eventDelay = 750 timeTicks = 0 lastScriptEventTime = 0 map_renderer = MapRenderer(ourMap) map_renderer.prepare_layers() action_meter = meter(0, 300, 300, 1, True, color=(255, 0, 255)) geom_system = geom_draw_system() # code for testing animated line geometry #testLine = animated_line([(480, 32), (480, 32), (480, 32), (480, 32)], [(360, 64), (400, 98), (440, 128), (480, 164)], (255, 0, 0), 2, 10, anim_looping = True) for k in range(ourScript.header[0]): if k != 0: currTile = Surface((32, 32)).convert() currTile.fill((0, 255, 255)) currTile.set_alpha(75) gui.draw_text_block(1, 1, currTile, str(k + 1)) print ourScript.defs[k][1] scriptTiles.append(currTile) # just testing pathfinding with A* ourEntities._list[0].calculate_astar_path(astar.script_to_grid(ourScript)) ourEntities._list[1].calculate_astar_path(astar.script_to_grid(ourScript)) ourEntities._list[2].calculate_astar_path(astar.script_to_grid(ourScript)) #ourEntities._list[0].does_chase_player = True #ourEntities._list[1].does_chase_player = True #ourEntities._list[2].does_chase_player = True while 1: clock.tick(60) #keep the framerate at 60 or lower timeTicks = pygame.time.get_ticks()
offs_x, offs_y = (0, 0) currentScript = 0 scriptTiles = [] collTile = Surface((32, 32)) collTile.fill((255, 0, 0)) collTile.set_alpha(68) scriptTiles.append(collTile) for k in range(ourScript.header[0]): if k != 0: currTile = Surface((32, 32)) currTile.fill((0, 255, 255)) currTile.set_alpha(75) gui.draw_text_block(1, 1, currTile, str(k+1)) print ourScript.defs[k][1] scriptTiles.append(currTile) while 1: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: # select a filename to save this map to get_text_kb(mapselect, screen) if event.key == pygame.K_s: # save the current map and script in memory ourMap.header[2] = scrselect.value savemap(mapselect.value, ourMap.header, ourMap.data)
eventDelay = 750 timeTicks = 0 lastScriptEventTime = 0 map_renderer = MapRenderer(ourMap) map_renderer.prepare_layers() action_meter = meter(0, 300, 300, 1, True, color = (255, 0, 255)) geom_system = geom_draw_system() # code for testing animated line geometry #testLine = animated_line([(480, 32), (480, 32), (480, 32), (480, 32)], [(360, 64), (400, 98), (440, 128), (480, 164)], (255, 0, 0), 2, 10, anim_looping = True) for k in range(ourScript.header[0]): if k != 0: currTile = Surface((32, 32)).convert() currTile.fill((0, 255, 255)) currTile.set_alpha(75) gui.draw_text_block(1, 1, currTile, str(k+1)) print ourScript.defs[k][1] scriptTiles.append(currTile) # just testing pathfinding with A* ourEntities._list[0].calculate_astar_path(astar.script_to_grid(ourScript)) ourEntities._list[1].calculate_astar_path(astar.script_to_grid(ourScript)) ourEntities._list[2].calculate_astar_path(astar.script_to_grid(ourScript)) #ourEntities._list[0].does_chase_player = True #ourEntities._list[1].does_chase_player = True #ourEntities._list[2].does_chase_player = True while 1: