Пример #1
0
    def __init__(self, localmap, character_name):
        super().__init__()
        self.localmap = self.convert_chunks_to_localmap(localmap)
        self.character_name = character_name
        self.chunk_size = (13, 13)  # the only tuple you'll see I swear.

        # chunk_size + tilemap size
        self.map_grid = glooey.Grid(self.chunk_size[0], self.chunk_size[1], 32,
                                    32)
        self.map_grid.set_left_padding(16)  # for the border.
        self.map_grid.set_top_padding(16)

        self.TileManager = TileManager()
        self.ItemManager = ItemManager()
        self.RecipeManager = RecipeManager()

        # glooey uses x,y for grids from the top left.
        for i in range(self.chunk_size[0]):
            for j in range(self.chunk_size[1]):
                # init the MapTile(s)
                self.map_grid.add(i, j, MapTile(None))

        # insert the background into our ordered groups.
        self.insert(CustomBackground(), 0)

        # insert the map_grid into our ordered group.
        self.insert(self.map_grid, 1)
        # self.insert(self.weather_board, 2)
        self.update_map_for_position(
            self.find_character_in_localmap().position)
Пример #2
0
    def __init__(self, first_name, last_name):
        MastermindClientTCP.__init__(self)
        pygame.init()
        pygame.display.set_caption('Cataclysm: Looming Darkness')
        self.screen = pygame.display.set_mode((854, 480), pygame.ANYFORMAT)
        self.TileManager = TileManager()
        self.ItemManager = ItemManager()
        self.RecipeManager = RecipeManager(
        )  # contains all the known recipes in the game. for reference.
        self.FontManager = FontManager()
        self.player = Player(
            str(first_name) + str(last_name)
        )  # recieves updates from server. the player and all it's stats. #TODO: name and password.
        self.localmap = None
        self.hotbars = []
        self.hotbars.insert(0, Hotbar(self.screen, 10, 10))

        # insert buttons when we open a screen and destroy them when we leave it.
        self.buttons = []
        #self.buttons.insert(0, Button(self.screen, 'BUTTON!', (120,120,120), (50,50,50,50)))
        #self.buttons.insert(0, Button(self.screen, 'BUTTON!', (120,120,120), (150,50,50,50)))
        #self.buttons.insert(0, Button(self.screen, 'BUTTON!', (120,120,120), (150,150,50,50)))
        #self.buttons.insert(0, Button(self.screen, 'BUTTON!', (120,120,120), (50,150,50,50)))
        self.textboxes = []
        self.listboxes = []
Пример #3
0
 def __init__(self):
     MastermindServerTCP.__init__(self, 0.5, 0.5, 300.0)
     self.players = {} # all the Players() that exist in the world whether connected or not.
     self.localmaps = {} # the localmaps for each player.
     self.overmaps = {} # the dict of all overmaps by player.name
     #self.options = Options()
     self.calendar = Calendar(0, 0, 0, 0, 0, 0) # all zeros is the epoch
     # self.options.save()
     self.worldmap = Worldmap(26) # create this many chunks in x and y (z is always 1 (level 0) for genning the world. we will build off that for caverns and ant stuff and z level buildings.
     self.starting_locations = [Position(23, 23, 0)] #TODO: starting locations should be loaded dynamically from secenarios
     self.RecipeManager = RecipeManager()
     self.ProfessionManager = ProfessionManager()
     self.MonsterManager = MonsterManager()
     self.ItemManager = self.worldmap.ItemManager
     self.FurnitureManager = self.worldmap.FurnitureManager
Пример #4
0
 def __init__(self):
     MastermindServerTCP.__init__(self, 0.5, 0.5, 300.0)
     self.players = {
     }  # all the Players() that exist in the world whether connected or not.
     self.localmaps = {}  # the localmaps for each player.
     self.overmaps = {}  # the dict of all overmaps by player.name
     self.options = Options()
     self.calendar = Calendar(0, 0, 0, 0, 0, 0)  # all zeros is the epoch
     self.options.save()
     self.worldmap = Worldmap(
         13
     )  # create this many chunks in x and y (z is always 1 (level 0) for genning the world. we will build off that for caverns and ant stuff and z level buildings.
     self.starting_locations = [
         Position(24, 24, 0)
     ]  #TODO: starting locations should be loaded dynamically from secenarios
     for i in range(1, 13):
         self.starting_locations.append(Position(24 + i, 24, 0))
     self.RecipeManager = RecipeManager()