def loadAttributes(self, tyles, data): graphs = {} for tyle in tyles: name = tyle.data['name'] if not name in graphs: graphs[name] = graph.Graph() (x, y, w, h) = tyle.rect() p0 = (x, y) p1 = (x + w, y) p2 = (x + w, y + h) p3 = (x, y + h) graphs[name].addEdge(p0, p1) graphs[name].addEdge(p1, p2) graphs[name].addEdge(p2, p3) graphs[name].addEdge(p3, p0) for key in graphs.keys(): info = {} info = data[key] g = graphs[key] cs = g.getCicles() for poly in cs: block = GameObject.GameObject(self.world) block.collider = Collider.PolygonCollider( block, 0, 0, self.toVector2(poly)) self.world.AddObject(block) if 'static' in info.keys(): block.collider.static = info['static'] if 'trigger' in info.keys(): block.collider.isTrigger = info['trigger'] if 'light' in info.keys(): light = block.addComponent(LightSource.SpotLight) if 'intensity' in info.keys(): light.intensity = int(info['intensity']) if 'radius' in info.keys(): light.radius = int(info['radius'])
def __init__(self): self.scene = None gameobject = GameObject() self.go_to(TitleScene(gameobject))