def init(): g = tilevid.Tilevid() ##In init(), set the g.view size so that all the handlers will work properly. (The player_loop one depends on view having the correct size.) ##:: g.view.w, g.view.h = SW, SH ## g.screen = pygame.display.set_mode((SW, SH), SWSURFACE) g.frame = 0 g.tga_load_tiles('tiles.tga', (TW, TH), tdata) ##In init() I no longer have tga_load_level load the background layer, as ##we will generate our own multi-layered starfield. ##:: g.tga_load_level('level.tga') ## g.bounds = pygame.Rect(TW, TH, (len(g.tlayer[0]) - 2) * TW, (len(g.tlayer) - 2) * TH) g.load_images(idata) g.run_codes(cdata, (0, 0, 25, 17)) pygame.font.init() g.font = pygame.font.SysFont('helvetica', 16) return g
def __init__(self, screen): tilevid.Tilevid.__init__(self) self.screen = screen ## create a background layer self.bg = tilevid.Tilevid() self.num_bibles = base.num_bibles ## This is the rectangle that we're focusing on. self.focus_rect = (0, 0, 1, 1) ## self.loadLevel(self.level_maj, self.level_min) ## Create a new HUD self.hud = hud.HUD(self) ##MAYO: add the Bible verse set up if base.gameDifficulty == 1: self.mybible = bibleverse("easy") print "easy" elif base.gameDifficulty == 2: self.mybible = bibleverse("medium") print "medium" elif base.gameDifficulty == 3: self.mybible = bibleverse("hard") print "hard" self.inputing = False self.retval = [] # for testing self.safeMode = False self.player = None
def __init__(self, data): gui.Container.__init__(self) self.screen, lfname = data #Change later self.screen_w = base.SCREEN_WIDTH self.screen_h = base.SCREEN_HEIGHT self.tile_w = self.tile_h = base.TILE_SIZE self.level = tilevid.Tilevid() self.tiles_w, self.tiles_h = 0,0 self.requiresSave = 0 self.loadLevel(lfname) self.tile = 0 self.code = 0 self.mode = 'tile' self.modenum = 0 self.clipboard = None self.history = [] self.changes = [] self.dirty = 0
def init(): g = tilevid.Tilevid() g.screen = pygame.display.set_mode((SW, SH), SWSURFACE) g.tga_load_tiles('tiles.tga', (TW, TH)) g.tga_load_level('level.tga') return g
def init(): g = tilevid.Tilevid() g.screen = pygame.display.set_mode((SW, SH), SWSURFACE) ##In init(), this line has been changed to load the tiles with their properties (groups, functions, and config. ##:: g.tga_load_tiles('tiles.tga', (TW, TH), tdata) ## g.tga_load_level('level.tga', 1) g.bounds = pygame.Rect(TW, TH, (len(g.tlayer[0]) - 2) * TW, (len(g.tlayer) - 2) * TH) g.load_images(idata) g.run_codes(cdata, (0, 0, 25, 17)) pygame.font.init() g.font = pygame.font.SysFont('helvetica', 16) return g
def init(): g = tilevid.Tilevid() g.screen = pygame.display.set_mode((SW,SH),SWSURFACE) g.tga_load_tiles('tiles.tga',(TW,TH)) g.tga_load_level('level.tga',1) g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH) ##In init(), loading in the sprite images. ##:: g.load_images(idata) ## ##In init(), running the codes for the initial screen. ##:: g.run_codes(cdata,(0,0,25,17)) ## return g
def init(): g = tilevid.Tilevid() g.screen = pygame.display.set_mode((SW, SH), SWSURFACE) g.tga_load_tiles('tiles.tga', (TW, TH)) ##In init(), I add bg=1 to tga_load_level so that the background layer is ##also loaded. ##:: g.tga_load_level('level.tga', 1) ## ##In init(), I also set the bounds of the level. The view will never go ##outside the bounds of the level. ##:: g.bounds = pygame.Rect(TW, TH, (len(g.tlayer[0]) - 2) * TW, (len(g.tlayer) - 2) * TH) ## return g