Esempio n. 1
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 def __init__(self, g):
     self.g = g  #store globals
     self.dlog = dialog.ChoiceDialog(
         self.g, "standard")  #initialize new dialog for choices
     #initialize new surface to draw stuff on
     self.surf = pygame.Surface((settings.screen_x, settings.screen_y))
     #load and create surfaces for all the title screen parts
     self.logo = data.load_image("titlescreen/bronzelogo.png")
     self.logo.convert_alpha()
     self.bg = data.load_image("titlescreen/background.png")
     self.bg.convert()
     self.logomask = data.load_image("titlescreen/logomask.png")
     self.logomask.convert()
     self.shine = data.load_image("titlescreen/shine.png")
     self.shine.convert_alpha()
     self.textbg = data.load_image("titlescreen/fadetoblack.png")
     self.textbg.convert_alpha()
     #create a surface to draw the shine on with the same dimensions as the logo
     self.shinesurf = pygame.Surface(self.logo.get_size(), SRCALPHA)
     #create a surface for the text
     self.textsurf = pygame.Surface(self.textbg.get_size(), SRCALPHA)
     #now, we need to draw Press X! on screen
     f = font.Font("fonts/selfdialog_font.xml")  #load font to draw with
     f.render("Press X!", self.textbg, (15, 2))
     #calculate dimensions for everything
     self.shine_y = (self.logo.get_height() - self.shine.get_height()) / 2
     self.shine_x = -40  #current x position of shine
     #set up variables for fading text
     self.fadein = True
     self.textopacity = 10  #opacity goes backwards for faster drawing
     self.check_environment()  #make sure the environment is up to snuff
     self.start_main()  #start main function
Esempio n. 2
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def handleDittoError(e, screen):
    """Deal with a problem with the files supplied to Ditto"""

    #fill the screen white
    screen.fill((255, 255, 255))
    pygame.display.flip()

    #try to use the game font to write the problem on the screen
    try:
        f = font.Font(os.path.join(settings.path, "data", globs.FONT))
        lines = e.describe()

        i = 0
        for line in lines:
            f.writeText(line, screen, (10, 10 + (i * (f.height + 2))))
            i += 1

        pygame.display.flip()
        raw_input()

    #if that doesn't work, just print out to the console
    except:
        print "Ditto ran into a problem!"
        print "-" * 20
        lines = e.describe()
        for line in lines:
            print line
        print "-" * 20
        raw_input("Press enter to exit")
Esempio n. 3
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 def __init__(self, menu):
     self.game = menu.game  #store parameters
     self.g = menu.g
     self.menu = menu
     #initialize stuff
     self.font = font.Font(
         "fonts/dialog_font.xml")  #create font for drawing
Esempio n. 4
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    def setup(self, game):
        """
      Get the script engine ready to run scripts.

      game - the Game object to run scripts on.
      """

        #store game object
        self.game = game

        self.font = font.Font(os.path.join(settings.path, "data",
                                           globs.FONT))  #create the font

        #initialise variables needed to run
        self.running = False
        self.queue = []
        self.currentCommand = 0
        self.waiting = False
        self.waitingFor = None
        self.countDown = 0

        #initialise script variables
        self.variables = {}
        self.result = None

        #determine behaviour scripts
        tree = data.getTree(globs.BEHAVIOURS)
        root = tree.getroot()
        self.behaviours = {}
        for behaviourNode in data.getChildren(root, "behaviour",
                                              globs.BEHAVIOURS):
            i = data.getAttr(behaviourNode, "index", data.D_INT,
                             globs.BEHAVIOURS)
            s = data.getChild(behaviourNode, "script", globs.BEHAVIOURS)
            self.behaviours[i] = Script(s, False)
Esempio n. 5
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 def gameInfo(self, information):
     self.gameinfo = information
     self.Status = False
     self.nextStage = 'mainmenu'
     self.font = font.Font("gameover", self.gameinfo)
     self.time = 0
     self.duration = 4000
Esempio n. 6
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 def _setFont(self, aFont):
     if isinstance(aFont, dict):
         aFont = font.Font(aFont, aParent=self)
     else:  # Bind the font to this widget.
         aFont._parent = self
     self._font = aFont
     aWxFont = aFont._getFont()
     self.SetFont(aWxFont)
Esempio n. 7
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 def default_font(self):
     """ Return a default font. """
     self.__def_font = font.Font()
     self.__def_font.font = "Arial"
     self.__def_font.slant = cairo.FONT_SLANT_NORMAL
     self.__def_font.weight = cairo.FONT_WEIGHT_NORMAL
     self.__def_font.size = 15
     return self.__def_font
Esempio n. 8
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    def gameInfo(self, information):
        self.gameinfo = information
        self.Status = False
        self.nextStage = 'startgame'
        self.font = font.Font("story", self.gameinfo)
        self.time = pygame.time.get_ticks()

        self.duration = 8000
Esempio n. 9
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    def __init__(self):
        """ Constructor of Transition and default values will be initialised. """

        # call constructor of parent class
        super(Transition, self).__init__()
        
        self._dim = [0., 0.]
        self._rate = 1.
        self._font_rate = font.Font() #self._get_default_font()
Esempio n. 10
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    def __init__(self, screen, infoNode, poke):
        """
      aa

      screen - the screen to blit to.
      infoNode - the <info> node from the menu XML file.
      poke - the pokemon.
      """

        self.screen = screen

        fFont = font.Font(
            os.path.join(settings.path, "data",
                         data.getAttr(infoNode, "font", data.D_STRING)))

        size = ((self.screen.get_width() / 2) - (OBJECTBUFFER * 2),
                (self.screen.get_height() / 2) - (OBJECTBUFFER * 2))
        fn = os.path.join(settings.path, "data",
                          data.getAttr(infoNode, "box", data.D_STRING))
        self.infoBox = box.Box(size, fn).convert(self.screen)

        info = {
            "No.": data.getAttr(poke.speciesNode, "dex", data.D_STRING),
            "Name": poke.getName(),
            "Type": "TODO",
            "OT": str(poke.trainer),
            "ID No.": str(poke.trainerID),
            "Item": str(poke.heldItem)
        }
        order = ["No.", "Name", "Type", "OT", "ID No.", "Item"]

        pointerY = BORDER
        for inf in order:
            fFont.writeText(inf, self.infoBox, (BORDER, pointerY))
            text = info[inf]
            fFont.writeText(
                text, self.infoBox,
                (size[0] - fFont.calcWidth(text) - BORDER, pointerY))
            pointerY += fFont.height + LINEBUFFER

        self.infoBoxLocation = (self.screen.get_width() - size[0] -
                                OBJECTBUFFER, OBJECTBUFFER)

        size = (self.screen.get_width() - (OBJECTBUFFER * 2),
                (self.screen.get_height() / 2) - (OBJECTBUFFER * 2))
        self.memoBox = box.Box(size, fn).convert(self.screen)

        pointerY = BORDER
        fFont.writeText("%s nature." % "TODO", self.memoBox,
                        (BORDER, pointerY))
        pointerY += fFont.height + LINEBUFFER
        fFont.writeText("Met in %s." % "TODO", self.memoBox,
                        (BORDER, pointerY))

        self.memoBoxLocation = (OBJECTBUFFER, self.screen.get_height() -
                                size[1] - OBJECTBUFFER)
Esempio n. 11
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 def gameInfo(self,information):
     self.gameinfo=information
     self.Status=False
     self.nextStage='startgame'
     self.font=font.Font("win",self.gameinfo)
     self.magician=pygame.image.load(r'magician.png') 
     self.hero=pygame.image.load(r'hero.png')
     self.time=pygame.time.get_ticks()
     self.duration=4000
     music.s5.play()
Esempio n. 12
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   def __init__(self, text, screen, drawCursor=True):
      """
      Create the dialog box and load cursors.

      text - a list of lines of text to go in the dialog.
      font - the font with which to write the text.
      screen - the surface to draw the dialog onto.
      soundManager - the sound manager.
      drawCursor - whether a continuation cursor should be drawn when the text has finished writing.
      """

      #store variables we'll need again
      self.text = text.split(LINESEP)
      self.screen = screen
      self.drawCursor = drawCursor
      
      #determine the speed to write at, in characters per tick
      if settings.textSpeed == "SLOW":
         self.speed = 1
      elif settings.textSpeed == "MEDIUM":
         self.speed = 2
      elif settings.textSpeed == "FAST":
         self.speed = 4

      #parse the dialog xml file
      fn = os.path.join(settings.path, "data", globs.DIALOG)
      root = data.getTreeRoot(fn, "Ditto main")
      transparency = data.getAttr(root, "transparency", data.D_INT3LIST)

      #create font
      fontPath = os.path.join(settings.path, "data", globs.FONT)
      self.font = font.Font(fontPath)

      #create the box
      size = ((self.screen.get_width()-(OBJECTBUFFER*2), (len(self.text)*(self.font.height+LINEBUFFER))-LINEBUFFER+(BORDER*2)))
      self.box = box.Box(size).convert(self.screen)

      #load the cursors
      cursorPath = os.path.join(settings.path, "data", data.getAttr(root, "cursor", data.D_STRING))
      self.cursor = data.getImage(cursorPath).convert(self.screen)
      self.cursor.set_colorkey(transparency)
      self.cursorLocation = (self.screen.get_width()-OBJECTBUFFER-BORDER-self.cursor.get_width(),
                             self.screen.get_height()-OBJECTBUFFER-BORDER-self.cursor.get_height())

      cursorPath = os.path.join(settings.path, "data", data.getAttr(root, "sidecursor", data.D_STRING))
      self.sideCursor = data.getImage(cursorPath).convert(self.screen)
      self.sideCursor.set_colorkey(transparency)

      #calculate location of dialog box
      self.location = OBJECTBUFFER, self.screen.get_height()-self.box.get_height()-OBJECTBUFFER

      #start progress at 0 and set drawing and busy
      self.progress = 0
      self.writing = True
      self.busy = True
Esempio n. 13
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    def __init__(self):
        """ Constructor of Place and default values will be initialised. """

        # call constructor of parent class
        super(Place, self).__init__()

        self._radius = 0.
        self._marking = 0
        self._step_size = 1
        self._capacity = 0
        self._font_marking = font.Font()  #self._get_default_font()
Esempio n. 14
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 def __init__(self):
     ## Maps (fontName, fontSize) to Font instances
     self.fontMap = dict()
     configPath = os.path.join(constants.fontPath, constants.fontFilename)
     fontModule = game.dynamicClassManager.loadModuleItems(configPath, ['fonts'])
     for fontName, fontConfig in fontModule.fonts.iteritems():
         fontSizes = []
         if 'sizes' in fontConfig:
             fontSizes = fontConfig['sizes']
         for size in fontSizes:
             self.fontMap[(fontName, size)] = font.Font(fontName, size)
Esempio n. 15
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 def onSelectFont(self, evt):
     wName, wClass = self.wComponentList.GetStringSelection().split("  :  ")
     widget = self.parentApp.getCurrentBackground().components[wName]
     f = widget.font
     if f is None:
         desc = font.fontDescription(widget.GetFont())
         f = font.Font(desc)
     result = dialog.fontDialog(self, f)
     if result.accepted:
         #color = dlg.getColor()
         f = result.font
         self.wField.SetValue("%s" % f)
Esempio n. 16
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    def __init__(self, position = [0., 0.], dimension = [0., 0.], edge = (0., 0., 0.), fill = (0., 0., 0.)):
        """ Constructor of Transition and default values will be initialised for the not defined parameter. """

        # call constructor of parent class
        super(Transition, self).__init__()

        self._pos = position
        self._dim = dimension
        self._edge = edge
        self._fill = fill
        self._label_pos = [self._pos[0] - self._dim[0], self._pos[1] - 3]
        self._rate = 1.
        self._font_rate = font.Font() #self._get_default_font()
Esempio n. 17
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    def __init__(self):
        """ Constructor of Component and default values will be initialised. """
        self._label = ""
        self._descr = ""
        self._key = ""

        self._x_offset = 0
        self._y_offset = 0

        self._font_label = font.Font()  #self.default_font()
        self._font_description = font.Font()  #self.default_font()

        self._label_pos = [0., 0.]
        self._pos = [0., 0.]
        self._edge = [0., 0., 0.]
        self._fill = [255., 255., 255.]

        self._ctr_inputs = 0
        self._ctr_outputs = 0
        self._limit = 0
        self._limit_inputs = 0
        self._limit_outputs = 0
Esempio n. 18
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def exception_handler(g, e):  #handles exception
    tb = traceback.format_exc()  #get exception
    try:  #attempt to load a font
        g.font = font.Font("fonts/selfdialog_font.xml")
        g.surf = pygame.Surface(
            (settings.screen_x, settings.screen_y))  #and a surface to draw on
        g.surf.fill((0, 0, 100))  #fill with pretty blue
        g.linepos = 0
    except:  #if there was an error loading it
        g.font = None  #set font to none
    try:  #attempt to open an output file
        g.out = open("exception.txt", "w")
    except:  #if that couldn't be done
        g.out = None  #set it to none
    #write header
    exception_write(
        g, "We're terribly sorry, but an internal error has occurred :(")
    t = "This will be written to the console"  #only say file if file could be opened
    if g.out: t += " and a file named exception.txt in the current directory"
    exception_write(g, t + ".")
    exception_write(g, "Press ESCAPE to exit (if displayed on-screen)")
    try:  #attempt to make a backup save
        g.game.save("error.pokesav")  #say if it could be done successfully
        exception_write(g, "Game was saved to error.pokesav.")
    except:
        exception_write(g, "Game could not be saved.")
    lines = tb.split("\n")  #lines of exception
    exception_write(g, lines[-2])  #show last line of exception
    #now write out traceback
    for line in lines:
        exception_write(g, line)
    exception_write(g, "Error handler finished.")

    #now, finish display
    if g.out is not None: g.out.close()  #close output file if it was opened
    if g.font is None: return  #return if the font was never opened
    #otherwise, draw font and do a short event loop
    pygame.transform.scale(g.surf, (settings.screen_x*settings.screen_scale, \
        settings.screen_y*settings.screen_scale), g.screen) #draw the screen scaled properly
    pygame.display.flip()  #flip double buffers
    running = True
    while running:  #do a brief event loop that watches for escape key
        for event in pygame.event.get():
            if event.type == QUIT:  #if we're being told to quit
                running = False  #stop running
                break  #and stop processing events
            elif event.type == KEYDOWN:  #if a key has been pressed
                if event.key == K_ESCAPE:  #and it was escape
                    running = False  #stop running
                    break  #and processing events
        time.sleep(0.1)
Esempio n. 19
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	def __init__(self, parent):
		self.name = 'word/fontTable.xml'
		self.tag = 'w:fonts'
		self.content_type = "application/vnd.openxmlformats-officedocument.wordprocessingml.fontTable+xml"
		self.rId = 0
		self.parent = parent
		self.separator = self.parent.separator
		self.tab = self.parent.tab
		self.xml_header = '<?xml version="1.0" encoding="UTF-8" standalone="yes"?>'
		if not self.separator:
			self.xml_header += '\n'

		self.fonts = {'Calibri': font.Font(self.parent, 'Calibri'),
						'Times New Roman': font.Font(self.parent, 'Times New Roman'),
						'Calibri Light': font.Font(self.parent, 'Calibri Light')}

		self.xmlns = {
			'mc': "http://schemas.openxmlformats.org/markup-compatibility/2006",
			'r': "http://schemas.openxmlformats.org/officeDocument/2006/relationships",
			'w': "http://schemas.openxmlformats.org/wordprocessingml/2006/main",
			'w14': "http://schemas.microsoft.com/office/word/2010/wordml",
			'w15': "http://schemas.microsoft.com/office/word/2012/wordml"}
		self.ignorable = 'w14 w15'
Esempio n. 20
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 def gameInfo(self, information):
     self.gameinfo = information
     self.background = pygame.image.load('startinterface.png')
     self.rect = v.screen.get_rect()
     self.font = font.Font("mainmenu", self.gameinfo)
     self.Status = False
     self.nextStage = 'story'
     #choose cursor
     self.cursor = pygame.sprite.Sprite()
     self.cursor.image = tool.getImage("role.png", 0, 0, 48, 48, 1)
     self.cursor.rect = self.cursor.image.get_rect()
     self.cursor.rect.x = 400
     self.cursor.rect.y = 340
     self.cursor.state = "start"
Esempio n. 21
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    def OnInit(self):
        if isinstance(WaxConfig.default_font, tuple):
            WaxConfig.default_font = font.Font(*WaxConfig.default_font)
        else:
            print >> sys.stderr, "Warning: This construct will not work in future wxPython versions"
        self.mainframe = self.frameklass(*self.args, **self.kwargs)

        if hasattr(self.mainframe.__class__, "__ExceptHook__"):
            sys.excepthook = self.mainframe.__ExceptHook__

        self.Bind(wx.EVT_ACTIVATE_APP, self.OnActivate)

        self.mainframe.Show(True)
        self.SetTopWindow(self.mainframe)
        return True
Esempio n. 22
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    def __init__(self, screen, game, fn):
        self.screen = screen
        self.game = game
        self.font = font.Font(os.path.join(settings.path, "data",
                                           globs.FONT))  #create the font

        self.menuNode = data.getTreeRoot(fn)

        self.foregroundObject = None

        self.objectBuffer = 2
        self.border = 10
        self.lineBuffer = 3

        self.choices = ["POKEDEX", "POKEMON", "BAG", "OPTIONS", "SAVE", "EXIT"]

        self.current = 0

        fn = os.path.join(settings.path, "data", globs.DIALOG)
        root = ET.parse(fn).getroot()
        self.transparency = map(int, root.attrib["transparency"].split(","))
        self.sideCursor = pygame.image.load(
            os.path.join(
                settings.path, "data", root.attrib["sidecursor"])).convert(
                    self.screen)  ##load the side cursor image, and convert
        self.sideCursor.set_colorkey(self.transparency)  ##set the transparency

        width = max(
            map(self.font.calcWidth,
                self.choices)) + self.border * 2 + self.sideCursor.get_width()
        self.size = (width, (self.border * 2) +
                     (self.font.height * len(self.choices)) +
                     (self.lineBuffer * (len(self.choices) - 1)))
        self.location = (self.screen.get_width() - self.size[0] -
                         self.objectBuffer, self.objectBuffer)

        self.box = box.Box(self.size)

        i = 0
        for choice in self.choices:
            location = self.border + self.sideCursor.get_width(), (
                i * (self.font.height + self.lineBuffer)) + self.border
            self.font.writeText(choice, self.box, location)
            i += 1

        self.busy = True
Esempio n. 23
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def meet(gameinfo, surface, image1, ini1, image2, ini2, dest, height):
    fon = font.Font("win", gameinfo)
    surface.blit(image1, (ini1, height))
    surface.blit(image2, (ini2, height))
    while True:
        if ini1 <= dest and ini2 >= dest:
            pygame.display.update()
            surface.blit(pygame.image.load("win.png"), (0, 0))
            surface.blit(image1, (ini1, height))
            surface.blit(image2, (ini2, height))
            fon.draw(surface)
            ini1 += 25
            ini2 -= 25
            pygame.time.Clock().tick(5)
        else:
            break
    return
Esempio n. 24
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    def __init__(self):
        """ Constructor of Arc and default values will be initialised. """

        # call constructor of parent class
        super(Arc, self).__init__()

        # 0, 1 (input), 2 (output)
        self._arc_type = 0
        self.__ctr = 0
        self._origin = None
        self._target = None
        self._target_position = None
        self._arrow = None
        self._weight = 1.
        self._line_type = self.LINE_TYPE_STRAIGHT
        self._font_weight = font.Font()  #self._get_default_font()
        self._head = standard_arrow_head.StandardArrowHead()
Esempio n. 25
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    def __init__(self,
                 position=[0., 0.],
                 radius=0.,
                 edge=(0., 0., 0.),
                 fill=(255., 255., 255.)):
        """ Constructor of Place and default values will be initialised for the not defined parameter. """

        # call constructor of parent class
        super(Place, self).__init__()

        self._pos = position
        self._radius = radius
        self._edge = edge
        self._fill = fill
        self._marking = 0
        self._step_size = 1
        self._capacity = 0
        self._font_marking = font.Font()  #self._get_default_font()
Esempio n. 26
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    def __init__(self, screen):
        """
      Create the continue and new game boxes, and a shadow to darken non-selected boxes.

      screen - the screen to draw to.
      """

        #store the screen for blitting to later
        self.screen = screen

        #create the font
        fFont = font.Font(os.path.join(settings.path, "data", globs.FONT))

        #initialise list of boxes
        self.boxes = []

        #get a list of save files
        #if any exist, get info from them and create a box for them
        savefiles = os.listdir(os.path.join(settings.path,
                                            "saves"))  #get list of save files
        if savefiles:
            info = {
                "PLAYER": "BOB",
                "TIME": "06:01",
                "POKEDEX": "42",
                "BADGES": "1"
            }
            order = ["PLAYER", "TIME", "POKEDEX", "BADGES"]
            continueBox = Infobox(self.screen, fFont, "CONTINUE", info, order)
            self.savegame = os.path.join(settings.path, "saves", savefiles[0])
            self.boxes.append(continueBox)

        #create the box for a new game
        newgameBox = Infobox(self.screen, fFont, "NEW GAME")
        self.boxes.append(newgameBox)

        #create the shadow used to darken non-selected boxes
        self.shadow = pygame.Surface(
            (self.screen.get_width(), self.screen.get_height()))
        self.shadow.fill((10, 10, 10))
        self.shadow.set_alpha(100)

        #start with the topmost box selected
        self.current = 0
Esempio n. 27
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    def __init__(self, screen, skillsNode, poke):
        """
      aa

      screen - the screen to blit to.
      statsNode - the <stats> node from the menu XML file.
      poke - the pokemon.
      """

        self.screen = screen

        fFont = font.Font(
            os.path.join(settings.path, "data",
                         data.getAttr(skillsNode, "font", data.D_STRING)))

        size = ((self.screen.get_width() / 2) - (OBJECTBUFFER * 2),
                (self.screen.get_height() / 2) - (OBJECTBUFFER * 2))
        fn = os.path.join(settings.path, "data",
                          data.getAttr(skillsNode, "box", data.D_STRING))
        self.statsBox = box.Box(size, fn).convert(self.screen)

        stats = {
            "HP": pokemon.ST_HP,
            "Attack": pokemon.ST_ATTACK,
            "Defense": pokemon.ST_DEFENSE,
            "Sp Attack": pokemon.ST_SPATTACK,
            "Sp Defense": pokemon.ST_SPDEFENSE,
            "Speed": pokemon.ST_SPEED
        }
        order = ["HP", "Attack", "Defense", "Sp Attack", "Sp Defense", "Speed"]

        pointerY = BORDER
        for stat in order:
            fFont.writeText(stat, self.statsBox, (BORDER, pointerY))
            text = str(poke.stats[stats[stat]])
            fFont.writeText(
                text, self.statsBox,
                (size[0] - fFont.calcWidth(text) - BORDER, pointerY))
            pointerY += fFont.height + LINEBUFFER

        self.statsBoxLocation = (self.screen.get_width() - size[0] -
                                 OBJECTBUFFER, OBJECTBUFFER)
Esempio n. 28
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 def __init__(self, g, type, dlog=None):
     self.g = g  #store parameters
     if dlog is not None:  #if a dialog has been provided
         #copy its parameters
         self.type = dlog.type
         self.choice_tiles = dlog.choice_tiles
         self.dlog_font = dlog.dlog_font
         self.dlog = dialogs[self.type]
     else:  #otherwise, if none was given
         dlog = dialogs[type]  #get type
         self.choice_tiles = tileset.Tileset(dlog["choice_file"], 8,
                                             8)  #load choice tileset
         self.dlog_font = font.Font(dlog["font"])  #load font
         self.dlog = dlog
         self.type = type
     self.choices = []  #list of choices
     self.drawing = False  #whether we're currently showing choices
     self.curr_choice = None  #index of the currently selected choice
     self.cursor_tile = pygame.Surface(
         (8, 8), SRCALPHA)  #surface to hold cursor tile
Esempio n. 29
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 def gameInfo(self, information):
     self.gameinfo = information
     self.Status = False
     self.rect = v.screen.get_rect()
     self.nextStage = 'win'
     self.font = font.Font("startgame", self.gameinfo)
     self.background = pygame.image.load('map1.png')
     self.backgroundRect = self.background.get_rect()
     self.gameGround = pygame.Surface(
         (self.backgroundRect.width, self.backgroundRect.height))
     self.roleGroup = pygame.sprite.Group()
     self.setRole()
     self.setEnemy()
     self.bossGroup = pygame.sprite.Group()
     self.setBoss()
     self.bossAtkGroup = pygame.sprite.Group()
     self.bossAtkTime = 0
     self.gameWindow = v.screen.get_rect()
     self.setItem()
     self.treasureGroup1 = pygame.sprite.Group()
     self.treasureGroup2 = pygame.sprite.Group()
     self.treasureGroup3 = pygame.sprite.Group()
Esempio n. 30
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 def __init__(self, aParent, aResource):
     component.Component.__init__(self, aResource)
     self._parent = aParent
     self._resource = aResource
     self._setUserdata(self._resource.userdata)
     # KEA 2004-04-23
     # Controls are enabled and visible by default
     # so no need to enable and call Show unless False.
     if not self._resource.enabled:
         self._setEnabled(self._resource.enabled)
     if not self._resource.visible:
         self._setVisible(self._resource.visible)
     if self._resource.foregroundColor is not None:
         self._setForegroundColor(self._resource.foregroundColor)
     if self._resource.backgroundColor is not None:
         self._setBackgroundColor(self._resource.backgroundColor)
     if self._resource.toolTip != "":
         self._setToolTip(self._resource.toolTip)
     if self._resource.font is None:
         self._font = None
     else:
         self._setFont(font.Font(self._resource.font, self))