Esempio n. 1
0
 def enter_edit_mode(self):
     if not self.save_state is None:
         save_load.restore_save_state(self.game, self.game.map,
                                      self.save_state)
         # refresh all things that refer to specific entities that have been re-created
         self.drop_lists['triggers'].refresh()
     self.enable_main_editor()
Esempio n. 2
0
 def redo(self):
     if self.undo_index < len(self.undo_states) - 1:
         self.undo_index += 1
         save_load.restore_save_state(self.game, self.game.map,
                                      self.undo_states[self.undo_index])
Esempio n. 3
0
 def undo(self):
     if self.undo_index > 0:
         self.undo_index -= 1
         save_load.restore_save_state(self.game, self.game.map,
                                      self.undo_states[self.undo_index])
Esempio n. 4
0
 def enter_edit_mode(self):
     if not self.save_state is None:
         save_load.restore_save_state(self.game, self.game.map, self.save_state)
         # refresh all things that refer to specific entities that have been re-created
         self.drop_lists['triggers'].refresh()
     self.enable_main_editor()
Esempio n. 5
0
 def redo(self):
     if self.undo_index < len(self.undo_states) - 1:
         self.undo_index += 1
         save_load.restore_save_state(self.game, self.game.map, self.undo_states[self.undo_index])
Esempio n. 6
0
 def undo(self):
     if self.undo_index > 0:
         self.undo_index -= 1
         save_load.restore_save_state(self.game, self.game.map, self.undo_states[self.undo_index])