예제 #1
0
 def on_update (self):
     # -- quit
     if adonthell.input_has_been_pushed (adonthell.SDLK_RETURN) or \
        adonthell.input_has_been_pushed (adonthell.SDLK_SPACE) or \
        adonthell.input_has_been_pushed (adonthell.SDLK_ESCAPE):
        
         # -- display second part of text
         if self.state == 1:
             self.text.set_text (_("There, inmidst your mistress' luggage, lies one of Master Fingolson's gems."))
             self.text.pack ()
             self.text.move (80, (self.height () - self.text.height ())/2)
             self.state = 2
             
         # -- end
         else:
             adonthell.gamedata_engine ().main_quit ()
예제 #2
0
    def on_update (self):
        # -- quit
        if adonthell.input_has_been_pushed (adonthell.SDLK_TAB):
            self.write_history ()
            adonthell.gamedata_engine ().main_quit ()

        # -- clear screen
        elif adonthell.input_has_been_pushed (adonthell.SDLK_DELETE):
            self.entry.set_text ("")
        
        # -- previous command
        elif adonthell.input_has_been_pushed (adonthell.SDLK_UP):
            if self.hist_idx > 0:
                self.hist_idx = self.hist_idx - 1
                self.entry.set_text (self.history[ self.hist_idx ][:-1])
        
        # -- next command
        elif adonthell.input_has_been_pushed (adonthell.SDLK_DOWN):
            if self.hist_idx < len (self.history) - 1:
                self.hist_idx = self.hist_idx + 1
                self.entry.set_text (self.history[ self.hist_idx ][:-1])
예제 #3
0
    def on_update(self):
        # -- quit
        if adonthell.input_has_been_pushed(adonthell.SDLK_TAB):
            self.write_history()
            adonthell.gamedata_engine().main_quit()

        # -- clear screen
        elif adonthell.input_has_been_pushed(adonthell.SDLK_DELETE):
            self.entry.set_text("")

        # -- previous command
        elif adonthell.input_has_been_pushed(adonthell.SDLK_UP):
            if self.hist_idx > 0:
                self.hist_idx = self.hist_idx - 1
                self.entry.set_text(self.history[self.hist_idx][:-1])

        # -- next command
        elif adonthell.input_has_been_pushed(adonthell.SDLK_DOWN):
            if self.hist_idx < len(self.history) - 1:
                self.hist_idx = self.hist_idx + 1
                self.entry.set_text(self.history[self.hist_idx][:-1])
예제 #4
0
    def on_update(self):
        if self.draw_func != None:
            # -- Skip intro sequence
            if adonthell.input_has_been_pushed(adonthell.SDLK_ESCAPE):
                adonthell.audio_fade_out_background(500)
                self.bag_t.set_visible(0)
                self.bag_c.set_visible(0)
                self.bag_o.set_visible(1)
                self.bag_o.set_alpha(255)
                self.draw_func = None
                self.show_menu(1, 0)

        # return self.retval
        return 1
예제 #5
0
파일: init.py 프로젝트: ksterker/wastesedge
    def on_update (self):
        if self.draw_func != None:
            # -- Skip intro sequence
            if adonthell.input_has_been_pushed (adonthell.SDLK_ESCAPE):
                adonthell.audio_fade_out_background (500)
                self.bag_t.set_visible (0)
                self.bag_c.set_visible (0)
                self.bag_o.set_visible (1)
                self.bag_o.set_alpha (255)
                self.draw_func = None
                self.show_menu (1, 0)

        # return self.retval
        return 1
예제 #6
0
    def run (self):
        # -- allow smooth movement on the veranda
        if self.myself.get_val ("on_veranda") == 1 and self.wnd == None:
            self.enable_veranda_hack ()
        elif self.myself.get_val ("on_veranda") != 1 and self.wnd != None:
            self.disable_veranda_hack ()
        
        # -- react to the action key
        if adonthell.input_has_been_pushed (adonthell.SDLK_SPACE) or \
		   adonthell.input_has_been_pushed (adonthell.SDLK_RETURN):
            # -- see whether a character(/object) is next to the player
            p = self.myself.whosnext ()

            # - Yes :)
            if p != None and p.currentmove () < adonthell.WALK_NORTH:
                # -- launch the other guy's (object's) action script
                p.launch_action (self.myself)

                # -- Cleanup
                p = None

            # -- otherwise launch an action event
            elif p == None:
                evt = adonthell.action_event ()
                evt.submap = self.myself.submap ()
                evt.x = self.myself.posx ()
                evt.y = self.myself.posy ()
                evt.dir = self.myself.currentmove ()
                evt.c = self.myself
                adonthell.event_handler_raise_event (evt)

        # -- move the player around
        elif adonthell.input_is_pushed (adonthell.SDLK_UP): self.myself.go_north ()
        elif adonthell.input_is_pushed (adonthell.SDLK_DOWN): self.myself.go_south ()
        elif adonthell.input_is_pushed (adonthell.SDLK_RIGHT): self.myself.go_east ()
        elif adonthell.input_is_pushed (adonthell.SDLK_LEFT): self.myself.go_west ()