Example #1
0
 def check_clear(self, dt):
     systems = self.gameworld.systems
     systems_to_check = ['rabbit_system', 'hawk_ai_system', 
     'environment_system']
     num_entities = 0
     self.check_clear_counter = 0
     for system in systems_to_check:
         num_entities += len(systems[system].entity_ids)
     if num_entities > 0:
         self.check_clear_counter += 1
         if self.check_clear_counter > 10:
             self.clear_gameworld_objects()
         Clock.schedule_once(self.check_clear, .01)
     else:
         self.cleared = True
         self.generate_next_level(dt)
Example #2
0
 def clear_objects(self):
     for entity_id in self.entity_ids:
         Clock.schedule_once(partial(self.gameworld.timed_remove_entity, entity_id))
Example #3
0
 def clear_level(self, dt):
     self.gameworld.parent.state = 'pause'
     self.clear_gameworld_objects()
     self.cleared = False
     Clock.schedule_once(self.check_clear)