예제 #1
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 def __init__(self, transition):
     self.transition = transition
     self.boundary = transition.boundary
     self.screenImage = screen.copy()
     self.nextImage = view.createRectangle(DIMENSIONS)
     self.playState = None
     self.ticks = 0
예제 #2
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 def __init__(self, transition):
     self.transition = transition
     self.boundary = transition.boundary
     self.screenImage = screen.copy()
     self.nextImage = view.createRectangle(DIMENSIONS)
     self.playState = None
     self.ticks = 0
예제 #3
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 def initialiseMapImage(self):
     self.mapImage = view.createRectangle((self.cols * TILE_SIZE, self.rows * TILE_SIZE), view.BLACK)
     for tiles in self.mapTiles:
         for tile in tiles:
             tileImage = tile.createTileImage()
             if tileImage:
                 self.mapImage.blit(tileImage, (tile.x * TILE_SIZE, tile.y * TILE_SIZE))
     self.mapRect = self.mapImage.get_rect()
예제 #4
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 def __init__(self, playState):
     self.screenImage = screen.copy()
     self.nextImage = view.createRectangle(DIMENSIONS)
     self.playState = playState
     self.viewRect = player.viewRect.copy()
     self.viewRect.top = 0
     self.ticks = 0
     musicPlayer.longFadeoutCurrentTrack()
예제 #5
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 def __init__(self, playState):
     self.screenImage = screen.copy()
     self.nextImage = view.createRectangle(DIMENSIONS)
     self.playState = playState
     self.viewRect = player.viewRect.copy()
     self.viewRect.top = 0
     self.ticks = 0
     musicPlayer.longFadeoutCurrentTrack()
예제 #6
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 def initialiseMapImage(self):
     self.mapImage = view.createRectangle((self.cols * TILE_SIZE, self.rows * TILE_SIZE),
                                           view.BLACK)
     for tiles in self.mapTiles:
         for tile in tiles:
             tileImage = tile.createTileImage()
             if tileImage:
                 self.mapImage.blit(tileImage, (tile.x * TILE_SIZE, tile.y * TILE_SIZE))
     self.mapRect = self.mapImage.get_rect()
예제 #7
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파일: map.py 프로젝트: d3alek/TheArchitect
 def initialiseMapImage(self):
     self.mapImage = view.createRectangle((self.cols * view.TILE_SIZE, self.rows * view.TILE_SIZE), view.BLACK)
     for x in range(self.cols):
         for y in range(self.rows):
             mapTile = self.mapTiles[x][y]
             if mapTile:
                 tileImage = mapTile.createTileImage()
                 if tileImage:
                     self.mapImage.blit(tileImage, (x * view.TILE_SIZE, y * view.TILE_SIZE))
     self.mapRect = self.mapImage.get_rect()
예제 #8
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 def createTileImage(self):
     if len(self.tiles) == 0:
         return None
     elif len(self.tiles) > 1:
         # if we're layering more than one image we don't want to draw on any of
         # the original images because that will affect every copy
         tileImage = view.createRectangle((TILE_SIZE, TILE_SIZE), view.BLACK)
         for image in self.tiles:
             tileImage.blit(image, (0, 0))
         return tileImage
     return self.tiles[0]
예제 #9
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 def __init__(self):
     self.screenImage = screen.copy()
     self.topLine1 = gameFont.getTextImage("BRAVE ADVENTURER")
     self.topLine2 = gameFont.getTextImage("YOU ARE DEAD")
     self.topLine3 = gameFont.getTextImage("CONTINUE... 10")
     self.lowLine1 = gameFont.getTextImage("PRESS SPACE")
     self.lowLine2 = gameFont.getTextImage("TO PLAY AGAIN")
     self.blackRect = view.createRectangle(self.topLine3.get_size(), view.BLACK)
     self.continueOffered = True if registryHandler.snapshot.checkpoint else False
     self.countdown = None
     self.countdownTopleft = None
     self.ticks = 0
예제 #10
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 def __init__(self):
     self.screenImage = screen.copy()
     self.topLine1 = gameFont.getTextImage("BRAVE ADVENTURER")
     self.topLine2 = gameFont.getTextImage("YOU ARE DEAD")
     self.topLine3 = gameFont.getTextImage("CONTINUE... 10")
     self.lowLine1 = gameFont.getTextImage("PRESS SPACE")
     self.lowLine2 = gameFont.getTextImage("TO PLAY AGAIN")
     self.blackRect = view.createRectangle(self.topLine3.get_size(),
                                           view.BLACK)
     self.continueOffered = True if registryHandler.snapshot.checkpoint else False
     self.countdown = None
     self.countdownTopleft = None
     self.ticks = 0
예제 #11
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from events import MapTransitionEvent, EndGameEvent
from fixedsprites import FixedCoin, CoinCount, KeyCount, Lives

ORIGIN = (0, 0)
X_MULT = VIEW_WIDTH // 64
Y_MULT = VIEW_HEIGHT // 64
DIMENSIONS = (VIEW_WIDTH, VIEW_HEIGHT)

# number of frames required to bring the player into view from an off-screen position
BOUNDARY_TICKS = {UP: 24, DOWN: 24, LEFT: 14, RIGHT: 14}
DOORWAY_TICKS = {UP: 16, DOWN: 16, LEFT: 16, RIGHT: 16}

pygame.display.set_caption("Ulmo's Adventure")
screen = pygame.display.set_mode(DIMENSIONS)

blackRect = view.createRectangle(DIMENSIONS)

gameFont = font.GameFont()

# globals
eventBus = None
registry = None
soundHandler = None
fixedSprites = None
player = None

def startGame():
    global eventBus
    eventBus = EventBus()

    # create registry
예제 #12
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    RIGHT: 14 // VELOCITY
}
DOORWAY_TICKS = {
    UP: 16 // VELOCITY,
    DOWN: 16 // VELOCITY,
    LEFT: 16 // VELOCITY,
    RIGHT: 16 // VELOCITY
}

PLAYER_OFF_SCREEN_START = (-2, 27)
PLAYER_ON_SCREEN_START = (7, 27)

pygame.display.set_caption("Ulmo's Adventure")
screen = pygame.display.set_mode(DIMENSIONS)

blackRect = view.createRectangle(DIMENSIONS)

gameFont = font.GameFont()
titleFont = font.TitleFont()

# globals
eventBus = None
soundHandler = None
registryHandler = None
musicPlayer = None
fixedSprites = None
player = None


def setup():
    global eventBus