def setGridGame(self, gameName): if gameName == 'Random': gameName = random.choice(['MineSweeper', 'Roll', 'Avoid', 'Drag']) self.gridGame = gameName if hasattr(self, 'game'): self.game.delete() self.game = None if gameName == 'Drag': self.game = LaserGameDrag.LaserGameDrag(self.trapDisable, self.trapFire, self.sendField, self.setGrid) elif gameName == 'MineSweeper': self.game = LaserGameMineSweeper.LaserGameMineSweeper( self.trapDisable, self.trapFire, self.sendField, self.setGrid) elif gameName == 'Roll': self.game = LaserGameRoll.LaserGameRoll(self.trapDisable, self.trapFire, self.sendField, self.setGrid) elif gameName == 'Avoid': self.game = LaserGameAvoid.LaserGameAvoid(self.trapDisable, self.trapFire, self.sendField, self.setGrid) else: self.game = LaserGameMineSweeper.LaserGameMineSweeper( self.trapDisable, self.trapFire, self.sendField, self.setGrid) self.game.startGrid() self.sendField() self.sendUpdate('setGridGame', [gameName]) return
def setGridGame(self, gameName): if gameName == "Random": gameName = random.choice(["MineSweeper", "Roll", "Avoid", "Drag"]) self.gridGame = gameName #print("setting Grid Game %s" % (gameName)) if hasattr(self, 'game'): self.game.delete() self.game = None if gameName == "Drag": self.game = LaserGameDrag.LaserGameDrag(self.trapDisable, self.trapFire, self.sendField, self.setGrid) elif gameName == "MineSweeper": self.game = LaserGameMineSweeper.LaserGameMineSweeper( self.trapDisable, self.trapFire, self.sendField, self.setGrid) elif gameName == "Roll": self.game = LaserGameRoll.LaserGameRoll(self.trapDisable, self.trapFire, self.sendField, self.setGrid) elif gameName == "Avoid": self.game = LaserGameAvoid.LaserGameAvoid(self.trapDisable, self.trapFire, self.sendField, self.setGrid) else: self.game = LaserGameMineSweeper.LaserGameMineSweeper( self.trapDisable, self.trapFire, self.sendField, self.setGrid) self.game.startGrid() self.sendField() self.sendUpdate("setGridGame", [gameName])
def __init__(self, level, entId): BattleBlockerAI.BattleBlockerAI.__init__(self, level, entId) node = hidden.attachNewNode('DistributedLaserFieldAI') NodePath.__init__(self, node) if not hasattr(self, 'switchId'): self.switchId = 0 self.gridScale = 1 self.game = LaserGameRoll.LaserGameRoll(self.trapDisable, self.trapFire, self.sendField, self.setGrid) if not hasattr(self, 'gridGame'): self.gridGame = 'Roll' self.enabled = 1 self.hasShownSuits = 0 self.healReady = 1 self.playedSound = 0 self.canButton = 1 self.title = 'MemTag: This is a laserField %s' % random.random()
def __init__(self, level, entId): BattleBlockerAI.BattleBlockerAI.__init__(self, level, entId) node = hidden.attachNewNode('DistributedLaserFieldAI') NodePath.__init__(self, node) if not hasattr(self, 'switchId'): self.switchId = 0 self.gridScale = 1 #print("setting Grid Game Initial Roll") self.game = LaserGameRoll.LaserGameRoll(self.trapDisable, self.trapFire, self.sendField, self.setGrid) if not hasattr(self, 'gridGame'): self.gridGame = "Roll" else: #print("already has a grid game") pass #self.setGridGame(self.gridGame) self.enabled = 1 self.hasShownSuits = 0 self.healReady = 1 self.playedSound = 0 self.canButton = 1 self.title = ("MemTag: This is a laserField %s" % (random.random()))