def get_macro(self): macro = Macro(len(self.tile_containers)) for i, container in enumerate(self.tile_containers): if container.tiles: macro.add_block(container.tiles[0], i) else: macro.add_block(False, i) return macro
def __init__(self): pygame.init() self.screen_blit = pygame.display.set_mode(BLIT_SIZE) self.screen = pygame.Surface(WINDOW_SIZE) self.editor = Editor() self.sel = CharacterSelect(self.screen_blit).sel self.player = Player(self, 0, 0, idx=self.sel) self.camera = Camera() self.level = 0 self.black_screen = pygame.Surface(WINDOW_SIZE).convert() self.black_screen.fill((0, 0, 0)) self.black_alpha = 255.0 self.black_screen.set_alpha(self.black_alpha) self.black_shade = DOWN self.load_level() self.delay = 0 self.command_font = pygame.font.SysFont("monospace", 12) self.command_rectangles = {} test_macro = Macro() test_macro.add_block(Right()) test_macro.add_block(AttackRight()) test_macro.add_block(Left()) self.player.macros[0] = test_macro self.heart = pygame.image.load("heart.png") self.hheart = pygame.image.load("half_heart.png") self.eheart = pygame.image.load("empty_heart.png") self.heart_width = self.heart.get_width() self.mana_bar = pygame.image.load("mana_outer_bar.png") self.mana_fill = pygame.image.load("mana_inner_bar.png") self.display_mana = self.player.mana