def enterGame(self): DistCogdoGame.enterGame(self) #self.timer.posInTopRightCorner() timeLeft = 15. - (globalClock.getRealTime() - self.getStartTime()) self.timer.setTime(timeLeft) self.timer.countdown(timeLeft, self.timerExpired) self.timer.unstash()
def enterLoaded(self): DistCogdoGame.enterLoaded(self) mazeFactory = self.createMazeFactory(self.createRandomNumGen()) bossCode = None if self._numSuits[0] > 0: bossCode = '' for u in xrange(self._numSuits[0]): bossCode += '%X' % self.randomNumGen.randint(0, 15) self.game.load(mazeFactory, self._numSuits, bossCode)
def exitFinish(self): DistCogdoGame.exitFinish(self) self.game.endFinish() self.game.offstage()
def exitGame(self): DistCogdoGame.exitGame(self) self.game.exit()
def exitIntro(self): DistCogdoGame.exitIntro(self) self.game.endIntro() self.stashEntranceElevator()
def exitVisible(self): DistCogdoGame.exitVisible(self)
def exitLoaded(self): self.game.unload() self.ignoreAll() DistCogdoGame.exitLoaded(self)
def placeEntranceElev(self, elev): DistCogdoGame.placeEntranceElev(self, elev) self.game.placeEntranceElevator(elev)
def announceGenerate(self): DistributedLevel.announceGenerate(self) DistCogdoGame.announceGenerate(self)
def enterFinish(self): DistCogdoGame.enterFinish(self) timeLeft = 10 - (globalClock.getRealTime() - self.getFinishTime()) self.timer.setTime(timeLeft) self.timer.countdown(timeLeft, self.timerExpired) self.timer.unstash()
def disable(self): self.timer.destroy() self.timer = None DistCogdoGame.disable(self)
def announceGenerate(self): DistCogdoGame.announceGenerate(self) self.timer = ToontownTimer.ToontownTimer() self.timer.stash()
def delete(self): DistCogdoGame.delete(self) DistributedLevel.delete(self)
def disable(self): DistCogdoGame.disable(self) DistributedLevel.disable(self)
def generate(self): DistributedLevel.generate(self) DistCogdoGame.generate(self) if __dev__: bboard.post(EditorGlobals.EditTargetPostName, self)
def disable(self): if __dev__: self.stopHandleEdits() DistributedLevel.disable(self) DistCogdoGame.disable(self)
def __init__(self, cr): DistCogdoGame.__init__(self, cr)
def generate(self): self.randomNumGen = self.createRandomNumGen() DistCogdoGame.generate(self)
def __init__(self, cr): DistributedLevel.__init__(self, cr) DistCogdoGame.__init__(self, cr)
def announceGenerate(self): DistributedLevel.announceGenerate(self) DistCogdoGame.announceGenerate(self) if __dev__: self.startHandleEdits()
def enterVisible(self): DistCogdoGame.enterVisible(self) self.game.initPlayers() self.game.onstage()
def disable(self): if __dev__: self.stopHandleEdits() DistCogdoGame.disable(self) DistributedLevel.disable(self)
def enterIntro(self): DistCogdoGame.enterIntro(self, Globals.IntroDurationSeconds) self.game.startIntro()
def delete(self): DistCogdoGame.delete(self) DistributedLevel.delete(self) if __dev__: bboard.removeIfEqual(EditorGlobals.EditTargetPostName, self)
def enterGame(self): DistCogdoGame.enterGame(self) self.game.start()
def __init__(self, cr): DistCogdoGame.__init__(self, cr) self.game = CogdoMazeGame(self) self._numSuits = (0, 0, 0)
def enterFinish(self): DistCogdoGame.enterFinish(self) self.game.startFinish()
def delete(self): del self.randomNumGen del self.game DistCogdoGame.delete(self)
def setToonSad(self, toonId): DistCogdoGame.setToonSad(self, toonId) self.game.handleToonWentSad(toonId)
def setToonDisconnect(self, toonId): DistCogdoGame.setToonDisconnect(self, toonId) self.game.handleToonDisconnected(toonId)
def delete(self): DistributedLevel.delete(self) DistCogdoGame.delete(self) if __dev__: bboard.removeIfEqual(EditorGlobals.EditTargetPostName, self)
def generate(self): DistributedLevel.generate(self) DistCogdoGame.generate(self)