Esempio n. 1
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    def update(self, delta_time):
        # Update the selection
        self.is_selected = False
        Button.selected.is_selected = True

        # Update the text
        self.text = LanguageManager.load_text(self.text_code)
Esempio n. 2
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    def __init__(self):
        # Load text
        self.line_list = []
        ScreenNarrator.current_narrator += 1
        for phrase in LanguageManager.load_text('narrator' + str(ScreenNarrator.current_narrator)):
            self.line_list.append(phrase)

        # Text info
        self.current_index = 0
        self.current_string = ''
        self.current_line = ''
        self.input_string = self.line_list[0]

        # Text location
        self.text_x = 44
        self.text_y = 258
        self.line_length = 500 - self.text_x * 2
        self.font = FontManager.load_font('neogen.ttf', 24)

        # Interaction sounds
        self.snd_blit = SoundManager.load_sound('snd_blip.wav')
        self.snd_blit.fadeout(0)

        # Interaction delay
        self.interval = 2   
        self.ticks = 0     
        self.sleep_ticks = 0

        # Interaction
        self.key_interact = False
Esempio n. 3
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    def __init__(self, scene):
        # Title
        self.text_y = 101
        self.text = LanguageManager.load_text("uiPause")
        self.font = FontManager.load_font('blade.ttf', 72)

        # Buttons
        self.buttons = Group(
            (ButtonContinue(scene), ButtonOptions(scene), ButtonQuit(scene)))
Esempio n. 4
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    def __init__(self, scene):
        # Title
        self.text_y = 101
        self.text = LanguageManager.load_text("uiOptions")
        self.font = FontManager.load_font('blade.ttf', 72)

        # Buttons
        self.buttons = Group(
            (ButtonLanguage(scene), ButtonMasterVolume(scene),
             ButtonSoundVolume(scene), ButtonMusicVolume(scene),
             ButtonCancel(scene), ButtonConfirm(scene)))
Esempio n. 5
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    def __init__(self, text_code):
        super().__init__()

        self.is_selected = False

        self.opacity = 128
        self.text_code = text_code
        self.text = LanguageManager.load_text(text_code)
        self.font = FontManager.load_font('neogen.ttf', 24)

        self.snd_click = SoundManager.load_sound('snd_click.wav')
        self.snd_choice = SoundManager.load_sound('snd_choice.wav')
Esempio n. 6
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    def update(self, delta_time):
        # Update the buttons
        self.buttons.update(delta_time)

        # Update text
        self.text = LanguageManager.load_text("uiPause")
Esempio n. 7
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    def update(self, delta_time):
        super().update(delta_time)

        self.text_secondary = LanguageManager.load_text('optionLanguage')
Esempio n. 8
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 def execute(self, scene):
     self.snd_choice.play()
     LanguageManager.change_language(self.options[self.option])
Esempio n. 9
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 def confirm(cls, scene):
     button = cls.instances[scene]
     button.original = LanguageManager.languages()[button.option]
Esempio n. 10
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 def cancel(cls, scene):
     button = cls.instances[scene]
     button.option = button.options.index(button.original)
     LanguageManager.change_language(button.original)
Esempio n. 11
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    def __init__(self, scene):
        options = LanguageManager.languages()
        super().__init__(74, 198, 20, 1, options.index(Config.lang), options,
                         True, 'configLanguage')

        self.original = Config.lang
Esempio n. 12
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    def __init__(self):
        # Load text
        self.sprite_list = []
        self.line_list = []
        ScreenDialog.current_dialog += 1
        for phrase in LanguageManager.load_text(
                'cutscene' + str(ScreenDialog.current_dialog)):
            self.sprite_list.append(phrase['sprite'])
            self.line_list.append(phrase['dialog'])

        # Generate portraits
        self.speaker = 0
        self.portrait = {}
        self.portrait_left = Portrait(0, 186)
        self.portrait_right = Portrait(244, 186)
        self.portrait_right.pause()
        for sprite in list(set(self.sprite_list)):
            portrait = {}
            portrait['original'] = SpriteManager.load_sprite(sprite)
            portrait['original_flip'] = pygame.transform.flip(
                portrait['original'], True, False)
            portrait['shade'] = SpriteManager.load_sprite(sprite)
            portrait['shade'].fill(Colors.ALPHA_LIGHT_GREY,
                                   special_flags=BLEND_MULT)
            portrait['shade_flip'] = pygame.transform.flip(
                portrait['shade'], True, False)
            self.portrait[sprite] = portrait

        # Assign sprites
        sprite_left = self.sprite_list[0]
        sprite_right = self.sprite_list[1]
        pos = 1
        while sprite_left == sprite_right:
            pos += 1
            sprite_right = self.sprite_list[pos]
        self.sprite_left = self.portrait[sprite_left]['original_flip']
        self.sprite_right = self.portrait[sprite_right]['shade']

        # Generate box
        self.spr_box = draw_box(SpriteManager.load_sprite('spr_box.png'), 29,
                                6)
        self.box_x = 2
        self.box_y = 442
        self.spr_box_pause = slice_sprite(
            SpriteManager.load_sprite('spr_box_pause.png'), 16, 16)
        self.box_pause_x = self.box_x + 480
        self.box_pause_y = self.box_y + 112
        self.box_pause_index = 0

        # Text info
        self.current_index = 0
        self.current_string = ''
        self.current_line = ''
        self.input_string = self.line_list[0]

        # Text location
        self.text_x = self.box_x + 20
        self.text_y = self.box_y + 20
        self.line_length = 500 - self.text_x * 2
        self.font = FontManager.load_font('neogen.ttf', 24)

        # Interaction sounds
        self.snd_blit = SoundManager.load_sound('snd_blip.wav')
        self.snd_blit.fadeout(0)

        # Interaction delay
        self.interval = 2
        self.ticks = 0
        self.sleep_ticks = 0

        # Interaction
        self.key_interact = False