def init_state(self, console):
    extention_loader.safepost(
        console,
        "[stock]: Adding the ANIMCutscenePlayer StateFactory",
        color=(0, 255, 255),
        bold=1)
    debug("Adding the state")
    absroot.state_manager.factories[
        "cutscene_anim"] = state.InterdictingStateFactory(ANIMCutscenePlayer)
    primitives.register_primitive(absroot, "play_cutsceneanim",
                                  ANIMCutscenePlayerPrimitive)
Ejemplo n.º 2
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def init_states(root, console):
	info("Setting up DispatchState")
	root.state_manager.factories["plg_internal_scene_selector"]=state.InterdictingStateFactory(DispatchState)
Ejemplo n.º 3
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 def last_load(self):
     absroot.state_manager.factories[
         "music_debug"] = state.InterdictingStateFactory(MusicDebugState)
Ejemplo n.º 4
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def init_states(root, console):
    info("Setting up HangarState2")
    root.state_manager.factories[
        "icn_ss_hangar2"] = state.InterdictingStateFactory(HangarState2)
Ejemplo n.º 5
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def init_states(root, console):
	info("Setting up BarState")
	root.state_manager.factories["icn_ss_bar"]=state.InterdictingStateFactory(BarState)
Ejemplo n.º 6
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extention_loader.load_all_packages(root, 'loader')
info("Loading core packages")
root.loader_renderer = overlay_gui.IngameRenderedConsole(
    root,
    root.renderspace_size[1] / root.gamedb("LOADER_font_mono").size("A")[1],
    200, "LOADER_font_mono")
extention_loader.load_all_packages(
    root, 'extensions', root.loader_renderer
    if root.settings["graphics"]["loader_screen"] else None)

debug("Loaded all packages")

root.state_manager.add_state(gamestate.RunningGameState(), "game")

root.state_manager.add_state(newgame.ShipSelectState(), "newgame_selectship")
root.state_manager.factories["ext_info"] = state.InterdictingStateFactory(
    extention_loader.ExtentionInfoClass)
root.state_manager.factories["ass_info"] = state.InterdictingStateFactory(
    extention_loader.AssetInfoClass)
root.state_manager.factories["generic_ui"] = state.InterdictingStateFactory(
    ui_states.GenericUIInterdictor)
root.state_manager.factories["keymapper"] = state.InterdictingStateFactory(
    keymapping.KeyMapperState)
root.state_manager.factories["credits"] = state.InterdictingStateFactory(
    gamestate.CreditsState)
root.state_manager.factories["dialog"] = state.InterdictingStateFactory(
    dialog.DialogState)
root.state_manager.factories["inventory"] = state.InterdictingStateFactory(
    inventory2.InventoryState2)
root.state_manager.factories[
    "hardpoint_select"] = state.InterdictingStateFactory(
        inventory2.SlotSelectorState2)