Example #1
0
 def installWorldBall(self, context, myWorldBall, loadBall=None ):
     #print myWorldBall
     self.worldArray = []
     if context == 'editor':
         for mB in myWorldBall[0]:
             self.worldArray.append( generalmap.edMap(mB) )
         self.initialMap = self.getMapByName( myWorldBall[1] )
         self.currentMap = self.getMapByName( myWorldBall[1] )
     elif context == 'game':
         for mB in myWorldBall[0]:
             #print mB
             self.worldArray.append( generalmap.gameMap(mB, None) )
         if loadBall is not None:
             for mB in loadBall[0]:
                 newMap = generalmap.gameMap(mB)
                 self.worldArray.append( newMap )
                 if newMap.up[0] != 'dungeon':
                     self.getMapByName(newMap.up[0]).down = ( newMap.getName(), )
                 if newMap.down[0] != 'dungeon':
                     self.getMapByName(newMap.down[0]).up = ( newMap.getName(), )
             self.initialMap = self.getMapByName( loadBall[1] )
             self.currentMap = self.getMapByName( loadBall[2] )
         else:
             self.initialMap = self.getMapByName( myWorldBall[1] )
             self.currentMap = self.getMapByName( myWorldBall[2] )
Example #2
0
 def __init__(self, context, myWorldBall=None, loadWorld=None):
     if context == 'editor':
         self.worldArray = []
         self.addMap( None, generalmap.edMap() )
         self.currentMap = self.worldArray[0]
         #self.initialMap = self.currentMap.name
         # number of maps in array
         # by default, world must have at least 1 map
         self.worldSize = 1
     elif context == 'game':
         if loadWorld is not None:
             self.installWorldBall(context, myWorldBall, loadWorld, )
         else: self.installWorldBall(context, myWorldBall, None, )
Example #3
0
 def addMap(self, title=None, nMap=None):
     if nMap is not None:
         self.worldArray.append(nMap)
     elif title is not None:
         self.worldArray.append( generalmap.edMap(None, title) )
Example #4
0
        screen.blit(self.sideImg, (1200, 0))


# Set the height and width of the screen
size = [1400, 800]
screen = pygame.display.set_mode(size)

images.load()
mapImages = images.mapImages
pygame.init()
pygame.key.set_repeat(50, 100)
clock = pygame.time.Clock()

cursorPos = (0, 0)

myMap = generalmap.edMap()
myHandler = Handler(cursorPos)

blocksize = 30

gridField = pygame.Surface(
    [2 * const.DIM * blocksize, 2 * const.DIM * blocksize])

os.sys.setrecursionlimit(15000)


def main():
    while True:
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                myHandler.event_handler(event)
Example #5
0
        screen.blit(self.sideImg, (1200, 0))


# Set the height and width of the screen
size = [1400, 800]
screen = pygame.display.set_mode(size)

images.load()
mapImages = images.mapImages
pygame.init()
pygame.key.set_repeat(50, 100)
clock = pygame.time.Clock()

cursorPos = (0, 0)

myMap = generalmap.edMap()
myHandler = Handler(cursorPos)

blocksize = 30

gridField = pygame.Surface([2 * const.DIM * blocksize, 2 * const.DIM * blocksize])

os.sys.setrecursionlimit(15000)


def main():
    while True:
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                myHandler.event_handler(event)
            if event.type == pygame.MOUSEBUTTONDOWN: