def interact_with(self, player): if not self.done: self.turn_to_face_player(player) for x in self.text: var = DialogWindow(x) var.show() TilePy.game_object.dialog_window_stack.append(var)
def interact_with(self, p): """ :type p: This is completely pointless and only included for uniformity with the other interact_with methods. """ var = DialogWindow("This is a door.") var.show() TilePy.game_object.dialog_window_stack.append(var)
def interact_with(self, player): if not self.done: self.turn_to_face_player(player) for x in self.text: var = DialogWindow(x) var.show() TilePy.game_object.dialog_window_stack.append(var)
def interact_with(self, player): if not self.done: TilePy.game_object.game_log(TilePy.game_object.dialog_window_stack, 1) TilePy.game_object.game_log("added to inventory: " + self.name, 0) var = DialogWindow(self.text) var.show() TilePy.game_object.dialog_window_stack.append(var) self.done = True self.in_inventory = True player.inventory.append(self)
def interact_with(self, player): if not self.done: TilePy.game_object.game_log(TilePy.game_object.dialog_window_stack, 1) TilePy.game_object.game_log("added to inventory: " + self.name, 0) var = DialogWindow(self.text) var.show() TilePy.game_object.dialog_window_stack.append(var) self.done = True self.in_inventory = True player.inventory.append(self)
def openDialog(self, rvType): rv_dialog = DialogWindow(rvType) rv_dialog.resize(rv_dialog.width(), self.height()) rv_dialog.move(self.x() + self.width() + 10, self.y()) rv_dialog.show()