Exemple #1
0
 def step(self, ms):
     super(GameState, self).step(ms)
     lighting.step(ms)
     if self.quit_after_fade_out:
         if lighting.conditions[GL_LIGHT0 + self.light].finished():
             self.quit = self.quit_after_fade_out
             self.quit_after_fade_out = None
 def step(self, ms):
     super(GameState, self).step(ms)
     lighting.step(ms)
     if self.quit_after_fade_out:
         if lighting.conditions[GL_LIGHT0 + self.light].finished():
             self.quit = self.quit_after_fade_out
             self.quit_after_fade_out = None
 def step(self,ms):
     self.step_contents(ms)
     lighting.step(ms)
     self.camera.step(ms)
     if self.camera.animator.finished():
         hexlist = [self.level.start, self.level.exit]
         hexlist.extend(self.level.monsters.keys())
         poslist = [tuple(collision.h_centre(*coords))
                    for coords in hexlist]
         poslist.append(poslist[0])
         steplist = [10000 for coords in hexlist]
         steplist.append(1000)
         self.camera.animator.sequence("looking_at",poslist,steplist)
 def step(self,ms):
     if ms == 0:
         return
     lighting.step(ms)
     if self.mode == "story":
         return
     if self.reload > 0:
         self.reload = max(0,self.reload - ms)
     self.step_monsters(ms)
     self.step_balls(ms)
     self.step_contents(ms)
     if self.mode == "dying":
         if self.dying_time <= 0:
             self.exit_to(ScoreScreen,
                          score=self.score,
                          levelnum=self.levelnum,
                          died_of=self.dying_of)
         else:
             self.dying_time -= ms
     else:
         self.step_player(ms)