Example #1
0
 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
Example #2
0
    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
Example #3
0
    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
Example #4
0
    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
Example #5
0
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