def __init__(self):
        super().__init__()
        self.setType("player")
        self.assignedScene = None
        self.speed = 10

        # assign a drawable for test
        self.sprites = {
            "walking": Sprite("assets/characters/william/walking.png"),
            "static": Sprite("assets/characters/william/static.png", 2)
        }

        # sprite settings
        self.sprites['walking'].setSpeed(12)
        self.sprites['walking'].setSize(256, 256)

        self.sprites['static'].setSpeed(1)
        self.sprites['static'].setSize(256, 256)

        self.setDepth(2)
        self.assignDrawable(self.sprites['static'])

        self.setSize(256, 256)

        Render.set(self)
Exemple #2
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def startMenu():
	# global vars
	GlobalVars.setActive();

	# world
	world = World();

	# camera
	cam = Camera(world);
	Render.setCamera(cam);
	cameraBehaviour.setCamera(cam);


	Global.isApplicationRunning = True;

	# sounds
	GlobalVars.getVar("sounds")['thunder'].play();
	GlobalVars.getVar("sounds")['creepy'].play();

	# menu behaviour
	menuBehaviour.setActive(True);
	menuBehaviour.open();

	menuBehaviour.assign("play", menuBehaviour.playMenu);
	menuBehaviour.assign("settings", startSettings);
	menuBehaviour.assign("credits", startCredits);
	menuBehaviour.assign("quit", doQuit);
	menuBehaviour.assign("continue", continueGame);
	menuBehaviour.assign("new", startNewGame);

	newGame = Data.getData("isNewGame");
	menuBehaviour.setNewGame(newGame);
    def appendToRender(self):
        # adding all the elements to the render
        k = 0
        for e in self.getAssignedElements():
            k += 1
            Render.set(e)

        if k == len(self.getAssignedElements()):
            Global.setTimeout(self.resetRender, 1000)
Exemple #4
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	def appendToRender(self):
		# adding all the elements to the render
		k = 0;
		for e in self.getAssignedElements():
			k += 1;
			Render.set(e);

		if(k == len(self.getAssignedElements())):
			Global.setTimeout(self.resetRender, 1000);
    def updateElements(self):
        for element in self.dynamicElements:
            if "element" in element:
                element['element'].setAffectedByCamera(False)
                Render.set(element['element'])

        if self.backgroundElement:
            self.backgroundElement.setAffectedByCamera(False)
            Render.set(self.backgroundElement)
	def updateElements(self):
		for element in self.dynamicElements:
			if "element" in element:
				element['element'].setAffectedByCamera(False);
				Render.set(element['element']);

		if self.backgroundElement:
			self.backgroundElement.setAffectedByCamera(False);
			Render.set(self.backgroundElement);
Exemple #7
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def output(text):
    global currentLine

    textElement = Text(text, "arial")
    textElement.setPosition(20, 20 + currentLine * 20)
    textElement.setAffectedByCamera(False)
    Render.set(textElement)
    lines.append(textElement)

    currentLine += 1
def output(text):
	global currentLine;

	textElement = Text(text, "arial");
	textElement.setPosition(20, 20 + currentLine * 20);
	textElement.setAffectedByCamera(False);
	Render.set(textElement);
	lines.append(textElement);

	currentLine += 1;
    def destroy(self):
        for element in self.getAssignedElements():
            element.destroy()
            Render.delete(element)

        for action in self.actions:
            action.destroy()
            Render.delete(action)

        self.actions = []
        self.assignedElements = []
Exemple #10
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	def destroy(self):
		for element in self.getAssignedElements():
			element.destroy();
			Render.delete(element);
		
		for action in self.actions:
			action.destroy();
			Render.delete(action);

		self.actions = [];
		self.assignedElements = [];
	def stop(self, time = 0):
		# if time != 0:
		# 	## doing fade out
		# 	self.fade['element'].setOpacity(1);

		# 	Render.set(self.fade['element']);
		# 	self.fade['running'] = True;
		# 	self.fade['direction'] = "out";
		# 	self.fade['interval'] = Global.Interval(self.updateFade, 50);
		# else:
			for element in self.dynamicElements:
				Render.delete(element['element']);

			if self.backgroundElement:
				Render.delete(self.backgroundElement);
    def stop(self, time=0):
        # if time != 0:
        # 	## doing fade out
        # 	self.fade['element'].setOpacity(1);

        # 	Render.set(self.fade['element']);
        # 	self.fade['running'] = True;
        # 	self.fade['direction'] = "out";
        # 	self.fade['interval'] = Global.Interval(self.updateFade, 50);
        # else:
        for element in self.dynamicElements:
            Render.delete(element['element'])

        if self.backgroundElement:
            Render.delete(self.backgroundElement)
    def __init__(self, position, targetScene, targetPosition):
        super().__init__()
        self.setType("teleportation")

        self.uniqid = uuid.uuid4()
        self.action = ActionDispatcher(self.uniqid, position[0], position[1])
        self.receiver = ActionReceiver(self.uniqid)
        self.receiver.on(self.doTeleport)

        texture = Image("assets/icons/door.png")
        texture.setSize(64, 64)
        texture.setOffsetPosition(93, 300)
        texture.setDepth(101)
        self.assignDrawable(texture)

        self.setPosition(position[0], position[1])

        self.targetScene = targetScene
        self.targetPosition = targetPosition

        Render.set(texture)
	def __init__(self, position, targetScene, targetPosition):
		super().__init__();
		self.setType("teleportation");

		self.uniqid = uuid.uuid4();
		self.action = ActionDispatcher(self.uniqid, position[0], position[1]);
		self.receiver = ActionReceiver(self.uniqid);
		self.receiver.on(self.doTeleport);

		texture = Image("assets/icons/door.png");
		texture.setSize(64,64);
		texture.setOffsetPosition(93,300);
		texture.setDepth(101);
		self.assignDrawable(texture);

		self.setPosition(position[0], position[1]);

		self.targetScene = targetScene;
		self.targetPosition = targetPosition;
		
		Render.set(texture);		
	def fadeOutEnd(self):
		self.fade['running'] = False;
		Render.delete(self.fade['element']);
		self.fade['interval'].destroy();
		
		for element in self.dynamicElements:
			Render.delete(element['element']);

			if self.backgroundElement:
				Render.delete(self.backgroundElement);
    def fadeOutEnd(self):
        self.fade['running'] = False
        Render.delete(self.fade['element'])
        self.fade['interval'].destroy()

        for element in self.dynamicElements:
            Render.delete(element['element'])

            if self.backgroundElement:
                Render.delete(self.backgroundElement)
def clear():
	global lines;
	for line in lines:
		Render.delete(line);

	lines = [];
Exemple #18
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 def create(self):
     for element in self.elements:
         self.elements[element].setAffectedByCamera(False)
         Render.set(self.elements[element])
Exemple #19
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 def delete(self):
     for element in self.elements:
         Render.delete(self.elements[element])
    def fadeInEnd(self):
        self.fade['running'] = False
        Render.delete(self.fade['element'])
        self.fade['interval'].destroy()

        self.updateElements()
	def destroy(self):
		self.action.destroy();
		self.receiver.destroy();

		for element in self.getAssignedDrawables():
			Render.delete(element);
Exemple #22
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def clear():
    global lines
    for line in lines:
        Render.delete(line)

    lines = []
	def delete(self):
		for element in self.elements:
			Render.delete(self.elements[element]);
	def create(self):
		for element in self.elements:
			self.elements[element].setAffectedByCamera(False);
			Render.set(self.elements[element]);
	def fadeInEnd(self):
		self.fade['running'] = False;
		Render.delete(self.fade['element']);
		self.fade['interval'].destroy();

		self.updateElements();
    def destroy(self):
        self.action.destroy()
        self.receiver.destroy()

        for element in self.getAssignedDrawables():
            Render.delete(element)
Exemple #27
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		settings = settings | pygame.FULLSCREEN;
		Global.setScreenSize(infoObject.current_w, infoObject.current_h);


	Global.screen = pygame.display.set_mode(Global.screenSize, settings);
	startMenu();
	initGame();

startApp();


#	--------------------------------------------------- *\
#		Main loop
#	--------------------------------------------------- */
while Global.isApplicationRunning:
	Render.onUpdate();
	Update.onUpdate();


	event = pygame.event.poll();
	if(event.type == pygame.QUIT):
		Global.isApplicationRunning = False;
		pygame.quit();
		os._exit(0);

	# Keyboard events
	if not (isGameStarting):
		if(event.type == pygame.KEYDOWN):
			k=deepcopy(Input.events);
			for e in k:
				for key in Input.events[e]['keys']: