def victory(self): self.victory_box.visible = True self.victory_label.visible = True self.victory_ok = True self.setMenuLevel(-1) # self.parent.bgm = pyglet.media.load("bgm/ld26victory.ogg", streaming=False) # self.parent.bgm_player.queue(self.parent.bgm) # self.parent.bgm_player.eos_action = self.parent.bgm_player.EOS_LOOP # self.parent.bgm_player.next() self.dic_victory = [] item = self.items[random.randint(0,len(self.items)-1)] self.dic_victory.append(('victory',True)) self.dic_victory.append(('item',item)) INVENTORY.add(item) self.dic_victory.append(('xp',self.xp)) self.heros[0].xp += self.xp if self.heros[0].level < 10: if self.heros[0].xp >= LEVELS[self.heros[0].level]['nextlevel']: self.heros[0].xp = 0 self.dic_victory.append(('next',True)) for hero in self.heros: hero.set_level()
def victory(self): self.victory_box.visible = True self.victory_label.visible = True self.victory_ok = True self.setMenuLevel(-1) self.parent.bgm = pyglet.media.load("bgm/ld26victory.ogg", streaming=False) self.parent.bgm_player.queue(self.parent.bgm) self.parent.bgm_player.eos_action = self.parent.bgm_player.EOS_LOOP self.parent.bgm_player.next() self.dic_victory = [] item = self.items[random.randint(0,len(self.items)-1)] self.dic_victory.append(('victory',True)) self.dic_victory.append(('item',item)) INVENTORY.add(item) self.dic_victory.append(('xp',self.xp)) self.heros[0].xp += self.xp if self.heros[0].level < 10: if self.heros[0].xp >= LEVELS[self.heros[0].level]['nextlevel']: self.heros[0].xp = 0 self.dic_victory.append(('next',True)) for hero in self.heros: hero.set_level()
def test_combat(zone): INVENTORY.add('potion') INVENTORY.add('potion') INVENTORY.add('dragon blood') INVENTORY.add('stone') INVENTORY.add('honey') heros = [Character('nod1',(0,0),'NOD',1),Character('nel1',(0,0),'NEL',1)] dummy_scene = FightScene(zone,heros) cocos.director.director.push(dummy_scene)
def start_game(): INVENTORY.add('potion') INVENTORY.add('potion') INVENTORY.add('dragon blood') HOOK['NED'] = Character('nel1',(0,0),'NEL',1) player = Character('nod1',(0,0),'NOD',1) player.map_mode() player.do(MoveCharacter()) player.do(CheckForBattle()) MAPS['inside_house_nod'] = Map('inside_house_nod') MAPS['village'] = Map('village') MAPS['village2'] = Map('village2') MAPS['village3'] = Map('village3') MAPS['inside_house_gen_1'] = Map('inside_house_gen_1') MAPS['inside_house_gen_2'] = Map('inside_house_gen_2') MAPS['inside_house_gen_3'] = Map('inside_house_gen_3') MAPS['inside_house_gen_4'] = Map('inside_house_gen_4') MAPS['inside_ceremony_hall'] = Map('inside_ceremony_hall') MAPS['grassland'] = Map('grassland') MAPS['forest'] = Map('forest') MAPS['falaise'] = Map('falaise') MAPS['inside_house_nod'].spawnPlayer(player, (7,9)) MAPS['inside_house_nod'].displayDialog('Intro') cocos.director.director.window.push_handlers(KEYBOARD)
def init_game(): print "Initialising the game..." INVENTORY.add('potion') INVENTORY.add('potion') INVENTORY.add('dragon blood') HOOK['NED'] = Character('nel1',(0,0),'NEL',1) player = Character('nod1',(0,0),'NOD',1) player.map_mode() player.do(MoveCharacter()) player.do(CheckForBattle()) MAPS['inside_house_nod'] = Map('inside_house_nod') MAPS['village'] = Map('village') MAPS['village2'] = Map('village2') MAPS['village3'] = Map('village3') MAPS['inside_house_gen_1'] = Map('inside_house_gen_1') MAPS['inside_house_gen_2'] = Map('inside_house_gen_2') MAPS['inside_house_gen_3'] = Map('inside_house_gen_3') MAPS['inside_house_gen_4'] = Map('inside_house_gen_4') MAPS['inside_ceremony_hall'] = Map('inside_ceremony_hall') MAPS['grassland'] = Map('grassland') MAPS['forest'] = Map('forest') MAPS['falaise'] = Map('falaise') main_command = [ ('Start game',start_game,[player]), ('Credits',push_credit,[]), ('Battle (Prairie)',test_combat,['prairie']), ('Battle (Forest)',test_combat,['forest']), ('How to play',push_how_to_play,[]) ] menu_scene = cocos.scene.Scene() menu_scene.schedule(callback) #Title sprite = cocos.sprite.Sprite('img/GUI/titre.png',(400,450)) menu_scene.add(sprite) menu = Menu(main_command) menu_scene.add(menu) print "Going to menu..." cocos.director.director.replace(cocos.scenes.FadeTransition( menu_scene, duration=2 ) )