Esempio n. 1
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    def get_selected_item_sprite(self, pos):

        if self.get_selected_item().is_empty_cell():
            return None

        i, j = pos

        x = j * GameVars.INVENTORY_CELL_SIZE + GameVars.INVENTORY_TOP_LEFT[0]
        y = i * GameVars.INVENTORY_CELL_SIZE + GameVars.INVENTORY_TOP_LEFT[1]

        return Sprite(x, y, None)
Esempio n. 2
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    def get_blank_required_items(self):

        offset_x = GameVars.REQUIRED_ITEMS_TOP_LEFT[0]
        y = GameVars.REQUIRED_ITEMS_TOP_LEFT[1]
        sprites = []

        width = GameVars.REQUIRED_ITEMS_WIDTH

        while len(sprites) < width:

            x = offset_x
            sprite = Sprite(x, y, '-1')

            sprites.append(sprite)

            offset_x += GameVars.REQUIRED_ITEMS_CELL_SIZE

        return sprites
Esempio n. 3
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    def get_sprites(self):

        tile_matrix = self.screen_map.get_tiles()

        self.sprite_list = []

        for i in range(len(tile_matrix.matrix)):
            for j in range(len(tile_matrix.matrix[0])):
                tile_code = tile_matrix.matrix[i][j]

                x = j * GameVars.TILE_SIZE - self.camera.offset_x
                y = i * GameVars.TILE_SIZE - self.camera.offset_y

                sprite = Sprite(x, y, tile_code)

                self.sprite_list.append(sprite)

        return self.sprite_list
Esempio n. 4
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    def get_sprites(self):

        matrix = self.inventory.get_matrix()

        sprite_list = []

        for i in range(matrix.height):
            for j in range(matrix.width):
                tile_code = matrix[i, j].tile_code

                x = j * GameVars.INVENTORY_CELL_SIZE + GameVars.INVENTORY_TOP_LEFT[
                    0]
                y = i * GameVars.INVENTORY_CELL_SIZE + GameVars.INVENTORY_TOP_LEFT[
                    1]

                sprite = Sprite(x, y, tile_code)

                sprite_list.append(sprite)

        return sprite_list
Esempio n. 5
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    def get_selected_required_items_sprites(self):

        crafting_item = self.crafting.get_selected()

        if crafting_item is None:
            return []

        offset_x = GameVars.REQUIRED_ITEMS_TOP_LEFT[0]
        y        = GameVars.REQUIRED_ITEMS_TOP_LEFT[1]
        sprites = []

        for required_item in crafting_item.crafting_items_required.keys():

            x = offset_x
            sprite = Sprite(x, y, required_item)

            sprites.append(sprite)

            offset_x += GameVars.REQUIRED_ITEMS_CELL_SIZE


        return sprites
Esempio n. 6
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    def get_sprites(self):

        matrix = self.crafting.get_matrix()

        sprite_list = []

        for i in range(matrix.height):
            for j in range(matrix.width):

                tile_code = matrix[(i, j)].tile_code

                if tile_code != '-1' and not matrix[i, j].unlocked:
                    tile_code = '1000'

                x = j * GameVars.CRAFTING_CELL_SIZE + GameVars.CRAFTING_TOP_LEFT[0]
                y = i * GameVars.CRAFTING_CELL_SIZE + GameVars.CRAFTING_TOP_LEFT[1]

                sprite = Sprite(x, y, tile_code)

                sprite_list.append(sprite)

        return sprite_list
Esempio n. 7
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    def get_crafting_button_sprite(self):

        x = GameVars.CRAFT_BUTTON_TOP_LEFT[0]
        y = GameVars.CRAFT_BUTTON_TOP_LEFT[1]

        return Sprite(x, y, '1')