def handle_keys (self, kev): """ Called whenever a regular key has bee pushed. """ # -- caps lock toggles running on or off if kev.key() == input.keyboard_event.CAPSLOCK_KEY: if kev.type() == input.keyboard_event.KEY_PUSHED: self.always_run = 1 self.pc.run () else: self.always_run = 0 self.pc.walk () # -- consume key event return 1 if kev.type() == input.keyboard_event.KEY_PUSHED: # -- F5: quick save if kev.key() == input.keyboard_event.F5_KEY: game_mgr = base.savegame() game_mgr.save (base.savegame.QUICK_SAVE, "Quicksave", event.date.time()) game_ui = ui.savegame.savegame() game_ui.save_screenshot (game_mgr.get (base.savegame.QUICK_SAVE).directory()) game_mgr = None return 1 # -- F6: quick load elif kev.key() == input.keyboard_event.F6_KEY: game_mgr = base.savegame() game_mgr.load (base.savegame.QUICK_SAVE) game_mgr = None return 1 return 0
def handle_keys(self, kev): """ Called whenever a regular key has bee pushed. """ # -- caps lock toggles running on or off if kev.key() == input.keyboard_event.CAPSLOCK_KEY: if kev.type() == input.keyboard_event.KEY_PUSHED: self.always_run = 1 self.pc.run() else: self.always_run = 0 self.pc.walk() # -- consume key event return 1 if kev.type() == input.keyboard_event.KEY_PUSHED: # -- F5: quick save if kev.key() == input.keyboard_event.F5_KEY: game_mgr = base.savegame() game_mgr.save(base.savegame.QUICK_SAVE, "Quicksave", 0) game_mgr = None return 1 # -- F6: quick load elif kev.key() == input.keyboard_event.F6_KEY: pass return 0
def main(self): # -- register serializer base.savegame.add(base.py_serializer(self)) # -- create savegame instance sg = base.savegame(self.progress) # -- save sg.load(base.savegame.INITIAL_SAVE) sg.save(base.savegame.QUICK_SAVE, "Test", 0) # -- list existing save games for index in range(0, sg.count()): data = sg.get(index) print "*", data.directory(), data.last_modified() return 0
def main (self): # -- register serializer base.savegame.add (base.py_serializer(self)) # -- create savegame instance sg = base.savegame (self.progress) # -- save sg.load (base.savegame.INITIAL_SAVE) sg.save (base.savegame.QUICK_SAVE, "Test", 0) # -- list existing save games for index in range (0, sg.count()): data = sg.get (index) print "*", data.directory (), data.last_modified() return 0