def run(): room = Roomname() def callback(): pass game.game_init(room, callback)
def run(): bed = Bedroom() bath = Bathroom() bed.add_neighbor(bath, timecost=datetime.timedelta(seconds=59)) phone = Phone() def callback(): @game.game_state.action("phone", visible=False) def open_phone(): game.game_state.location.when_leaving(phone) phone.when_entering(game.game_state.location) game.game_init(bed, callback)
def run(): def callback(): # Init the map command @game.game_state.action("map", visible=False) def map(): from UI.images import show_map show_map() map.execute() utils.init_stats() from redacted.home import bedroom game.game_init(bedroom, callback) from redacted.school import visit_init visit_init()
def run_game(): game.game_init(show_path, player_alg, en1_alg, en2_alg, en3_alg, TILE_SIZE)
import pygame import engine as eng import game as gme eng.engine_init() gme.game_init() eng.loop()
def run(): def post_start_init(): # This is for initializations after game is running pass game.game_init(None, post_start_init)
def run(): game.game_init(hall, visit_init)
ColorString( ("You can't risk someone seeing you without the Lens.", "cyan"))) else: game.game_state.location = self else: game.game_state.show_message("It is locked") def init(): global bedroom, hall bedroom = Bedroom() hall = Hallway() bedroom.add_neighbor(hall, timecost=datetime.timedelta(seconds=30)) bedroom.get_action("Travel to Hallway").priority = 20 hall.get_action("Travel to Bedroom").priority = 15 init() def callback(): hall.last_payment = game.game_state.time.replace(hour=0, minute=0, second=0) hall.rent_level = 40 hall.available = True game.game_init(bedroom, callback)