Esempio n. 1
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 def activate(self, menu):
     from arcade.glui.window import create_main_menu
     new_menu = create_main_menu()
     # State.get().history = [new_menu]
     State.get().history.append(new_menu)
     from arcade.glui.window import set_current_menu
     set_current_menu(new_menu)
Esempio n. 2
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 def activate(self, menu):
     from arcade.glui.window import create_main_menu
     new_menu = create_main_menu()
     # State.get().history = [new_menu]
     State.get().history.append(new_menu)
     from arcade.glui.window import set_current_menu
     set_current_menu(new_menu)
Esempio n. 3
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    def run_game(self):
        new_menu = LaunchMenu(self.items[0], self.controller)

        State.get().history.append(new_menu)
        # FIXME
        from arcade.glui.window import set_current_menu
        set_current_menu(new_menu)
Esempio n. 4
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    def run_game(self):
        new_menu = LaunchMenu(self.items[0], self.controller)

        State.get().history.append(new_menu)
        # FIXME
        from arcade.glui.window import set_current_menu
        set_current_menu(new_menu)
Esempio n. 5
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 def go_back(self):
     print("LaunchMenu.go_back")
     if self.state in [STATE_STARTING, STATE_PREPARING]:
         if self.gc_runner:
             self.gc_runner.abort()
             self.state = STATE_ABORTING
     if self.state in [STATE_ABORTED]:
         State.get().history.pop()
         set_current_menu(State.get().history[-1])
Esempio n. 6
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 def go_back(self):
     print("LaunchMenu.go_back")
     if self.state in [STATE_STARTING, STATE_PREPARING]:
         if self.gc_runner:
             self.gc_runner.abort()
             self.state = STATE_ABORTING
     if self.state in [STATE_ABORTED]:
         State.get().history.pop()
         set_current_menu(State.get().history[-1])
Esempio n. 7
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            def show_input():
                # print("Create input menu, controller = ", id(self.controller))
                # new_menu = InputMenu(self.game_item, self.controller)
                # State.get().history.append(new_menu)
                # # FIXME
                # from .window import set_current_menu
                # set_current_menu(new_menu)

                print("Create input menu, runner = ", id(self.runner))
                new_menu = InputMenu(self.game_item, self.runner)
                State.get().history.append(new_menu)
                # FIXME
                from arcade.glui.window import set_current_menu
                set_current_menu(new_menu)
Esempio n. 8
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            def show_input():
                # print("Create input menu, controller = ", id(self.controller))
                # new_menu = InputMenu(self.game_item, self.controller)
                # State.get().history.append(new_menu)
                # # FIXME
                # from .window import set_current_menu
                # set_current_menu(new_menu)

                print("Create input menu, runner = ", id(self.runner))
                new_menu = InputMenu(self.game_item, self.runner)
                State.get().history.append(new_menu)
                # FIXME
                from arcade.glui.window import set_current_menu
                set_current_menu(new_menu)
Esempio n. 9
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    def update_state(self):
        if self.state == STATE_STARTING:
            self.gc_runner = GameCenterRunner(controller=self.controller)
            # prepare will unpack the game and prepare game files
            self.gc_runner.prepare()
            self.state = STATE_PREPARING
            self.throbber.throbber_start_time = 0

        elif self.state == STATE_PREPARING:
            if self.gc_runner.error:
                pass
            elif self.gc_runner.done:
                self.wait_run_time = State.get().time
                FadeDialog(self.wait_run_time).show()
                self.state = STATE_WAITRUN

        elif self.state == STATE_WAITRUN:
            if State.get().time - self.wait_run_time > FADE_TIME:
                set_ingame_status()
                self.gc_runner.run()
                self.state = STATE_RUNNING

        elif self.state == STATE_RUNNING:
            InputHandler.set_inhibited(True)
            if self.gc_runner.error:
                pass
            elif self.gc_runner.done:
                self.state = STATE_STOPPING

        elif self.state == STATE_STOPPING:
            InputHandler.set_inhibited(False)
            State.get().history.pop()
            State.get().history.pop()
            State.get().history.pop()
            set_current_menu(State.get().history[-1])
            back_to_menu_from_game()
            Dialog.get_current().close()

            from arcade.glui.window import main_window

            main_window.restore_window_if_necessary()

        elif self.state == STATE_ABORTING:
            pass
Esempio n. 10
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    def update_state(self):
        if self.state == STATE_STARTING:
            self.gc_runner = GameCenterRunner(controller=self.controller)
            # prepare will unpack the game and prepare game files
            self.gc_runner.prepare()
            self.state = STATE_PREPARING
            self.throbber.throbber_start_time = 0

        elif self.state == STATE_PREPARING:
            if self.gc_runner.error:
                pass
            elif self.gc_runner.done:
                self.wait_run_time = State.get().time
                FadeDialog(self.wait_run_time).show()
                self.state = STATE_WAITRUN

        elif self.state == STATE_WAITRUN:
            if State.get().time - self.wait_run_time > FADE_TIME:
                set_ingame_status()
                self.gc_runner.run()
                self.state = STATE_RUNNING

        elif self.state == STATE_RUNNING:
            InputHandler.set_inhibited(True)
            if self.gc_runner.error:
                pass
            elif self.gc_runner.done:
                self.state = STATE_STOPPING

        elif self.state == STATE_STOPPING:
            InputHandler.set_inhibited(False)
            State.get().history.pop()
            State.get().history.pop()
            State.get().history.pop()
            set_current_menu(State.get().history[-1])
            back_to_menu_from_game()
            Dialog.get_current().close()

            from arcade.glui.window import main_window

            main_window.restore_window_if_necessary()

        elif self.state == STATE_ABORTING:
            pass