import UIMenu import Grid import mcrfpy from random import randint, choice from pprint import pprint #print("TestScene imported") BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED, GREEN, BLUE = (255, 0, 0), (0, 255, 0), (0, 0, 255) DARKRED, DARKGREEN, DARKBLUE = (192, 0, 0), (0, 192, 0), (0, 0, 192) animations_in_progress = 0 # don't load grid over and over, use the global scene scene = None class TestEntity: def __init__(self, grid, label, tex_index, basesprite, x, y, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False): self.grid = grid self.basesprite = basesprite self.texture_width = texture_width self.walk_frames = walk_frames self.attack_frames = attack_frames self.x = x self.y = y self.facing_direction = 0 self.do_fov = do_fov self.label = label self.inventory = [] #print(f"Calling C++ with: {repr((self.grid, label, tex_index, self.basesprite, x, y, self))}") grids = mcrfpy.listGrids() for g in grids: if g.title == self.grid: self.entity_index = len(g.entities) mcrfpy.createEntity(self.grid, label, tex_index, self.basesprite, x, y, self) def ai_act(self): return # no AI motion #if self.label == "player": return self.move(randint(-1, 1), randint(-1, 1)) scene.actors += 1 def player_act(self): #print("I'M INTERVENING") mcrfpy.unlockPlayerInput() scene.updatehints() def die(self): #self.x = -2 #self.y = -2 self.move(-1000,-1000) self.animate(0,animove=(-1000,-1000)) self.x = -1000 self.y = -1000 self.label = "dead" def interact(self, initiator, callback): print(f"Interacted with {self.label}. ", end='') if self.label == 'item': print("'taking' item.") callback() self.die() else: print("blocking movement.") def move(self, dx, dy, force=False): # select animation direction # prefer left or right for diagonals. #grids = mcrfpy.listGrids() for g in scene.grids: if g.title == self.grid: if not force and g.at(self.x + dx, self.y + dy) is None or not g.at(self.x + dx, self.y + dy).walkable: #print("Blocked at target location.") return if not force: # entities can be stepped on when force=True (like collecting items!) for entity in scene.tes: if (entity.x, entity.y) == (self.x + dx, self.y + dy): print(f"Blocked by entity {entity.label} at ({entity.x}, {entity.y})") return entity.interact(self, lambda: self.move(dx, dy, force=True)) if self.label == "player": mcrfpy.lockPlayerInput() scene.updatehints() if (dx == 0 and dy == 0): direction = self.facing_direction # TODO, jump straight to computer turn elif (dx): direction = 2 if dx == +1 else 3 else: direction = 0 if dy == +1 else 1 self.animate(direction, move=True, animove=(self.x + dx, self.y+dy)) self.facing_direction = direction if (self.do_fov): mcrfpy.refreshFov() def animate(self, direction, attacking=False, move=False, animove=None): start_sprite = self.basesprite + (self.texture_width * (direction + (4 if attacking else 0))) animation_frames = [start_sprite + i for i in range((self.attack_frames if attacking else self.walk_frames))] mcrfpy.createAnimation( 0.15, # duration, seconds self.grid, # parent: a UIMenu or Grid key "entity", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity' self.entity_index, # target id: integer index for menu or grid objs; None for grid/menu "sprite", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite' self.animation_done, #callback: callable once animation is complete False, #loop: repeat indefinitely animation_frames # values: iterable of frames for 'sprite', lerp target for others ) #global animations_in_progress #animations_in_progress += 1 if move: pos = [self.x, self.y] if (direction == 0): pos[1] += 1 elif (direction == 1): pos[1] -= 1 elif (direction == 2): pos[0] += 1 elif (direction == 3): pos[0] -= 1 if not animove: self.x, self.y = pos animove = pos else: pos = animove self.x, self.y = animove #scene.move_entity(self.grid, self.entity_index, pos) #for g in mcrfpy.listGrids(): for g in scene.grids: if g.title == self.grid: g.entities[self.entity_index].x = pos[0] g.entities[self.entity_index].y = pos[1] mcrfpy.modGrid(g, True) if animove: mcrfpy.createAnimation( 0.25, # duration, seconds self.grid, # parent: a UIMenu or Grid key "entity", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity' self.entity_index, # target id: integer index for menu or grid objs; None for grid/menu "position", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite' self.animation_done, #callback: callable once animation is complete False, #loop: repeat indefinitely animove # values: iterable of frames for 'sprite', lerp target for others ) #animations_in_progress += 1 def animation_done(self): #global animations_in_progress #animations_in_progress -= 1 scene.actors -= 1 #print(f"{self} done animating - {scene.actors} remaining") if scene.actors <= 0: scene.actors = 0 mcrfpy.unlockPlayerInput() scene.updatehints() class TestItemEntity(TestEntity): def __init__(self, grid, label, tex_index, basesprite, x, y, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, item="Nothing"): super().__init__(grid, label, tex_index, basesprite, x, y, texture_width, walk_frames, attack_frames, do_fov) self.item = item def interact(self, initiator, callback): if self.label == 'dead': return super().interact(initiator, callback) print(f"Interacted with {self.label}, an item. Adding {self.item} to {initiator.label}'s inventory") initiator.inventory.append(self.item) callback() scene.itemguis() self.die() class TestDoorEntity(TestEntity): def __init__(self, grid, label, tex_index, basesprite, x, y, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, key="Nothing"): super().__init__(grid, label, tex_index, basesprite, x, y, texture_width, walk_frames, attack_frames, do_fov) self.key = key def interact(self, initiator, callback): if self.label == 'dead': return super().interact(initiator, callback) print(f"Interacted with {self.label}, a Door. ", end='') if self.key in initiator.inventory: initiator.inventory.remove(self.key) print("Taking key & passing.") callback() scene.itemguis() self.die() else: print("The door is locked.") class TestScene: def __init__(self, ui_name = "demobox1", grid_name = "demogrid"): # Texture & Sound Loading self.actors = 0 #print("Load textures") mcrfpy.createTexture("./assets/test_portraits.png", 32, 8, 8) #0 - portraits mcrfpy.createTexture("./assets/alives_other.png", 16, 64, 64) #1 - TinyWorld NPCs mcrfpy.createTexture("./assets/alives_other.png", 32, 32, 32) #2 - TinyWorld NPCs - 2x2 sprite mcrfpy.createTexture("./assets/custom_player.png", 16, 5, 13) #3 - player mcrfpy.createTexture("./assets/Sprite-0001.png", 80, 10, 10) #4 - LGJ2023 keycard + other icons mcrfpy.createTexture("./assets/tiny_keycards.png", 16, 8, 8) #5 - tiny keycards (ground items) self.ui_name = ui_name self.grid_name = grid_name # Menu index = 0 #print("Create UI") # Create dialog UI mcrfpy.createMenu(ui_name, 20, 540, 500, 200) #mcrfpy.createCaption(ui_name, "Hello There", 18, BLACK) mcrfpy.createCaption(ui_name, "", 24, RED) #mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKBLUE, (0, 0, 0), "clicky", "testaction") mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKRED, (0, 0, 0), "REPL", "startrepl") ##mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKGREEN, (0, 0, 0), "map gen", "gridgen") #mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKGREEN, (0, 0, 0), "mapL", "gridgen2") #mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKBLUE, (192, 0, 0), "a_menu", "animtest") #mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKRED, GREEN, "a_spr", "animtest2") #mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, GREEN, "Next sp", "nextsp") #mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, RED, "Prev sp", "prevsp") #mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, DARKGREEN, "+16 sp", "skipsp") mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKGREEN, (0, 0, 0), "Next", "nextsp") mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, (0, 0, 0), "Prev", "prevsp") mcrfpy.createSprite(ui_name, 4, 1, 10, 10, 2.0) # Menu index = 1 #print("Create UI 2") entitymenu = "entitytestmenu" mcrfpy.createMenu(entitymenu, 840, 20, 20, 500) mcrfpy.createButton(entitymenu, 0, 10, 150, 40, DARKBLUE, BLACK, "Up", "test_up") mcrfpy.createButton(entitymenu, 0, 60, 150, 40, DARKBLUE, BLACK, "Down", "test_down") mcrfpy.createButton(entitymenu, 0, 110, 150, 40, DARKBLUE, BLACK, "Left", "test_left") mcrfpy.createButton(entitymenu, 0, 160, 150, 40, DARKBLUE, BLACK, "Right", "test_right") mcrfpy.createButton(entitymenu, 0, 210, 150, 40, DARKBLUE, BLACK, "Attack", "test_attack") mcrfpy.createButton(entitymenu, 0, 210, 150, 40, DARKBLUE, RED, "TE", "testent") # Menu index = 2 mcrfpy.createMenu( "gridtitlemenu", 0, -10, 0, 0) mcrfpy.createCaption("gridtitlemenu", "", 18, WHITE) #mcrfpy.createCaption("gridtitlemenu", "", 16, WHITE) # Menu index = 3 mcrfpy.createMenu( "hintsmenu", 0, 505, 0, 0) mcrfpy.createCaption("hintsmenu", "", 16, WHITE) # Menu index = 4 # menu names must be created in alphabetical order (?!) - thanks, C++ hash map mcrfpy.createMenu( "i", 600, 20, 0, 0) #mcrfpy.createMenu( "camstatemenu", 600, 20, 0, 0) mcrfpy.createCaption("i", "", 16, WHITE) # Menu index = 5 mcrfpy.createMenu( "j", 600, 500, 0, 0) mcrfpy.createButton( "j", 0, 0, 80, 40, DARKBLUE, WHITE, "Recenter", "activatecamfollow") # Menu index = 6, 7, 8, 9, 10: keycard sprites mcrfpy.createMenu("k", 540, 540, 80, 80) #6 mcrfpy.createSprite("k", 4, 0, 10, 10, 1.0) mcrfpy.createMenu("l", 540 + (80 * 1), 540, 80, 80) #7 mcrfpy.createSprite("l", 4, 1, 10, 10, 1.0) mcrfpy.createMenu("m", 540 + (80 * 2), 540, 80, 80) #8 mcrfpy.createSprite("m", 4, 2, 10, 10, 1.0) mcrfpy.createMenu("n", 540 + (80 * 3), 540, 80, 80) #9 mcrfpy.createSprite("n", 4, 3, 10, 10, 1.0) mcrfpy.createMenu("o", 540 + (80 * 4), 540, 80, 80) #10 mcrfpy.createSprite("o", 4, 4, 10, 10, 1.0) mcrfpy.createMenu("p", 20, 20, 40, 40) #11 #mcrfpy.createButton("p", 0, 0, 130, 40, DARKGREEN, (0, 0, 0), "Register", "keyregistration") mcrfpy.createButton("p", 0, 0, 130, 40, DARKGREEN, (0, 0, 0), "Register", "startrepl") mcrfpy.registerPyAction("keyregistration", keyregistration) #print("Make UIs visible") self.menus = mcrfpy.listMenus() self.menus[0].visible = True self.menus[1].w = 170 self.menus[1].visible = True self.menus[2].visible = True for mn in range(2, 6): self.menus[mn].bgcolor = BLACK self.menus[mn].visible = True mcrfpy.modMenu(self.menus[mn]) for mn in range(6, 11): self.menus[mn].bgcolor = BLACK self.menus[mn].visible = False mcrfpy.modMenu(self.menus[mn]) self.menus[11].visible=True mcrfpy.modMenu(self.menus[11]) #self.menus[2].bgcolor = BLACK #self.menus[3].visible = True #self.menus[3].bgcolor = BLACK #self.menus[4].visible = True #self.menus[4].bgcolor = BLACK #self.menus[5].visible = True #mcrfpy.modMenu(self.menus[0]) #mcrfpy.modMenu(self.menus[1]) #mcrfpy.modMenu(self.menus[2]) #mcrfpy.modMenu(self.menus[3]) #mcrfpy.modMenu(self.menus[4]) #mcrfpy.modMenu(self.menus[5]) #pprint(mcrfpy.listMenus()) #print(f"UI 1 gave back this sprite: {self.menus[0].sprites}") #print("Create grid") # create grid (title, gx, gy, gs, x, y, w, h) mcrfpy.createGrid(grid_name, 100, 100, 16, 20, 20, 800, 500) self.grids = mcrfpy.listGrids() #print(self.grids) #print("Create entities") #mcrfpy.createEntity("demogrid", "dragon", 2, 545, 10, 10, lambda: None) #mcrfpy.createEntity("demogrid", "tinyenemy", 1, 1538, 3, 6, lambda: None) #print("Create fancy entity") self.player = TestEntity("demogrid", "player", 3, 20, 17, 3, 5, walk_frames=4, attack_frames=5, do_fov=True) self.tes = [ TestEntity("demogrid", "classtest", 1, 1538, 5, 7, 64, walk_frames=5, attack_frames=6), TestEntity("demogrid", "classtest", 1, 1545, 7, 9, 64, walk_frames=5, attack_frames=6), TestEntity("demogrid", "classtest", 1, 1552, 9, 11, 64, walk_frames=5, attack_frames=6), TestEntity("demogrid", "classtest", 1, 1566, 11, 13, 64, walk_frames=4, attack_frames=6), #TestEntity("demogrid", "item", 1, 1573, 13, 15, 64, walk_frames=4, attack_frames=6), TestEntity("demogrid", "classtest", 1, 1583, 15, 17, 64, walk_frames=4, attack_frames=6), TestEntity("demogrid", "classtest", 1, 130, 9, 7, 64, walk_frames=5, attack_frames=6), TestEntity("demogrid", "classtest", 1, 136, 11, 9, 64, walk_frames=5, attack_frames=6), TestEntity("demogrid", "classtest", 1, 143, 13, 11, 64, walk_frames=5, attack_frames=6), TestEntity("demogrid", "classtest", 1, 158, 15, 13, 64, walk_frames=5, attack_frames=6), TestEntity("demogrid", "classtest", 1, 165, 17, 15, 64, walk_frames=5, attack_frames=6), self.player, TestItemEntity("demogrid", "GreenKeyCard", 5, 0, 19, 3, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, item="Green Keycard"), TestItemEntity("demogrid", "BlueKeyCard", 5, 1, 21, 3, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, item="Blue Keycard"), TestItemEntity("demogrid", "RedKeyCard", 5, 2, 23, 3, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, item="Red Keycard"), TestItemEntity("demogrid", "OrangeKeyCard", 5, 3, 25, 3, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, item="Orange Keycard"), TestItemEntity("demogrid", "DevilKeyCard", 5, 4, 27, 3, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, item="Devil Keycard"), TestDoorEntity("demogrid", "GreenKeyDoor", 5, 8, 19, 5, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, key="Green Keycard"), TestDoorEntity("demogrid", "BlueKeyDoor", 5, 9, 21, 5, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, key="Blue Keycard"), TestDoorEntity("demogrid", "RedKeyDoor", 5, 10, 23, 5, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, key="Red Keycard"), TestDoorEntity("demogrid", "OrangeKeyDoor", 5, 11, 25, 5, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, key="Orange Keycard"), TestDoorEntity("demogrid", "DevilKeyDoor", 5, 12, 27, 5, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, key="Devil Keycard") ] self.grids = mcrfpy.listGrids() self.entity_direction = 0 mcrfpy.registerPyAction("test_down", lambda: [te.animate(0, False, True) for te in self.tes]) mcrfpy.registerPyAction("test_up", lambda: [te.animate(1, False, True) for te in self.tes]) mcrfpy.registerPyAction("test_right", lambda: [te.animate(2, False, True) for te in self.tes]) mcrfpy.registerPyAction("test_left", lambda: [te.animate(3, False, True) for te in self.tes]) mcrfpy.registerPyAction("test_attack", lambda: [te.animate(0, True) for te in self.tes]) mcrfpy.registerPyAction("testent", lambda: [te.animate(2, True) for te in self.tes]) mcrfpy.registerPyAction("activatecamfollow", lambda: mcrfpy.camFollow(True)) # Button behavior self.clicks = 0 self.sprite_index = 0 #mcrfpy.registerPyAction("testaction", self.click) mcrfpy.registerPyAction("gridgen", self.gridgen) #mcrfpy.registerPyAction("gridgen2", lambda: self.gridgen()) #mcrfpy.registerPyAction("animtest", lambda: self.createAnimation()) #mcrfpy.registerPyAction("animtest2", lambda: self.createAnimation2()) mcrfpy.registerPyAction("nextsp", lambda: self.changesprite(1)) mcrfpy.registerPyAction("prevsp", lambda: self.changesprite(-1)) mcrfpy.registerPyAction("skipsp", lambda: self.changesprite(16)) mcrfpy.unlockPlayerInput() mcrfpy.setActiveGrid("demogrid") self.gridgen() self.updatehints() mcrfpy.camFollow(True) def itemguis(self): print(self.player.inventory) items = ["Green Keycard", "Blue Keycard", "Red Keycard", "Orange Keycard", "Devil Keycard"] for mn in range(6, 11): self.menus[mn].visible = items[mn-6] in self.player.inventory mcrfpy.modMenu(self.menus[mn]) def animate_entity(self, direction, attacking=False): if direction is None: direction = self.entity_direction else: self.entity_direction = direction dragon_sprite = 545 + (32 * (direction + (4 if attacking else 0))) dragon_animation = [dragon_sprite + i for i in range((5 if attacking else 4))] mcrfpy.createAnimation( 1.0, # duration, seconds "demogrid", # parent: a UIMenu or Grid key "entity", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity' 0, # target id: integer index for menu or grid objs; None for grid/menu "sprite", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite' lambda: self.animation_done("demobox1"), #callback: callable once animation is complete False, #loop: repeat indefinitely dragon_animation # values: iterable of frames for 'sprite', lerp target for others ) orc_sprite = 1538 + (64 * (direction + (4 if attacking else 0))) orc_animation = [orc_sprite + i for i in range((5 if attacking else 4))] mcrfpy.createAnimation( 1.0, # duration, seconds "demogrid", # parent: a UIMenu or Grid key "entity", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity' 1, # target id: integer index for menu or grid objs; None for grid/menu "sprite", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite' lambda: self.animation_done("demobox1"), #callback: callable once animation is complete False, #loop: repeat indefinitely orc_animation # values: iterable of frames for 'sprite', lerp target for others ) #def move_entity(self, targetgrid, entity_index, position): # for i, g in enumerate(self.grids): # if g.title == targetgrid: # g.entities[entity_index].x = position[0] # g.entities[entity_index].y = position[1] # #pts = g.points # g.visible = True # mcrfpy.modGrid(g) # self.grids = mcrfpy.listGrids() # #self.grids[i].points = pts # return def changesprite(self, n): self.sprite_index += n self.menus[0].captions[0].text = f"Sprite #{self.sprite_index}" self.menus[0].sprites[0].sprite_index = self.sprite_index mcrfpy.modMenu(self.menus[0]) def click(self): self.clicks += 1 self.menus[0].captions[0].text = f"Clicks: {self.clicks}" self.menus[0].sprites[0].sprite_index = randint(0, 3) mcrfpy.modMenu(self.menus[0]) def updatehints(self): self.menus[2].captions[0].text=mcrfpy.activeGrid() mcrfpy.modMenu(self.menus[2]) self.menus[3].captions[0].text=mcrfpy.inputMode() mcrfpy.modMenu(self.menus[3]) #self.menus[4].captions[0].text=f"follow: {mcrfpy.camFollow()}" self.menus[4].captions[0].text="following" if mcrfpy.camFollow() else "free" mcrfpy.modMenu(self.menus[4]) self.menus[5].visible = not mcrfpy.camFollow() mcrfpy.modMenu(self.menus[5]) def gridgen(self): #print(f"[Python] modifying {len(self.grids[0].points)} grid points") for p in self.grids[0].points: #p.color = (randint(0, 255), randint(64, 192), 0) p.color = (0,0,0) p.walkable = False p.transparent = False room_centers = [(randint(0, self.grids[0].grid_x-1), randint(0, self.grids[0].grid_y-1)) for i in range(20)] + [(17, 3), (20,10) + (20,5)] #room_centers.append((3, 5)) for r in room_centers: # random hallway target = choice(room_centers) length1 = abs(target[0] - r[0]) xbase = min(target[0], r[0]) for x in range(length1): gpoint = self.grids[0].at(x, r[1]) if gpoint is None: continue gpoint.walkable = True gpoint.transparent = True gpoint.color = (192, 192, 192) length2 = abs(target[1] - r[1]) ybase = min(target[1], r[1]) for y in range(length2): gpoint = self.grids[0].at(r[0], y) if gpoint is None: continue gpoint.walkable = True gpoint.transparent = True gpoint.color = (192, 192, 192) for r in room_centers: #print(r) room_color = (randint(16, 24)*8, randint(16, 24)*8, randint(16, 24)*8) #self.grids[0].at(r[0], r[1]).walkable = True #self.grids[0].at(r[0], r[1]).color = room_color halfx, halfy = randint(2, 11), randint(2,11) for p_x in range(r[0] - halfx, r[0] + halfx): for p_y in range(r[1] - halfy, r[1] + halfy): gpoint = self.grids[0].at(p_x, p_y) if gpoint is None: continue gpoint.walkable = True gpoint.transparent = True gpoint.color = room_color #print() #print("[Python] Modifying:") self.grids[0].at(10, 10).color = (255, 255, 255) self.grids[0].at(10, 10).walkable = False self.grids[0].visible = True mcrfpy.modGrid(self.grids[0]) #self.grids = mcrfpy.listGrids() #print(f"Sent grid: {repr(self.grids[0])}") #print(f"Received grid: {repr(mcrfpy.listGrids()[0])}") def animation_done(self, s): print(f"The `{s}` animation completed.") #self.menus = mcrfpy.listMenus() # if (!PyArg_ParseTuple(args, "fsssiOOO", &duration, &parent, &target_type, &target_id, &field, &callback, &loop_obj, &values_obj)) return NULL; def createAnimation(self): print(self.menus) self.menus = mcrfpy.listMenus() self.menus[0].w = 500 self.menus[0].h = 200 print(self.menus) mcrfpy.modMenu(self.menus[0]) print(self.menus) mcrfpy.createAnimation( 3.0, # duration, seconds "demobox1", # parent: a UIMenu or Grid key "menu", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity' 0, # target id: integer index for menu or grid objs; None for grid/menu "size", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite' lambda: self.animation_done("demobox1"), #callback: callable once animation is complete False, #loop: repeat indefinitely [150, 100] # values: iterable of frames for 'sprite', lerp target for others ) def createAnimation2(self): mcrfpy.createAnimation( 5, "demobox1", "sprite", 0, "sprite", lambda: self.animation_done("sprite change"), False, [0, 1, 2, 1, 2, 0] ) def keytest(): print("Key tested.") def keyregistration(): print("Registering 'keytest'") mcrfpy.registerPyAction("keytest", keytest) print("Registering input") print(mcrfpy.registerInputAction(15, "keytest")) # 15 = P mcrfpy.registerPyAction("player_move_up", lambda: scene.player.move(0, -1)) mcrfpy.registerPyAction("player_move_left", lambda: scene.player.move(-1, 0)) mcrfpy.registerPyAction("player_move_down", lambda: scene.player.move(0, 1)) mcrfpy.registerPyAction("player_move_right", lambda: scene.player.move(1, 0)) mcrfpy.registerInputAction(ord('w') - ord('a'), "player_move_up") mcrfpy.registerInputAction(ord('a') - ord('a'), "player_move_left") mcrfpy.registerInputAction(ord('s') - ord('a'), "player_move_down") mcrfpy.registerInputAction(ord('d') - ord('a'), "player_move_right") def start(): global scene #print("TestScene.start called") scene = TestScene() mcrfpy.refreshFov() scene.updatehints()