def __init__(self, app): super(WinScene, self).__init__(app) self.space = Space((400, 400)) def f(a, b): if __debug__: pass#print "missing collision function tuple type (%s, %s)" % (a.__class__.__name__, b.__class__.__name__) #self.coll_funcs = coolections.defaultdict(lambda: lambda *args, **kwargs: None) # {(type1, type2): func} self.coll_funcs = collections.defaultdict(lambda: f) # {(type1, type2): func} self.coll_funcs[(Bullet, Player)] = self.coll_player_bullet #self.coll_funcs[(Player, Polygon)] = self.coll_player_obstacle self.coll_funcs[(Bullet, Polygon)] = self.coll_bullet_obstacle self.coll_funcs[(Flock, Polygon)] = self.coll_flock_obstacle self.coll_funcs[(Flock, Bullet)] = self.coll_flock_bullet self.coll_funcs[(Bullet, Flock)] = self.coll_bullet_flock self.coll_funcs[(Player, Flock)] = self.coll_player_flock self.coll_funcs[(Player, Trigger)] = self.coll_player_trigger self.splines = [] self.flocks = [] self.obstacles = [] self.enemies = [] self.triggers = [] self.bullets = [] self.dynamic = [] self.static = [] self.winlabel = None self.winmsg = "You win!" self.campos = Vec3(0.0, 0.0) self.last_lead = Vec3(0.0, 0.0) self.bg_image = pyglet.image.load("data/textures/background.png") self.bg_texture = pyglet.image.TileableTexture.create_for_image(self.bg_image) self.level_file = None #self.app.level_file self.load_level() self.cam_spline = None for spl in self.splines: if spl.kind == 2: # camera spline self.cam_spline = spl if self.cam_spline is None: print "wtf mate" self.t = 0