def __init__(self, identifier, name, scene, batch=None, attrs=None): super(Actor, self).__init__() attrs = attrs or {} self.name = name self.scene = scene self.use_mask_to_detect_clicks = True self.identifier = identifier self.walkpath_point = None self.resource_path = util.respath_func_with_base_path( 'actors', self.name) self.update_static_info() self.current_state = Actor.info[self.name]['start_state'] self.walk_speed = Actor.info[self.name].get('walk_speed', 400.0) self.anchor_x = Actor.info[self.name]['anchor_x'] self.anchor_y = Actor.info[self.name]['anchor_y'] self.current_state = attrs.get('start_state', Actor.info[self.name]['start_state']) self.casts_shadow = Actor.info[self.name].get('casts_shadow', False) if self.scene and batch is None: batch = self.scene.batch self.sprite = pyglet.sprite.Sprite( Actor.images[self.name][self.current_state], batch=batch) self.make_icon() # Update attributes for attr in ['x', 'y', 'scale', 'rotation', 'opacity']: if attrs.has_key(attr): setattr(self.sprite, attr, attrs[attr])
def __init__(self, identifier, name, scene, batch=None, attrs=None): super(Actor, self).__init__() attrs = attrs or {} self.name = name self.scene = scene self.identifier = identifier self.walkpath_point = None self.resource_path = util.respath_func_with_base_path('actors', self.name) self.update_static_info() self.current_state = Actor.info[self.name]['start_state'] self.walk_speed = Actor.info[self.name].get('walk_speed', 400.0) self.anchor_x = Actor.info[self.name]['anchor_x'] self.anchor_y = Actor.info[self.name]['anchor_y'] self.current_state = attrs.get('start_state', Actor.info[self.name]['start_state']) self.casts_shadow = Actor.info[self.name].get('casts_shadow', False) if self.scene and batch is None: batch = self.scene.batch self.sprite = pyglet.sprite.Sprite(Actor.images[self.name][self.current_state], batch=batch) self.make_icon() # Update attributes for attr in ['x', 'y', 'scale', 'rotation', 'opacity']: if attrs.has_key(attr): setattr(self.sprite, attr, attrs[attr])
def __init__(self, identifier, name, scene, batch=None, attrs=None): super(Actor, self).__init__() attrs = attrs or {} self.name = name self.scene = scene self.use_mask_to_detect_clicks = True self.identifier = identifier self.walkpath_point = None self.resource_path = util.respath_func_with_base_path("actors", self.name) self.update_static_info() self.current_state = Actor.info[self.name]["start_state"] self.walk_speed = Actor.info[self.name].get("walk_speed", 400.0) self.anchor_x = Actor.info[self.name]["anchor_x"] self.anchor_y = Actor.info[self.name]["anchor_y"] self.current_state = attrs.get("start_state", Actor.info[self.name]["start_state"]) self.casts_shadow = Actor.info[self.name].get("casts_shadow", False) if self.scene and batch is None: batch = self.scene.batch self.sprite = pyglet.sprite.Sprite(Actor.images[self.name][self.current_state], batch=batch) self.make_icon() # Update attributes for attr in ["x", "y", "scale", "rotation", "opacity"]: if attrs.has_key(attr): setattr(self.sprite, attr, attrs[attr])
def __init__(self, name, scene_handler=None, ui=None, load_path=None, clip=True): super(Scene, self).__init__() self.name = name self.handler = scene_handler self.batch = pyglet.graphics.Batch() self.fresh = (load_path is None) if clip: self.main_group = ClipGroup(w=gamestate.main_window.width, h=gamestate.main_window.height) else: self.main_group = None self.ui = ui self.actors = {} self.camera_points = {} self.interaction_enabled = True self.blackout = False self.game_time = 0.0 self.accum_time = 0.0 self.clock = pyglet.clock.Clock(time_function=lambda: self.game_time) self.paused = False self.x_offset = 0.0 self.y_offset = 0.0 self.sound_player = sound.Sound() self.shadow = shadow.ShadowManager() self.moving_camera = False self.resource_path = util.respath_func_with_base_path( 'game', self.name) self.init_clock() self.init_zenforcer() self.interp = interpolator.InterpolatorController() self.convo = convo.Conversation(self) self.background_convos = set() self.init_convenience_bindings() self.load_info(load_path) self.initialize_from_info() self.load_actors() self.zenforcer.init_groups() if gamestate.scripts_enabled: self.load_script() for i in xrange(10): self.zenforcer.update() self.update(0)
def __init__ (self, volume = 1.0): self.volume = volume self.player = pyglet.media.Player() self.player.volume = self.volume self.player.eos_action = 'stop' self.path = util.respath_func_with_base_path("sound") self.sound_cache = {}
def __init__(self, volume=1.0): self.volume = volume self.player = pyglet.media.Player() self.player.volume = self.volume self.player.eos_action = 'stop' self.path = util.respath_func_with_base_path("sound") self.sound_cache = {}
def __init__(self, name, scene_handler=None, ui=None, load_path=None, clip=True): super(Scene, self).__init__() self.name = name self.handler = scene_handler self.batch = pyglet.graphics.Batch() self.fresh = (load_path is None) if clip: self.main_group = ClipGroup(w=gamestate.main_window.width, h=gamestate.main_window.height) else: self.main_group = None self.ui = ui self.actors = {} self.camera_points = {} self.interaction_enabled = True self.blackout = False self.game_time = 0.0 self.accum_time = 0.0 self.clock = pyglet.clock.Clock(time_function=lambda: self.game_time) self.paused = False self.x_offset = 0.0 self.y_offset = 0.0 self.sound_player = sound.Sound() self.shadow = shadow.ShadowManager() self.moving_camera = False self.resource_path = util.respath_func_with_base_path('game', self.name) self.init_clock() self.init_zenforcer() self.interp = interpolator.InterpolatorController() self.convo = convo.Conversation(self) self.background_convos = set() self.init_convenience_bindings() self.load_info(load_path) self.initialize_from_info() self.load_actors() self.zenforcer.init_groups() if gamestate.scripts_enabled: self.load_script() for i in xrange(10): self.zenforcer.update() self.update(0)
def __init__(self, handler, volume=1.0): super(DJ, self).__init__() self.handler = handler self.volume = volume self.player = pyglet.media.Player() self.player.eos_action = 'loop' self.player.volume = self.volume self.current_sound_name = '' self.next_sound_name = '' self.res = util.respath_func_with_base_path('music') self.sound_cache = {} self.seq = actionsequencer.ActionSequencer() self.interp = interpolator.InterpolatorController() self.update = self.interp.update_interpolators