def close_speech(self, choice=None): self.speaking = False self["speech"].clear() if choice: c, o = self.options self.options = None story.action_for_object(self, c, choice)
def close_speech(self,choice=None): self.speaking = False self["speech"].clear() if choice: c,o = self.options self.options = None story.action_for_object(self,c,choice)
def __init__(self, name="", room="Chapter1", start="begin", **kw): self.light = lighting.claim_light() self.room = room self.start = start self.speaking = False self.options = None self.quit_after_fade_out = None super(GameState, self).__init__(name, **kw) story.action_for_object(self, room, "begin")
def __init__(self,name="",room="Chapter1",start="begin",**kw): self.light = lighting.claim_light() self.room = room self.start = start self.speaking = False self.options = None self.quit_after_fade_out = None super(GameState,self).__init__(name,**kw) story.action_for_object(self, room, "begin")
def pick(self, label, x, y): prop, name, piece = label.target if name != "": obj = self[name] if obj.text: text = obj.text else: text = self["Room"].name self.footer_text(text) story.action_for_object(self, name, "click")
def pick(self,label,x,y): prop,name,piece = label.target if name != "": obj = self[name] if obj.text: text = obj.text else: text = self["Room"].name self.footer_text(text) story.action_for_object(self, name, "click")