def mainloop(self, surface, event): for sprite in self.sprites: if sprite.ID == 'PLAYER': Player = sprite elif sprite.ID == 'BOOK_BI': Book_bi = sprite elif sprite.ID == 'BOOK_BOB': Book_bob = sprite surface.blit(self.image, (0, 0)) self.sprites.draw(surface) new_room = 'library' from_room = 'library' if event.type == KEYDOWN: if event.key == K_RETURN: if engine.checkBordering(Player, Book_bi) == True: self.talk_with_bookbi(Book_bi, surface) if Player.rect.x == 375 and Player.rect.y == 600: tmp = self.exit('bitown') from_room = tmp[0] new_room = tmp[1] try: if engine.checkBordering(Player, Book_bob) == True: self.talk_with_bookbob(Book_bob, surface) except: pass elif event.key in (K_d, K_s, K_a, K_w): Player.move(event.key, self.collide_group) return (from_room, new_room)
def mainloop(self, surface, event): for sprite in self.sprites: # pull sprites from sprite group to make it easier if sprite.ID == 'PLAYER': Player = sprite elif sprite.ID == 'SIGN': Sign = sprite elif sprite.ID == 'START': Start = sprite surface.blit(self.image, (1, 1)) self.sprites.draw(surface) new_room = 'default_room' from_room = 'default_room' if event.type == KEYDOWN: if event.key == K_RETURN: if engine.checkBordering(Player, Sign): self.talk_with_sign1(Sign, surface) if engine.checkBordering(Player, Start): tmp = self.exit('bitown') from_room = tmp[0] new_room = tmp[1] elif event.key in (K_d, K_s, K_a, K_w): Player.move(event.key, self.collide_group) return (from_room, new_room)
def mainloop(self, surface, event): for sprite in self.sprites: if sprite.ID == 'PLAYER': Player = sprite elif sprite.ID == 'POET': Poet = sprite elif sprite.ID == 'BARTENDER': Bartender = sprite surface.blit(self.image, (1, 1)) self.sprites.draw(surface) new_room = 'bar' from_room = 'bar' if event.type == KEYDOWN: if event.key == K_RETURN: if engine.checkBordering(Player, Bartender) == True: self.talk_with_bartender(Bartender, Player, surface) elif engine.checkBordering(Player, Poet) == True: self.talk_with_poet(Poet, surface) elif Player.rect.x == 825 and Player.rect.y == 300: tmp = self.exit('bitown') from_room = tmp[0] new_room = tmp[1] elif event.key in (K_d, K_s, K_a, K_w): Player.move(event.key, self.collide_group) return (from_room, new_room)
def mainloop(self, surface, event): for sprite in self.sprites: if sprite.ID == 'PLAYER': Player = sprite if sprite.ID == 'BOB': Bob = sprite if sprite.ID == 'SAVE': Save = sprite if sprite.ID == 'LOAD': Load = sprite surface.blit(self.image, (0, 0)) self.sprites.draw(surface) new_room = 'house_bob' from_room = 'house_bob' if event.type == KEYDOWN: if event.key == K_RETURN: if engine.checkBordering(Player, Bob) == True: self.talk_with_bob(Bob, surface) if engine.checkBordering(Player, Save) == True: self.talk_with_save(Save, surface) if engine.checkBordering(Player, Load) == True: self.talk_with_load(Load, surface) if Player.rect.x == 450 and Player.rect.y == 0: tmp = self.exit('bitown') from_room = tmp[0] new_room = tmp[1] elif event.key in (K_d, K_s, K_a, K_w): Player.move(event.key, self.collide_group) return (from_room, new_room)
def mainloop(self, surface, event): for sprite in self.sprites: # pull sprites from sprite group to make it easier if sprite.ID == 'PLAYER': Player = sprite elif sprite.ID == 'DOOR': Door = sprite elif sprite.ID == 'DOOR_BAR': Door_bar = sprite elif sprite.ID == 'DOOR_BOB': Door_bob = sprite elif sprite.ID == 'DOOR_PPSHED': Door_pickleshed = sprite elif sprite.ID == 'DOOR_LIB': Door_library = sprite elif sprite.ID == 'PICKLEPLANT': Pickle_plant = sprite for item in self.items: if item.ID == 'PICKLE': Pickle = item surface.blit(self.image, (1, 1)) self.sprites.draw(surface) new_room = 'bitown' from_room = 'bitown' if event.type == KEYDOWN: if event.key == K_RETURN: if engine.checkBordering(Player, Door): tmp = self.exit('house1') from_room = tmp[0] new_room = tmp[1] elif engine.checkBordering(Player, Door_bar): tmp = self.exit('bar') from_room = tmp[0] new_room = tmp[1] elif engine.checkBordering(Player, Door_bob): tmp = self.exit('house_bob') from_room = tmp[0] new_room = tmp[1] elif engine.checkBordering(Player, Door_pickleshed): tmp = self.exit('pickleshed') from_room = tmp[0] new_room = tmp[1] elif engine.checkBordering(Player, Door_library): tmp = self.exit('library') from_room = tmp[0] new_room = tmp[1] elif engine.checkBordering(Player, Pickle_plant): status = progress.getProgress('bi_pickle') #if not Pickle in Player.inventory: if status == 0: ans = '' while not ans in ('yes', 'no'): ans = engine.getInput( (Pickle_plant.lines['unpicked'], ), Pickle_plant.lines['q1'], surface) if ans == 'yes': progress.setProgress('bi_pickle', 2) Player.add_to_inventory((Pickle, )) Pickle_plant.picked = True Pickle_plant.changePicture(2) engine.displayMessage( (Pickle_plant.lines['unpicked2'], ), surface) engine.wait() else: engine.displayMessage((Pickle_plant.lines['picked'], ), surface) engine.wait() elif event.key in (K_d, K_s, K_a, K_w): Player.move(event.key, self.collide_group) return (from_room, new_room)