animal

Classes that represent the animals in the game.

class pyskool.animal.Animal(animal_id, command_list_id, initial_as, location)

Abstract superclass for any animals in the game.

Parameters:
  • animal_id – The ID of the animal.
  • command_list_id – The ID of the command list the animal will use.
  • initial_as – The animal’s initial animatory state.
  • location – The animal’s initial location.
get_command_list_id(lesson_id)

Return the ID of the command list used by the animal.

Parameters:lesson_id – The ID of the current lesson (ignored - animals do not follow a timetable).
is_blocked(distance=0)

Return True if the animal can proceed no further in the current direction, False otherwise.

Parameters:distance – The maximum distance to check in front of the animal.
is_frog()

Return whether this animal is a frog.

Returns:False.
is_mouse()

Return whether this animal is a mouse.

Returns:False.
class pyskool.animal.Frog(frog_id, command_list_id, initial_as, location, sit_xy, eric_proximity)

A frog.

Parameters:
  • frog_id – The ID of the frog.
  • command_list_id – The ID of the command list the frog will use.
  • initial_as – The frog’s initial animatory state.
  • location – The frog’s initial location.
  • sit_xy – The coordinates of the frog within its sprite when it’s sitting (used for collision detection and placement in cups).
  • eric_proximity – The minimum distance from the frog that Eric can be before it will try to hop away.
bounce_off_head()

Make the frog bounce off a character’s head.

check_heads()

Check whether this frog has hit anybody’s head, and take appropriate action (such as handing the safe key to Eric) if so.

fall_from_cup(cup)

Make this frog fall out of a cup.

Parameters:cup – The cup.
insert_into_cup(cup)

Insert this frog into a cup. The frog will be trapped until Eric knocks the frog out.

Parameters:cup – The cup.
is_catchable_at(x, y)

Return whether the frog is currently catchable at a given location.

Parameters:
  • x – The x-coordinate of the location.
  • y – The y-coordinate of the location.
is_eric_nearby()

Return whether Eric is on the same floor as and close to the frog. The answer is used by the frog to decide whether to hop.

is_frog()

Return whether this animal is a frog.

Returns:True.
sit()

Make the frog assume a sitting position.

class pyskool.animal.Mouse(mouse_id, command_list_id, initial_as, location, sprite_xy, immortal=True)

A mouse.

Parameters:
  • mouse_id – The ID of the mouse.
  • command_list_id – The ID of the command list the mouse will use.
  • initial_as – The mouse’s initial animatory state.
  • location – The mouse’s initial location.
  • sprite_xy – The coordinates of the mouse within its sprite (used for detecting whether Eric has caught it).
  • immortal – If True, the mouse will not disappear until Eric catches it; otherwise it will die (disappear from the game) after a certain time.
die()

Kill this mouse. The mouse is removed from the game, never to be seen again.

is_catchable_at(x, y)

Return whether the mouse is currently catchable at a given location.

Parameters:
  • x – The x-coordinate of the location.
  • y – The y-coordinate of the location.
is_mouse()

Return whether this animal is a mouse.

Returns:True.
scare_people()

Alert any nearby musophobes of this mouse’s presence.

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