import player player.put_on_mask() player.go_right(4) player.wait(8) player.go_left() player.go_down(2) player.go_right() player.go_down(4) player.wash_hands()
import player player.go_down() player.go_right(3) player.go_down() player.go_right() player.go_down(2) player.go_right() player.go_down() player.go_right() player.go_down() player.wash_hands()
import player player.go_right(6) player.go_up(2) player.go_left(3) player.go_up(2) player.go_left(3) player.go_up(2) player.go_right() player.wash_hands()
import player player.put_on_mask() player.go_up(3) player.go_right(5) player.go_up(2) player.go_right() player.get_products() player.go_left(7) player.go_down(2) player.go_right() player.go_down(3) player.go_left() player.wash_hands()
import player player.go_down() player.go_left(2) player.go_down(3) player.go_left(3) player.go_up() player.go_left() player.go_up(2) player.go_right(2) player.go_up(2) player.go_down(2) player.go_right(4) player.go_up(2) player.wash_hands()
def main(): pygame.mixer.pre_init(44100,-16,2,2048) pygame.mixer.init() pygame.init() screen = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT),pygame.FULLSCREEN) players = pygame.sprite.Group() npcs = pygame.sprite.Group() player = Player(960,0,"1.png",100,"Tom","elf") players.add(player) myStates = StateMachine() clock = pygame.time.Clock() #1920,960 camera = Camera(complex_camera,1920,960) myWorld = World(players,npcs,screen,player,camera) diag = None interface = Interface(screen,player,myQuests) npcs.add(milton) npcs.add(jwood) myStates.addState("WORLD_STATE",myWorld) myStates.addState("INTF_STATE",interface) myStates.addState("DIAG_STATE",diag) keepGoing = True counter = 0 currentState = "WORLD_STATE" manager = StateChangeManager(currentState,player) pygame.joystick.init() mypad = pygame.joystick.Joystick(0) mypad.init() while keepGoing: clock.tick(30) #print clock.get_fps() player.update(myWorld,dialog,manager,npcs,myStates) myStates.renderState(manager.getCurrentState(),manager) q1.update() myQuests.update() if mypad.get_axis(0) < -.8: player.go_down_left() elif player.change_x < 0 or player.change_y > 0: player.stop('xy') if mypad.get_axis(0) > .8: player.go_up_right() elif player.change_x > 0 or player.change_y < 0: player.stop('xy') #------------------------# if mypad.get_axis(1) < -.8: player.go_up_left() if mypad.get_axis(1) > .8: player.go_down_right() if mypad.get_axis(0) > .7 and mypad.get_axis(1) > .7: print "fork" player.stop('xy') player.go_right() if mypad.get_axis(0) < -.7 and mypad.get_axis(1) > .7: print "fork" player.stop('xy') player.go_down() if mypad.get_axis(0) < -.7 and mypad.get_axis(1) < -.7: player.stop('xy') player.go_left() if mypad.get_axis(0) > .7 and mypad.get_axis(1) < -.7: player.stop('xy') player.go_up() for event in pygame.event.get(): if event.type == KEYDOWN: if manager.getCurrentState() == "WORLD_STATE": if (event.key == K_a): player.go_left() if (event.key == K_d): player.go_right() if (event.key == K_s): player.go_down() if (event.key == K_w): player.go_up() if (event.key == K_e): player.interact() if (event.key == K_m): if manager.getCurrentState() == "WORLD_STATE": manager.changeState("INTF_STATE") if event.type == KEYUP: if event.key == pygame.K_a and player.change_x < 0: player.stop("x") if event.key == pygame.K_d and player.change_x > 0: player.stop("x") if event.key == pygame.K_w and player.change_y < 0: player.stop("y") if event.key == pygame.K_s and player.change_y > 0: player.stop("y") if event.key == pygame.K_e: player.uninteract() if event.type == QUIT: pygame.quit() sys.exit(0) pygame.display.update()