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# -*- coding: utf-8 -*-
import game_manager
import effects
import pygame
class Action:
def __init__(self, action_id, appereance_probability, time_span_in_frames, kid_animation_loop_times, kid_animation_path, window_animation_frame_rate, window_animation_loop_times, window_animation_path, sound_loop_times, sound_path, effect, allowed_places, allowed_hours, allowed_events, condition, level=1, link=None, background=None):
self.id = action_id
self.appereance_probability = appereance_probability
self.time_span = time_span_in_frames
self.time_left = time_span_in_frames
self.effect = effect
self.link = link
# conditions
self.allowed_places = allowed_places
self.allowed_hours = allowed_hours
self.allowed_events = allowed_events
self.condition = condition
self.level = level
# animations
self.kid_animation_path = kid_animation_path
self.kid_loop_times = kid_animation_loop_times
self.window_animation_path = window_animation_path
self.window_window_loop_times = window_animation_loop_times
self.window_frame_rate = window_animation_frame_rate
self.sound_path = sound_path
self.sound_loop_times = sound_loop_times
self.background = background
def perform(self, cicles):
if self.background:
game_manager.instance.set_character_location(self.background)
if self.time_span == -1:
# Perpetual
self.effect.activate(1)
else:
# Checks time left
if self.time_left > 0:
factor = float(cicles) / self.time_span
self.effect.activate(factor)
def decrease_frames_left(self):
self.time_left -= 1
def reset(self):
self.time_left = self.time_span
class Mood:
def __init__(self, name, rank, kid_animation_path, music, frame_rate=11):
self.name = name
self.rank = rank #hierarchy of moods
self.music = music
self.kid_animation_path = kid_animation_path
self.kid_frame_rate = frame_rate
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