def __init__( self, assetpath ): """ Initialize the Effect with the art assets located at assetpath INPUT: assetpath: the full path to the directory containing the images to use image file names should be sortable in the order they are to be played """ #TODO: hardcoded asset paths self._gfxeffects={'null' : None, 'slash': { 'assetpath' :"/home/lorin/projects/ge/art/cut_a", 'framepaths': [] } } framenames = os.listdir( assetpath ) #retrieve the names of all files in the dir framenames.sort() framepaths = [] for frame in framenames: framepaths.append( str( os.path.join( assetpath, frame )) )#generate the full path to the asset #TODO: BAAAAH, MESSY, model should be somewhere else, like file or db _model = Vertel() _model.set( [ ( 0.0, 0.0, 0.0 ), ( 0.0, 100.0/600.0, 0.0 ), ( 100.0/800.0, 100.0/600.0,0.0 ), ( 100.0/800.0 , 0.0, 0.0 ) ] ) super( Effect, self ).__init__( framepaths, _model ) self.alive = True #init triggers self._triggers = {} #currently 1 callback per frame, multiple triggers doable with multidict
def __init__( self, **kwargs ): """ volume - the volume this object occupies """ # super( Gitem, self ).__init__(kwargs.get('model',Gitem.default_model), # kwargs.get('texture',None), # kwargs.get('drawmode','polygon'), # kwargs.get('offset',(0,0) ) self.texture = kwargs.get('texture',None) if self.texture: _model = Vertel() _model.set( [ ( 0.0, 0.0, 0.0 ), ( 0.0, 171.0/600.0, 0.0 ), ( 101.0/800.0, 171.0/600.0,0.0 ), ( 101.0/800.0 , 0.0, 0.0 ) ] ) _bound = Vertel() _bound.set( [ ( 0.0, 0.0, 0.0 ), ( 0.0, 100.0/800, 0.0 ), ( 100.0/600.0, 100.0/800, 0.0 ), ( 100.0/600, 0.0, 0.0 ) ] ) super( Gitem, self ).__init__(self.texture, _model, _bound ) self.type = None self.name = 'item name' self.value = None self.volume = 1.0 self.mass = 1.0 self._slot = None
def __init__(self,name,imagefile,context,skills=[],factionid=0): """ """ model = [ (0,0), (0,181), (100,181), (100,0) ] bounding_rect = [ (0,0), (0,181), (100,181), (100,0) ] #super( Character, self ).__init__( model, imagefile, offset=(0,50) ) _model = Vertel() _model.set( [ ( 0.0, 0.0, 0.0 ), ( 0.0, 171.0/600.0, 0.0 ), ( 101.0/800.0, 171.0/600.0,0.0 ), ( 101.0/800.0 , 0.0, 0.0 ) ] ) _bound = Vertel() _bound.set( [ ( 0.0, 0.0, 0.0 ), ( 0.0, 100.0/600, 0.0 ), ( 100.0/800.0, 100.0/600, 0.0 ), ( 100.0/800, 0.0, 0.0 ) ] ) super( Character, self ).__init__( imagefile, _model, _bound ) #self.name = kwargs.get('name',"Unnamed") self.name = name self.mind = Mind( ego=self, factionid=factionid ) self._controller = None self._context = context self._target = None #body stats self.strength = 10 #strength of character, in kg*m*s^-2 self.agility = 20 #agility of character, in kg*m*s^-2 self.endurance = 10 #endurance: MAX Energy Reserves, in #endurance #endurance: MAX energy output in watts in kg*m^2*s^-3 self._reach = 1.0 #arm length self._mass = 50 #mass of character, in kg self.health = 100 # self.energy = Energy() self._alive = True #alive bit, used to drop a character object references #skills self.skillbook = SkillBook(skills=skills) self.deck = Deck(maxsize=4, slots=['default']*6 ) #equipment self._equipment = Equipment() #equipment is currently held by the character self.inventory = Inventory(40.0) #items in storage self.weapon = None #modifiers self.buff = Buffable(self) #allows the character to be buffed (stat and status effects) self.status_effects = [] self._wounds = []
def __init__(self): """ """ self.sel = False self._image_file = "/home/lorin/projects/ge/art/planetcute/Selector.png" self._pos = Vertex() self._pos.append(-1.0) self._pos.append(-1.0) _model = Vertel() _model.set([(0.0, 0.0, 0.0), (0.0, 171.0 / 600.0, 0.0), (101.0 / 800.0, 171.0 / 600.0, 0.0), (101.0 / 800.0, 0.0, 0.0)]) _bound = Vertel() _bound.set([(0.0, 0.0, 0.0), (0.0, 100.0 / 600, 0.0), (100.0 / 800.0, 100.0 / 600, 0.0), (100.0 / 800, 0.0, 0.0)]) super(Selection, self).__init__(self._image_file, _model, _bound) #, offset=(0,50))
def __init__(self): """ """ self.sel = False self._image_file = "/home/lorin/projects/ge/art/planetcute/Selector.png" self._pos = Vertex() self._pos.append( -1.0 ) self._pos.append( -1.0 ) _model = Vertel() _model.set( [ ( 0.0, 0.0, 0.0 ), ( 0.0, 171.0/600.0, 0.0 ), ( 101.0/800.0, 171.0/600.0,0.0 ), ( 101.0/800.0 , 0.0, 0.0 ) ] ) _bound = Vertel() _bound.set( [ ( 0.0, 0.0, 0.0 ), ( 0.0, 100.0/600, 0.0 ), ( 100.0/800.0, 100.0/600, 0.0 ), ( 100.0/800, 0.0, 0.0 ) ] ) super( Selection, self ).__init__( self._image_file, _model, _bound )#, offset=(0,50))
def __init__(self, x, y, tilecode ): """ """ self._tilecode = tilecode self.tile_size = (100,82) #magic, depends on tile set # dict of tile type to image path mappings, will eventually be part of DB self.tiletypes = { '#' : "/home/lorin/projects/ge/art/planetcute/Stone Block.png", '.' : "/home/lorin/projects/ge/art/planetcute/Stone Block.png", 'e' : "/home/lorin/projects/ge/art/planetcute/Wood Block.png", 'x' : "/home/lorin/projects/ge/art/planetcute/Wood Block.png"} self._itemoffset = Vertex() self._itemoffset.append (0.0) self._itemoffset.append (0.0) self._itemoffset[1] = 0.054 # super(Tile,self).__init__( model = [ (0,0), (0,181), (100,181), (100,0) ], # texture = self.tiletypes[tilecode], # x = 100, # y = 85, # boundoffset = (0,44) ) _model = Vertel() _model.set( [ ( 0.0, 0.0, 0.0 ), ( 0.0, 171.0/600.0, 0.0 ), ( 101.0/800.0, 171.0/600.0,0.0 ), ( 101.0/800.0 , 0.0, 0.0 ) ] ) _bound = Vertel() _bound.set( [ ( 0.0, 0.0, 0.0 ), ( 0.0, 100.0/600.0, 0.0 ), ( 100.0/800.0, 100.0/600, 0.0 ), ( 100.0/800, 0.0, 0.0 ) ] ) super(Tile,self).__init__( self.tiletypes[tilecode], _model, _bound ) self.x = x self.y = y self.items = list() self.full = False
def __init__(self, assetpath): """ Initialize the Effect with the art assets located at assetpath INPUT: assetpath: the full path to the directory containing the images to use image file names should be sortable in the order they are to be played """ #TODO: hardcoded asset paths self._gfxeffects = { 'null': None, 'slash': { 'assetpath': "/home/lorin/projects/ge/art/cut_a", 'framepaths': [] } } framenames = os.listdir( assetpath) #retrieve the names of all files in the dir framenames.sort() framepaths = [] for frame in framenames: framepaths.append(str(os.path.join( assetpath, frame))) #generate the full path to the asset #TODO: BAAAAH, MESSY, model should be somewhere else, like file or db _model = Vertel() _model.set([(0.0, 0.0, 0.0), (0.0, 100.0 / 600.0, 0.0), (100.0 / 800.0, 100.0 / 600.0, 0.0), (100.0 / 800.0, 0.0, 0.0)]) super(Effect, self).__init__(framepaths, _model) self.alive = True #init triggers self._triggers = { } #currently 1 callback per frame, multiple triggers doable with multidict