def initialize_level(): frm, allsprites_list, obstacles_list = sprites.load_level_data('prologue_hall.txt', 1) frm.x = 0#(32*12) frm.y = 0#(32*35) player = Player_Character('ghost_ss.bmp', frm) allsprites_list.append(player) allsprites = pygame.sprite.LayeredUpdates(allsprites_list) NPCs = pygame.sprite.LayeredUpdates() obstacles = pygame.sprite.Group(obstacles_list) frm.obstruct(player, obstacles) actor = NPC('Medic.bmp', 490, 500, frm) actor.layer = 3 actor.interactive = True actor.relationship = 20 actor.interaction_type = "conversation" actor.set_seed('0') dT = DialogTree() dT.addNode("0", 0, ["First node", "Medic", 0, 0, [], 0, 0, False]) dT.addNode("0.0", 0, ["Second node", "Ghost", 0, 0, [], 0, 0, True]) allsprites.add(actor) obstacles.add(actor) NPCs.add(actor) # allsprites.add(nextLv) # obstacles.add(nextLv) interactables = pygame.sprite.Group(actor) # interactables.add(nextLv) return frm, player, interactables, allsprites, NPCs, dT
def __init__(self, source, assets, gs): self.frm, allsprites_list, obstacles_list = sprites.load_level_data(source, assets) self.player = Player_Character('ghost_ss.bmp', self.frm) allsprites_list.append(self.player) self.allsprites = pygame.sprite.LayeredUpdates(allsprites_list) self.NPCs = pygame.sprite.LayeredUpdates() self.obstacles = pygame.sprite.Group(obstacles_list) self.frm.obstruct(self.player, self.obstacles) self.dT = DialogTree() self.events = dict() self.event_triggers = [] self.proximity_triggers = [] self.gs = gs
def initialize_level(): frm, allsprites_list, obstacles_list = sprites.load_level_data("prologue_outside.txt", 1) player = Player_Character("ghost_ss.bmp", frm) allsprites_list.append(player) allsprites = pygame.sprite.LayeredUpdates(allsprites_list) NPCs = pygame.sprite.LayeredUpdates() obstacles = pygame.sprite.Group(obstacles_list) frm.obstruct(player, obstacles) actor = NPC("Medic.bmp", 500, 500, frm) actor.layer = 3 actor.interactive = True actor.relationship = 20 actor.interaction_type = "conversation" # actor.interaction = Simple_Conversation(["Hello.", "I'm a person!", "I think you're a person too.", "Sometimes I say things...", "things!", "That wasn't really approriate, was it?", "When I said \"I say things\", I didn't quote it. Its almost like cheating.", "Here, I'll try again.", "Sometimes I say \"Things\".", "Things.", "It didn't really work the second time, did it?", "Anyway, you can't go away until I stop talking, can you?", "Hah, that'll teach you to explore.", "Trying to be all immersion'd and whatnot.", "Learn about the games backstory and world.", "You would, wouldn't you.", "Well listen here sonny!", "I'm on to you. So y'alls best watch out now.", "Or I'll...er...", "THINGS!", "(ninja poof)", "(you can't see me anymore)", "(go away)" ], 0, 0) actor.set_seed("0") actor.change_facing(0) actor1 = NPC("Medic.bmp", 700, 500, frm) actor1.layer = 3 actor1.interactive = True actor1.change_facing(1) actor2 = NPC("Medic.bmp", 900, 500, frm) actor2.layer = 3 actor2.interactive = True actor2.change_facing(2) actor3 = NPC("Medic.bmp", 1100, 500, frm) actor3.layer = 3 actor3.interactive = True actor3.change_facing(3) # nextLv = Obstacle('Medic.bmp', 400, 400, frm) # nextLv.layer = 3 # nextLv.interactive = True # nextLv.interaction_type = "level" # nextLv.interaction = prologue_hall lldoor = Obstacle("left_door_temp.bmp", 512, 256, frm, False) lldoor.layer = 3 lldoor.interactive = True lldoor.interaction_type = "level" lldoor.interaction = prologue_hall lrdoor = Obstacle("right_door_temp.bmp", 544, 256, frm, False) lrdoor.layer = 3 lrdoor.interactive = True lrdoor.interaction_type = "level" lrdoor.interaction = prologue_hall rldoor = Obstacle("left_door_temp.bmp", 640, 256, frm, False) rldoor.layer = 3 rldoor.interactive = True rldoor.interaction_type = "level" rldoor.interaction = prologue_hall rrdoor = Obstacle("right_door_temp.bmp", 672, 256, frm, False) rrdoor.layer = 3 rrdoor.interactive = True rrdoor.interaction_type = "level" rrdoor.interaction = prologue_hall dT = DialogTree() dT.addNode("0", 0, ["First node", "Medic", 0, 0, [], 0, 0, False]) dT.addNode("0.0", 0, ["Second node", "Ghost", 0, 0, [], 0, 0, False]) dT.addNode( "0.0.0", True, [ [0, 100], [0, 100], [0, 100], [0, 100], [0, 100], [], "A choice", ["I made the good choice. Yay!", "Ghost", 0, 0, [], 0, 0, True], ], ) dT.addNode( "0.0.1", True, [ [0, 100], [0, 100], [0, 100], [0, 100], [0, 100], [], "Another choice", ["I made the bad choice. Boo!", "Ghost", 0, 0, [], 0, 0, True], ], ) allsprites.add(actor) obstacles.add(actor) NPCs.add(actor) NPCs.add(actor1) allsprites.add(actor1) obstacles.add(actor1) NPCs.add(actor2) allsprites.add(actor2) obstacles.add(actor2) NPCs.add(actor3) allsprites.add(actor3) obstacles.add(actor3) # allsprites.add(nextLv) # obstacles.add(nextLv) allsprites.add(lldoor) obstacles.add(lldoor) allsprites.add(rldoor) obstacles.add(rldoor) allsprites.add(rrdoor) obstacles.add(rrdoor) allsprites.add(lrdoor) obstacles.add(lrdoor) interactables = pygame.sprite.Group(actor) # interactables.add(nextLv) interactables.add(lldoor) interactables.add(rldoor) interactables.add(lrdoor) interactables.add(rrdoor) return frm, player, interactables, allsprites, NPCs, dT