def __init__(self, game, element): self.g = game.g objects.NPC.__init__(self, game, element) #initialize our parent self.vision = int(data.get_xml_prop(element, "vision")) #load properties self.reward = int(data.get_xml_prop(element, "reward")) self.class_name = data.get_xml_prop(element, "class") self.trainer_name = data.get_xml_prop(element, "name") self.pre_script = data.get_node(element, "pre_script") self.post_script = data.get_node(element, "post_script") #load spotted icon self.spotted_pic = data.load_image("objects/spotted.png") self.spotted_pic.convert_alpha() #get whether we have been fought or not self.fought = self.g.save.get_prop(self.id, "fought", False) self.moving = True self.seen = False #set if we've seen somebody self.move_data = [0, 0, 0] #store the movement we're going to do self.wait_time = 0 #amount of time to display icon #load party data party = [] for node in data.get_node(element, "party").childNodes: #loop through pokemon if node.localName == "pokemon": #if it's a pokemon t = [node.getAttribute("type"), node.getAttribute("level")] #generate data party.append(t) #and save it self.party = party
def __init__(self, game, element): self.g = game.g objects.NPC.__init__(self, game, element) #initialize our parent self.vision = int(data.get_xml_prop(element, "vision")) #load properties self.reward = int(data.get_xml_prop(element, "reward")) self.class_name = data.get_xml_prop(element, "class") self.trainer_name = data.get_xml_prop(element, "name") self.pre_script = data.get_node(element, "pre_script") self.post_script = data.get_node(element, "post_script") #load spotted icon self.spotted_pic = data.load_image("trainers/spotted.png") self.spotted_pic.convert_alpha() #get whether we have been fought or not self.fought = self.g.save.get_prop(self.id, "fought", False) self.moving = True self.seen = False #set if we've seen somebody self.move_data = [0, 0, 0] #store the movement we're going to do self.wait_time = 0 #amount of time to display icon #load party data party = [] for node in data.get_node(element, "party").childNodes: #loop through pokemon if node.localName == "pokemon": #if it's a pokemon t = [node.getAttribute("type"), node.getAttribute("level")] #generate data party.append(t) #and save it self.party = party
def __init__(self, game, element): MapObj.__init__(self, game, element) properties = {} self.tile_x, self.tile_y = self.tile_pos #load destination properties dest_warp = data.get_xml_prop(element, "dest_warp") dest_map = data.get_xml_prop(element, "dest_map") if dest_warp is not None: #if there is a destination properties["dest_warp"] = dest_warp #store properties properties["dest_map"] = dest_map if self.sound: properties["sound"] = self.sound game.add_warp(tuple(self.tile_pos), properties) #add the warp
def __init__(self, game, element): self.g = game.g #store parameters self.game = game properties = {} #get tile we're monitoring t = element.getAttribute("pos").split(",") self.tile_x = int(t[0].strip()) self.tile_y = int(t[1].strip()) #load destination properties dest_warp = data.get_xml_prop(element, "dest_warp") dest_map = data.get_xml_prop(element, "dest_map") if dest_warp is not None: #if there is a destination properties["dest_warp"] = dest_warp #store properties properties["dest_map"] = dest_map game.add_warp((self.tile_x, self.tile_y), properties) #add the warp self.visible = False #we're not rendering anything
def __init__(self, game, element): self.game = game #store parameters self.text = data.get_xml_prop(element, "text") #store text to show #get our tile position t = element.getAttribute("pos").split(",") self.tile_pos = (int(t[0].strip()), int(t[1].strip())) #store position game.set_obj_pos(self, self.tile_pos) #set our position self.visible = False #we're not rendering anything
def __init__(self, game, element): MapObj.__init__(self, game, element) self.text = data.get_xml_prop(element, "text") #store text to show #get our tile position game.set_obj_pos(self, self.tile_pos) #set our position self.dlog = dialog.Dialog(self.g, 'sign')