def init(): font.init() img.init() anim.init() menu.init() instruct.init() game.init() map.init() end.init() director.director.push(menu.menu_scene)
break screen.blit(intro_text, (0, 0)) pygame.display.flip() def LoadMap(uPos): global g_cm, world, terrain g_cm = mapManager.getMap(uPos) world = g_cm.world terrain = g_cm.terrain evt = rgine.Event() wm = rgine.windows.WindowsManager(ScreenSize) maps.init(ScreenSize, textureSize) mapManager = maps.MapManager() for i in base.maps: mapManager.add(maps.Map(*i)) terrain = base.init_terrain("1399339488.terrain", "myTexture.texture", True, textureSize) terrain.readTextureFromSurface(pygame.image.load("1399339488.jpeg")) terrain.readTextureProperty("1399648062.textureProperty") terrain.setProperty(0, 1, 255) terrain.setProperty(1, 0, 255) mapManager.add(maps.Map(terrain, (4, 4))) pManager = base.PlayerManager(libpkmon.player, terrain, base.playerEvent, base.npcs) pManager.getPlayer().setPos(5 + 4, 10 + 4)
def Release(): global pEventList pManager.release() for i in pEventList: i.release(wm) pEventList = [] if runningNpcEvent.isRunning(): runningNpcEvent.release(wm) uMenu.release(wm) uBattle.release(wm) wm.Release() pygame.quit() evt = rgine.Event() wm = rgine.windows.WindowsManager(ScreenSize) maps.init(ScreenSize, textureSize, os.path.join("BattleBackground")) mapManager = maps.MapManager() for i in base.maps: mapManager.add(maps.Map(*i)) # terrain = base.init_terrain("Villiage1.terrain", "myTexture.texture", True, textureSize) # terrain.readTextureFromSurface(pygame.image.load("Villiage1.jpeg")) # terrain.readTerrainProperty("Villiage1.terrainProperty") # mapManager.add(maps.Map(terrain, (0, 0))) # uPos: [direction, newPos] # Map Id Starts From 0 # Map Pos Formula: ((mapid%3-1)*100, (mapid-1)//3*100) # Example: mapid = 8 -> x: 100, 200 def getMapOffset(mapid): return mapid%3*100, mapid//3*100
"forward": map.forward, "back": map.backwards, "right": map.right, "left": map.left, "5": characters.game_rest_player, "8": map.forward, "2": map.backwards, "6": map.right, "4": map.left, "save": save, "load": load, "coins": player_get_money, "player": player_info, "skill": characters.skills, "shop": characters.shop, # pass player "inv": characters.inv, "use": characters.invenv_use } dealercommands = {} if __name__ == "__main__": map.init(10, 10) print("Type -help- to list the available commands, works in modules to") game_load() # print(type(characters.PLAYER[characters.NAME]), characters.PLAYER[characters.NAME]) while True: eingabe()
except: # exit(0) break screen.blit(intro_text, (0, 0)) pygame.display.flip() def LoadMap(uPos): global g_cm, world, terrain g_cm = mapManager.getMap(uPos) world = g_cm.world terrain = g_cm.terrain evt = rgine.Event() wm = rgine.windows.WindowsManager(ScreenSize) maps.init(ScreenSize, textureSize) mapManager = maps.MapManager() for i in base.maps: mapManager.add(maps.Map(*i)) terrain = base.init_terrain("1399339488.terrain", "myTexture.texture", True, textureSize) terrain.readTextureFromSurface(pygame.image.load("1399339488.jpeg")) terrain.readTextureProperty("1399648062.textureProperty") terrain.setProperty(0, 1, 255) terrain.setProperty(1, 0, 255) mapManager.add(maps.Map(terrain, (4, 4))) pManager = base.PlayerManager(libpkmon.player, terrain, base.playerEvent, base.npcs) pManager.getPlayer().setPos(5+4, 10+4) LoadMap(pManager.getPlayer().getPos())