room
Classes that represent the rooms in the skool and their furniture.
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class room.Blackboard(screen, top_left, size, chalk, skool_image)
A blackboard in a classroom.
Parameters: |
- screen (Screen) – The screen.
- top_left – The coordinates of the top-left of the blackboard.
- size – The size (width, height) of the blackboard.
- chalk – The chalk colour to use when writing on the blackboard.
- skool_image (Image) – An image of the skool.
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beside(character)
Return whether a character is standing beside the blackboard.
Parameter: | character (Character) – The character to check. |
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build_images()
- Build the images for the blackboard. This method is called after
rescaling the screen or loading a saved game.
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clear(blit=False)
Mark this blackboard as clean.
Parameter: | blit – If True, the blackboard surface will be blitted clean
too; otherwise it will be left alone. |
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is_dirty()
- Return whether anything is written on the blackboard.
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newline()
- Start a new line on the blackboard.
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restore()
- Restore the image of this blackboard. This method is used after
restoring a saved game.
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shows(text, in_order=True)
Return whether the blackboard displays all the characters in a given
piece of text.
Parameters: |
- text – The text to look for.
- in_order – If True, return True only if the order of the
characters written on the board matches too.
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wipe(column)
Wipe a column of the blackboard clean.
Parameter: | column – The column to wipe clean. |
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write(char)
Write a character on the blackboard.
Parameter: | char – The character to write. |
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class room.Chair(room, x)
A seat in a classroom.
Parameters: |
- room (Room) – The room the chair is in.
- x – The x-coordinate of the chair.
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seat(character)
Mark the chair as being occupied by a character.
Parameter: | character (Character) – The character sitting in the chair. |
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vacate()
- Mark this chair as vacant.
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class room.Desk(room, x)
A desk (that can be opened) in a classroom.
Parameters: |
- room (Room) – The room the desk is in.
- x – The x-coordinate of the desk.
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empty()
- Mark the desk as empty.
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insert(item)
Insert an inventory item (water pistol or stinkbombs) into the desk.
Parameter: | item – The ID of the item to insert. |
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class room.NoGoZone(zone_id, min_x, max_x, bottom_y, top_y)
A region of the skool in which Eric is never allowed to be.
Parameters: |
- zone_id – The zone’s unique ID.
- min_x – The x-coordinate of the left edge of the zone.
- max_x – The x-coordinate of the right edge of the zone.
- bottom_y – The y-coordinate of the bottom edge of the zone.
- top_y – The y-coordinate of the top edge of the zone.
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contains(x, y)
Return whether a given location is inside the zone.
Parameters: |
- x – The x-coordinate of the location.
- y – The y-coordinate of the location.
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class room.Room(room_id, name, top_left, bottom_right, get_along)
A classroom or some other region of the skool that Eric is expected to
show up in when the timetable demands it.
Parameters: |
- room_id – The unique ID of the room.
- name – The name of the room (as it should appear in the lesson box).
- top_left – The coordinates of the top-left corner of the room.
- bottom_right – The coordinates of the bottom-right corner of the
room.
- get_along – If True, Eric will be told to get along if he’s found
in this room when the timetable doesn’t say he should be
in it.
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add_blackboard(screen, top_left, size, chalk, skool_image)
Add a blackboard to the room.
Parameters: |
- screen (Screen) – The screen.
- top_left – The coordinates of the top-left of the blackboard.
- size – The size (width, height) of the blackboard.
- chalk – The chalk colour to use when writing on the blackboard.
- skool_image (Image) – An image of the skool.
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add_chair(x)
Add a chair to the room.
Parameter: | x – The x-coordinate of the chair. |
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add_desk(x)
Add a desk (that can be opened) to the room.
Parameter: | x – The x-coordinate of the desk. |
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beside_blackboard(character)
Return whether a character is standing beside the blackboard in this
room.
Parameter: | character (Character) – The character to check. |
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blackboard_dirty()
- Return True if the room has a blackboard and it is dirty,
False otherwise.
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build_blackboard_images()
- Build the images for the blackboard in this room (if any). This
method is called after rescaling the screen or loading a saved game.
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chair(character, check_dir=True)
Return the chair in this room that a character is next to, or
None if the character is not next to a chair.
Parameters: |
- character (Character) – The character to check.
- check_dir – If True, return a chair only if the character is
beside one and facing the right way to sit in it;
otherwise disregard the direction in which the
character is facing.
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contains(character)
Return whether a character is in this room.
Parameter: | character (Character) – The character to check. |
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desk(character)
Return the desk in this room that a character is sitting at, or
None if the character is not sitting at a desk.
Parameter: | character (Character) – The character to check. |
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get_blackboard_writer()
- Return the character who wrote on the blackboard in this room, or
None if either the room has no blackboard, or the blackboard is
clean.
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get_chair_direction()
Return the direction in which the chairs in this room are facing.
Returns: | -1 if the chairs are facing left, 1 if they are facing right,
or None if there are no chairs in the room. |
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get_next_chair(character, move_along, go_to_back)
Return the chair that a character should find and sit in.
Parameters: |
- character (Character) – The character looking for a chair.
- move_along – If True (and go_to_back is False), return the
next seat along if the character is currently beside
one; otherwise return the seat closest to the
character.
- go_to_back – If True, return the back seat in the room.
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Returns: | A 2-tuple containing the target chair and the direction it
faces (-1 or 1).
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has_blackboard()
- Return whether the room has a blackboard.
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restore_blackboard()
- Restore the image of the blackboard in this room. This method is
used to draw the contents of a blackboard afresh after restoring a
saved game.
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wipe_blackboard()
- Wipe the blackboard in the room (if any) and mark it as clean.