def new_blank_object_manager(self): object_manager = ObjectManager( fp_name="", default_clearance=UnitNumber(DEFAULT_DEFAULT_CLEARANCE_MILS, 'mil'), default_mask=UnitNumber(DEFAULT_DEFAULT_MASK_MILS, 'mil')) CenterPoint.new(object_manager) return object_manager
def __init__(self, name=str(uuid4())): # PCCs to be calculated only if it is in Master Mode. self.calculate_pcc = True # Unique ID for this dataframe. self.name = name # The object that deals with type management self.type_manager = TypeManager() # The object that deals with object management self.object_manager = ObjectManager(self.type_manager) # The object that deals with record management self.change_manager = ChangeManager() # Flag to see if the dataframe should keep a record of all changes. # Can be used to synchnronize between dataframes. self.start_recording = False
def __init__(self, globalStates: GlobalStates): self.globalStates = globalStates self._levelsWaitingObj_l = [] self._levels_l = [] self._watingForLevel_i = 0 self._fromLevelLoaderQueue = Queue() self._toLevelLoaderQueue = Queue() self._levelLoader = LevelLoader(self._fromLevelLoaderQueue, self._toLevelLoaderQueue) self._objectMan = ObjectManager() self.overlayUiMan = OverlayUiManager(self._objectMan.texMan, self.globalStates) self.console = self.overlayUiMan.consoleWin self._objectMan.console = self.console
def new(cls): self = cls() self.show() self.set_events(gtk.gdk.EXPOSURE_MASK | gtk.gdk.LEAVE_NOTIFY_MASK | gtk.gdk.BUTTON_PRESS_MASK | gtk.gdk.BUTTON_RELEASE_MASK | gtk.gdk.KEY_PRESS_MASK | gtk.gdk.POINTER_MOTION_MASK | gtk.gdk.POINTER_MOTION_HINT_MASK) self.connect("button-press-event", cls.click_event) self.connect("button-release-event", cls.release_event) self.connect("expose-event", cls.expose_event) self.connect("motion-notify-event", cls.motion_notify_event) self.connect("configure-event", cls.configure_event) self.connect("key-press-event", cls.key_press_event) self.connect("scroll-event", cls.scroll_event) # Where we last saw the mouse. self.x = 0 self.y = 0 # Offsets for converting between screen coordinates and logical # coordinates. self.scale_x = 100 self.scale_y = 100 # How far zoomed we are. Higher numbers mean more zoomed in. self.scale_factor = 1 self.pixmap = None # Whether we're currently in the middle of a drag. self.dragging = False self.object_manager = ObjectManager() self.active_object = None self.dragging_object = None self.selected_primitives = set() # Create the center point p = CenterPoint(self.object_manager, set()) self.object_manager.add_primitive(p) self.deselect_all() return self
from pygame import mixer import player import screen from object_manager import ObjectManager from enemy import EnemyManager from help import getch, log player = player.Player(x=2, y=4, px=2, py=2, health=5, inventory=[]) move_commands = ['d', 'a', 's', 'w'] attack_commands = ['j', 'k', 'l', 'i', 'm'] map = screen.MapController() enemy_manager = EnemyManager() object_manager = ObjectManager() mixer.init() mixer.Sound("sounds/noodle.wav").play(-1) playing = True # set console size command = 'mode con: cols={} lines={}'.format(map.columns, map.rows+2) os.system(command) # player ui, world ui pui = "" wui = "" while playing: # updates the map with player pos, all room objects # Enemy positions and the player and world UIs