def production_spawn(self): self.owner.production_list.remove(self) self.is_idle = True self.is_visible = True # change state self.fsm.change_state(states.StateIdle()) # free structure self.origin_structure.fsm.change_state(states.StateIdle())
def production_spawn(self): self.owner.production_list.remove(self) # position to building self.location = self.origin_structure.location # spawn super().spawn() # notify owner message = dispatcher.Message(self, dispatcher.MSG.NewWorkerUnit) self.owner.fsm.handle_message(message) # free structure self.origin_structure.fsm.change_state(states.StateIdle())
def spawn(self): self.owner.add_entity(self) #sprite/asset self.image.fill(g_vars["Game"]["Colors"][self.tile_color]) self.rect = self.image.get_rect() # initial draw self.is_visible = True self.rect.x = self.location[0] * g_vars["Game"]["TileSize"] + g_vars[ "Game"]["TileSize"] / 3 self.rect.y = self.location[1] * g_vars["Game"]["TileSize"] + g_vars[ "Game"]["TileSize"] / 3 # state self.fsm.change_state(states.StateIdle())