def reset(): global mapname, currentroom, roomsound, jumping, falling, falldamage, ascenddistance, descenddistance, falldistance, lastzone, zonestatus, ascending, loaded, WalkTime, MainWalkTime, airtime, zone, me, direction mapname="" jumping=0 falling=0 falldamage=0 falldistance=0 ascenddistance=0 descenddistance=0 lastzone="" zonestatus=1 zone="" fallingwind.set_source_relative(True) fallingwind.set_gain(0.01) fallingwind.set_looping(True) WalkTime=40 MainWalkTime=40 airtime=10 ascending=False loaded=False walktimer=timer.timer() currentroom="" roomsound.stop() direction=270 me=movement.vector(27, 22, 0) map.door=list() map.tiles={} map.rooms={} map.consoles=list() map.randomambs=list()
self.input = input def SetValue(self, value): self.input.SetValue(value) def GetValue(self): return self.input.GetValue() mapname="" jumping=0 falling=0 falldamage=0 falldistance=0 ascenddistance=0 descenddistance=0 lastzone="" zonestatus=1 zone="" turntime=timer.timer() falltime=timer.timer() jumptime=timer.timer() landtime=timer.timer() fallingwind=oalOpen("sounds/misk/fallingwind.wav", ".wav") fallingwind.set_source_relative(True) fallingwind.set_gain(0.01) fallingwind.set_looping(True) WalkTime=40 MainWalkTime=40 airtime=10 ascending=False loaded=False walktimer=timer.timer() roomsound=oalOpen("sounds/relative/room2.wav") roomsound.set_looping(True)
#in this example, we're going to print the letter "A" every 1 second #import timer class. from AGK.mainframe import timer #create a timer testtimer = timer.timer() #loop forever while 1: #check if the timer has elapsed 1000 MS or 1 second if testtimer.elapsed() >= 1000: #then print A print("a") #restart the timer testtimer.restart()