Example #1
0
    def tick(self):
        """Advance the game one tick"""

        #if there's no active object, use input to update the main game world
        if self.foregroundObject is None:
            for key in self.keysJustPressed:
                if key == game_input.BT_SAVE:
                    self.writeSave()
                    sound.playEffect(sound.SD_SAVE)
                elif key == game_input.BT_A:
                    self.player.investigate()
                elif key == game_input.BT_B:
                    self.player.speed = 2
                elif key == game_input.BT_START:
                    self.paused = not self.paused
                    self.foregroundObject = pause_menu.PauseMenu(
                        self.screen, self,
                        os.path.join(settings.path, "data", self.menuPath))
                elif key == game_input.BT_DEBUG:
                    pass

            for key in self.keysJustReleased:
                if key == game_input.BT_B:
                    self.player.speed = 1

            for key in self.keysDown:
                if key == game_input.BT_UP:
                    self.player.walk(sprite.DIR_UP)
                elif key == game_input.BT_DOWN:
                    self.player.walk(sprite.DIR_DOWN)
                elif key == game_input.BT_LEFT:
                    self.player.walk(sprite.DIR_LEFT)
                elif key == game_input.BT_RIGHT:
                    self.player.walk(sprite.DIR_RIGHT)

        #if there is an active object, feed keydowns to it
        #tick it and check whether it's finished or not
        else:
            for key in self.keysJustPressed:
                self.foregroundObject.inputButton(key)

            self.foregroundObject.tick()
            if not self.foregroundObject.busy:
                self.foregroundObject = None
                self.paused = False

        #if we're not paused, tick the script engine and map
        if not self.paused:
            self.scriptEngine.tick()
            self.player.map.tick()

        #we've not been told to exit, so not done yet
        done = False
        return done
Example #2
0
    def tick(self):
        """Advance the game one tick"""

        # if there's no active object, use input to update the main game world
        if self.foregroundObject is None:
            for key in self.keysJustPressed:
                if key == game_input.BT_SAVE:
                    self.writeSave()
                    sound.playEffect(sound.SD_SAVE)
                elif key == game_input.BT_A:
                    self.player.investigate()
                elif key == game_input.BT_B:
                    self.player.speed = 2
                elif key == game_input.BT_START:
                    self.paused = not self.paused
                    self.foregroundObject = pause_menu.PauseMenu(
                        self.screen, self, os.path.join(settings.path, "data", self.menuPath)
                    )
                elif key == game_input.BT_DEBUG:
                    pass

            for key in self.keysJustReleased:
                if key == game_input.BT_B:
                    self.player.speed = 1

            for key in self.keysDown:
                if key == game_input.BT_UP:
                    self.player.walk(sprite.DIR_UP)
                elif key == game_input.BT_DOWN:
                    self.player.walk(sprite.DIR_DOWN)
                elif key == game_input.BT_LEFT:
                    self.player.walk(sprite.DIR_LEFT)
                elif key == game_input.BT_RIGHT:
                    self.player.walk(sprite.DIR_RIGHT)

        # if there is an active object, feed keydowns to it
        # tick it and check whether it's finished or not
        else:
            for key in self.keysJustPressed:
                self.foregroundObject.inputButton(key)

            self.foregroundObject.tick()
            if not self.foregroundObject.busy:
                self.foregroundObject = None
                self.paused = False

        # if we're not paused, tick the script engine and map
        if not self.paused:
            self.scriptEngine.tick()
            self.player.map.tick()

        # we've not been told to exit, so not done yet
        done = False
        return done
Example #3
0
   def inputButton(self, button):
      """
      Process a button press

      button - the button which has been pressed.
      """

      #if it's the confirm button, and we've finished drawing, then we're done                          
      if button == game_input.BT_A:
         if not self.writing:
            self.busy = False
            sound.playEffect(sound.SD_SELECT)
Example #4
0
   def walk(self, direction, force=False, isPlayer=False):
      """
      Walk (or run etc.) to a new position.

      direction - the direction to move.
      force - if True, bypass checks for being locked or busy.
      isPlayer - True when called by the player.
      """

      #check whether we are able to move
      if (not (self.busy or self.locked) or force) and self.visible:

         #set our direction as given, and calculate the destination position
         self.direction = direction
         if direction == DIR_UP:
            self.destination = self.position[0], self.position[1]-1
         elif direction == DIR_DOWN:
            self.destination = self.position[0], self.position[1]+1
         elif direction == DIR_LEFT:
            self.destination = self.position[0]-1, self.position[1]
         elif direction == DIR_RIGHT:
            self.destination = self.position[0]+1, self.position[1]

         #if we can move to the movement permission, and the mpa is empty, then start the step
         #set ourselves as busy to start moving when next ticked, and play the correct animation
         #notify the map that we are coming to the destination position
         col = self.map.getCollisionData(self.destination)
         if (self.canMoveTo(col) and self.map.emptyAt(self.destination)):
            self.busy = True
            self.animation = self.animations[direction]
            self.animation.play(False)
            self.hasBumped = False
            if self.status == S_TERRAIN:
               action = col%8
               if action != TERRAIN:
                  self.setStatus(S_WALK)
            self.map.walkonto(self, self.destination, isPlayer)

         #if we can't move to the destination, then if we're the player and we haven't bumped yet, play the sound effect
         else:
            if isPlayer and not self.hasBumped:
               sound.playEffect(sound.SD_BUMP)
               self.hasBumped = True
Example #5
0
   def inputButton(self, button):
      """
      Process a button press.

      button - the button which has been pressed.
      """

      #feed the button to the main dialog to process
      Dialog.inputButton(self, button)

      #if it's UP or DOWN, change the selected option as required
      if button == game_input.BT_DOWN:
         if self.current < len(self.choices)-1:
            self.current += 1
            sound.playEffect(sound.SD_CHOOSE)
      elif button == game_input.BT_UP:
         if self.current > 0:
            self.current -= 1
            sound.playEffect(sound.SD_CHOOSE)

      #if we're exiting, set the LASTRESULT script engine variable to the current selected choice      
      if self.busy == False:
         self.scriptEngine.variables["LASTRESULT"] = self.choices[self.current]
Example #6
0
    def tick(self):
        """Update the screen one tick - ie process input."""

        # use input to update the screen
        for key in self.keysJustPressed:

            # if it's we've selected the current option, return True to say we're done
            if key == game_input.BT_A:
                sound.playEffect(sound.SD_SELECT)
                return True

            # if we've moved up or down, make sure it's possible and then update
            elif key == game_input.BT_UP:
                if self.current > 0:
                    self.current -= 1
                    sound.playEffect(sound.SD_CHOOSE)
            elif key == game_input.BT_DOWN:
                if self.current < len(self.boxes) - 1:
                    self.current += 1
                    sound.playEffect(sound.SD_CHOOSE)

        # we've not done yet
        return False
Example #7
0
    def tick(self):
        """Update the screen one tick - ie process input."""

        #use input to update the screen
        for key in self.keysJustPressed:

            #if it's we've selected the current option, return True to say we're done
            if key == game_input.BT_A:
                sound.playEffect(sound.SD_SELECT)
                return True

            #if we've moved up or down, make sure it's possible and then update
            elif key == game_input.BT_UP:
                if self.current > 0:
                    self.current -= 1
                    sound.playEffect(sound.SD_CHOOSE)
            elif key == game_input.BT_DOWN:
                if self.current < len(self.boxes) - 1:
                    self.current += 1
                    sound.playEffect(sound.SD_CHOOSE)

        #we've not done yet
        return False