Example #1
0
 def end_turn_pressed(self):
     """
     This is called when the end turn button is pressed.
     Advances to the next turn.
     """
     # Check if the turn can actually end
     for unit in base_unit.BaseUnit.active_units:
         if unit.team == self.cur_team and not unit.can_turn_end():
             
             # Make sure the game mode is changed back to Select
             self.change_mode(Modes.Select)
             
             # If not, switch to that unit
             self.sel_unit = unit
             return
     
     # reset game mode
     self.change_mode(Modes.Select)
     
     # unselect unit
     self.sel_unit = None
     
     # Reset the turn states of all units
     for unit in base_unit.BaseUnit.active_units:
         # This is the current team's unit, so call its turn end function
         if unit.team == self.cur_team and not unit.turn_ended():
                 # The unit died! Add its death effect
                 if unit.die_effect:
                     self._effects.add(unit.die_effect(unit.rect.topleft))
     
     # advance turn
     self.current_turn += 1
Example #2
0
    def end_turn_pressed(self):
        """
        This is called when the end turn button is pressed.
        Advances to the next turn.
        """
        # Check if the turn can actually end
        for unit in base_unit.BaseUnit.active_units:
            if unit.team == self.cur_team and not unit.can_turn_end():

                # Make sure the game mode is changed back to Select
                self.change_mode(Modes.Select)

                # If not, switch to that unit
                self.sel_unit = unit
                return

        # reset game mode
        self.change_mode(Modes.Select)

        # unselect unit
        self.sel_unit = None

        # Reset the turn states of all units
        for unit in base_unit.BaseUnit.active_units:
            # This is the current team's unit, so call its turn end function
            if unit.team == self.cur_team and not unit.turn_ended():
                # The unit died! Add its death effect
                if unit.die_effect:
                    self._effects.add(unit.die_effect(unit.rect.topleft))

        # advance turn
        self.current_turn += 1
Example #3
0
    def end_turn_pressed(self):
        """
        This is called when the end turn button is pressed.
        Advances to the next turn.
        """
        # Check if the turn can actually end
        for unit in base_unit.BaseUnit.active_units:
            if unit.team == self.cur_team and not unit.can_turn_end():
                
                # Make sure the game mode is changed back to Select
                self.change_mode(Modes.Select)
                
                # If not, switch to that unit
                self.sel_unit = unit
                return
        
        # reset game mode
        self.change_mode(Modes.Select)
        
        # unselect unit
        self.sel_unit = None

	# builds a new footman.
        for unit in base_unit.BaseUnit.active_units:
            if unit.type == 'Factory':
                # searches the units still alive for a factory.
                new_unit = factory.Factory.build_footman(unit)
                # goes through the original function to create footman.
                if (new_unit != None):
                    self.update_unit_rect(new_unit)

        # Reset the turn states of all units
        for unit in base_unit.BaseUnit.active_units:
            # This is the current team's unit, so call its turn end function
            if unit.team == self.cur_team and not unit.turn_ended():
                    # The unit died! Add its death effect
                    if unit.die_effect:
                        self._effects.add(unit.die_effect(unit.rect.topleft))
        
        # advance turn
        self.current_turn += 1