Exemple #1
0
 def createGO(self, gameState):
     gs = gameState
     
     if self.entity == 0:
         block = Block()
         block.setposition(self.x - gs.scrollx, self.y - gs.scrolly)
         gs.map.addBlock(block)    
     elif self.entity == 1:
         block = Block()
         block.setposition(self.x - gs.scrollx, self.y - gs.scrolly)
         block.setimage(self.images[self.entity], None)
         gs.map.addBlock(block)
     elif self.entity == 2:
         enemy = Flamenemy()
         enemy.setposition(self.x - gs.scrollx, self.y - gs.scrolly)
         gs.map.addEnemy(enemy)
     elif self.entity == 3:
         door = Door()
         import guiTools
         door.setTargetDoor( guiTools.ask(gs.screen, "Which map number should the door lead to?") )
         door.setposition(self.x - gs.scrollx, self.y - gs.scrolly)
         gs.map.addDoor(door)
     elif self.entity == 4:
         flameboy = Flameboy()
         flameboy.setposition(self.x - gs.scrollx, self.y - gs.scrolly)
         gs.map.addEnemy(flameboy)
     
     gameLogic.loadvisible(gs)
Exemple #2
0
 def savemapAs(self, gameState):
     import guiTools
     mapNumber = guiTools.ask(gameState.screen, "Save map as (number)", str( gameLogic.getHighestMapNumber()+1 ) )
     self.savemap( os.path.join('data', "map" + str(mapNumber)  + ".map") )