Esempio n. 1
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 def save(self, folder_name="autosave"):
     base_path = os.path.join(self.save_path, folder_name)
     print 'save %s to %s' % (self.scene_handler.scene.name, base_path)
     scn = self.scene_handler.scene
     util.mkdir_if_absent(base_path)
     util.save_json(self.dict_repr(), os.path.join(base_path, 'game'))
     util.save_json(scn.dict_repr(), os.path.join(base_path, scn.name))
Esempio n. 2
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    def __init__(self,
                 first_scene="title_screen",
                 name="Adventure",
                 reset_save=False):
        self.ui = ui.UI()

        self.name = name
        self.game_variables = {}

        self.dj = music.DJ(self, 0.8)
        self.background_dj = music.DJ(self, 0.1)

        self.save_path = pyglet.resource.get_settings_path(self.name)
        util.mkdir_if_absent(self.save_path)

        if reset_save:
            try:
                shutil.rmtree(os.path.join(self.save_path, "autosave"))
            except OSError:
                pass  # Directory didn't exist but we don't care

        self.scene_handler = scenehandler.SceneHandler(self)
        scn = self.load() or scene.Scene(first_scene, self.scene_handler,
                                         self.ui)
        self.scene_handler.set_first_scene(scn)
        self.update = self.scene_handler.update
Esempio n. 3
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 def save(self, folder_name="autosave"):
     base_path = os.path.join(self.save_path, folder_name)
     print 'save %s to %s' % (self.scene_handler.scene.name, base_path)
     scn = self.scene_handler.scene
     util.mkdir_if_absent(base_path)
     util.save_json(self.dict_repr(), os.path.join(base_path, 'game'))
     util.save_json(scn.dict_repr(), os.path.join(base_path, scn.name))
Esempio n. 4
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 def __init__(self, first_scene="title_screen", name="Adventure", reset_save=False):
     self.ui = ui.UI()
     
     self.name = name
     self.game_variables = {}
     
     self.dj = music.DJ(self, 0.8)
     self.background_dj = music.DJ(self, 0.1)
     
     self.save_path = pyglet.resource.get_settings_path(self.name)
     util.mkdir_if_absent(self.save_path)
     
     if reset_save:
         try:
             shutil.rmtree(os.path.join(self.save_path, "autosave"))
         except OSError:
             pass    # Directory didn't exist but we don't care
     
     self.scene_handler = scenehandler.SceneHandler(self)
     scn = self.load() or scene.Scene(first_scene, self.scene_handler, self.ui)
     self.scene_handler.set_first_scene(scn)
     self.update = self.scene_handler.update
Esempio n. 5
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"""
Global game state variables such as game name, viewport dimensions, etc.
"""

import pyglet
import math
import functools
import util

name = 'Lizard Wizard'
save_path = pyglet.resource.get_settings_path(name)
util.mkdir_if_absent(save_path)

TILE_SIZE = 20
MOVE_SPEED = 200.0

main_window = None
keys = None
norm_w = 1280
norm_h = 800
scale_factor = 1.0
dj = None

camera_min = (norm_w//2, norm_h//2)
camera_max = (norm_w, norm_h)

keys = None

def init_scale():
    global norm_w, norm_h, scale_factor, camera_min, camera_max
    if not main_window.fullscreen: