def speak(self): self.speakMode = 1 ''' Write code for speaking. ''' speech = Dialogue(self._canvas, self.__produceSpeech(), self.__name, self.__icon, self.__room, self, self._player, self.__inventory) speech.show()
def frostingEffect(thisFrosting, thisMsBabbin, clickx, clicky): global tookFuel if thisMsBabbin.click(clickx, clicky, False): thisFrosting._inventory.removeItem(thisFrosting) thisFrosting.depopulate funkyFrostingFuel.populate() tookFuel = True info = Dialogue(canvas, Writing("playername", "male").babbin4(), 'Mrs. Babbin', sprites.babbinface, chemRoom, msBabbin, player, inventory) info.show() return True return False
def start(event): if event == 1: inventory.active(False) boysBathroom.unloadRoom() darkRoom.loadRoom() elif event == 3: darkRoom.unloadRoom() nexus.loadRoom() elif event == 6: nexus.unloadRoom() juniorHallway.loadRoom() if event == 5: info = Dialogue(canvas, infoText[event], 'Loudspeaker', sprites.loudspeaker, nexus, None, player, inventory) info.show() isDialogueGone(event, info) elif event < len(infoText): info = Infobox(canvas, infoText[event], 3000) info.show() root.after(3000, start, event + 1) else: inventory.active(True) loop() info = Dialogue(canvas, writeObject.chanas1(), 'Mr. Hanas', sprites.hanasface, juniorHallway, mrHanas, player, inventory) info.show()