Example #1
0
    def Start(self):
        self.skippable = False

        # Action-specific adjustments
        self.action_data["key"] = "DialogueFrame"

        # PROJECT DEFAULTS OVERRIDE
        if "sprite" not in self.action_data:
            self.action_data['sprite'] = Settings.getInstance(
            ).project_settings['Dialogue']['dialogue_frame_sprite']

        if "position" not in self.action_data:
            self.action_data['position'] = Settings.getInstance(
            ).project_settings['Dialogue']['dialogue_frame_position']

        if "z_order" not in self.action_data:
            self.action_data['z_order'] = Settings.getInstance(
            ).project_settings['Dialogue']['dialogue_frame_z_order']

        if "center_align" not in self.action_data:
            self.action_data['center_align'] = Settings.getInstance(
            ).project_settings['Dialogue']['dialogue_frame_center_align']

        dialogue_frame = SpriteRenderable(self.scene, self.action_data)

        # Add the dialogue interface to the sprite group so they exist until explicitly unloaded
        self.scene.active_renderables.Add(dialogue_frame)

        self.scene.Draw()
        self.Complete()
Example #2
0
    def Start(self):

        # OVERRIDES WITH NO PROJECT DEFAULTS
        if "position" not in self.action_data:
            self.action_data["position"] = (0, 0)

        # PROJECT DEFAULTS OVERRIDE
        if "z_order" not in self.action_data:
            self.action_data["z_order"] = Settings.getInstance(
            ).project_settings["Sprite"]["z_order"]

        if "center_align" not in self.action_data:
            self.action_data["center_align"] = Settings.getInstance(
            ).project_settings["Sprite"]["center_align"]

        new_sprite = SpriteRenderable(self.scene, self.action_data)

        # If the user requested a flip action, do so
        if "flip" in self.action_data:
            if self.action_data["flip"]:
                new_sprite.Flip()

        self.scene.active_renderables.Add(new_sprite)

        # Any transitions are applied to the sprite post-load
        if "None" not in self.action_data["transition"]["type"]:
            self.active_transition = self.a_manager.CreateTransition(
                self.action_data["transition"], new_sprite)
            self.active_transition.Start()
        else:
            self.scene.Draw()
            self.Complete()

        return new_sprite
Example #3
0
    def Start(self):

        # Action-specific adjustments
        self.action_data['position'] = (0, 0)
        self.action_data['key'] = 'Transition'
        self.action_data['center_align'] = False
        self.action_data[
            'sprite'] = "HBEngine/Content/Sprites/TransitionEffects/transition_fade_black.png"

        # PROJECT DEFAULTS OVERRIDE
        if 'z_order' not in self.action_data:
            self.action_data['z_order'] = Settings.getInstance(
            ).project_settings['Scene Transitions']['z_order']

        if 'speed' not in self.action_data:
            self.speed = Settings.getInstance(
            ).project_settings['Scene Transitions']['speed']
        else:
            self.speed = self.action_data['speed']

        new_sprite = SpriteRenderable(self.scene, self.action_data)

        self.scene.active_renderables.Add(new_sprite)
        self.scene.Draw()

        self.renderable = new_sprite
        self.progress = self.renderable.GetSurface().get_alpha()
        self.goal = 0

        return new_sprite
Example #4
0
    def UpdateResolution(self, new_size_index, flag=0):
        # Use the given, but always add HWSURFACE and DOUBLEBUF
        if not Settings.getInstance().resolution == new_size_index:
            Settings.getInstance().resolution = new_size_index
            pygame.display.set_mode(
                Settings.getInstance().resolution_options[new_size_index],
                flag)

            self.scene_manager.active_scene.Draw()
Example #5
0
    def Resize(self):
        """ Determines a new sprite size based on the difference between the main resolution and the new resolution """

        # Generate the new screen size scale multiplier, then cache it in the scene manager in case scenes change
        new_resolution = Settings.getInstance().resolution_options[Settings.getInstance().resolution]
        self.resolution_multiplier = self.CalculateScreenSizeMultiplier(Settings.getInstance().main_resolution, new_resolution)
        self.scene_manager.resolution_multiplier = self.resolution_multiplier

        # Inform each renderable of the resolution change so they can update their respective elements
        for renderable in self.active_renderables.Get():
            renderable.RecalculateSize(self.resolution_multiplier)
            # Resize any child renderables after resizing the parent
            if renderable.children:
                for child in renderable.children:
                    child.RecalculateSize(self.resolution_multiplier)

        # Redraw the scaled sprites
        self.Draw()
Example #6
0
    def Start(self):
        new_sound = pygame.mixer.Sound(
            Settings.getInstance().ConvertPartialToAbsolutePath(
                self.action_data["sound"]))
        new_sound.set_volume(self.action_data["volume"])

        # Sound objects don't have a way of checking their progress, so let's keep track and monitor
        # the channel it was assigned to. Once it's empty, it's a good assumption that it's successfully completed
        self.assigned_channel = new_sound.play(0)
        self.scene.active_sounds[self.action_data["key"]] = new_sound

        return self.assigned_channel
Example #7
0
    def __init__(self, window):

        # Objects
        self.window = window
        self.active_scene = None

        # Cached Values (Scene agnostic)
        self.resolution_multiplier = None  # Null by default to allow the starting scene to generate a starting value
        self.pause_menu_data = None  # Menu data is stored in the manager, but the menu is owned by a scene

        self.scene_types = {
            FileType.Scene_Dialogue: DialogueScene,
            FileType.Scene_Point_And_Click: PointAndClickScene
        }

        # Load the starting scene defined in the project settings
        if not Settings.getInstance(
        ).project_settings["Game"]["starting_scene"]:
            raise ValueError(
                "No starting scene was provided in the project settings")
        self.LoadScene(
            Settings.getInstance().project_settings["Game"]["starting_scene"])
Example #8
0
    def Main(self):

        pygame.init()
        mixer.init()
        clock = pygame.time.Clock()
        window = pygame.display.set_mode(
            Settings.getInstance().active_resolution)

        self.scene_manager = SceneManager(window)

        # Start the game loop
        is_running = True
        while is_running is True:
            events = pygame.event.get()

            # Handle all system actions
            for event in events:
                if event.type == pygame.QUIT:
                    is_running = False
                if event.type == pygame.KEYDOWN:
                    # Maximize
                    if event.key == pygame.K_1:
                        self.UpdateResolution(1, pygame.FULLSCREEN)
                        self.scene_manager.ResizeScene()
                    # Minimize
                    if event.key == pygame.K_2:
                        self.UpdateResolution(0)
                        self.scene_manager.ResizeScene()
                    # Exit
                    if event.key == pygame.K_ESCAPE:
                        is_running = False
                    if event.type == pygame.QUIT:
                        is_running = False
                    # Debug - FPS
                    if event.key == pygame.K_F3:
                        self.show_fps = not self.show_fps

            # Update scene logic. This drives the core game functionality
            self.scene_manager.active_scene.Update(events)

            # Debug Logging
            if self.show_fps:
                print(clock.get_fps())

            # Refresh any changes
            pygame.display.update()

            # Get the time in miliseconds converted to seconds since the last frame. Used to avoid frame dependency
            # on actions
            self.scene_manager.active_scene.delta_time = clock.tick(60) / 1000
Example #9
0
    def __init__(self, scene, renderable_data, initial_rescale=True):
        super().__init__(scene, renderable_data)

        # YAML Parameters
        sprite = Settings.getInstance().ConvertPartialToAbsolutePath(
            self.renderable_data['sprite'])

        try:
            self.surface = pygame.image.load(sprite).convert_alpha()
            self.rect = self.surface.get_rect()
        except Exception as exc:
            print(
                "Failed to load data file for Renderable - Either the file was not found, or it is not a "
                f"supported file type:\n{exc}\n")

        # For new objects, resize initially in case we're already using a scaled resolution. Allow descendents
        # to defer this though if they need to do any additional work beforehand
        if initial_rescale:
            self.RecalculateSize(self.scene.resolution_multiplier)
Example #10
0
    def Start(self):

        # OVERRIDES WITH NO PROJECT DEFAULTS
        if "position" not in self.action_data:
            self.action_data["position"] = (0, 0)

        # PROJECT DEFAULTS OVERRIDE
        if "z_order" not in self.action_data:
            self.action_data["z_order"] = Settings.getInstance(
            ).project_settings["Text"]['z_order']

        if "center_align" not in self.action_data:
            self.action_data["center_align"] = Settings.getInstance(
            ).project_settings["Text"]["center_align"]

        if "wrap_bounds" not in self.action_data:
            self.action_data["wrap_bounds"] = Settings.getInstance(
            ).project_settings["Text"]["wrap_bounds"]

        if "font" not in self.action_data:
            self.action_data["font"] = Settings.getInstance(
            ).project_settings["Text"]["font"]

        if "text_size" not in self.action_data:
            self.action_data["text_size"] = Settings.getInstance(
            ).project_settings["Text"]["size"]

        if "text_color" not in self.action_data:
            self.action_data["text_color"] = Settings.getInstance(
            ).project_settings["Text"]["color"]

        new_text_renderable = TextRenderable(self.scene, self.action_data)

        # Add the text to the renderables list instead of the sprite group as text is a temporary element that is
        # not meant to be kept around long-term
        self.scene.active_renderables.Add(new_text_renderable)

        if "None" not in self.action_data["transition"]["type"]:
            self.active_transition = self.a_manager.CreateTransition(
                self.action_data["transition"], new_text_renderable)
            self.active_transition.Start()
        else:
            self.scene.Draw()
            self.Complete()

        return new_text_renderable
Example #11
0
    def LoadScene(self, scene_file):
        """ Given a path to a scene file, check it's type, and load the corresponding scene object """
        # We need to read the file to find it's type. This is denoted by the 'type' value somewhere near the top of the
        # file. We can't guarentee it's position since the metadata may grow one day, and the line number would shift.
        scene_type = None
        with open(
                Settings.getInstance().ConvertPartialToAbsolutePath(
                    scene_file), "r") as f:
            for line in f:
                if line.startswith("type:"):
                    scene_type = FileType[line.replace("type: ", "").strip()]

        if scene_type is not None:
            if scene_type in self.scene_types:
                del self.active_scene
                self.active_scene = self.scene_types[scene_type](scene_file,
                                                                 self.window,
                                                                 self)
            else:
                raise ValueError(
                    f"Failed to Load Scene - Specified scene type does not exist: {scene_type}"
                )
        else:
            raise ValueError(f"No scene type specified in file '{scene_file}'")
Example #12
0
    def Start(self):
        self.skippable = False

        # Background-specific adjustments
        self.action_data["position"] = (0, 0)
        self.action_data["key"] = "Background"
        self.action_data["center_align"] = False

        # PROJECT DEFAULTS OVERRIDE
        if "z_order" not in self.action_data:
            self.action_data["z_order"] = Settings.getInstance(
            ).project_settings["Sprite"]["background_z_order"]

        new_sprite = SpriteRenderable(
            self.scene,
            self.action_data,
        )

        self.scene.active_renderables.Add(new_sprite)

        self.scene.Draw()
        self.Complete()

        return new_sprite
Example #13
0
    def __init__(self, scene_data_file, window, scene_manager):

        self.window = window
        self.scene_manager = scene_manager
        self.active_renderables = RenderableGroup()
        self.active_sounds = {}
        self.active_music = None  # Only one music stream is supported. Stores a 'SoundAction'
        self.a_manager = ActionManager(self)

        self.pause_menu = None

        # Keep track of delta time so time-based actions can be more accurate across systems
        self.delta_time = 0

        # Read in the active scene data
        self.scene_data = Reader.ReadAll(Settings.getInstance().ConvertPartialToAbsolutePath(scene_data_file))

        # Load any cached data on the scene manager
        if not self.scene_manager.resolution_multiplier:
            self.resolution_multiplier = 1
        else:
            self.resolution_multiplier = self.scene_manager.resolution_multiplier

        self.LoadSceneData()
Example #14
0
    def Start(self):
        self.skippable = False

        # If the user hasn't removed the previous music, forcefully remove it here without any transition
        if self.scene.active_music:
            pygame.mixer.music.stop(
            )  # This will invoke the end-event on the existing music action

        # The pygame music system doesn't use objects, but instead uses a stream. Any changes made against music
        # are made to the stream itself
        pygame.mixer.music.load(
            Settings.getInstance().ConvertPartialToAbsolutePath(
                self.action_data["music"]))
        pygame.mixer.music.set_volume(self.action_data["volume"])

        loop_count = 0
        if self.action_data["loop"]:
            loop_count = -1

        # Since there can only be one music item active, there is no need to use a key identifier
        pygame.mixer.music.play(loop_count)
        self.scene.active_music = self

        return None
Example #15
0
    def __init__(self, project_path):
        #@TODO: What is the right way to handle this?
        if not project_path:
            print(
                "Warning: No project path provided - Defaulting to the engine root"
            )

        Settings.getInstance().SetProjectRoot(project_path)
        Settings.getInstance().Evaluate(Settings.getInstance().project_dir +
                                        "/Config/Game.yaml")

        pygame.display.set_caption(
            Settings.getInstance().project_settings['Game']['title'])

        # Declare the scene manager, but we'll initialize it during the game loop
        self.scene_manager = None

        # DEBUG TRIGGERS
        self.show_fps = False
Example #16
0
    def Start(self):

        # Dialogue-specific adjustments
        assert type(
            self.scene
        ) == Core.BaseClasses.scene_dialogue.DialogueScene, print(
            "The active scene is not of the 'DialogueScene' type. This action can not be performed"
        )

        #@TODO: Can we consolidate to avoid duplicated if checks for global settings?
        # If the user provides a 'character' block, use details from the relevant character data file if it exists, as
        # well as any applicable global settings
        if 'character' in self.action_data:
            character_data = self.scene.character_data[
                self.action_data['character']]

            # Dialogue-specific adjustments
            character_data['key'] = 'SpeakerText'

            # OVERRIDES WITH NO PROJECT DEFAULTS
            assert 'name' in character_data, print(
                f"Character file '{self.action_data['character']}' does not have a 'name' param"
            )
            character_data['text'] = character_data['name']

            assert 'color' in character_data, print(
                f"Character file '{self.action_data['character']}' does not have a 'color' param"
            )
            character_data['text_color'] = character_data['color']

            # PROJECT DEFAULTS
            character_data['position'] = Settings.getInstance(
            ).project_settings['Dialogue']['speaker_text_position']

            character_data['z_order'] = Settings.getInstance(
            ).project_settings['Dialogue']['speaker_z_order']

            character_data['center_align'] = Settings.getInstance(
            ).project_settings['Dialogue']['speaker_center_align']

            character_data['font'] = Settings.getInstance(
            ).project_settings['Dialogue']['speaker_font']

            character_data['text_size'] = Settings.getInstance(
            ).project_settings['Dialogue']['speaker_text_size']

            new_character_text = TextRenderable(self.scene, character_data)
            # Speaker text does not support transitions currently
            self.scene.active_renderables.Add(new_character_text)

        # If the user has specified a 'speaker' block, build the speaker renderable details using any provided
        # information, and / or any global settings
        elif 'speaker' in self.action_data:
            # Dialogue-specific adjustments
            self.action_data['speaker']['key'] = 'SpeakerText'

            # PROJECT DEFAULTS OVERRIDE
            if 'position' not in self.action_data['speaker']:
                self.action_data['speaker']['position'] = Settings.getInstance(
                ).project_settings['Dialogue']['speaker_text_position']

            if 'z_order' not in self.action_data['speaker']:
                self.action_data['speaker']['z_order'] = Settings.getInstance(
                ).project_settings['Dialogue']['speaker_z_order']

            if 'center_align' not in self.action_data['speaker']:
                self.action_data['speaker'][
                    'center_align'] = Settings.getInstance(
                    ).project_settings['Dialogue']['speaker_center_align']

            if 'font' not in self.action_data['speaker']:
                self.action_data['speaker']['font'] = Settings.getInstance(
                ).project_settings['Dialogue']['speaker_font']

            if 'text_size' not in self.action_data['speaker']:
                self.action_data['speaker'][
                    'text_size'] = Settings.getInstance(
                    ).project_settings['Dialogue']['speaker_text_size']

            if 'text_color' not in self.action_data['speaker']:
                self.action_data['speaker'][
                    'text_color'] = Settings.getInstance(
                    ).project_settings['Dialogue']['speaker_text_color']

            new_speaker_text = TextRenderable(self.scene,
                                              self.action_data['speaker'])
            # Speaker text does not support transitions currently
            self.scene.active_renderables.Add(new_speaker_text)

        # If the user has specified a 'dialogue' block, build the speaker renderable
        if 'dialogue' in self.action_data:
            # Dialogue-specific adjustments
            self.action_data['dialogue']['key'] = 'DialogueText'

            # PROJECT DEFAULTS OVERRIDE
            if 'position' not in self.action_data['dialogue']:
                self.action_data['dialogue'][
                    'position'] = Settings.getInstance(
                    ).project_settings['Dialogue']['dialogue_text_position']

            if 'z_order' not in self.action_data['dialogue']:
                self.action_data['dialogue']['z_order'] = Settings.getInstance(
                ).project_settings['Dialogue']['dialogue_z_order']

            if 'center_align' not in self.action_data['dialogue']:
                self.action_data['dialogue'][
                    'center_align'] = Settings.getInstance(
                    ).project_settings['Dialogue']['dialogue_center_align']

            if 'font' not in self.action_data['dialogue']:
                self.action_data['dialogue']['font'] = Settings.getInstance(
                ).project_settings['Dialogue']['dialogue_font']

            if 'text_size' not in self.action_data['dialogue']:
                self.action_data['dialogue'][
                    'text_size'] = Settings.getInstance(
                    ).project_settings['Dialogue']['dialogue_text_size']

            if 'text_color' not in self.action_data['dialogue']:
                self.action_data['dialogue'][
                    'text_color'] = Settings.getInstance(
                    ).project_settings['Dialogue']['dialogue_text_color']

            new_dialogue_text = TextRenderable(self.scene,
                                               self.action_data['dialogue'])

            self.scene.active_renderables.Add(new_dialogue_text)

            # By default, dialogue text fades in. However, allow the user to override this behaviour
            if 'transition' in self.action_data['dialogue']:
                self.active_transition = self.a_manager.CreateTransition(
                    self.action_data['dialogue']['transition'],
                    new_dialogue_text)
                self.active_transition.Start()
            else:
                self.action_data['dialogue']['transition'] = {
                    'type': 'fade_in',
                    'speed': 1000
                }
                self.active_transition = self.a_manager.CreateTransition(
                    self.action_data['dialogue']['transition'],
                    new_dialogue_text)
                self.active_transition.Start()

        return None
Example #17
0
    def Start(self):
        self.skippable = False

        # Choice-specific adjustments
        self.action_data["position"] = (0, 0)
        self.action_data["z_order"] = 0
        self.action_data["center_align"] = False
        self.action_data["key"] = "Choice"

        # All choice options use the same underlying 'create_button' action. Specify and enforce that here
        # Additionally, apply all settings determined here to each choice button
        for choice in self.action_data["choices"]:
            # Build the child dict that gets sent to the interact action
            choice["action"] = {
                "action": "choose_branch",
                "branch": choice["branch"],
                "key": choice["key"]
            }

            # CHOICE BUTTONS - OVERRIDES WITH NO PROJECT DEFAULTS
            if "text_position" not in choice:
                choice["text_position"] = self.action_data["position"]

            # CHOICE BUTTONS - PROJECT DEFAULTS OVERRIDE
            if "sprite" not in choice:
                choice["sprite"] = Settings.getInstance(
                ).project_settings["Choice"]["button_sprite"]

            if 'sprite_hover' not in choice:
                choice["sprite_hover"] = Settings.getInstance(
                ).project_settings["Choice"]["button_sprite_hover"]

            if "sprite_clicked" not in choice:
                choice["sprite_clicked"] = Settings.getInstance(
                ).project_settings["Choice"]["button_sprite_clicked"]

            if "z_order" not in choice:
                choice["z_order"] = Settings.getInstance(
                ).project_settings["Choice"]["button_z_order"]

            if "center_align" not in choice:
                choice["center_align"] = Settings.getInstance(
                ).project_settings["Choice"]["button_center_align"]

            if "text_z_order" not in choice:
                choice["text_z_order"] = Settings.getInstance(
                ).project_settings["Choice"]["button_text_z_order"]

            if "text_center_align" not in choice:
                choice["center_align"] = Settings.getInstance(
                ).project_settings["Choice"]["button_text_center_align"]

            if "font" not in choice:
                choice["font"] = Settings.getInstance(
                ).project_settings["Choice"]["button_font"]

            if "text_size" not in choice:
                choice["text_size"] = Settings.getInstance(
                ).project_settings["Choice"]["button_text_size"]

            if "text_color" not in choice:
                choice["text_color"] = Settings.getInstance(
                ).project_settings["Choice"]["button_text_color"]

        # Choices provide blocks of options. Each one needs to be built
        new_renderable = Choice(self.scene, self.action_data)

        # Generate and add each choice button to the choice container
        for choice_data in self.action_data["choices"]:
            new_renderable.children.append(
                self.a_manager.PerformAction(choice_data,
                                             "create_choice_button"))

        self.scene.active_renderables.Add(new_renderable)

        self.scene.Draw()
        self.Complete()

        return new_renderable
Example #18
0
    def Start(self):
        # If the user has specified a 'speaker' block, build the speaker renderable details using any provided
        # information, and / or any global settings
        if "speaker" in self.action_data:
            # Dialogue-specific adjustments
            self.action_data["speaker"]['key'] = "SpeakerText"
            self.action_data["speaker"]["wrap_bounds"] = Settings.getInstance(
            ).project_settings["Dialogue"]["speaker_wrap_bounds"]

            # PROJECT DEFAULTS OVERRIDE
            if "position" not in self.action_data["speaker"]:
                self.action_data["speaker"]["position"] = Settings.getInstance(
                ).project_settings["Dialogue"]["speaker_text_position"]

            if "center_align" not in self.action_data["speaker"]:
                self.action_data["speaker"][
                    "center_align"] = Settings.getInstance(
                    ).project_settings["Dialogue"]["speaker_center_align"]

            if "text_size" not in self.action_data["speaker"]:
                self.action_data["speaker"][
                    "text_size"] = Settings.getInstance(
                    ).project_settings["Dialogue"]["speaker_text_size"]

            if "text_color" not in self.action_data["speaker"]:
                self.action_data["speaker"][
                    "text_color"] = Settings.getInstance(
                    ).project_settings["Dialogue"]["speaker_text_color"]

            if "font" not in self.action_data["speaker"]:
                self.action_data["speaker"]["font"] = Settings.getInstance(
                ).project_settings["Dialogue"]["speaker_font"]

            if "z_order" not in self.action_data["speaker"]:
                self.action_data["speaker"]["z_order"] = Settings.getInstance(
                ).project_settings["Dialogue"]["speaker_z_order"]

            new_speaker_text = TextRenderable(self.scene,
                                              self.action_data["speaker"])
            # Speaker text does not support transitions currently
            self.scene.active_renderables.Add(new_speaker_text)

        # If the user has specified a 'dialogue' block, build the speaker renderable
        if "dialogue" in self.action_data:
            # Dialogue-specific adjustments
            self.action_data["dialogue"]["key"] = "DialogueText"
            self.action_data["dialogue"]["wrap_bounds"] = Settings.getInstance(
            ).project_settings["Dialogue"]["dialogue_wrap_bounds"]

            # PROJECT DEFAULTS OVERRIDE
            if "position" not in self.action_data["dialogue"]:
                self.action_data["dialogue"][
                    "position"] = Settings.getInstance(
                    ).project_settings["Dialogue"]["dialogue_text_position"]

            if "center_align" not in self.action_data["dialogue"]:
                self.action_data["dialogue"][
                    "center_align"] = Settings.getInstance(
                    ).project_settings["Dialogue"]["dialogue_center_align"]

            if "text_size" not in self.action_data["dialogue"]:
                self.action_data["dialogue"][
                    "text_size"] = Settings.getInstance(
                    ).project_settings["Dialogue"]["dialogue_text_size"]

            if "text_color" not in self.action_data["dialogue"]:
                self.action_data["dialogue"][
                    "text_color"] = Settings.getInstance(
                    ).project_settings["Dialogue"]["dialogue_text_color"]

            if "font" not in self.action_data["dialogue"]:
                self.action_data["dialogue"]["font"] = Settings.getInstance(
                ).project_settings["Dialogue"]["dialogue_font"]

            if "z_order" not in self.action_data["dialogue"]:
                self.action_data["dialogue"]["z_order"] = Settings.getInstance(
                ).project_settings["Dialogue"]["dialogue_z_order"]

            new_dialogue_text = TextRenderable(self.scene,
                                               self.action_data["dialogue"])

            self.scene.active_renderables.Add(new_dialogue_text)

            # By default, dialogue text fades in. However, allow the user to override this behaviour
            if "None" not in self.action_data["dialogue"]["transition"][
                    "type"]:
                self.active_transition = self.a_manager.CreateTransition(
                    self.action_data["dialogue"]["transition"],
                    new_dialogue_text)
                self.active_transition.Start()
            else:
                self.action_data["dialogue"]["transition"] = {
                    "type": "fade_in",
                    "speed": 1000
                }
                self.active_transition = self.a_manager.CreateTransition(
                    self.action_data["dialogue"]["transition"],
                    new_dialogue_text)
                self.active_transition.Start()

        return None
Example #19
0
    def Start(self):
        self.skippable = False

        # OVERRIDES WITH NO PROJECT DEFAULTS
        if 'position' not in self.action_data:
            self.action_data['position'] = (0, 0)

        if 'text_position' not in self.action_data:
            self.action_data['text_position'] = self.action_data['position']

        # PROJECT DEFAULTS OVERRIDE
        if 'sprite' not in self.action_data:
            self.action_data['sprite'] = Settings.getInstance(
            ).project_settings['Button']['sprite']

        if 'sprite_hover' not in self.action_data:
            self.action_data['sprite_hover'] = Settings.getInstance(
            ).project_settings['Button']['sprite_hover']

        if 'sprite_clicked' not in self.action_data:
            self.action_data['sprite_clicked'] = Settings.getInstance(
            ).project_settings['Button']['sprite_clicked']

        if 'z_order' not in self.action_data:
            self.action_data['z_order'] = Settings.getInstance(
            ).project_settings['Button']['button_z_order']

        if 'center_align' not in self.action_data:
            self.action_data['center_align'] = Settings.getInstance(
            ).project_settings['Button']['button_center_align']

        if 'text_z_order' not in self.action_data:
            self.action_data['text_z_order'] = Settings.getInstance(
            ).project_settings['Button']['text_z_order']

        if 'text_center_align' not in self.action_data:
            self.action_data['center_align'] = Settings.getInstance(
            ).project_settings['Button']['text_center_align']

        if 'font' not in self.action_data:
            self.action_data['font'] = Settings.getInstance(
            ).project_settings['Button']['font']

        if 'text_size' not in self.action_data:
            self.action_data['text_size'] = Settings.getInstance(
            ).project_settings['Button']['text_size']

        if 'text_color' not in self.action_data:
            self.action_data['text_color'] = Settings.getInstance(
            ).project_settings['Button']['text_color']

        new_renderable = Button(self.scene, self.action_data)

        # If the user requested a flip action, do so
        if 'flip' in self.action_data:
            if self.action_data['flip']:
                new_renderable.Flip()

        self.scene.active_renderables.Add(new_renderable)

        self.scene.Draw()
        self.Complete()

        return new_renderable