def safe_exit(button = None): #print 'in safe_exit' #print 'in safe_exit' proceduralFlow.closeStoryBoardFile() soundtrack.stop() pygame.mixer.quit() pygame.quit() exit()
def safe_exit(button = None): #print 'in safe_exit' #print 'in safe_exit' proceduralFlow.closeStoryBoardFile() GameSounds.objMusic.stop_music() pygame.mixer.quit() pygame.quit() exit()
def start_game_again(self,button=None): data_file = 'storyboards/storyboard1/data/data1.pkl' graphics_file = 'graphics_layout.pkl' level_obj.new_level_stats(data_file,graphics_file) self.remove_buttons() if soundtrack: soundtrack.stop() proceduralFlow.closeStoryBoardFile() self.run = False main()
def safe_exit(button = None): threades.GAME_EXIT_FLAG = True if message_thread: message_thread.join() sleep(1) proceduralFlow.openStoryBoardFile() proceduralFlow.closeStoryBoardFile() threades.audio.stop_soundtrack() pygame.mixer.quit() pygame.quit() sys.exit()
def startup_text(self,button = None): threades.audio.play_music(True,'soundtrack') threades.current_level = 1 self.remove_buttons() if proceduralFlow.storyboardfile: #closing the storyboard proceduralFlow.closeStoryBoardFile() #opening the storyboard again proceduralFlow.openStoryBoardFile() data_file = os.path.join('storyboards',str(model.storyboard_file),'data','data1.pkl') graphics_file = 'graphics_layout.pkl' level_obj.new_level_stats(data_file,graphics_file) model.game_controller.reset_time() self.run = False threades.load_initial_facilities()
def safe_exit(button = None): """ Maintains safe exit from the game """ #print 'in safe_exit' #print 'in safe_exit' threades.GAME_EXIT_FLAG = True if update_thread: update_thread.join() if message_thread: message_thread.join() sleep(1) proceduralFlow.openStoryBoardFile() proceduralFlow.closeStoryBoardFile() if soundtrack: soundtrack.stop() pygame.mixer.quit() pygame.quit() exit()
def event_handling(e): #For the safe exit of the game if e.type == pygame.QUIT: safe_exit() if e.type == QUIT: safe_exit() #Updates the region if e.type == KEYDOWN: if e.key == 27: # For escape key escape() if e.key == K_UP: threades.transform_obj.start_move('up') if e.key == K_DOWN: threades.transform_obj.start_move('down') if e.key == K_LEFT: threades.transform_obj.start_move('left') if e.key == K_RIGHT: threades.transform_obj.start_move('right') if e.key == K_f or e.key == 61: threades.transform_obj.focus() if e.key == K_d or e.key == 45: threades.transform_obj.defocus() if e.key == K_RETURN: gui_buttons.gui_obj.press_enter() #Tackles the cases of setting up a facility,upgrading a facility,buying and selling of resources win_flag = gui_buttons.gui_obj.get_win_flag() if not win_flag: if e.key == K_s and gui_buttons.gui_obj.setup_button.enabled: gui_buttons.gui_obj.setup_obj.setup() if e.key == K_u and gui_buttons.gui_obj.upgrade_button.enabled: gui_buttons.gui_obj.upgrade_obj.upgrade() if e.key == K_b and gui_buttons.gui_obj.buysell_button.enabled: gui_buttons.gui_obj.buysell_obj.buysell() #Resetting the game if proceduralFlow.GAME_END_FLAG: threades.PLACING_LIST_TEMP = [] proceduralFlow.GAME_END_FLAG = False proceduralFlow.closeStoryBoardFile() proceduralFlow.openStoryBoardFile() threades.delete_saved_game() proceduralFlow.storyboard_level = 1 data_file = os.path.join('storyboards',str(model.storyboard_file),'data','data1.pkl') proceduralFlow.load_level_obj.new_level_stats(data_file,'graphics_layout.pkl') event = game_events.Event(type = game_events.ACTIONCOMPLETEEVENT, facility_name = '', res_name = '' , res_quantity = 0) game_events.EventQueue.add(event) model.game_controller.reset_time() pause_screen() if e.type == KEYUP: if e.key == K_UP: threades.transform_obj.stop_move('up') if e.key == K_DOWN: threades.transform_obj.stop_move('down') if e.key == K_LEFT: threades.transform_obj.stop_move('left') if e.key == K_RIGHT: threades.transform_obj.stop_move('right') x,y = pygame.mouse.get_pos() r = pygame.Rect(threades.resize_rect((0,40,930,560))) if gui_buttons.gui_obj.buysell_obj.get_win_flag(): gui_buttons.gui_obj.buysell_obj.drawPriceChart() if r.collidepoint(x,y): if e.type == MOUSEBUTTONDOWN: if e.button == 1 and gui_buttons.gui_obj.get_child_win_flag(): gui_buttons.gui_obj.setup_obj.bardisplay.updateChart((x,y)) if e.button == 1 and gui_buttons.gui_obj.buysell_obj.get_win_flag(): gui_buttons.gui_obj.buysell_obj.barObject.updateChart((x,y)) if e.button == 4: threades.transform_obj.focus() if e.button == 5: threades.transform_obj.defocus() if model.FLAG_XO: if e.type==mesh.CONNECT : game_sharing.sharing_handler(e.type,None,'') elif e.type==mesh.PARTICIPANT_ADD or e.type==mesh.PARTICIPANT_REMOVE : game_sharing.sharing_handler(e.type,e.handle,'') elif e.type==mesh.MESSAGE_MULTI or e.type==mesh.MESSAGE_UNI : game_sharing.sharing_handler(e.type,e.handle,e.content)