def toBedroom(self, checked):
     print(f'Nancy has a {nancy.item}')
     if self.br is None:
         self.br = Bedroom()
         self.br.show()
     else:
         self.br.close()  # Close window.
         self.br = None  # Discard reference.
    def toBedroom(self, checked):
        config.progress.rooms_visited += 1
        if self.br is None:
            self.br = Bedroom()
            self.br.show()
        else:
            self.br.close()  # Close window.
            self.br = None  # Discard reference.

        self.close()
Esempio n. 3
0
 def __init__(self):
     self.bathrooms = (Bathroom(), )
     self.kitchen = Kitchen()
     self.livingroom = Livingroom()
     self.bedrooms = (Bedroom(2), )
     self.rooms = (self.kitchen,
                   self.livingroom) + self.bathrooms + self.bedrooms
     self.time = 0
     self.family = {}
     self.pets = {}
     self.address = None
class LivingRoom(QMainWindow):
    def __init__(self):
        super().__init__()
        self.setWindowTitle("Bedroom")
        self.setGeometry(0, 0, 1440, 860)
        self.br = None  # No external window yet.
        self.ki = None
        # creating character reference
        global nancy

        self.bedroomButton = QPushButton("Bedroom", self)
        self.bedroomButton.setGeometry(0, 0, 100, 200)

        self.kitchenButton = QPushButton("Kitchen", self)
        self.kitchenButton.setGeometry(300, 300, 100, 200)

        self.UI()

    def UI(self):
        self.bedroomButton.clicked.connect(self.toBedroom)
        self.kitchenButton.clicked.connect(self.toKitchen)

    def toBedroom(self, checked):
        print(f'Nancy has a {nancy.item}')
        if self.br is None:
            self.br = Bedroom()
            self.br.show()
        else:
            self.br.close()  # Close window.
            self.br = None  # Discard reference.

    def toKitchen(self, checked):
        print(f'Nancy has a {nancy.item}')
        if nancy.hasItem() == True:
            if self.ki is None:
                self.ki = Kitchen()
                self.ki.show()
            else:
                self.ki.close()  # Close window.
                self.ki = None  # Discard reference.
Esempio n. 5
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File: Main.py Progetto: EuanOR/FYP
kitchenWindow = Window(1)
kitchenRad = Rad(2000)
kitchenLight = Light(80)
kitchenDoor = Door(1.5)
kettle = Kettle(2, 100)
oven = Oven(300)
toaster = Toaster(10)
kitchen = Kitchen("Kitchen", 10, 16, 8, 12.0, kitchenRad, kitchenDoor, kitchenLight, kitchenWindow, \
                  kettle, oven, toaster)

bedroom1Window = Window(3)
bedroom1Rad = Rad(2500)
bedroom1Light = Light(98)
bedroom1Door = Door(1.5)
electricBlanket = ElectricBlanket(5)
bedroom1 = Bedroom("Bedroom 1", 12, 12, 8, 12.0, bedroom1Rad, bedroom1Door,
                   bedroom1Light, bedroom1Window, electricBlanket)

utilityRoomWindow = Window(3)
utilityRoomRad = Rad(1200)
utiilityRoomLight = Light(100)
utilityRoomDoor = Door(2)
dryer = Dryer(300)
utiilityRoom = UtilityRoom("Utility Room", 8,  8, 8, 12.0, \
    utilityRoomRad, utilityRoomDoor, utiilityRoomLight, utilityRoomWindow, dryer)

houseRooms = [livingRoom, kitchen, bedroom1, utiilityRoom]
houseRads = [livingRoomRad, kitchenRad, bedroom1Rad, utilityRoomRad]
houseLights = [livingRoomLight, kitchenLight, bedroom1Light, utiilityRoomLight]
Boiler = Heater(houseRads)
Light_Controller = LightController(houseLights)
Kitchen_Controller = KitchenController(kitchen)
Esempio n. 6
0
 def add_bedroom(self, k):
     if len(self.bedrooms) == 4:
         print('Too many bedrooms')
     else:
         self.bedrooms += (Bedroom(k), )
class Hallway(Room):
    """
    Bedroom window to pop up when player navigates to the Bedroom Location
    """
    def __init__(self):
        super().__init__("Hallway")

        self.setRoomButtons()
        self.setInteractionButtons()
        self.setEasterEggButtons()

    def setRoomButtons(self):
        # Setting up buttons and other room windows
        self.lr = None
        self.livingButton = QPushButton("Living Room", self)
        self.livingButton.setGeometry(self.width / 2 - self.button_width / 2,
                                      self.image_height - self.button_height,
                                      self.button_width, self.button_height)
        self.livingButton.clicked.connect(self.toLiving)

        self.br = None
        self.bedroomButton = QPushButton("Bedroom", self)
        self.bedroomButton.setGeometry(
            self.width - self.button_width,
            self.image_height / 2 - self.button_height / 2, self.button_width,
            self.button_height)
        self.bedroomButton.clicked.connect(self.toBedroom)

        self.bh = None
        self.bathroomButton = QPushButton("Bathroom", self)
        self.bathroomButton.setGeometry(
            self.left, self.image_height / 2 - self.button_height / 2,
            self.button_width, self.button_height)
        self.bathroomButton.clicked.connect(self.toBathroom)

    def setInteractionButtons(self):
        bw = 25
        bh = 25

    def setEasterEggButtons(self):
        # Setting up easter egg buttons
        pass

    def toLiving(self, checked):
        config.progress.rooms_visited += 1
        if self.lr is None:
            self.lr = LivingRoom.LivingRoom()
            self.lr.show()
        else:
            self.lr.close()  # Close window.
            self.lr = None  # Discard reference.
        self.close()

    def toBedroom(self, checked):
        config.progress.rooms_visited += 1
        if self.br is None:
            self.br = Bedroom()
            self.br.show()
        else:
            self.br.close()  # Close window.
            self.br = None  # Discard reference.

        self.close()

    def toBathroom(self, checked):
        config.progress.rooms_visited += 1
        if self.bh is None:
            self.bh = Bathroom()
            self.bh.show()
        else:
            self.bh.close()  # Close window.
            self.bh = None  # Discard reference.