def on_key_press(self, *args): if self.next_layer: from zombie.common import switch_layer switch_layer(self.scene, self.next_layer) else: from sys import exit exit(0)
def cancel(self): ''' Switches back to the MainMenu. ''' from zombie.common import switch_layer switch_layer(self.scene, MainMenu)
def on_key_press(self, key, modifiers): from pyglet.window.key import ENTER from zombie.common import switch_layer if key == ENTER: switch_layer(self.scene, MainMenu)
def is_connected(self, delta): from zombie.common import switch_layer connected = self._is_connected() if connected: switch_layer(self.scene, Client) from time import time if (time() - self.connect_start_time) > 10: self.unschedule(self.is_connected) switch_layer(self.scene, ConnectFailedScreen)
def connect(self): from zombie.common import validate_ip_hostname, validate_port ip = validate_ip_hostname(self.ip.value.encode('ascii')) if not ip: # TODO: error message return port = validate_port(self.port.value) if not port: #TODO: error message return from zombie.common import switch_layer ## TODO: Switch to client layer. #print('Connecting to', ip, port) self.connect_screen.connect(ip, port) switch_layer(self.scene, ConnectScreen)
def on_quit(self): from zombie.common import switch_layer self.config.write() switch_layer(self.scene, QuitScreen)
def settings(self): from zombie.common import switch_layer # TODO: Switch switch_layer(self.scene, SettingsMenu)
def join_game(self): from zombie.common import switch_layer switch_layer(self.scene, JoinGameMenu)
def cancel(self): from zombie.common import switch_layer switch_layer(self.scene, MainMenu)
def apply(self): from zombie.common import switch_layer # TODO: validate settings self.config.write() switch_layer(self.scene, MainMenu)