Example #1
0
def start_game():
	SETTINGS['running'] = 2
	
	graphics.prepare_map_views()
	
	while MENUS:
		menus.delete_active_menu()
Example #2
0
def start_game():
    SETTINGS['running'] = 2

    graphics.prepare_map_views()

    while MENUS:
        menus.delete_active_menu()

    graphics.glitch_text(WORLD_INFO['title'])
Example #3
0
def start_game():
	SETTINGS['running'] = 2
	
	graphics.prepare_map_views()
	
	while MENUS:
		menus.delete_active_menu()
	
	graphics.glitch_text(WORLD_INFO['title'])
Example #4
0
def process_fights():
	_fighters = []
	for life in LIFE.values():
		if life['next_stance']['stance']:
			if sum([abs(i) for i in life['velocity']]):
				continue
			
			if not life['id'] in _fighters:
				_fighters.append(life['id'])
			
			if life['next_stance']['towards']:
				if sum([abs(i) for i in LIFE[life['next_stance']['towards']]['velocity']]):
					life['next_stance']['stance'] = None
					life['next_stance']['towards'] = None
					continue
				
				if numbers.distance(life['pos'], LIFE[life['next_stance']['towards']]['pos'])>1:
					life['next_stance']['stance'] = None
					life['next_stance']['towards'] = None
					continue
				
				if not life['next_stance']['towards'] in _fighters:
					_fighters.append(life['next_stance']['towards'])
	
	if len(_fighters)<=1:
		WORLD_INFO['sub_ticks'] = WORLD_INFO['max_sub_ticks']
		return False
	
	if WORLD_INFO['sub_ticks']:
		WORLD_INFO['sub_ticks'] -= 1
	else:
		WORLD_INFO['sub_ticks'] = WORLD_INFO['max_sub_ticks']
		return False
	
	for _fighter in _fighters:
		if lfe.calculate_velocity(LIFE[_fighter]):
			continue
		
		examine_possible_moves(LIFE[_fighter], _fighters)

		tick(LIFE[_fighter])
	
	perform_moves(_fighters)
	
	_i = 0
	for fighter in _fighters:
		if sum([abs(i) for i in LIFE[fighter]['velocity']]):
			continue
		
		_i += 1
	
	if _i<=1:
		if menus.get_menu_by_name('Advanced Movement')>-1:
			menus.delete_active_menu()
	
	return _fighters
Example #5
0
def menu_item_selected(entry):
	if MENUS:
		menus.delete_active_menu()
	
	gfx.title('Loading...')
	
	pre_setup_world()
	maps.load_map(entry['key'])
	post_setup_world()
	
	SETTINGS['running'] = 2
Example #6
0
def menu_item_selected(entry):
    if MENUS:
        menus.delete_active_menu()

    gfx.title('Loading...')

    pre_setup_world()
    maps.load_map(entry['key'])
    post_setup_world()

    SETTINGS['running'] = 2
Example #7
0
def switch_to_start_game():
    while menus.delete_active_menu():
        continue

    _menu_items = []
    _menu_items.append(
        menus.create_item('single',
                          'Existing Character',
                          None,
                          enabled=SETTINGS['controlling']))
    _menu_items.append(menus.create_item('single', 'New Character', None))
    _menu_items.append(
        menus.create_item('single',
                          'New Character (Advanced)',
                          None,
                          enabled=False))
    _menu_items.append(menus.create_item('single', 'Back', None))

    _i = menus.create_menu(title='Scenario',
                           menu=_menu_items,
                           padding=(1, 1),
                           position=(0, 0),
                           format_str='$k',
                           on_select=start_menu_select,
                           on_change=None,
                           on_close=clear)

    menus.activate_menu(_i)
    clear()
Example #8
0
def switch_to_start_game():
	while menus.delete_active_menu():
		continue
	
	_menu_items = []
	_menu_items.append(menus.create_item('single', 'Existing Character', None, enabled=SETTINGS['controlling']))
	_menu_items.append(menus.create_item('single', 'New Character', None))
	_menu_items.append(menus.create_item('single', 'New Character (Advanced)', None, enabled=False))
	_menu_items.append(menus.create_item('single', 'Back', None))
	
	_i = menus.create_menu(title='Scenario',
		menu=_menu_items,
		padding=(1,1),
		position=(0,0),
		format_str='$k',
		on_select=start_menu_select,
		on_change=None,
		on_close=clear)
	
	menus.activate_menu(_i)
	clear()
Example #9
0
def process_fights():
    _fighters = []
    for life in LIFE.values():
        if life['next_stance']['stance']:
            if sum([abs(i) for i in life['velocity']]):
                continue

            if not life['id'] in _fighters:
                _fighters.append(life['id'])

            if life['next_stance']['towards']:
                if sum([
                        abs(i) for i in LIFE[life['next_stance']['towards']]
                    ['velocity']
                ]):
                    life['next_stance']['stance'] = None
                    life['next_stance']['towards'] = None
                    continue

                if numbers.distance(
                        life['pos'],
                        LIFE[life['next_stance']['towards']]['pos']) > 1:
                    life['next_stance']['stance'] = None
                    life['next_stance']['towards'] = None
                    continue

                if not life['next_stance']['towards'] in _fighters:
                    _fighters.append(life['next_stance']['towards'])

    if len(_fighters) <= 1:
        WORLD_INFO['sub_ticks'] = WORLD_INFO['max_sub_ticks']
        return False

    if WORLD_INFO['sub_ticks']:
        WORLD_INFO['sub_ticks'] -= 1
    else:
        WORLD_INFO['sub_ticks'] = WORLD_INFO['max_sub_ticks']
        return False

    for _fighter in _fighters:
        if lfe.calculate_velocity(LIFE[_fighter]):
            continue

        examine_possible_moves(LIFE[_fighter], _fighters)

        tick(LIFE[_fighter])

    perform_moves(_fighters)

    _i = 0
    for fighter in _fighters:
        if sum([abs(i) for i in LIFE[fighter]['velocity']]):
            continue

        _i += 1

    if _i <= 1:
        if menus.get_menu_by_name('Advanced Movement') > -1:
            menus.delete_active_menu()

    return _fighters