def activate(self): GameState.activate(self) w, h = sd.get_size() self.cr_open = scale(res.loadImage("open.png", 0, 1), (20,30)) self.cr_grasp = scale(res.loadImage("grasp.png", 0, 1), (20, 25)) self.cr_arrow = res.loadImage("next_arrow.png", 0, 1) self.cr = KeyCursor(self.cr_open) self.cr_state = HAND_OPEN self.cr_bounds = Rect(0,0,w,h).inflate(-w*.2, -h*.2) self.cr_bounds.height -= 30 self.cr_bounds.width -= 20 self.cr_pos = list(self.cr_bounds.center) self.cr_speed = 0 self.cr.enable() self.map_pos = self.cr_pos[:] path = res.mapPath("overworld3.tmx") self.tilemap = BufferedTilemapRenderer(path, (w,h), force_colorkey=(128,0,63)) self.camera = OverworldCamera([], self.tilemap, ((0,0), (w,h))) self.camera.center(self.cr_pos) self.tilemap.redraw() self.cleared = 0
def activate(self): GameState.activate(self) w, h = sd.get_size() self.cr_open = scale(res.loadImage("open.png", 0, 1), (20, 30)) self.cr_grasp = scale(res.loadImage("grasp.png", 0, 1), (20, 25)) self.cr_arrow = res.loadImage("next_arrow.png", 0, 1) self.cr = KeyCursor(self.cr_open) self.cr_state = HAND_OPEN self.cr_bounds = Rect(0, 0, w, h).inflate(-w * .2, -h * .2) self.cr_bounds.height -= 30 self.cr_bounds.width -= 20 self.cr_pos = list(self.cr_bounds.center) self.cr_speed = 0 self.cr.enable() self.map_pos = self.cr_pos[:] path = res.mapPath("overworld3.tmx") self.tilemap = BufferedTilemapRenderer(path, (w, h), force_colorkey=(128, 0, 63)) self.camera = OverworldCamera([], self.tilemap, ((0, 0), (w, h))) self.camera.center(self.cr_pos) self.tilemap.redraw() self.cleared = 0
def __init__(self, party, enemies): GameState.__init__(self) self.bkg = gfx.load("misc/overpass.png") self.bkg = pygame.transform.scale(self.bkg, (sd.get_size())) self.actors = [] self.glitter = [] hero = lib2d.sheetloader.load_actor("hero", Hero) hero.avatar.play("walk") hero.face("north") self.actors.append(hero) m0 = Monster() m0.render() m0.rect.topleft = (170, 10) # hack party = [hero] enemies = [m0] self.timer = VisualTimer(0, (10, 30, 100, 16)) self.player_area = Rect(160, 140, 160, 78) self.party = [party, enemies] self.member_focus = 0 self.stale_spells = [] # kinda a hack until [if] i properly implement a scheduler for # concurrent states self.states = [] self.substate = None
def __init__(self, text, choices, title=None): GameState.__init__(self) self.text = text self.state = 0 self.counter = 0 self.title = title self.choices = choices
def __init__(self, area, startPosition=None): GameState.__init__(self) self.area = area self.heroOnExit = False # use this flag when warping self.background = (203, 204, 177) self.foreground = (0, 0, 0) self.blank = True
def __init__(self, party, enemies): GameState.__init__(self) self.bkg = gfx.load("misc/overpass.png") self.bkg = pygame.transform.scale(self.bkg, (sd.get_size())) self.actors = [] self.glitter = [] hero = lib2d.sheetloader.load_actor("hero", Hero) hero.avatar.play("walk") hero.face("north") self.actors.append(hero) m0 = Monster() m0.render() m0.rect.topleft = (170, 10) # hack party = [hero] enemies = [m0] self.timer = VisualTimer(0, (10,30,100,16)) self.player_area = Rect(160, 140, 160, 78) self.party = [party, enemies] self.member_focus = 0 self.stale_spells = [] # kinda a hack until [if] i properly implement a scheduler for # concurrent states self.states = [] self.substate = None
def activate(self): GameState.activate(self) # this is hack, for sure, but ensure our music will start # playing if we are being transition'd from another state if self.dialogs[-1][:6] == "#music": text = self.dialogs.pop() tag, path = text.split(":") #res.playMusic(path, loops=-1) self.cleared = False
def __init__(self, path): GameState.__init__(self) self.dialogs = [] with open(path) as fh: for line in fh: line = line.strip() if line != "": self.dialogs.append(line) self.dialogs.reverse() self.queue_image = None self.queue_music = None self.queue_dialog = None
def deactivate(self): GameState.deactivate(self)
def __init__(self, parent): GameState.__init__(self) self.stack = deque() self.parent = parent self.history = defaultdict(int) self.last_selection = defaultdict(int)
def __init__(self, parent, stack): GameState.__init__(self) self.parent = parent self.stack = stack
def reactivate(self): GameState.reactivate(self) self.cleared = False
def __init__(self, text, title=None): GameState.__init__(self) self.font = "dpcomic.ttf" self.text = text self.title = title self.blank = True
def __init__(self, area, startPosition=None): GameState.__init__(self) self.area = area global state state = self
def __init__(self, driver, worldmap): GameState.__init__(self, driver)
def __init__(self, parent, area, startPosition=None): GameState.__init__(self, parent) self.area = area
def deactivate(self): GameState.deactivate(self) res.fadeoutMusic()
def __init__(self, map_name=None): GameState.__init__(self) self.map_name = map_name