvas, inventory)
stairwellEnter = False