Example #1
0
class Core:
    
    in_game = False
    in_menu = True
    done = True
    application_running = True
    cmd = None
    
    def __init__(self):
        self.render = Screen(main_menu, self)
    
    def start_game(self):
        
        while application_running:
            in_menu = self.in_menu
            done = self.done
            in_game = self.in_game
            
            if self.cmd != None:
                cmd, self.cmd = self.cmd, None
            if in_menu and done == False:
                if cmd == 'TITLE':
                    self.render.load_menu(main_menu)
                elif cmd == 'PAUSE':
                    self.render.load_menu(pause_menu)
                self.done = True
            if in_game:
                self.world.update_game_state(cmd)
                image = _get_game_state()
                self.render.load_game(image)
    
    def command(self, cmd):
        if cmd == 'LOAD_WORLD':
            self.world = World(self.mappack)
            self.in_menu = False
            self.in_game = True
        if cmd == 'QUIT':
            self.application_running = False
            self.in_menu = False
            self.render.root.destroy()
        if cmd == 'CONTINUE':
            self.in_menu = False
            self.in_game = True
        if cmd == 'TITLE':
            self.cmd = cmd
        if cmd == 'PAUSE':
            self.cmd = cmd
Example #2
0
 def __init__(self):
     self.render = Screen(main_menu, self)
Example #3
0
    if Input.Get_key_down('escape'):
        game_exit = True

    if Input.Get_key_down('space') and player.rigidbody.Dist_from_ground(
    ) and player.rigidbody.Dist_from_ground() <= 0.05:
        if crouching:
            crouching = False
            cam.transform.Translate((0, 0, 0.9))
        player.rigidbody.velocity = vector3.add(player.rigidbody.velocity,
                                                (0, 0, 3))

    if Input.Mouse_button_down(0):
        if Gun.current_ammo > 0:
            shot_sound.play()
            aim_ray = Screen.Ray_on_pixel(cam.middle_pixel)
            obj = aim_ray.Collide(ignore=[player, range_collider]).other
            if obj:
                if obj.parent.name == "Target":
                    obj.parent.parent.Kill()
                    obj.parent.parent.sleeping = True
                    if training:
                        target_count += 1

            Gun.recoil = True
            Gun.current_ammo -= 1
        else:
            empty_sound.play()

    if Gun.recoil:
        cam.transform.Rotate(4 * Other.delta_time / Gun.recoil_time,