def __init__(self, evManager): Listener.__init__(self, evManager) self.currentmap = None # Destination tuple. This will be consumed after a teleport event has occured self.teleport_destination = None # Player object reference self.player = Player() # Shadow object reference self.shadow = Shadow() # State; initialized with "main menu" value self.state = STATE_MAIN_MENU self.changeHandler(self.state) # Broadcast the game state self.evManager.post(GameStateChangedEvent(self.state))
def __init__(self, evManager): Listener.__init__(self, evManager) # Set-up event handler self.handler = None # Setup the screen pygame.display.set_icon(pygame.image.load(\ os.path.join(PATH_GRAPHICS, "_appicon.ico"))) self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) self.fullscreen = False #self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.FULLSCREEN|pygame.HWSURFACE) pygame.display.set_caption(APP_NAME) # Init the text rendering module available to anyone in the GlobalServices module self.textRenderer = TextRenderer(self.screen) GlobalServices.setTextRenderer(self.textRenderer) # Keep track of this object's state self.state = None # Hold a Gameview instance self.gameview = None
def __init__(self, evManager): Listener.__init__(self, evManager) # Initialize the filter using "every" Event self.filter = [Event]
def __init__(self, evManager): Listener.__init__(self, evManager) self.running = True self.clock = pygame.time.Clock()
# CS 386