def __init__(self): GameElement.__init__(self) self.inventory = [] self.gem_inventory = [] self.key_inventory = [] self.tree_inventory = [] self.princess_interaction = 0
def __init__(self): GameElement.__init__(self) self.inventory = [] self.tree_inventory = [] self.heart_inventory =[] self.rock_inventory =[] self.key_inventory = []
def __init__(self): GameElement.__init__(self) self.inventoryBlueGems=[] self.inventoryGreenGems=[] self.inventorychests=[] self.inventoryDoor=[] self.inventoryKeys=[]
def __init__(self): #each time an object of class Character is made... GameElement.__init__( self) #from Game Element class, run the game element #init method on the new Character object we're making self.inventory = [ ] #each Character object starts with an empty inventory self.timer = 0
def __init__(self): GameElement.__init__(self) self.points = 0 self.inventory = [] self.IMAGE = "Horns" self.name = "Horns" self.selector_image = "Yellow_selector"
def __init__(self): GameElement.__init__(self) self.inventory = [] self.tree_inventory = [] self.heart_inventory = [] self.rock_inventory = [] self.key_inventory = []
def __init__(self): # initializer that sets up object with initial values GameElement.__init__( self ) # tells Character class to call parent class' initializer so that it uses the behaviors of board interactions set # self.inventory = [] self.inventory = { "Torches": 0, }
def __init__(self, state): GameElement.__init__(self) self.STATE = state if state == "Open": self.IMAGE = "DoorOpen" self.SOLID = False elif state == "Closed": self.IMAGE = "DoorClosed" self.SOLID = True
def __init__(self): # initializer that sets up object with initial values GameElement.__init__(self) # tells Character class to call parent class' initializer so that it uses the behaviors of board interactions set # self.inventory = [] self.inventory = { "Potion":0, "Rocks":0, "Hearts":0, "Keys":0, "Torches":0 } # this instance's inventory starts as an empty list
def __init__(self): # initializer that sets up object with initial values GameElement.__init__(self) # tells Character class to call parent class' initializer so that it uses the behaviors of board interactions set # self.inventory = [] self.inventory = { "Potion":0, "Rocks":0, "Hearts":0, "Keys":0, "Torches":0, "Lightings":0, "BlueRupees":0, "Badguy":True, "Show_Inventory": False } # this instance's inventory starts as an empty list
def __init__(self): GameElement.__init__(self) self.inventory = [] self.ridinglist = [] self.popoexists = False
def __init__(self): GameElement.__init__(self) self.dt = 0
def __init__(self): # initializer that sets up object with initial values GameElement.__init__(self) # tells Character class to call parent class' initializer so that it uses the behaviors of board interactions set # self.inventory = [] self.inventory = { "Torches":0, }
def __init__(self): GameElement.__init__(self) self.inventory = [] self.key_list = []
def __init__(self): GameElement.__init__(self) self.last_move = 0 self.velocity_x = 1
def __init__(self): GameElement.__init__(self) self.inventory = [] self.points = 0 self.reversed = 0
def __init__(self): GameElement.__init__(self) self.inventory = 12*['E'] self.counter = 0 self.accel = 1
def __init__(self): GameElement.__init__(self) self.inventory = []
def __init__(self): GameElement.__init__(self) self.inventory_gems = [] self.inventory_hearts = []
def __init__(self, image): GameElement.__init__(self) self.inventory = {} self.IMAGE = image
def __init__(self,x,y): GameElement.__init__(self) self.x = x self.y = y
def __init__(self): GameElement.__init__(self) self.isAlive = True self.inventory = []
def __init__(self): GameElement.__init__(self) self.IMAGE = random.choice(self.imagelist) self.SOLID = False
def __init__(self): GameElement.__init__(self) self.x = 5 self.y = 5 self.elapsed_time = 0
def __init__(self): GameElement.__init__(self) self.inventory = [] self.has_key = False #is false until girl finds and picks up key self.points = 0 self.IMAGE = "Princess"
def __init__(self): GameElement.__init__(self) self.IMAGE = "BlueGem" self.SOLID = False
def __init__(self, player): GameElement.__init__(self) self.inventory = [] self.IMAGE = player
def __init__(self): GameElement.__init__(self) self.Animal = animal
def __init__(self): # every class has a default init. If you want to change the Init, you define it here. GameElement.__init__(self) self.inventory = [] #creates empty inventory list
def __init__(self): GameElement.__init__(self) self.totebag = [] self.health = 3 self.name = "Prancy"
def __init__(self): #each time an object of class Character is made... GameElement.__init__(self) #from Game Element class, run the game element #init method on the new Character object we're making self.inventory = [] #each Character object starts with an empty inventory
def __init__(self,xcoordinate=0,ycoordinate=0): GameElement.__init__(self) GAME_BOARD.set_el(xcoordinate,ycoordinate,self) xcoordinate = xcoordinate ycoordinate = ycoordinate
def __init__(self): GameElement.__init__(self) self.inventory = [] GAME_BOARD.game_over = 0
def __init__(self): GameElement.__init__(self) self.inventory = [] self.hover = None
def __init__(self, position): GameElement.__init__(self) self.position = position x_coord, y_coord = position GAME_BOARD.register(self) GAME_BOARD.set_el(x_coord, y_coord, self)
def __init__(self): GameElement.__init__(self) self.inventory = [] self.interacted = []
def __init__(self): GameElement.__init__(self) self.key_inventory = [] self.boy_inventory = [] self.gem_inventory = []
def __init__(self): GameElement.__init__(self)