def declarations(self): self.room_obj = [] self.hud = [] self.solid_hitbox = [] self.trigger_hitbox = [] self.player.setposx(2) #room objects initialization self.room_obj.append(Obj.Obj(1, 1, x.texture_load("textures", 3))) self.room_obj.append(Obj.Obj(30, 25, x.texture_load("textures", 4))) self.room_obj.append(Obj.Obj(20, 15, x.texture_load("textures", 5))) self.room_obj.append(Obj.Obj(15, 15, "?")) self.room_obj.append(Obj.Obj(1, 40, x.texture_load("textures", 6))) self.room_obj.append(self.player.char) #gui self.hud = hud.Hud.return_hud() #solid hitboxes self.solid_hitbox.append(Obj.Hitbox(98, 40, 0, 3, 1)) self.solid_hitbox.append(Obj.Hitbox(1, 2, 21, 16, 0)) self.solid_hitbox.append(Obj.Hitbox(3, 0, 20, 17, 0)) #trigger hitboxes self.trigger_hitbox.append(Obj.Hitbox(0, 50, 0, 0, 0)) self.update()
def declarations(self): self.room_obj = [] self.matrix = [["" for i in range(102)] for i in range(52)] #creating'n loading all objects required for this room self.room_obj.append(Obj.Obj(1, 28, x.texture_load("textures", 9))) self.room_obj.append(Obj.Obj(30, 16, x.texture_load("textures", 1))) self.room_obj.append(Obj.Obj(30, 25, x.texture_load("textures", 1))) self.room_obj.append(Obj.Obj(30, 34, x.texture_load("textures", 1))) self.room_obj.append(Obj.Obj(35, 18, " New Game ◄")) self.room_obj.append(Obj.Obj(35, 27, " Load Game")) self.room_obj.append(Obj.Obj(35, 36, " Exit Game")) self.room_obj.append(Obj.Obj(29, 5, x.texture_load("textures", 0)))
def declarations(self): self.room_obj = [] #creating'n loading all objects required for this room self.room_obj.append( Obj.Obj(21, 1, g.Graphics.drawrect(78, 42, 1, " "))) self.room_obj.append(Obj.Obj(22, 3, g.Graphics.drawhline(76, 1))) self.room_obj.append(Obj.Obj(23, 2, "Equipement")) self.room_obj.append(Obj.Obj(22, 26, g.Graphics.drawhline(76, 1))) self.room_obj.append(Obj.Obj(23, 25, "Inventory")) self.room_obj.append(Obj.Obj(23, 4, x.texture_load("textures", 7))) for i in range(1, 11): self.room_obj.append( Obj.Obj( 23, 26 + i, " " + str(i) + ":[ Empty ]" if (i < 10) else str(i) + ":[ Empty ]")) self.room_obj.append(Obj.Obj(61, 5, "[ Empty ]")) self.room_obj.append(Obj.Obj(61, 9, "[ Empty ]")) self.room_obj.append(Obj.Obj(61, 11, "[ Empty ]")) self.room_obj.append(Obj.Obj(61, 17, "[ Empty ]")) self.room_obj.append(Obj.Obj(61, 20, "[ Empty ]")) self.room_obj.append( Obj.Obj( 52, 22, "Weapon : [ " + self.player.item_list[self.player.equipment["weapon"]] + " ]")) self.room_obj.append( Obj.Obj( 52, 23, "Shield : [ " + self.player.item_list[self.player.equipment["shield"]] + " ]")) self.update(None)
def declarations(self): #reseting arrays self.room_obj = [] self.hud = [] self.solid_hitbox = [] self.trigger_hitbox = [] #room objects initialization self.room_obj.append(Obj.Obj(1, 1, x.texture_load("textures", 2))) self.room_obj.append( Obj.Obj(20, 20, g.Graphics.drawrect(20, 10, 1, "/"))) self.room_obj.append(self.player.char) self.player.setposx(10) self.player.setposy(10) #hud self.hud = hud.Hud.return_hud() #solid hitboxes self.solid_hitbox.append(Obj.Hitbox(98, 43, 1, 2, True)) #trigger hitboxes self.trigger_hitbox.append(Obj.Hitbox(0, 50, 99, 0, False)) self.trigger_hitbox.append(Obj.Hitbox(19, 10, 20, 20, False)) #Debbuging Hitbox for testing pls delete late self.update()
def declarations(self): self.room_obj = [] #objects of window self.room_obj.append(Obj.Obj(1, 1, g.Graphics.drawrect(20, 42, 1, " "))) self.room_obj.append(Obj.Obj(2, 3, g.Graphics.drawhline(18, 1))) self.room_obj.append(Obj.Obj(2, 36, x.texture_load("textures", 8))) self.room_obj.append(Obj.Obj(3, 2, "Menu")) self.room_obj.append(Obj.Obj(3, 4, "Inventory ◄")) self.room_obj.append(Obj.Obj(3, 6, "Stats")) self.room_obj.append(Obj.Obj(3, 8, "Map")) self.room_obj.append(Obj.Obj(3, 10, "Exit"))
def declarations(self): self.room_obj = [] self.matrix = [["" for i in range(102)] for i in range(52)] #creating'n loading all objects required for this room loadtext1 = "" loadtext2 = "" loadtext3 = "" save1 = x.sv_load(0) save2 = x.sv_load(1) save3 = x.sv_load(2) if (save1[0] == ""): loadtext1 = "Empty" else: loadtext1 = str(save1[0]) + " LVL: " + str(int(save1[2], 2)) + " ◄" if (save2[0] == ""): loadtext2 = "Empty" else: loadtext2 = str(save2[0]) + " LVL: " + str(int(save2[2], 2)) if (save3[0] == ""): loadtext3 = "Empty" else: loadtext3 = str(save3[0]) + " LVL: " + str(int(save3[2], 2)) self.room_obj.append(Obj.Obj(1, 28, x.texture_load("textures", 9))) self.room_obj.append(Obj.Obj(30, 16, x.texture_load("textures", 1))) self.room_obj.append(Obj.Obj(30, 25, x.texture_load("textures", 1))) self.room_obj.append(Obj.Obj(30, 34, x.texture_load("textures", 1))) self.room_obj.append(Obj.Obj(35, 18, loadtext1)) self.room_obj.append(Obj.Obj(35, 27, loadtext2)) self.room_obj.append(Obj.Obj(35, 36, loadtext3)) self.room_obj.append(Obj.Obj(29, 5, x.texture_load("textures", 0)))