Beispiel #1
0
 def __onClickExcute(self):
     if not self.firstClick:
         p.changeDynamics(self.colId, -1, 10)
         self.base_rotate = [0, 0, 1, 0]
         self.col_local_pos = [0, 0, 0]
         self.__ChangeStatus(STATUS_FLY)
         currentScene = SceneManager.GetCurrentScene()
         multi = currentScene.speedButton.GetCurrentTickZone()
         currentScene.SetState("STATE_PLAYING")
         currentScene.pauseButton.Display()
         self.firstClick = True
         data = self.GetData()
         if data:
             farMul, highMul = data['baseFarMultiply'], data[
                 'baseHighMultiply']
         else:
             farMul, highMul = 1.0, 1.0
         farMul = farMul * multi
         highMul = highMul * 0.5 * multi
         pos, orn = p.getBasePositionAndOrientation(self.colId)
         force = [0, -self.camDis[1] * 10000 * farMul, 20000 * highMul]
         p.applyExternalForce(self.colId,
                              -1,
                              force,
                              pos,
                              flags=p.WORLD_FRAME)
 def OnClickExcute(self):
     currentScene = SceneManager.GetCurrentScene()
     if currentScene.state == "STATE_PAUSE":
         currentScene.SetState("STATE_PLAYING")
     elif currentScene.state == "STATE_PLAYING":
         currentScene.SetState("STATE_PAUSE")
     else:
         return
Beispiel #3
0
    def DisplayStageResult(self):
        percentDestroy = self.finalScene.GetDestroyPercent()
        if percentDestroy < 0.5:
            rate = "UNCLEAR"
        elif percentDestroy < 0.6:
            rate = "ONE_STAR_RATE"
        elif percentDestroy < 0.8:
            rate = "TWO_STAR_RATE"
        else:
            rate = "THREE_STAR_RATE"

        self.endStageCanvas.Display(rate)
        self.percentDestroy = 0
        currentScene = SceneManager.GetCurrentScene()
        currentScene.HideUI()

        if os.path.exists("TestVoxel/currentStageResult.pickle"):
            os.remove("TestVoxel/currentStageResult.pickle")
 def OnClickExcute(self):
     SceneManager.GetCurrentScene().SetState("STATE_RESET")
Beispiel #5
0
import pybullet as p
import time
import pybullet_data
from pyxie.apputil import graphicsHelper
import pyxie
import pyvmath as vmath
import math
import random
from game_scene import GameScene
from scene_manager import SceneManager
import imgui
import sys
SCREEN_WIDTH = 520
SCREEN_HEIGHT = 900
pyxie.window(True, SCREEN_WIDTH , SCREEN_HEIGHT)
imgui.create_context()
gameScene = GameScene()
SceneManager.SetCurrentScene(gameScene)
while(1):
	SceneManager.GetCurrentScene().Update()
	SceneManager.GetCurrentScene().Render()
	pyxie.swap()
	
# game loop
 def OnClickRetryButtonExcute(self):
     currentScene = SceneManager.GetCurrentScene()
     currentScene.resetDataButton.OnClickExcute()
     currentScene.SetState("STATE_RETRY")