def __init__(self, size, cam, tilePics,itemList,tileCracks,weaponPics,armorPics,over, unit=32, lighting = True,special=True): self.size = size self.unit = unit self.rows = self.size[1] // self.unit self.columns = self.size[0] // self.unit self.cam = cam self.tilePics = tilePics self.startLighting = False self.itemList = itemList self.special = special self.entities = [] self.physics = Physics.physics(self) self.AIOn = True self.tileCracks = tileCracks self.weaponPics = weaponPics self.spawners = [] self.charList = CharacterList.characterList(armorPics) self.over = over self.armorPics = armorPics self.towns = [] self.tileList = TileList.tileList() if lighting == True: self.lighting = Lighting.lighting(self) self.baseLightLevel = 255 else: self.lighting = False self.resetTiles() self.resetMetadata() '''if lighting == True:
def __init__(self, parent): wx.Panel.__init__(self, parent) panel = wx.Panel(self, size=(WINDOW_WIDTH, WINDOW_HEIGHT)) nb = wx.Notebook(panel) bd = BasicData(nb) cl = CharacterList(nb) vs = VersusScreen(nb) gui = GUITab(nb) ci = CommonImages(nb) sp = SparksGUI(nb) ht = HitStates(nb) nb.AddPage(bd, "Basic Data") nb.AddPage(cl, "Character List") nb.AddPage(vs, "Versus Screen") nb.AddPage(gui, "GUI") nb.AddPage(ci, "Common Images") nb.AddPage(sp, "Sparks") nb.AddPage(ht, "HitStates") sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(nb, 1, wx.EXPAND) self.SetSizer(sizer)
def __init__(self, size, cam, tilePics, itemList, tileCracks, weaponPics, armorPics, over, unit=32, lighting=True, special=True): self.size = size self.unit = unit self.rows = self.size[1] // self.unit self.columns = self.size[0] // self.unit self.cam = cam self.tilePics = tilePics self.startLighting = False self.itemList = itemList self.special = special self.entities = [] self.physics = Physics.physics(self) self.AIOn = True self.tileCracks = tileCracks self.weaponPics = weaponPics self.spawners = [] self.charList = CharacterList.characterList(armorPics) self.over = over self.armorPics = armorPics self.towns = [] self.tileList = TileList.tileList() if lighting == True: self.lighting = Lighting.lighting(self) self.baseLightLevel = 255 else: self.lighting = False self.resetTiles() self.resetMetadata() '''if lighting == True:
controlMen.buttonHovers((mx,my),clicked)#checks for hovers controlMen.draw()#draws controls elif options == True: optionMen.buttonHovers((mx,my),clicked)#checks for hovers optionMen.draw()#draws controls pygame.display.flip()#refresh clock.tick(60)#set framerate if play == True: background.fill((173, 216, 230))#sets background to sky color mainCamera = Camera.camera(screen,0,0,screenSize)#creates camera over = Overlay.overlay(screen,font,ItemList.itemList(loadPictures('data/images/Items/')))#creates overlay focussed on player worldBack = World.world((10000, 5000),mainCamera,loadPictures('data/images/tiles/'),itemList,tileCracks,weaponPics,armorPics,over,lighting=activeLighting)#creates a world worldBack.worldGen('Grassland')#generates the world AIOn = worldBack.AIOn#global variable controlling whether the AI is active charList = CharacterList.characterList(armorPics) player = worldBack.addCharacter(0,True)#creates the player on team player player.changeXY(500)#move him/her right 500px bottomRow = worldBack.size[1]//32#finds bottom row def displayFPS(font):#displays the frames per second fps = int(clock.get_fps())#gets fps fpsFont = font.render(str(fps), 1, (250, 250, 250))#font renders it fpsPos = fpsFont.get_rect() fpsPos.centerx = 50 fpsPos.centery = 50 screen.blit(fpsFont,fpsPos) def setNight():#sets time to night, unused
screen, font, ItemList.itemList(loadPictures("data/images/Items/")) ) # creates overlay focussed on player worldBack = World.world( (10000, 5000), mainCamera, loadPictures("data/images/tiles/"), itemList, tileCracks, weaponPics, armorPics, over, lighting=activeLighting, ) # creates a world worldBack.worldGen("Grassland") # generates the world AIOn = worldBack.AIOn # global variable controlling whether the AI is active charList = CharacterList.characterList(armorPics) player = worldBack.addCharacter(0, True) # creates the player on team player player.changeXY(500) # move him/her right 500px bottomRow = worldBack.size[1] // 32 # finds bottom row def displayFPS(font): # displays the frames per second fps = int(clock.get_fps()) # gets fps fpsFont = font.render(str(fps), 1, (250, 250, 250)) # font renders it fpsPos = fpsFont.get_rect() fpsPos.centerx = 50 fpsPos.centery = 50 screen.blit(fpsFont, fpsPos) def setNight(): # sets time to night, unused
import pygame, os, gameCharacter, windowRender, PlayerCharacter, GameConfig, level, LevelList, CharacterList pygame.init() mainWindow = windowRender.RenderWindow(GameConfig.main_window_size, backgroundColor=(255,255,255)) CharacterList.loadCharacterList() playtime = 0 mainloop = True LevelList.startHomeLevel() player_character = CharacterList.getGameCharacter('Elinera') #The main gameloop. This is where the renderer gets called and time is kept. while mainloop: mainWindow.addToRenderer(mainWindow.getScreenBackground(), 0, 0) for levels in level.Level._registry: #Iterates through all level instances for rendering mainWindow.addToRenderer(levels.renderLevel(), levels.getLevelPosition()[0], levels.getLevelPosition()[1]) for characters in levels.getCharacterList(): mainWindow.addToRenderer(characters.renderCharacterPix(), characters.getCharacterPosition()[0], characters.getCharacterPosition()[1]) PlayerCharacter.movement(player_character, levels, mainWindow.getWindowSize(), 1) mainWindow.render() milliseconds = GameConfig.clock.tick(GameConfig.FPS) playtime += milliseconds / 1000.0 for event in pygame.event.get(): if event.type == pygame.QUIT: mainloop = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: mainloop = False
def startHomeLevel(): home_level = level.Level('placeholder-background.jpg', (1000, 1000)) home_level.addCharacter(CharacterList.getGameCharacter('Elinera'))