def __init__ (self, target_map_name = 'my-map', target_x = 0.0, target_y = 0.0, **kwargs): GameObject.__init__(self, **kwargs) Lockable.__init__(self, **kwargs) Scriptable.__init__(self, **kwargs) Trapable.__init__(self, **kwargs) self.attributes.append("door") self.target_map_name = target_map_name self.target_pos = (target_x, target_y) self.blocking = True
def __init__(self, ID, agent_layer=None, inventory=None, text="", **kwargs): GameObject.__init__(self, ID, text=text, **kwargs) Living.__init__(self, **kwargs) CharStats.__init__(self, **kwargs) self.behaviour = None if inventory == None: self.inventory = Inventory() else: self.inventory = inventory self.state = _AGENT_STATE_NONE self.layer_id = agent_layer.getId() self.createBehaviour(agent_layer)
def loadAttributes(self, tyles, data): graphs = {} for tyle in tyles: name = tyle.data['name'] if not name in graphs: graphs[name] = graph.Graph() (x, y, w, h) = tyle.rect() p0 = (x, y) p1 = (x + w, y) p2 = (x + w, y + h) p3 = (x, y + h) graphs[name].addEdge(p0, p1) graphs[name].addEdge(p1, p2) graphs[name].addEdge(p2, p3) graphs[name].addEdge(p3, p0) for key in graphs.keys(): info = {} info = data[key] g = graphs[key] cs = g.getCicles() for poly in cs: block = GameObject.GameObject(self.world) block.collider = Collider.PolygonCollider( block, 0, 0, self.toVector2(poly)) self.world.AddObject(block) if 'static' in info.keys(): block.collider.static = info['static'] if 'trigger' in info.keys(): block.collider.isTrigger = info['trigger'] if 'light' in info.keys(): light = block.addComponent(LightSource.SpotLight) if 'intensity' in info.keys(): light.intensity = int(info['intensity']) if 'radius' in info.keys(): light.radius = int(info['radius'])
def __init__(self, item_type, **kwargs): GameObject.__init__(self, **kwargs) Carryable.__init__(self, **kwargs) Usable.__init__(self, **kwargs) self.item_type = item_type
def __init__(self): self.scene = None gameobject = GameObject() self.go_to(TitleScene(gameobject))
def getStateForSaving(self): """Returns state for saving """ ret_dict = GameObject.getStateForSaving(self) ret_dict["Inventory"] = self.inventory.serializeInventory() return ret_dict