def __init__(self,name,image,frames,directions=1,timing=100,sound=None): GameObject.__init__(self) assert isinstance(image, Image) #if sound: # assert(sound, Sound) self.name = name self.image = image self.images = None self.directions = directions self.frames = frames self.timing = timing # TODO: some checking to make sure inputs are the correct length if isinstance(self.frames, int): self.frames = tuple(range(0, self.frames)) else: self.frames = tuple(self.frames) self.real_frames = len(set(self.frames)) if isinstance(self.timing, int): self.timing = tuple([self.timing] * len(self.frames)) else: self.timing = tuple(self.timing)
def __init__(self, p, locked=False, blocks=None, *args, **kwargs): GameObject.__init__(self, 'door', location=p, char='+', *args, **kwargs) self.tileindex = (0,0) self.block_move = True self.block_sight = True self.blocks = blocks self.locked = locked
def __init__(self, tmx, size, **kwargs): GameObject.__init__(self) self.default_image = generateDefaultImage( (tmx.tilewidth, tmx.tileheight)) self.tmx = tmx self.setSize(size)
def __init__(self, name, image, frames, directions=1, timing=100, sound=None): GameObject.__init__(self) assert isinstance(image, Image) #if sound: # assert(sound, Sound) self.name = name self.image = image self.images = None self.directions = directions self.frames = frames self.timing = timing # TODO: some checking to make sure inputs are the correct length if isinstance(self.frames, int): self.frames = tuple(range(0, self.frames)) else: self.frames = tuple(self.frames) self.real_frames = len(set(self.frames)) if isinstance(self.timing, int): self.timing = tuple([self.timing] * len(self.frames)) else: self.timing = tuple(self.timing)
def __init__(self,name,image,frames,directions=1,timing=100,sound=None): GameObject.__init__(self) self.add(image) self.name = name self.image = image self.images = None self.directions = directions self.frames = frames self.timing = timing # TODO: some checking to make sure inputs are the correct length if isinstance(self.frames, int): self.frames = tuple(range(0, self.frames)) else: self.frames = tuple(self.frames) self.real_frames = len(set(self.frames)) if isinstance(self.timing, int): self.timing = tuple([self.timing] * len(self.frames)) else: self.timing = tuple(self.timing) if (self.images is not None) and (not force): return
def __init__(self, tmx, size, **kwargs): GameObject.__init__(self) self.default_image = generateDefaultImage((tmx.tilewidth, tmx.tileheight)) self.tmx = tmx self.setSize(size)
def __init__(self, unlocks, *args, **kwargs): GameObject.__init__(self, 'key', char='[', *args, **kwargs) self.unlocks = unlocks self.facts.append(Solves(self, unlocks.blocks_fact.obj)) for obj in self.world.player.wants: if obj.location_fact.obj == self.unlocks.blocks: # Todo: player doesn't *want* us until they know about us! self.facts.append(Wants(self.world.player, self))
def __init__(self, filename, name, tile=None, size=None): GameObject.__init__(self) self.filename = filename self.name = name self.tile = tile self.size = size self.image = None
def __init__(self, data): GameObject.__init__(self) self.rect = Rect(data.x, data.y, data.width, data.height) if hasattr(data, 'points'): self.points = data.points else: self.points = None self.name = data.name self.properties = data.properties self.entered = False
def __init__(self, name, image, tile=None, size=None): GameObject.__init__(self) self.image = image self.name = name self.tile = tile self.size = size self.frames = [0] self.timing = [-1]
def __init__(self, data): GameObject.__init__(self) self.extent = Rect(data.x, data.y, data.width, data.height) if hasattr(data, 'points'): self.points = data.points else: self.points = None self.name = data.name self.properties = data.properties self.entered = False
def __init__(self, filename, size, name=None, directions=1): GameObject.__init__(self) self.filename = filename self.size = size if name == None: self.name = filename self.directions = directions # number of directions for animation self.frames = ([],) * directions
def __init__(self, name, description='', location=None, *args, **kwargs): self.map_memory = {} GameObject.__init__(self, name=name, description=description, location=location, *args, **kwargs) self.tiletype = 2 self.knowledge = set() self.wants = [] self.relationships = None self.hp = 1 self.block_move = True
def __init__(self, name, image): GameObject.__init__(self) try: assert isinstance(image, Image) or isinstance(image, ImageTile) except AssertionError: print name, image raise self.image = image self.name = name self.frames = [0] self.timing = [-1]
def __init__(self): GameObject.__init__(self) self.exits = {} self.geometry = {} # geometry (for collisions) of each layer self.objects = {} # position and size of objects in 3d space self.orientations = {} # records where the object is facing self.extent = None # absolute boundries of the area self.joins = [] self._oldPositions = {} # used in collision handling self.messages = [] self.time = 0
def __init__(self): GameObject.__init__(self) self.default = None self.callback = None # called when animation finishes self.curImage = None # cached for drawing ops self.curFrame = None # current frame number self.curAnimation = None self.animations = {} self.loop_frame = 0 self.looped = 0 self.loop = -1 self.timer = 0 self._prevAngle = None self._prevFrame = None self._is_paused = False
def __init__(self, animations): GameObject.__init__(self) self.default = None self.curImage = None # cached for drawing ops self.curFrame = None # current frame number self.curAnimation = None self.animations = {} self.looped = 0 self.loop = -1 self.timer = 0.0 self.ttl = 0 self._prevAngle = None for animation in animations: self.add(animation) self.animations[animation.name] = animation self.setDefault(animations[0]) self.play()
def __init__(self, filename, name, frames, directions=1, timing=None): GameObject.__init__(self) self.filename = filename self.name = name self.order = None if isinstance(frames, int): self.frames = frames self.real_frames = frames elif isinstance(frames, list): self.frames = len(frames) self.real_frames = max(frames) + 1 self.order = frames self.directions = directions self.timing = timing self.images = []
def __init_(self): GameObject.__init__( self, components=[ components.CPosition(), components.CPlayerMovement(), components.CActorAnimParser(self.pathLists), ]) # Create a flipped copy of LEFT_WALK as our RIGHT_WALK animation # -- this will be changed when we have more walking animations. components.CActorAnimParser.animations[ enums.ActorAnim.WALK_RIGHT ] = tools.AnimCreator.createHorizontallyFlippedAnimation( components.CActorAnimParser.animations[WALK_LEFT]) # do the same for STANDING_RIGHT with STANDING_LEFT components.CActorAnimParser.animations[ enums.ActorAnim.STANDING_RIGHT ] = tools.AnimCreator.createHorizontallyFlippedAnimation( components.CActorAnimParser.animations[ STANDING_RIGHT])
def __init__(self, animations, axis_offset=(0, 0)): GameObject.__init__(self) self.axis_offset = Vec2d(axis_offset) self.curImage = None # cached for drawing ops self.curFrame = None # current frame number self.curAnimation = None self.animations = {} self.looped = 0 self.timer = 0.0 self.ttl = 0 self.flip = 0 self.speed_mod = 1.0 self._prevAngle = None self._changed = True self.axis = Vec2d(0, 0) for animation in animations: self.add(animation) self.animations[animation.name] = animation self.play(self.animations.keys()[0])
def __init__(self, animations, axis_offset=(0,0)): GameObject.__init__(self) self.axis_offset = Vec2d(axis_offset) self.curImage = None # cached for drawing ops self.curFrame = None # current frame number self.curAnimation = None self.animations = {} self.looped = 0 self.timer = 0.0 self.ttl = 0 self.flip = 0 self.speed_mod = 1.0 self._prevAngle = None self._changed = True self.axis = Vec2d(0,0) for animation in animations: self.add(animation) self.animations[animation.name] = animation self.play(self.animations.keys()[0])
def __init__(self): GameObject.__init__(self)