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[adonthell-wastesedge-commits] Release_0-3-1 48053be 090/237: Updated th
From: |
Kai Sterker |
Subject: |
[adonthell-wastesedge-commits] Release_0-3-1 48053be 090/237: Updated the init script, so you can skip the title sequence |
Date: |
Mon, 25 Jul 2016 18:14:59 +0000 (UTC) |
tag: Release_0-3-1
commit 48053be56989eb421f9da8f8ea23aa6735410ee5
Author: adondev <adondev>
Commit: adondev <adondev>
Updated the init script, so you can skip the title sequence
---
scripts/events/.cvsignore | 1 +
scripts/init.py | 1518 ++++++++++++++++++++++--------------------
scripts/modules/main_menu.py | 78 +--
scripts/schedules/.cvsignore | 1 +
4 files changed, 819 insertions(+), 779 deletions(-)
diff --git a/scripts/events/.cvsignore b/scripts/events/.cvsignore
index 3dda729..c53e206 100755
--- a/scripts/events/.cvsignore
+++ b/scripts/events/.cvsignore
@@ -1,2 +1,3 @@
+*.pyc
Makefile.in
Makefile
diff --git a/scripts/init.py b/scripts/init.py
index 66a1be9..3e72821 100755
--- a/scripts/init.py
+++ b/scripts/init.py
@@ -1,4 +1,4 @@
-### The themes and fonts we'll use
+# -- The themes and fonts we'll use
win_manager_add_theme ("original")
win_manager_add_theme ("silverleaf")
@@ -14,756 +14,806 @@ win_manager_add_font ("silverleaf")
from main_menu import *
import time
-bag_o = image ()
-bag_c = image ()
-bag_t = image ()
-bag_o.load_pnm ("gfx/cutscene/jewelbag_open.pnm")
-bag_c.load_pnm ("gfx/cutscene/jewelbag_closed.pnm")
-bag_t.load_pnm ("gfx/cutscene/adonthell_03.pnm")
-
-bag_o.set_alpha (0)
-bag_c.set_alpha (0)
-bag_t.set_alpha (255)
-
-
-# Fade in/out multiple pictures
-# Returns current alpha of last picture
-# Usage fade (pic1, ..., picN, step1, ..., stepN)
-def fade (*args):
- pics = args[:len (args)/2]
- vals = args[len (args)/2:]
- alpha = 0
- for i in range (len (pics)):
- alpha = pics[i].alpha () + vals[i]
- if alpha < 0: alpha = 0
- if alpha > 255: alpha = 255
- pics[i].set_alpha (alpha)
- pics[i].draw (0,0)
- return alpha
-
-alpha = 0
-
-audio_load_background (0, "audio/at-menu-full.ogg")
-audio_load_background (1, "audio/at-dummy-1.ogg")
-audio_load_wave (0, "audio/select.wav")
-audio_load_wave (1, "audio/switch.wav")
-audio_load_wave (2, "audio/unselect.wav")
-
-audio_play_background (0)
-gametime_start_action ()
-
-k=0
-
-# Fade in closed bag
-while alpha < 255:
- for k in range (gametime_frames_to_do()): pass
- screen_clear ()
- alpha = fade (bag_c, k+1)
- bag_c.draw(0,0)
- screen_show ()
- gametime_update()
-
-bag_t.draw (33, 86)
-screen_show ()
-gametime_update ()
-
-# wait ~2.5 seconds
-for i in range (25):
- time.sleep (0.1)
- screen_show ()
- gametime_update()
-
-alpha = 0
-
-# fade in open bag
-while alpha < 255:
- for k in range (gametime_frames_to_do()): pass
- screen_clear ()
- bag_c.draw (0, 0)
- bag_t.draw (33, 86)
- alpha = fade (bag_o, k+1)
- screen_show ()
- gametime_update ()
-
-del bag_c
-del bag_t
+# -- Fade the screen out
+def fade_out ():
+ i = 0
+
+ while i < 60:
+ gamedata_map_engine ().mainloop ()
+
+ screen_transition (i * 2)
+ screen_show ()
+
+ gametime_update ()
+ i = i + (gametime_frames_to_do () * 2)
+
+# -- Fade the screen in
+def fade_in ():
+ i = 60
+
+ while i > 0:
+ gamedata_map_engine ().mainloop ()
+
+ screen_transition(i * 2)
+ screen_show ()
+
+ gametime_update ()
+ i = i - (gametime_frames_to_do () * 2)
class title_screen:
- def __init__ (self, background):
- self.quit = 0
- self.bgimage = win_image ()
- self.bgimage.move (0, 0)
- image.copy (self.bgimage, background)
- self.bgimage.pack ()
-
+ def __init__ (self):
+ # -- load our music
+ audio_load_background (0, "audio/at-menu-full.ogg")
+ audio_load_background (1, "audio/at-dummy-1.ogg")
+ audio_load_wave (0, "audio/select.wav")
+ audio_load_wave (1, "audio/switch.wav")
+ audio_load_wave (2, "audio/unselect.wav")
+
+ audio_play_background (0)
+
+ # -- load our images
+ self.bag_o = win_image ()
+ self.bag_o.load_pnm ("gfx/cutscene/jewelbag_open.pnm")
+ self.bag_o.set_alpha (0)
+ self.bag_o.move (0, 0)
+ self.bag_o.pack ()
+ self.bag_o.set_visible (0)
+
+ self.bag_c = win_image ()
+ self.bag_c.load_pnm ("gfx/cutscene/jewelbag_closed.pnm")
+ self.bag_c.set_visible (1)
+ self.bag_c.set_alpha (0)
+ self.bag_c.move (0, 0)
+ self.bag_c.pack ()
+
+ self.bag_t = win_image ()
+ self.bag_t.load_pnm ("gfx/cutscene/adonthell_03.pnm")
+ self.bag_t.move (33, 86)
+ self.bag_t.pack ()
+ self.bag_t.set_visible (0)
+
+ # -- create the window
self.window = win_container ()
self.window.move (0, 0)
self.window.resize (320, 240)
self.window.set_visible_border (0)
- self.window.add (self.bgimage)
- self.window.set_visible_all (1)
- win_manager_add (self.window)
+ # -- the order here is essential
+ self.window.add (self.bag_c)
+ self.window.add (self.bag_t)
+ self.window.add (self.bag_o)
+
+ self.window.set_activate (1)
+ self.window.set_visible (1)
+
+ self.window.py_signal_connect (self.on_update, win_event_UPDATE)
+ self.window.py_signal_connect (self.on_draw, win_event_DRAW)
+
+ self.draw_func = self.initial_fade_in
- self.menu = main_menu (0, 0)
+ self.alpha = 0
+ self.retval = 1
+
+ # -- let the win_manager handle everything
+ win_manager_add (self.window)
+ win_manager_set_focus (self.window)
+
+ # -- launch the mapengine
+ gametime_start_action ()
+ map_engine.set_should_update_map (0)
+ map_engine.run ()
+
+ def __del__ (self):
+ print "Destructor called"
+
+ # -- catch ESC key
+ def on_update (self):
+ if self.draw_func != None:
+ # -- Skip intro sequence
+ if input_has_been_pushed (SDLK_ESCAPE):
+ self.bag_t.set_visible (0)
+ self.bag_c.set_visible (0)
+ self.bag_o.set_visible (1)
+ self.bag_o.set_alpha (255)
+ self.draw_func = None
+ self.show_menu (1, 0)
+
+ return self.retval
+
+ # -- callback for drawing operations
+ def on_draw (self):
+ if self.draw_func != None:
+ self.draw_func ()
+
+ # -- Fade in closed bag
+ def initial_fade_in (self):
+ if self.alpha == 255:
+ # -- display "Adonthell v0.3"
+ self.bag_t.set_visible (1)
+ self.wait_time = 25
+ self.draw_func = self.wait
+
+ else:
+ # -- fade in
+ self.alpha = self.alpha + gametime_frames_to_do() + 1
+ if self.alpha > 255: self.alpha = 255
+ self.bag_c.set_alpha (self.alpha)
+
+ # -- Wait self.wait_time 10th's of a second
+ def wait (self):
+ if self.wait_time == 0:
+ # -- fade in open bag
+ self.alpha = 0
+ self.bag_o.set_visible (1)
+ self.draw_func = self.fade_to_open
+
+ else:
+ # -- wait
+ self.wait_time = self.wait_time - 1
+ time.sleep (0.1)
+
+ # -- fade over to the open bag
+ def fade_to_open (self):
+ if self.alpha == 255:
+ # -- Those pics are no longer needed
+ self.bag_t.set_visible (0)
+ self.bag_c.set_visible (0)
+
+ # -- Add the menu
+ self.draw_func = None
+ self.show_menu (0, 0)
+
+ else:
+ # -- fade in
+ self.alpha = self.alpha + gametime_frames_to_do() + 1
+ if self.alpha > 255: self.alpha = 255
+ self.bag_o.set_alpha (self.alpha)
+
+ # -- Show the main menu
+ def show_menu (self, a, b):
+ self.menu = main_menu (a, b)
self.menu.thisown = C
self.menu.py_signal_connect (self.on_menu_close, win_event_CLOSE)
win_manager_add (self.menu)
win_manager_set_focus (self.menu)
- self.menu = None
- # on to the main menu
+ # -- on to the main menu
def on_menu_close (self, retval):
- self.quit = retval
-
-
- def loop (self):
- self.cont = 0
- while self.cont == 0:
- input_update ()
+ fade_out ()
- for k in range (gametime_frames_to_do()+1):
- win_manager_input_update ()
- win_manager_update ()
-
- win_manager_draw ()
- screen_show ()
- gametime_update()
-
- self.cont = self.quit
-
- self.window.remove (self.bgimage)
+ # -- cleanup
win_manager_remove (self.window)
- alpha = 255
- bag_o.set_alpha(255)
- gametime_start_action()
- while alpha > 0:
- for k in range (gametime_frames_to_do()): pass
- screen_clear ()
- alpha = fade (bag_o, (-(k+1)*2))
- screen_show ()
- gametime_update()
-
-# -- Main --
-title = title_screen (bag_o)
-title.loop ()
-retval = title.quit
-del bag_o
-
-audio_pause_music ()
+ self.window.remove (self.bag_o)
+ self.window.remove (self.bag_c)
+ self.window.remove (self.bag_t)
+
+ del self.bag_o
+ del self.bag_c
+ del self.bag_t
+
+ self.retval = 0
+ audio_pause_music ()
+
+ ##retval = 1
+
+ if retval < 5:
+ map_engine.set_should_update_map (1)
+
+ if retval == 1:
+ gamedata_load (0)
+
+ # Creates the context for the game start
+ map_engine.load_map ("test.map")
+
+ lm = map_engine.get_landmap ()
+ the_player.set_val ("gender", MALE)
+ the_player.set_val ("race", HALFELF)
+ the_player.load ("player.mchar")
+ the_player.set_map (lm)
+ the_player.jump_to (0, 11, 18, STAND_EAST)
+ the_player.set_schedule ("keyboard_control")
+ map_engine.set_mapview_schedule ("center_player")
+
+ # Now add a few events...
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 0
+ ev.x = 18
+ ev.y = 13
+ ev.set_script ("inn_to_yard")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 1
+ ev.x = 13
+ ev.y = 8
+ ev.set_script ("inn_to_yard")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 1
+ ev.x = 14
+ ev.y = 4
+ ev.set_script ("common_to_parlor")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 2
+ ev.x = 0
+ ev.y = 4
+ ev.set_script ("common_to_parlor")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 1
+ ev.x = 1
+ ev.y = 8
+ ev.set_script ("common_to_kitchen")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 3
+ ev.x = 1
+ ev.y = 1
+ ev.set_script ("common_to_kitchen")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 3
+ ev.x = 7
+ ev.y = 3
+ ev.set_script ("yard_to_kitchen")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 0
+ ev.x = 11
+ ev.y = 14
+ ev.set_script ("yard_to_kitchen")
+ lm.add_event (ev)
+
+ ev = leave_event ()
+ ev.thisown = C
+ ev.submap = 0
+ ev.x = 18
+ ev.y = 14
+ ev.dir = WALK_NORTH
+ ev.set_script ("open_inn_door")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 4
+ ev.x = 3
+ ev.y = 5
+ ev.set_script ("cellar_to_bath")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 5
+ ev.x = 4
+ ev.y = 7
+ ev.set_script ("cellar_to_bath")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 4
+ ev.x = 0
+ ev.y = 6
+ ev.set_script ("cellar_to_alek")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 4
+ ev.x = 0
+ ev.y = 7
+ ev.set_script ("cellar_to_alek")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 6
+ ev.x = 6
+ ev.y = 6
+ ev.set_script ("cellar_to_alek")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 6
+ ev.x = 6
+ ev.y = 7
+ ev.set_script ("cellar_to_alek")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 4
+ ev.x = 0
+ ev.y = 9
+ ev.set_script ("cellar_to_storage")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 4
+ ev.x = 0
+ ev.y = 10
+ ev.set_script ("cellar_to_storage")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 8
+ ev.x = 7
+ ev.y = 3
+ ev.set_script ("cellar_to_storage")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 8
+ ev.x = 7
+ ev.y = 4
+ ev.set_script ("cellar_to_storage")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 4
+ ev.x = 10
+ ev.y = 6
+ ev.set_script ("cellar_to_dwarfs")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 4
+ ev.x = 10
+ ev.y = 7
+ ev.set_script ("cellar_to_dwarfs")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 7
+ ev.x = 0
+ ev.y = 6
+ ev.set_script ("cellar_to_dwarfs")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 7
+ ev.x = 0
+ ev.y = 7
+ ev.set_script ("cellar_to_dwarfs")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 9
+ ev.x = 9
+ ev.y = 2
+ ev.set_script ("1st_to_fellnir")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 10
+ ev.x = 0
+ ev.y = 3
+ ev.set_script ("1st_to_fellnir")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 9
+ ev.x = 0
+ ev.y = 2
+ ev.set_script ("1st_to_frostbloom")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 11
+ ev.x = 5
+ ev.y = 3
+ ev.set_script ("1st_to_frostbloom")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 9
+ ev.x = 7
+ ev.y = 4
+ ev.set_script ("1st_to_player")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 12
+ ev.x = 5
+ ev.y = 1
+ ev.set_script ("1st_to_player")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 9
+ ev.x = 1
+ ev.y = 7
+ ev.set_script ("1st_to_silverhair")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 13
+ ev.x = 5
+ ev.y = 1
+ ev.set_script ("1st_to_silverhair")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 14
+ ev.x = 3
+ ev.y = 5
+ ev.set_script ("2nd_to_redwyne")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 15
+ ev.x = 0
+ ev.y = 5
+ ev.set_script ("2nd_to_redwyne")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 14
+ ev.x = 0
+ ev.y = 5
+ ev.set_script ("2nd_to_oliver")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 16
+ ev.x = 7
+ ev.y = 5
+ ev.set_script ("2nd_to_oliver")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 14
+ ev.x = 1
+ ev.y = 8
+ ev.set_script ("2nd_to_illig")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 17
+ ev.x = 6
+ ev.y = 1
+ ev.set_script ("2nd_to_illig")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 1
+ ev.x = 12
+ ev.y = 1
+ ev.set_script ("common_to_1st")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 9
+ ev.x = 8
+ ev.y = 1
+ ev.set_script ("common_to_1st")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 9
+ ev.x = 6
+ ev.y = 1
+ ev.set_script ("1st_to_2nd")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 14
+ ev.x = 4
+ ev.y = 1
+ ev.set_script ("1st_to_2nd")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 1
+ ev.x = 9
+ ev.y = 1
+ ev.set_script ("common_to_cellar")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 4
+ ev.x = 6
+ ev.y = 1
+ ev.set_script ("common_to_cellar")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 4
+ ev.x = 12
+ ev.y = 1
+ ev.set_script ("barn_to_cellar")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 0
+ ev.x = 24
+ ev.y = 10
+ ev.set_script ("barn_to_cellar")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 3
+ ev.x = 6
+ ev.y = 6
+ ev.set_script ("kitchen_to_cellar")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 4
+ ev.x = 3
+ ev.y = 13
+ ev.set_script ("kitchen_to_cellar")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 0
+ ev.x = 12
+ ev.y = 23
+ ev.set_script ("yard_to_guards")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 18
+ ev.x = 8
+ ev.y = 3
+ ev.set_script ("yard_to_guards")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 18
+ ev.x = 1
+ ev.y = 8
+ ev.set_script ("guards_ground_to_1st")
+ lm.add_event (ev)
+
+ ev = enter_event ()
+ ev.thisown = C
+ ev.submap = 19
+ ev.x = 1
+ ev.y = 8
+ ev.set_script ("guards_ground_to_1st")
+ lm.add_event (ev)
+
+
+ # Action events
+ ev = action_event ()
+ ev.thisown = C
+ ev.submap = 1
+ ev.x = 10
+ ev.y = 2
+ ev.dir = STAND_NORTH
+ ev.set_script ("action_clock")
+ lm.add_event (ev)
+
+ ev = action_event ()
+ ev.thisown = C
+ ev.submap = 10
+ ev.x = 3
+ ev.y = 6
+ ev.dir = STAND_NORTH
+ ev.set_script ("action_alch_table")
+ lm.add_event (ev)
+
+ ev = action_event ()
+ ev.thisown = C
+ ev.submap = 10
+ ev.x = 4
+ ev.y = 6
+ ev.dir = STAND_NORTH
+ ev.set_script ("action_alch_table")
+ lm.add_event (ev)
+
+ ev = action_event ()
+ ev.thisown = C
+ ev.submap = 10
+ ev.x = 2
+ ev.y = 5
+ ev.dir = STAND_EAST
+ ev.set_script ("action_alch_table")
+ lm.add_event (ev)
+
+ ev = action_event ()
+ ev.thisown = C
+ ev.submap = 10
+ ev.x = 5
+ ev.y = 5
+ ev.dir = STAND_WEST
+ ev.set_script ("action_alch_table")
+ lm.add_event (ev)
+
+ ev = action_event ()
+ ev.thisown = C
+ ev.submap = 10
+ ev.x = 3
+ ev.y = 4
+ ev.dir = STAND_SOUTH
+ ev.set_script ("action_alch_table")
+ lm.add_event (ev)
+
+ ev = action_event ()
+ ev.thisown = C
+ ev.submap = 10
+ ev.x = 4
+ ev.y = 4
+ ev.dir = STAND_SOUTH
+ ev.set_script ("action_alch_table")
+ lm.add_event (ev)
+
+ # Now setup the characters
+ lucia = characters ["Lucia Redwyne"]
+ lucia.set_dialogue ("dialogues/lucia_start")
+ lucia.load ("lucia.mchar")
+ lucia.set_map (map_engine.get_landmap ())
+ lucia.jump_to (3, 4, 2)
+ lucia.set_action ("action_talk")
+ lucia.stand_south ()
+
+ orloth = characters ["Orloth Redwyne"]
+ orloth.set_dialogue ("dialogues/orloth_start")
+ orloth.load ("orloth.mchar")
+ orloth.set_map (map_engine.get_landmap ())
+ orloth.jump_to (1, 2, 2)
+ orloth.set_action ("action_talk")
+ orloth.stand_south ()
+ orloth.set_schedule ("orloth")
+
+ erek = characters ["Erek Stonebreaker"]
+ erek.set_dialogue ("dialogues/erek_start")
+ erek.load ("erek.mchar")
+ erek.set_map (map_engine.get_landmap ())
+ erek.jump_to (1, 5, 5)
+ erek.set_action ("action_talk")
+ erek.stand_north ()
+ # changed Erek's text color to violet
+ erek.set_color (3)
+ erek.set_schedule ("erek")
+ erek.set_portrait ("erek.pnm")
+
+ talan = characters ["Talan Wendth"]
+ talan.set_dialogue ("dialogues/talan_start")
+ talan.load ("talan.mchar")
+ talan.set_map (map_engine.get_landmap ())
+ talan.jump_to (0, 11, 19)
+ talan.set_action ("action_talk")
+ talan.stand_north ()
+ talan.set_schedule ("talan")
+ talan.set_portrait ("talan.pnm")
+
+ # -- that's a clone for now
+ jelom = characters ["Jelom Rasgar"]
+ jelom.set_dialogue ("dialogues/jelom_start")
+ jelom.load ("talan.mchar")
+ jelom.set_map (map_engine.get_landmap ())
+ jelom.jump_to (9, 2, 6)
+ jelom.set_action ("action_talk")
+ jelom.stand_north ()
+ jelom.set_schedule ("jelom")
+ jelom.set_portrait ("jelom.pnm")
+
+ # -- that's a clone for now
+ alek = characters ["Alek Endhelm"]
+ alek.set_dialogue ("dialogues/alek_start")
+ alek.load ("servant2.mchar")
+ alek.set_map (map_engine.get_landmap ())
+ alek.jump_to (1, 1, 3)
+ alek.set_action ("action_talk")
+ alek.stand_south ()
+ alek.set_schedule ("alek")
+
+ oliver = characters ["Oliver Redwyne"]
+ oliver.set_dialogue ("dialogues/oliver_start")
+ oliver.load ("oliver.mchar")
+ oliver.set_map (map_engine.get_landmap ())
+ oliver.jump_to (0, 25, 15)
+ oliver.set_action ("action_talk")
+ oliver.stand_west ()
+ oliver.set_schedule ("oliver")
+
+ frostbloom = characters ["Rhayne Frostbloom"]
+ frostbloom.set_dialogue ("dialogues/frostbloom_start")
+ frostbloom.load ("frostbloom.mchar")
+ frostbloom.set_map (map_engine.get_landmap ())
+ frostbloom.jump_to (0, 18, 22)
+ frostbloom.set_action ("action_talk")
+ frostbloom.stand_north ()
+ frostbloom.set_schedule ("frostbloom")
+
+ bjarn = characters ["Bjarn Fingolson"]
+ bjarn.set_dialogue ("dialogues/bjarn_start")
+ bjarn.load ("bjarn.mchar")
+ bjarn.set_map (map_engine.get_landmap ())
+ bjarn.jump_to (7, 3, 6)
+ bjarn.set_action ("action_talk")
+ bjarn.stand_west ()
+
+ silverhair = characters ["Imoen Silverhair"]
+ silverhair.load ("silverhair.mchar")
+ silverhair.set_map (map_engine.get_landmap ())
+ silverhair.jump_to (13, 4, 6)
+ silverhair.set_action ("action_talk")
+ silverhair.stand_north ()
+ silverhair.set_schedule ("silverhair")
+
+ sarin = characters ["Sarin Trailfollower"]
+ sarin.set_dialogue ("dialogues/sarin_start")
+ sarin.load ("servant2.mchar")
+ sarin.set_map (map_engine.get_landmap ())
+ sarin.jump_to (13, 5, 3)
+ sarin.set_action ("action_talk")
+ sarin.stand_west ()
+ sarin.set_schedule ("sarin")
+
+ janesta = characters ["Janesta Skywind"]
+ janesta.set_dialogue ("dialogues/janesta_start")
+ janesta.load ("servant1.mchar")
+ janesta.set_map (map_engine.get_landmap ())
+ janesta.jump_to (13, 6, 3)
+ janesta.set_action ("action_talk")
+ janesta.stand_north ()
+ janesta.set_schedule ("janesta")
+
+ # Once we want to generate the data context files,
+ # just call gamedata::save (1) and copy the .data files
+ # to the game's root directory.
+
+ audio_play_background (1)
+ gametime_update ()
+ fade_in ()
+ else:
+ map_engine.quit ()
-##retval = 1
-if retval < 5:
- if retval == 1:
- gamedata_load (0)
-
- # Creates the context for the game start
- map_engine.load_map ("test.map")
-
- lm = map_engine.get_landmap ()
- the_player.set_val ("gender", MALE)
- the_player.set_val ("race", HALFELF)
- the_player.load ("player.mchar")
- the_player.set_map (lm)
- the_player.jump_to (0, 11, 18, STAND_EAST)
- the_player.set_schedule ("keyboard_control")
- map_engine.set_mapview_schedule ("center_player")
-
- # Now add a few events...
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 0
- ev.x = 18
- ev.y = 13
- ev.set_script ("inn_to_yard")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 1
- ev.x = 13
- ev.y = 8
- ev.set_script ("inn_to_yard")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 1
- ev.x = 14
- ev.y = 4
- ev.set_script ("common_to_parlor")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 2
- ev.x = 0
- ev.y = 4
- ev.set_script ("common_to_parlor")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 1
- ev.x = 1
- ev.y = 8
- ev.set_script ("common_to_kitchen")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 3
- ev.x = 1
- ev.y = 1
- ev.set_script ("common_to_kitchen")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 3
- ev.x = 7
- ev.y = 3
- ev.set_script ("yard_to_kitchen")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 0
- ev.x = 11
- ev.y = 14
- ev.set_script ("yard_to_kitchen")
- lm.add_event (ev)
-
- ev = leave_event ()
- ev.thisown = C
- ev.submap = 0
- ev.x = 18
- ev.y = 14
- ev.dir = WALK_NORTH
- ev.set_script ("open_inn_door")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 4
- ev.x = 3
- ev.y = 5
- ev.set_script ("cellar_to_bath")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 5
- ev.x = 4
- ev.y = 7
- ev.set_script ("cellar_to_bath")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 4
- ev.x = 0
- ev.y = 6
- ev.set_script ("cellar_to_alek")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 4
- ev.x = 0
- ev.y = 7
- ev.set_script ("cellar_to_alek")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 6
- ev.x = 6
- ev.y = 6
- ev.set_script ("cellar_to_alek")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 6
- ev.x = 6
- ev.y = 7
- ev.set_script ("cellar_to_alek")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 4
- ev.x = 0
- ev.y = 9
- ev.set_script ("cellar_to_storage")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 4
- ev.x = 0
- ev.y = 10
- ev.set_script ("cellar_to_storage")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 8
- ev.x = 7
- ev.y = 3
- ev.set_script ("cellar_to_storage")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 8
- ev.x = 7
- ev.y = 4
- ev.set_script ("cellar_to_storage")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 4
- ev.x = 10
- ev.y = 6
- ev.set_script ("cellar_to_dwarfs")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 4
- ev.x = 10
- ev.y = 7
- ev.set_script ("cellar_to_dwarfs")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 7
- ev.x = 0
- ev.y = 6
- ev.set_script ("cellar_to_dwarfs")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 7
- ev.x = 0
- ev.y = 7
- ev.set_script ("cellar_to_dwarfs")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 9
- ev.x = 9
- ev.y = 2
- ev.set_script ("1st_to_fellnir")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 10
- ev.x = 0
- ev.y = 3
- ev.set_script ("1st_to_fellnir")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 9
- ev.x = 0
- ev.y = 2
- ev.set_script ("1st_to_frostbloom")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 11
- ev.x = 5
- ev.y = 3
- ev.set_script ("1st_to_frostbloom")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 9
- ev.x = 7
- ev.y = 4
- ev.set_script ("1st_to_player")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 12
- ev.x = 5
- ev.y = 1
- ev.set_script ("1st_to_player")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 9
- ev.x = 1
- ev.y = 7
- ev.set_script ("1st_to_silverhair")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 13
- ev.x = 5
- ev.y = 1
- ev.set_script ("1st_to_silverhair")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 14
- ev.x = 3
- ev.y = 5
- ev.set_script ("2nd_to_redwyne")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 15
- ev.x = 0
- ev.y = 5
- ev.set_script ("2nd_to_redwyne")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 14
- ev.x = 0
- ev.y = 5
- ev.set_script ("2nd_to_oliver")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 16
- ev.x = 7
- ev.y = 5
- ev.set_script ("2nd_to_oliver")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 14
- ev.x = 1
- ev.y = 8
- ev.set_script ("2nd_to_illig")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 17
- ev.x = 6
- ev.y = 1
- ev.set_script ("2nd_to_illig")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 1
- ev.x = 12
- ev.y = 1
- ev.set_script ("common_to_1st")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 9
- ev.x = 8
- ev.y = 1
- ev.set_script ("common_to_1st")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 9
- ev.x = 6
- ev.y = 1
- ev.set_script ("1st_to_2nd")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 14
- ev.x = 4
- ev.y = 1
- ev.set_script ("1st_to_2nd")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 1
- ev.x = 9
- ev.y = 1
- ev.set_script ("common_to_cellar")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 4
- ev.x = 6
- ev.y = 1
- ev.set_script ("common_to_cellar")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 4
- ev.x = 12
- ev.y = 1
- ev.set_script ("barn_to_cellar")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 0
- ev.x = 24
- ev.y = 10
- ev.set_script ("barn_to_cellar")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 3
- ev.x = 6
- ev.y = 6
- ev.set_script ("kitchen_to_cellar")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 4
- ev.x = 3
- ev.y = 13
- ev.set_script ("kitchen_to_cellar")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 0
- ev.x = 12
- ev.y = 23
- ev.set_script ("yard_to_guards")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 18
- ev.x = 8
- ev.y = 3
- ev.set_script ("yard_to_guards")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 18
- ev.x = 1
- ev.y = 8
- ev.set_script ("guards_ground_to_1st")
- lm.add_event (ev)
-
- ev = enter_event ()
- ev.thisown = C
- ev.submap = 19
- ev.x = 1
- ev.y = 8
- ev.set_script ("guards_ground_to_1st")
- lm.add_event (ev)
-
-
- # Action events
- ev = action_event ()
- ev.thisown = C
- ev.submap = 1
- ev.x = 10
- ev.y = 2
- ev.dir = STAND_NORTH
- ev.set_script ("action_clock")
- lm.add_event (ev)
-
- ev = action_event ()
- ev.thisown = C
- ev.submap = 10
- ev.x = 3
- ev.y = 6
- ev.dir = STAND_NORTH
- ev.set_script ("action_alch_table")
- lm.add_event (ev)
-
- ev = action_event ()
- ev.thisown = C
- ev.submap = 10
- ev.x = 4
- ev.y = 6
- ev.dir = STAND_NORTH
- ev.set_script ("action_alch_table")
- lm.add_event (ev)
-
- ev = action_event ()
- ev.thisown = C
- ev.submap = 10
- ev.x = 2
- ev.y = 5
- ev.dir = STAND_EAST
- ev.set_script ("action_alch_table")
- lm.add_event (ev)
-
- ev = action_event ()
- ev.thisown = C
- ev.submap = 10
- ev.x = 5
- ev.y = 5
- ev.dir = STAND_WEST
- ev.set_script ("action_alch_table")
- lm.add_event (ev)
-
- ev = action_event ()
- ev.thisown = C
- ev.submap = 10
- ev.x = 3
- ev.y = 4
- ev.dir = STAND_SOUTH
- ev.set_script ("action_alch_table")
- lm.add_event (ev)
-
- ev = action_event ()
- ev.thisown = C
- ev.submap = 10
- ev.x = 4
- ev.y = 4
- ev.dir = STAND_SOUTH
- ev.set_script ("action_alch_table")
- lm.add_event (ev)
-
- # Now setup the characters
- lucia = characters ["Lucia Redwyne"]
- lucia.set_dialogue ("dialogues/lucia_start")
- lucia.load ("lucia.mchar")
- lucia.set_map (map_engine.get_landmap ())
- lucia.jump_to (3, 4, 2)
- lucia.set_action ("action_talk")
- lucia.stand_south ()
-
- orloth = characters ["Orloth Redwyne"]
- orloth.set_dialogue ("dialogues/orloth_start")
- orloth.load ("orloth.mchar")
- orloth.set_map (map_engine.get_landmap ())
- orloth.jump_to (1, 2, 2)
- orloth.set_action ("action_talk")
- orloth.stand_south ()
- orloth.set_schedule ("orloth")
-
- erek = characters ["Erek Stonebreaker"]
- erek.set_dialogue ("dialogues/erek_start")
- erek.load ("erek.mchar")
- erek.set_map (map_engine.get_landmap ())
- erek.jump_to (1, 5, 5)
- erek.set_action ("action_talk")
- erek.stand_north ()
- # changed Erek's text color to violet
- erek.set_color (3)
- erek.set_schedule ("erek")
- erek.set_portrait ("erek.pnm")
-
- talan = characters ["Talan Wendth"]
- talan.set_dialogue ("dialogues/talan_start")
- talan.load ("talan.mchar")
- talan.set_map (map_engine.get_landmap ())
- talan.jump_to (0, 11, 19)
- talan.set_action ("action_talk")
- talan.stand_north ()
- talan.set_schedule ("talan")
- talan.set_portrait ("talan.pnm")
-
- # -- that's a clone for now
- jelom = characters ["Jelom Rasgar"]
- jelom.set_dialogue ("dialogues/jelom_start")
- jelom.load ("talan.mchar")
- jelom.set_map (map_engine.get_landmap ())
- jelom.jump_to (9, 2, 6)
- jelom.set_action ("action_talk")
- jelom.stand_north ()
- jelom.set_schedule ("jelom")
- jelom.set_portrait ("jelom.pnm")
-
- # -- that's a clone for now
- alek = characters ["Alek Endhelm"]
- alek.set_dialogue ("dialogues/alek_start")
- alek.load ("servant2.mchar")
- alek.set_map (map_engine.get_landmap ())
- alek.jump_to (1, 1, 3)
- alek.set_action ("action_talk")
- alek.stand_south ()
- alek.set_schedule ("alek")
-
- oliver = characters ["Oliver Redwyne"]
- oliver.set_dialogue ("dialogues/oliver_start")
- oliver.load ("oliver.mchar")
- oliver.set_map (map_engine.get_landmap ())
- oliver.jump_to (0, 25, 15)
- oliver.set_action ("action_talk")
- oliver.stand_west ()
- oliver.set_schedule ("oliver")
-
- frostbloom = characters ["Rhayne Frostbloom"]
- frostbloom.set_dialogue ("dialogues/frostbloom_start")
- frostbloom.load ("frostbloom.mchar")
- frostbloom.set_map (map_engine.get_landmap ())
- frostbloom.jump_to (0, 18, 22)
- frostbloom.set_action ("action_talk")
- frostbloom.stand_north ()
- frostbloom.set_schedule ("frostbloom")
-
- bjarn = characters ["Bjarn Fingolson"]
- bjarn.set_dialogue ("dialogues/bjarn_start")
- bjarn.load ("bjarn.mchar")
- bjarn.set_map (map_engine.get_landmap ())
- bjarn.jump_to (7, 3, 6)
- bjarn.set_action ("action_talk")
- bjarn.stand_west ()
-
- silverhair = characters ["Imoen Silverhair"]
- silverhair.load ("silverhair.mchar")
- silverhair.set_map (map_engine.get_landmap ())
- silverhair.jump_to (13, 4, 6)
- silverhair.set_action ("action_talk")
- silverhair.stand_north ()
- silverhair.set_schedule ("silverhair")
-
- sarin = characters ["Sarin Trailfollower"]
- sarin.set_dialogue ("dialogues/sarin_start")
- sarin.load ("servant2.mchar")
- sarin.set_map (map_engine.get_landmap ())
- sarin.jump_to (13, 5, 3)
- sarin.set_action ("action_talk")
- sarin.stand_west ()
- sarin.set_schedule ("sarin")
-
- janesta = characters ["Janesta Skywind"]
- janesta.set_dialogue ("dialogues/janesta_start")
- janesta.load ("servant1.mchar")
- janesta.set_map (map_engine.get_landmap ())
- janesta.jump_to (13, 6, 3)
- janesta.set_action ("action_talk")
- janesta.stand_north ()
- janesta.set_schedule ("janesta")
-
- # Once we want to generate the data context files,
- # just call gamedata::save (1) and copy the .data files
- # to the game's root directory.
-
- audio_play_background (1)
- gametime_update ()
- map_engine.run()
+# -- Main --
+title = title_screen ()
diff --git a/scripts/modules/main_menu.py b/scripts/modules/main_menu.py
index c58eef2..5b575df 100755
--- a/scripts/modules/main_menu.py
+++ b/scripts/modules/main_menu.py
@@ -10,8 +10,6 @@ class main_menu (win_container):
def __init__ (self, startup, enable_s, enable_b = 0):
win_container.__init__(self)
- self.startup = startup
-
# Init Position
self.move (0,0)
self.resize(320,240)
@@ -20,12 +18,11 @@ class main_menu (win_container):
# load font and theme
self.font = win_manager_get_font ("original")
- ##win_font (WIN_THEME_ORIGINAL)
self.theme = win_manager_get_theme ("original")
- ##win_theme (WIN_THEME_ORIGINAL)
self.enable_save = enable_s
-
+ self.enable_b = enable_b
+
self.lg = None
self.quit = 1
@@ -107,89 +104,80 @@ class main_menu (win_container):
for label in self.labels:
self.add (label)
-
# activate self object
self.set_activate (1)
self.set_visible_all (1)
if startup == 0:
- done = 1
+ self.startup = 1
sign = 1
- goals = ()
- moves = ()
+ self.goals = ()
+ self.moves = ()
for label in self.labels:
- goals = goals + ((self.length () - label.length ())/2,)
- moves = moves + (3*sign,)
+ self.goals = self.goals + ((self.length () - label.length
())/2,)
+ self.moves = self.moves + (3*sign,)
sign = sign * -1
- gametime_start_action ()
- while done != 0:
- for k in range (gametime_frames_to_do()):
- win_manager_update ()
- self.update ()
- done = self.create_menu (moves, goals)
- win_manager_draw ()
- self.draw ()
- screen_show ()
- gametime_update()
-
else:
+ self.startup = 0
for label in self.labels:
label.move ((self.length()-label.length())/2, label.y ())
-
+ self.add_to_select ()
+
+ def add_to_select (self):
self.select = win_select()
- self.select.move(70,10)
- self.select.resize(180, 220)
-
- self.select.set_mode ( win_select_MODE_BRIGHTNESS )
+ self.select.move (70,10)
+ self.select.resize (180, 220)
+
+ self.select.set_mode (win_select_MODE_BRIGHTNESS)
self.select.py_signal_connect (self.on_select, win_event_ACTIVATE_KEY);
-
- self.select.set_background(self.theme)
- self.select.set_visible_background (enable_b)
+
+ self.select.set_background (self.theme)
+ self.select.set_visible_background (self.enable_b)
self.select.set_trans_background (1)
-
+
self.select.set_border(self.theme, win_border_MINI)
- self.select.set_visible_border (enable_b)
-
+ self.select.set_visible_border (self.enable_b)
+
self.select.set_circle (1)
self.select.set_visible_all (1)
self.select.thisown = 0
-
+
self.select.set_activate (1)
- self.set_focus_object ( self.select )
-
+ self.set_focus_object (self.select)
+
self.add (self.select)
for label in self.labels:
self.remove (label)
label.move (label.x () - 70, label.y () - 10)
self.select.add (label)
-
+
# add the title
self.set_align (win_base_ALIGN_CENTER)
self.add (self.a_title)
self.add (self.title)
self.set_visible_all (1)
- # -- cleanup --
- def __del__(self):
- pass
-## del self.font
-## del self.theme
-
# -- Callback to close the window
def on_destroy (self):
return self.quit
# -- pressing ESC will close the menu if it's open
def on_update (self):
- if self.lg == None:
+ if self.startup > 0:
+ self.startup = self.create_menu (self.moves, self.goals)
+
+ if self.startup == 0:
+ self.add_to_select ()
+
+ elif self.lg == None:
if input_has_been_pushed (SDLK_ESCAPE):
self.quit = 0
# If we're on the title screen, then leave.
- if self.startup == 0:
+ if self.enable_save == 0:
self.set_return_code (5)
# -- Callback to get informed of the player's choice
diff --git a/scripts/schedules/.cvsignore b/scripts/schedules/.cvsignore
index 3dda729..c53e206 100755
--- a/scripts/schedules/.cvsignore
+++ b/scripts/schedules/.cvsignore
@@ -1,2 +1,3 @@
+*.pyc
Makefile.in
Makefile
- [adonthell-wastesedge-commits] Release_0-3-1 1b6640a 151/237: MOVED engine control into seperate script, (continued)
- [adonthell-wastesedge-commits] Release_0-3-1 1b6640a 151/237: MOVED engine control into seperate script, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 7ff9ee3 116/237: FIXED a few spelling errors, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 89d9191 037/237: Added Talan Wendth, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 31f9068 122/237: Schedule to get everybody down the cellar, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 ed1c142 160/237: FIXED Makefile.am's, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 6087908 137/237: ADDED Bjarn's schedule, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 69c9103 210/237: Fixed the extro a bit, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 79418df 227/237: ADDED Enter as alternative 'Action' key, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 4f1725f 119/237: FIXED erek and jelom, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 8fdfd66 165/237: Added Barn interior, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 48053be 090/237: Updated the init script, so you can skip the title sequence,
Kai Sterker <=
- [adonthell-wastesedge-commits] Release_0-3-1 547a59d 130/237: FIXED the mess I made ; P, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 b1a1e7a 154/237: ADDED extro dialogue, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 c31d284 145/237: MOVED fading code to mapengine, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 78eb33a 147/237: UPDATED scripts to make use of the new win_manager features, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 22057de 206/237: ADDED new music, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 fb80ca7 128/237: Corrected a problem with the name., Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 8054ed1 175/237: ADDED gem found in Silverhair's luggage, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 39a6545 170/237: Fixed gate and added Kitchen's furnitures, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 febb1af 187/237: ADDED in-game music!, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 88aa49d 067/237: Fixed Oliver's teleportation bug., Kai Sterker, 2016/07/25