Esempio n. 1
0
    def __init__(self, graph=None, player_start=[0]):
        super(GameScene, self).__init__()

        if graph:
            self.G = graph
        else:
            self.G = levels.generate_random_level()

        #add scrolling manager
        self.game_layer_controller = GameLayerController(self.G)
        self.add(self.game_layer_controller)

        #add base_layer
        self.base_layer = cocos.layer.ColorLayer(*settings.COLOUR_DATA['game']['background'])
        self.add(self.base_layer)
Esempio n. 2
0
    def __init__(self, base_graph):
        self._G = base_graph or levels.generate_random_level()
        self._selected_node = dict([(p, None) for p in settings.PLAYER])
        self._targeted_node = dict([(p, None) for p in settings.PLAYER])
        self._fleet = []
        self._listeners = []
        self._fleet_listeners = []
        self._dirty_flags = dict([(f, False) for f in DIRTY_FLAG_KEYS])

        # set up nodes
        for n in self._G.nodes_iter():
            #sets 'garrison' property only if not already set
            self.get_garrison(n)
        # set up all edges
        for n1, n2 in self._G.edges_iter():
            #sets 'creased' property only if not already set
            self.get_creased(n1, n2)
            #removes highlights
            self.set_highlight(n1, n2, False)

            if settings.ADD_RANDOM_CREASES:
                if (n1 % 3) == 0 and (n2 % 3) == 0:
                    self.set_creased(n1, n2, True)