def save(self, folder_name="autosave"): base_path = os.path.join(self.save_path, folder_name) print 'save %s to %s' % (self.scene_handler.scene.name, base_path) scn = self.scene_handler.scene util.mkdir_if_absent(base_path) util.save_json(self.dict_repr(), os.path.join(base_path, 'game')) util.save_json(scn.dict_repr(), os.path.join(base_path, scn.name))
def __init__(self, first_scene="title_screen", name="Adventure", reset_save=False): self.ui = ui.UI() self.name = name self.game_variables = {} self.dj = music.DJ(self, 0.8) self.background_dj = music.DJ(self, 0.1) self.save_path = pyglet.resource.get_settings_path(self.name) util.mkdir_if_absent(self.save_path) if reset_save: try: shutil.rmtree(os.path.join(self.save_path, "autosave")) except OSError: pass # Directory didn't exist but we don't care self.scene_handler = scenehandler.SceneHandler(self) scn = self.load() or scene.Scene(first_scene, self.scene_handler, self.ui) self.scene_handler.set_first_scene(scn) self.update = self.scene_handler.update
""" Global game state variables such as game name, viewport dimensions, etc. """ import pyglet import math import functools import util name = 'Lizard Wizard' save_path = pyglet.resource.get_settings_path(name) util.mkdir_if_absent(save_path) TILE_SIZE = 20 MOVE_SPEED = 200.0 main_window = None keys = None norm_w = 1280 norm_h = 800 scale_factor = 1.0 dj = None camera_min = (norm_w//2, norm_h//2) camera_max = (norm_w, norm_h) keys = None def init_scale(): global norm_w, norm_h, scale_factor, camera_min, camera_max if not main_window.fullscreen: