Пример #1
0
 def __init__(self, size, cam, tilePics,itemList,tileCracks,weaponPics,armorPics,over, unit=32, lighting = True,special=True):
     self.size = size
     self.unit = unit
     self.rows = self.size[1] // self.unit
     self.columns = self.size[0] // self.unit
     self.cam = cam
     self.tilePics = tilePics
     self.startLighting = False
     self.itemList = itemList
     self.special = special
     self.entities = []
     self.physics = Physics.physics(self)
     self.AIOn = True
     self.tileCracks = tileCracks
     self.weaponPics = weaponPics
     self.spawners = []
     self.charList = CharacterList.characterList(armorPics)
     self.over = over
     self.armorPics = armorPics
     self.towns = []
     self.tileList = TileList.tileList()
     if lighting == True:
         self.lighting = Lighting.lighting(self)
         self.baseLightLevel = 255
     else:
         self.lighting = False
     self.resetTiles()
     self.resetMetadata()
     '''if lighting == True:
Пример #2
0
    def __init__(self, parent):
        wx.Panel.__init__(self, parent)

        panel = wx.Panel(self, size=(WINDOW_WIDTH, WINDOW_HEIGHT))
        nb = wx.Notebook(panel)

        bd = BasicData(nb)
        cl = CharacterList(nb)
        vs = VersusScreen(nb)
        gui = GUITab(nb)
        ci = CommonImages(nb)
        sp = SparksGUI(nb)
        ht = HitStates(nb)

        nb.AddPage(bd, "Basic Data")
        nb.AddPage(cl, "Character List")
        nb.AddPage(vs, "Versus Screen")
        nb.AddPage(gui, "GUI")
        nb.AddPage(ci, "Common Images")
        nb.AddPage(sp, "Sparks")
        nb.AddPage(ht, "HitStates")

        sizer = wx.BoxSizer(wx.VERTICAL)
        sizer.Add(nb, 1, wx.EXPAND)

        self.SetSizer(sizer)
Пример #3
0
 def __init__(self,
              size,
              cam,
              tilePics,
              itemList,
              tileCracks,
              weaponPics,
              armorPics,
              over,
              unit=32,
              lighting=True,
              special=True):
     self.size = size
     self.unit = unit
     self.rows = self.size[1] // self.unit
     self.columns = self.size[0] // self.unit
     self.cam = cam
     self.tilePics = tilePics
     self.startLighting = False
     self.itemList = itemList
     self.special = special
     self.entities = []
     self.physics = Physics.physics(self)
     self.AIOn = True
     self.tileCracks = tileCracks
     self.weaponPics = weaponPics
     self.spawners = []
     self.charList = CharacterList.characterList(armorPics)
     self.over = over
     self.armorPics = armorPics
     self.towns = []
     self.tileList = TileList.tileList()
     if lighting == True:
         self.lighting = Lighting.lighting(self)
         self.baseLightLevel = 255
     else:
         self.lighting = False
     self.resetTiles()
     self.resetMetadata()
     '''if lighting == True:
Пример #4
0
        controlMen.buttonHovers((mx,my),clicked)#checks for hovers
        controlMen.draw()#draws controls
    elif options == True:
        optionMen.buttonHovers((mx,my),clicked)#checks for hovers
        optionMen.draw()#draws controls        
    pygame.display.flip()#refresh
    clock.tick(60)#set framerate

if play == True:
    background.fill((173, 216, 230))#sets background to sky color
    mainCamera = Camera.camera(screen,0,0,screenSize)#creates camera
    over = Overlay.overlay(screen,font,ItemList.itemList(loadPictures('data/images/Items/')))#creates overlay focussed on player
    worldBack = World.world((10000, 5000),mainCamera,loadPictures('data/images/tiles/'),itemList,tileCracks,weaponPics,armorPics,over,lighting=activeLighting)#creates a world
    worldBack.worldGen('Grassland')#generates the world
    AIOn = worldBack.AIOn#global variable controlling whether the AI is active
    charList = CharacterList.characterList(armorPics)

    player = worldBack.addCharacter(0,True)#creates the player on team player
    player.changeXY(500)#move him/her right 500px

    bottomRow = worldBack.size[1]//32#finds bottom row

    def displayFPS(font):#displays the frames per second
        fps = int(clock.get_fps())#gets fps
        fpsFont = font.render(str(fps), 1, (250, 250, 250))#font renders it
        fpsPos = fpsFont.get_rect()
        fpsPos.centerx = 50
        fpsPos.centery = 50
        screen.blit(fpsFont,fpsPos)

    def setNight():#sets time to night, unused
Пример #5
0
        screen, font, ItemList.itemList(loadPictures("data/images/Items/"))
    )  # creates overlay focussed on player
    worldBack = World.world(
        (10000, 5000),
        mainCamera,
        loadPictures("data/images/tiles/"),
        itemList,
        tileCracks,
        weaponPics,
        armorPics,
        over,
        lighting=activeLighting,
    )  # creates a world
    worldBack.worldGen("Grassland")  # generates the world
    AIOn = worldBack.AIOn  # global variable controlling whether the AI is active
    charList = CharacterList.characterList(armorPics)

    player = worldBack.addCharacter(0, True)  # creates the player on team player
    player.changeXY(500)  # move him/her right 500px

    bottomRow = worldBack.size[1] // 32  # finds bottom row

    def displayFPS(font):  # displays the frames per second
        fps = int(clock.get_fps())  # gets fps
        fpsFont = font.render(str(fps), 1, (250, 250, 250))  # font renders it
        fpsPos = fpsFont.get_rect()
        fpsPos.centerx = 50
        fpsPos.centery = 50
        screen.blit(fpsFont, fpsPos)

    def setNight():  # sets time to night, unused
Пример #6
0
import pygame, os, gameCharacter, windowRender, PlayerCharacter, GameConfig, level, LevelList, CharacterList

pygame.init()

mainWindow = windowRender.RenderWindow(GameConfig.main_window_size, backgroundColor=(255,255,255))
CharacterList.loadCharacterList()

playtime = 0
mainloop = True

LevelList.startHomeLevel()
player_character = CharacterList.getGameCharacter('Elinera')

#The main gameloop. This is where the renderer gets called and time is kept.
while mainloop:
    mainWindow.addToRenderer(mainWindow.getScreenBackground(), 0, 0)
    for levels in level.Level._registry: #Iterates through all level instances for rendering
        mainWindow.addToRenderer(levels.renderLevel(), levels.getLevelPosition()[0], levels.getLevelPosition()[1])
        for characters in levels.getCharacterList():
            mainWindow.addToRenderer(characters.renderCharacterPix(), characters.getCharacterPosition()[0], characters.getCharacterPosition()[1])
            PlayerCharacter.movement(player_character, levels, mainWindow.getWindowSize(), 1)
    mainWindow.render()
    milliseconds = GameConfig.clock.tick(GameConfig.FPS)
    playtime += milliseconds / 1000.0

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            mainloop = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                mainloop = False
Пример #7
0
def startHomeLevel():
    home_level = level.Level('placeholder-background.jpg', (1000, 1000))
    home_level.addCharacter(CharacterList.getGameCharacter('Elinera'))