def __init__(self, graph=None, player_start=[0]): super(GameScene, self).__init__() if graph: self.G = graph else: self.G = levels.generate_random_level() #add scrolling manager self.game_layer_controller = GameLayerController(self.G) self.add(self.game_layer_controller) #add base_layer self.base_layer = cocos.layer.ColorLayer(*settings.COLOUR_DATA['game']['background']) self.add(self.base_layer)
def __init__(self, base_graph): self._G = base_graph or levels.generate_random_level() self._selected_node = dict([(p, None) for p in settings.PLAYER]) self._targeted_node = dict([(p, None) for p in settings.PLAYER]) self._fleet = [] self._listeners = [] self._fleet_listeners = [] self._dirty_flags = dict([(f, False) for f in DIRTY_FLAG_KEYS]) # set up nodes for n in self._G.nodes_iter(): #sets 'garrison' property only if not already set self.get_garrison(n) # set up all edges for n1, n2 in self._G.edges_iter(): #sets 'creased' property only if not already set self.get_creased(n1, n2) #removes highlights self.set_highlight(n1, n2, False) if settings.ADD_RANDOM_CREASES: if (n1 % 3) == 0 and (n2 % 3) == 0: self.set_creased(n1, n2, True)