Beispiel #1
0
 def closeChatWindow(self,button = None):
     
     # Enable the gui
     
     gui_buttons.gui_obj.enable_buttons()
     #print 'before size is ',self.chatWin.size,'\n'
     self.chatWin.close()
     #print self.chatWin.size
     self.chatWinFlag=False
     threades.resume_update_thread()
Beispiel #2
0
    def closeChatWindow(self, button=None):

        # Enable the gui

        gui_buttons.gui_obj.enable_buttons()
        #print 'before size is ',self.chatWin.size,'\n'
        self.chatWin.close()
        #print self.chatWin.size
        self.chatWinFlag = False
        threades.resume_update_thread()
    def new_level_stats(self,data_file,graphics_file,level_no=-1):
        #global total_update_flag 
        global animation_obj
        threades.pause_update_thread()           
        self.graphics()
        self.level_no=level_no
        self.data_file=data_file
        self.graphics_file=graphics_file
        self.run=True
        level_updater=threading.Thread(target=self.level_reinit,args=[]).start()
        
        pygame.display.set_caption('FoodForce2')
        threades.screen.fill((0,0,0))
        threades.screen.blit(self.ff_logo,threades.resize_pos((40,50)))
        
        desktop_level.update()
        desktop_level.draw()
        pygame.display.update()
            
        while 1 :
            
            for e in gui.setEvents(pygame.event.get()):
                if e.type == pygame.QUIT:
                    print 'in pygame.quit'                    
                    safe_exit()
                if e.type == QUIT:
                    print 'in quit'
                    safe_exit()

            #if level_updater.is_alive()==False:
               # self.run=False      GREAT THIS IS APPLICABLE ONLY WITH PYTHON 2.6, SO HAVE TO SEARCH SOME OTHER MEANS
            if self.run==False:
                break
           
        #print 'now reached here\n'
        
            
        self.ff_logo = 0
        threades.initialize_facilities(True)
        threades.set_build_facility_placement_flag()
        threades.facility_placement_data_obj.clear_placement_data()
        #threades.current_level = proceduralFlow.storyboard_level
                
        threades.total_update_flag = True
        threades.resume_update_thread()
Beispiel #4
0
    def new_level_stats(self, data_file, graphics_file, level_no=-1):
        #global total_update_flag
        global animation_obj
        threades.pause_update_thread()
        self.graphics()
        self.level_no = level_no
        self.data_file = data_file
        self.graphics_file = graphics_file
        self.run = True
        level_updater = threading.Thread(target=self.level_reinit,
                                         args=[]).start()

        pygame.display.set_caption('FoodForce2')
        threades.screen.fill((0, 0, 0))
        threades.screen.blit(self.ff_logo, threades.resize_pos((40, 90)))

        desktop_level.update()
        desktop_level.draw()
        pygame.display.update()

        while 1:

            for e in gui.setEvents(pygame.event.get()):
                if e.type == pygame.QUIT:
                    print 'in pygame.quit'
                    #safe_exit()
                if e.type == QUIT:
                    print 'in quit'
                    #safe_exit()

            #if level_updater.is_alive()==False:
            # self.run=False      GREAT THIS IS APPLICABLE ONLY WITH PYTHON 2.6, SO HAVE TO SEARCH SOME OTHER MEANS
            if self.run == False:
                break

        self.ff_logo = 0
        threades.initialize_facilities(True)
        threades.set_build_facility_placement_flag()
        #threades.current_level = proceduralFlow.storyboard_level

        threades.total_update_flag = True
        model.POPULATION_FACTOR = 0.5
        threades.resume_update_thread()
    def new_level_stats(self, data_file, graphics_file, level_no=-1):
        #global total_update_flag
        global animation_obj
        threades.pause_update_thread()
        self.graphics()
        self.level_no = level_no
        self.data_file = data_file
        self.graphics_file = graphics_file
        self.run = True
        level_updater = threading.Thread(target=self.level_reinit,
                                         args=[]).start()

        pygame.display.set_caption('FoodForce2')
        threades.screen.fill((0, 0, 0))
        threades.screen.blit(self.ff_logo, threades.resize_pos((40, 50)))

        desktop_level.update()
        desktop_level.draw()
        pygame.display.update()

        while 1:

            for e in gui.setEvents(pygame.event.get()):
                if e.type == pygame.QUIT:
                    print 'in pygame.quit'
                    safe_exit()
                if e.type == QUIT:
                    print 'in quit'
                    safe_exit()

            #if level_updater.is_alive()==False:
            # self.run=False      GREAT THIS IS APPLICABLE ONLY WITH PYTHON 2.6, SO HAVE TO SEARCH SOME OTHER MEANS
            if self.run == False:
                break

        print 'now reached here\n'

        self.ff_logo = 0
        threades.initialize_facilities()

        threades.total_update_flag = True
        threades.resume_update_thread()