Esempio n. 1
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    def __init__(self, load=None, pos=None):
        pygame.sprite.Sprite.__init__(self)  #call Sprite intializer

        self.dir = 'down'

        self.armorClass = 0
        self.weaponClass = 0

        #self.weaponEquipped = None
        #self.armorEquipped = [None,None,None]

        self.hasLantern = False

        self.installLoadedHero(load)
        if pos is not None:
            (self.X, self.Y) = pos
        if self.gender == 'male':
            self.images = images.mHeroImages
        else:
            self.images = images.fHeroImages
        self.imgIdx = 2
        self.image = self.images[self.imgIdx]
        self.rect = (const.blocksize, const.blocksize, const.blocksize,
                     const.blocksize)

        if self.weaponEquipped == None:
            self.gainWeapon(const.WSWORD)
            self.equipWeapon(self.weapons[0])
        if self.spells == []:
            self.learnSpell(0)

        self.step = False
        self.moving = False
        self.stepIdx = 0
        self.moveQueue = queue.Queue()
Esempio n. 2
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    def __init__(self, mapball=None, level=0):
        generalmap.__init__(self)

        self.level = level
        self.BFSQueue = queue.Queue()

        self.newNPCs = []

        if mapball is not None:
            self.installBall(mapball)

        for i in range(self.DIM):
            for j in range(self.DIM):
                if self.grid[i][j] is not None:
                    if self.type in const.darkMaps:
                        if (i, j) not in self.visDict:
                            self.visDict[(i, j)] = False
                            self.grid[i][j].visible = False
                    else:
                        self.visDict[(i, j)] = True
                        self.grid[i][j].visible = True

        if self.heroStart is not None:
            self.playerXY = self.heroStart
        else:
            self.playerXY = self.getPOE()

        self.topMapCorner = (0, 0)

        self.myMiniMap = minimap.miniMap(self.grid)

        self.litTiles = []
Esempio n. 3
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 def __init__(self, DIM, level, name):
     generalmap.__init__(self, DIM, const.VOID)
     self.level = level
     self.BFSQueue = queue.Queue()
     for i in range(self.DIM):
         self.grid += [range(self.DIM)]
         for j in range(self.DIM):
             self.grid[i][j] = tile.Tile(i, j, const.VOID, const.VOID)
     self.setName(name)
Esempio n. 4
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 def __init__(self, x, y, message, imgFile, name=''):
     self.start = (x, y)
     self.X = x
     self.Y = y
     self.images = images.loadNPC(imgFile)
     pygame.sprite.Sprite.__init__(self) #call Sprite intializer
     self.imgIdx = 2
     self.stepIdx = 0
     self.image = self.images[self.imgIdx]
     self.dir = 'down'
     self.moving = False
     self.message = message
     self.setRect(x * const.blocksize, y * const.blocksize, const.blocksize, const.blocksize)
     self.movingRate = 20
     self.moveQueue = queue.Queue()
     self.name = name
Esempio n. 5
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    def __init__(self, cPos):
        self.cursorPos = cPos
        self.currentTile = 0
        self.sideImg, sideRect = load_image.load_image('sidebar.bmp')
        self.npcImg = pygame.Surface((30, 30))
        self.npcImg.fill(colors.red)
        #self.npcImg, npcR = load_image('npc.bmp')
        self.drawMode = False
        self.cursorColor = colors.white
        self.offset = 0
        self.numImages = len(mapImages)
        self.topX = 0
        self.topY = 0
        self.visited = []

        self.BFSQueue = queue.Queue()

        self.mouseAction = 'draw'
        self.selecting = False

        self.selectBoxPoints = None

        self.placeNPC = False
Esempio n. 6
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    def __init__(self, cPos):
        self.cursorPos = cPos
        self.currentTile = 0
        self.sideImg, sideRect = load_image.load_image('sidebar.bmp')
        self.npcImg = {}
        npcAvatar = pygame.Surface((const.blocksize, const.blocksize))
        for n in npcScr.npcList:
            npcImgFilename = n + '.bmp'
            npcImgs = images.loadNPC(npcImgFilename)
            self.npcImg[n] = npcImgs[2]
        #self.npcImg, npcR = load_image('npc.bmp')
        self.drawMode = False
        self.cursorColor = colors.white
        self.offset = 0
        self.numImages = len(mapImages)
        self.topX = 0
        self.topY = 0
        self.visited = []

        self.BFSQueue = queue.Queue()

        self.mouseAction = 'draw'
        self.drawLayers = ['fore', 'back']
        self.drawLayer = self.drawLayers[0]
        self.selecting = False

        self.selectBoxPoints = None

        self.placeNPC = False

        self.myMap = myWorld.currentMap

        self.editorImages = range(7)
        editorSpriteSheet = spritesheet.spritesheet('editorsheet.bmp')
        for i in range(7):
            self.editorImages[i] = editorSpriteSheet.image_at(
                (i * const.blocksize, 0, const.blocksize, const.blocksize), -1)