Exemplo n.º 1
0
def switch_edit_mode():
    global edit_mode
    edit_mode = not edit_mode
    if edit_mode:
        game.update_menu_entry(
            "main",
            Utils.white_bright("j/i/k/l"),
            Utils.green_bright("Place") +
            " the current object and then move cursor Left/Up/Down/Right",
        )
        game.update_menu_entry(
            "main",
            Utils.white_bright("0 to 9"),
            Utils.green_bright("Select") +
            " an item in history to be the current item",
        )
    else:
        game.update_menu_entry(
            "main",
            Utils.white_bright("j/i/k/l"),
            "Move cursor Left/Up/Down/Right and " +
            Utils.red_bright("Delete") + " anything that was at destination.",
        )
        game.update_menu_entry(
            "main",
            Utils.white_bright("0 to 9"),
            Utils.red_bright("Remove") + " an item from history",
        )
Exemplo n.º 2
0
def switch_edit_mode():
    global edit_mode
    edit_mode = not edit_mode
    if edit_mode:
        game.update_menu_entry('main',Utils.white_bright('j/i/k/l'),Utils.green_bright('Place')+' the current object and then move cursor Left/Up/Down/Right')
        game.update_menu_entry('main',Utils.white_bright('0 to 9'),Utils.green_bright('Select')+' an item in history to be the current item')
    else:
        game.update_menu_entry('main',Utils.white_bright('j/i/k/l'),'Move cursor Left/Up/Down/Right and '+Utils.red_bright('Delete')+' anything that was at destination.')
        game.update_menu_entry('main',Utils.white_bright('0 to 9'),Utils.red_bright('Remove')+' an item from history')
Exemplo n.º 3
0
i = 0
for sp in dir(Utils):
    if sp.endswith('_SQUARE') or sp.endswith('_RECT'):
        game.add_menu_entry('graphics_utils', str(i),
                            '"' + getattr(Utils, sp) + '"', getattr(Utils, sp))
        i += 1

i = 0
for sp in dir(Sprites):
    if not sp.startswith('__'):
        game.add_menu_entry('graphics_sprites', str(i), getattr(Sprites, sp),
                            getattr(Sprites, sp))
        i += 1

game.add_menu_entry('main', None, '\n=== Menu (' + menu_mode + ') ===')
game.add_menu_entry('main', Utils.white_bright('Space'),
                    'Switch between edit/delete mode')
game.add_menu_entry(
    'main', Utils.white_bright('0 to 9'),
    Utils.green_bright('Select') +
    ' an item in history to be the current item')
game.add_menu_entry('main', Utils.white_bright('a/w/s/d'),
                    'Move cursor Left/Up/Down/Right')
game.add_menu_entry(
    'main', Utils.white_bright('j/i/k/l'),
    Utils.green_bright('Place') +
    ' the current item and then move cursor Left/Up/Down/Right')
game.add_menu_entry(
    'main', Utils.white_bright('c'),
    'Create a new board item (becomes the current item, previous one is placed in history)'
)
Exemplo n.º 4
0
import examples_includes  # noqa: F401

# First import the Utils module
import gamelib.Utils as Utils

# Then get creative!

# you directly print colored messages:
print(Utils.magenta_bright("This is a rather flashy magenta..."))

# Each color function has 3 variations : regular, dim and bright
print(Utils.yellow_dim("This is dim."))
print(Utils.yellow("This is regular."))
print(Utils.yellow_bright("This is bright."))

# Now, the color functions are just that: functions. So you can store the
# results in a variable and use them:
blue = Utils.blue_bright("blue")
white = Utils.white_bright("white")
red = Utils.red_bright("red")
print(f"France's flag is {blue} {white} {red}!")
Exemplo n.º 5
0
# Build the menus
i = 0
for sp in dir(Utils):
    if sp.endswith('_SQUARE') or sp.endswith('_RECT'):
        game.add_menu_entry('graphics_utils',str(i), '"'+getattr(Utils,sp)+'"', getattr(Utils,sp))
        i += 1

i = 0
for sp in dir(Sprites):
    if not sp.startswith('__'):
        game.add_menu_entry('graphics_sprites',str(i), getattr(Sprites,sp), getattr(Sprites,sp) )
        i += 1

game.add_menu_entry('main',None,'\n=== Menu ('+menu_mode+') ===')
game.add_menu_entry('main',Utils.white_bright('Space'),'Switch between edit/delete mode')
game.add_menu_entry('main',Utils.white_bright('0 to 9'),Utils.green_bright('Select')+' an item in history to be the current item')
game.add_menu_entry('main',Utils.white_bright('a/w/s/d'),'Move cursor Left/Up/Down/Right')
game.add_menu_entry('main',Utils.white_bright('j/i/k/l'),Utils.green_bright('Place')+' the current item and then move cursor Left/Up/Down/Right')
game.add_menu_entry('main',Utils.white_bright('c'),'Create a new board item (becomes the current item, previous one is placed in history)')
game.add_menu_entry('main',Utils.white_bright('p'),'Modify board parameters')
game.add_menu_entry('main',Utils.white_bright('P'),'Set player starting position')
game.add_menu_entry('main',Utils.white_bright('S'),'Save the current Board to hac-maps/'+game.current_board().name.replace(' ','_')+'.json')
game.add_menu_entry('main',Utils.white_bright('+'),'Save this Board and create a new one')
game.add_menu_entry('main',Utils.white_bright('L'),'Save this Board and load a new one')
game.add_menu_entry('main',Utils.white_bright('m'),'Switch menu display mode between full or hidden')
game.add_menu_entry('main',Utils.white_bright('Q'),'Quit the editor')

game.add_menu_entry('board',None,'=== Board ===')
game.add_menu_entry('board','1','Change '+Utils.white_bright('width')+' (only sizing up)')
game.add_menu_entry('board','2','Change '+Utils.white_bright('height')+' (only sizing up)')
Exemplo n.º 6
0
# level, print the new position and wait a little
mygame.clear_screen()
Utils.debug(f"Nazbrok is at position ({nazbrok.pos[0]},{nazbrok.pos[0]})"
            f" -- BEFORE changing level")
# Now let's go to level 2
mygame.change_level(2)
Utils.debug(f"Nazbrok is at position ({nazbrok.pos[0]},{nazbrok.pos[0]})"
            f" -- AFTER changing level to level 2")
mygame.current_board().display()
countdown()

# And finally do that one last time to go to level 3
mygame.clear_screen()
Utils.debug(f"Nazbrok is at position ({nazbrok.pos[0]},{nazbrok.pos[0]})"
            f" -- BEFORE changing level")
# Now let's go to level 3
mygame.change_level(3)
Utils.debug(f"Nazbrok is at position ({nazbrok.pos[0]},{nazbrok.pos[0]})"
            f" -- AFTER changing level to level 3")
mygame.current_board().display()

print(
    Utils.white_bright('As you can see even though we never actively'
                       ' moved the player, the Game() object took care'
                       ' of it for us while changing level.'
                       '\nThe Game.change_level() method takes care of:\n -'
                       ' placing the player at the board\'s'
                       ' player_starting_position\n - cleanning the previous'
                       ' board from the player presence.\n - setting the'
                       ' Game.current_level instance variable'))
Exemplo n.º 7
0
import examples_includes

# First import the Utils module
import gamelib.Utils as Utils

# Then get creative!

# you directly print colored messages:
print("France flag is "+Utils.blue_bright('blue ')+Utils.white_bright('white ')+Utils.red_bright('red')+"!")

# Each color function has 3 variations : regular, dim and bright
print( Utils.yellow_dim('This is dim.')+Utils.yellow(' This is regular.')+Utils.yellow_bright(' This is bright.') )

# Now, the color functions are just that: functions. So you can store the results in a variable and use them:
flashymagy = Utils.magenta_bright('This is a rather flashy magenta...')

print('Now that is a colored message in a variable: '+flashymagy)
Exemplo n.º 8
0
    if sp.endswith("_SQUARE") or sp.endswith("_RECT"):
        game.add_menu_entry("graphics_utils", str(i),
                            '"' + getattr(Utils, sp) + '"', getattr(Utils, sp))
        i += 1

i = 0
for sp in dir(Sprites):
    if not sp.startswith("__"):
        game.add_menu_entry("graphics_sprites", str(i), getattr(Sprites, sp),
                            getattr(Sprites, sp))
        i += 1

game.add_menu_entry(
    "main", None,
    "\n=== Menu (" + game.config("settings")["menu_mode"] + ") ===")
game.add_menu_entry("main", Utils.white_bright("Space"),
                    "Switch between edit/delete mode")
game.add_menu_entry(
    "main",
    Utils.white_bright("0 to 9"),
    Utils.green_bright("Select") +
    " an item in history to be the current item",
)
game.add_menu_entry(
    "main",
    Utils.white_bright("\u2190/\u2191/\u2193/\u2192"),
    "Move cursor Left/Up/Down/Right",
)
game.add_menu_entry(
    "main",
    Utils.white_bright("j/i/k/l"),
# level, print the new position and wait a little
mygame.clear_screen()
Utils.debug(f"Nazbrok is at position ({nazbrok.pos[0]},{nazbrok.pos[0]})"
            f" -- BEFORE changing level")
# Now let's go to level 2
mygame.change_level(2)
Utils.debug(f"Nazbrok is at position ({nazbrok.pos[0]},{nazbrok.pos[0]})"
            f" -- AFTER changing level to level 2")
mygame.current_board().display()
countdown()

# And finally do that one last time to go to level 3
mygame.clear_screen()
Utils.debug(f"Nazbrok is at position ({nazbrok.pos[0]},{nazbrok.pos[0]})"
            f" -- BEFORE changing level")
# Now let's go to level 3
mygame.change_level(3)
Utils.debug(f"Nazbrok is at position ({nazbrok.pos[0]},{nazbrok.pos[0]})"
            f" -- AFTER changing level to level 3")
mygame.current_board().display()

print(
    Utils.white_bright("As you can see even though we never actively"
                       " moved the player, the Game() object took care"
                       " of it for us while changing level."
                       "\nThe Game.change_level() method takes care of:\n -"
                       " placing the player at the board's"
                       " player_starting_position\n - cleanning the previous"
                       " board from the player presence.\n - setting the"
                       " Game.current_level instance variable"))
Exemplo n.º 10
0
import examples_includes

# First import the Utils module
import gamelib.Utils as Utils

# Then get creative!

# you directly print colored messages:
print(Utils.magenta_bright('This is a rather flashy magenta...'))

# Each color function has 3 variations : regular, dim and bright
print(Utils.yellow_dim('This is dim.'))
print(Utils.yellow('This is regular.'))
print(Utils.yellow_bright('This is bright.'))

# Now, the color functions are just that: functions. So you can store the
# results in a variable and use them:
blue = Utils.blue_bright('blue')
white = Utils.white_bright('white')
red = Utils.red_bright('red')
print(f"France's flag is {blue} {white} {red}!")