def postInit(self): # # initialize game content # base.cTrav = CollisionTraverser("base collision traverser") base.pusher = CollisionHandlerPusher() self.menu = Menu() self.credits = Credits() self.charSelection = CharacterSelection() self.levelSelection = LevelSelection() self.koScreen = KoScreen() self.hud = Hud() self.menuMusic = loader.loadMusic("assets/audio/menuMusic.ogg") self.menuMusic.setLoop(True) self.fightMusic = loader.loadMusic("assets/audio/fightMusic.ogg") self.fightMusic.setLoop(True) base.audio3d = Audio3DManager(base.sfxManagerList[0], camera) # # Event handling # self.accept("escape", self.__escape) # # Start with the menu # self.request("Menu")
def __init__(self): """initialise the engine""" ShowBase.__init__(self) base.notify.info("Version {}".format(versionstring)) FSM.__init__(self, "FSM-Game") # # BASIC APPLICATION CONFIGURATIONS # # disable pandas default camera driver self.disableMouse() # set antialias for the complete sceen to automatic self.render.setAntialias(AntialiasAttrib.MAuto) # shader generator render.setShaderAuto() # Enhance font readability DGG.getDefaultFont().setPixelsPerUnit(100) # get the displays width and height for later usage self.dispWidth = self.pipe.getDisplayWidth() self.dispHeight = self.pipe.getDisplayHeight() # # CONFIGURATION LOADING # # load given variables or set defaults # check if particles should be enabled # NOTE: If you use the internal physics engine, this always has # to be enabled! particles = ConfigVariableBool("particles-enabled", True).getValue() if particles: self.enableParticles() def setFullscreen(): """Helper function to set the window fullscreen with width and height set to the screens size""" # set window properties # clear all properties not previously set base.win.clearRejectedProperties() # setup new window properties props = WindowProperties() # Fullscreen props.setFullscreen(True) # set the window size to the screen resolution props.setSize(self.dispWidth, self.dispHeight) # request the new properties base.win.requestProperties(props) # Set the config variables so we correctly store the # new size and fullscreen setting later winSize = ConfigVariableString("win-size") winSize.setValue("{} {}".format(self.dispWidth, self.dispHeight)) fullscreen = ConfigVariableBool("fullscreen") fullscreen.setValue(True) # Render a frame to make sure the fullscreen is applied # before we do anything else self.taskMgr.step() # make sure to propagate the new aspect ratio properly so # the GUI and other things will be scaled appropriately aspectRatio = self.dispWidth / self.dispHeight self.adjustWindowAspectRatio(aspectRatio) # check if the config file hasn't been created if not os.path.exists(prcFile): setFullscreen() # automatically safe configuration at application exit #base.exitFunc = self.__writeConfig # # INITIALIZE GAME CONTENT # base.cTrav = CollisionTraverser("base collision traverser") base.pusher = CollisionHandlerPusher() self.menu = Menu() self.credits = Credits() self.charSelection = CharacterSelection() self.levelSelection = LevelSelection() self.koScreen = KoScreen() self.hud = Hud() self.menuMusic = loader.loadMusic("assets/audio/menuMusic.ogg") self.menuMusic.setLoop(True) self.fightMusic = loader.loadMusic("assets/audio/fightMusic.ogg") self.fightMusic.setLoop(True) base.audio3d = Audio3DManager(base.sfxManagerList[0], camera) # # EVENT HANDLING # # By default we accept the escape key self.accept("escape", self.__escape) # # ENTER GAMES INITIAL FSM STATE # self.request("Menu")