class MainGameScene(GameScene): refToGameEntiyMngr = None refToPlayer = None mouseButtonPressed = False def __init__(self, refToGameEntiyMngr, networkClient): self.refToGameEntiyMngr = refToGameEntiyMngr self.networkClient = networkClient self.refToGameEntiyMngr.loadUnit("Clone") self.refToPlayer = Player(0, False) self.refToPlayer.name = "Clone" self.refToGameEntiyMngr.addEntity(self.refToPlayer) def handleMouseInput(self, mousebutton, mousePos, state="PRESSED"): if state == "PRESSED": if mousebutton == 1: # self.refToGameEntiyMngr.loadAndCreateUnit('objects/tree1', Vector2D(mousePos[0],mousePos[1]), Vector2D(0,0), 0) mousePosVector = Vector2D(mousePos[0], mousePos[1]) self.networkClient.execute( "explosion " + str(mousePosVector.x) + " " + str(mousePosVector.y), self.handleExplosion ) elif mousebutton == 3: self.mouseButtonPressed = True else: if mousebutton == 3: self.mouseButtonPressed = False self.refToPlayer.setMovment(Vector2D(0, 0), 0.0) def handleExplosion(self, coordinates): # self.refToGameEntiyMngr.createExplosion('explosions/bigDirty', coordinates, 0.2 ) pass def handleMouseMovment(self, mousePos): if self.refToPlayer is not None: self.refToPlayer.setCrosshairPos(mousePos) if self.mouseButtonPressed is True: trgtVec = Vector2D(mousePos[0], mousePos[1]) direction = direction = Vector2D.fromPoints(self.refToPlayer.position, trgtVec) direction.normalizeVector() self.refToPlayer.setMovment(direction, 20.0) def handleKeyInput(self, key, modifier, state="PRESSED"): pass