def __init__(self, view): self.view = view self.fc = None self.__perf_window = psw.PerfStatsWindow() self.__settings_vc = tbvc.TabBarVC(stw.SettingsTabbedWindow(), tab_change_event=common.constants.EVENT_SETTINGS_TAB_SEL_CHANGED) self.__settings_vc.push_child("Video", vsvc.VideoSettingsVC(vsw.VideoSettingsWindow())) self.__settings_vc.push_child("Game", gsvc.GameSettingsVC(gsw.GameSettingsWindow())) self.__settings_shown = False self.__session_window = sw.SessionWindow()
def __init__(self, view): self.__view = view self.__perf_view = psw.PerfStatsWindow() self.__settings_vc = tbvc.TabBarVC(stw.SettingsTabbedWindow(), tab_change_event=common.constants.EVENT_SETTINGS_TAB_SEL_CHANGED) self.__settings_vc.push_child("Video", vsvc.VideoSettingsVC(vsw.VideoSettingsWindow())) self.__settings_vc.push_child("Game", gsvc.GameSettingsVC(gsw.GameSettingsWindow())) self.__settings_shown = False self.__view.fac_names = [fac["name"] for fac in pf.get_factions_list()] assert len(self.__view.fac_names) > 0 if len(self.__view.fac_names) >= 2: self.__view.active_fac_idx = 1 else: self.__view.active_fac_idx = 0
war_on = True for unit in red_army_units: atk_pos = (-100, 0) unit.attack(atk_pos) for unit in blue_army_units: atk_pos = (+100, 0) unit.attack(atk_pos) def toggle_pause(user, event): if event[0] == pf.SDL_SCANCODE_P: ss = pf.get_simstate() if ss == pf.G_RUNNING: pf.set_simstate(pf.G_PAUSED_UI_RUNNING) else: pf.set_simstate(pf.G_RUNNING) setup_scene() setup_armies() fixup_anim_combatable() perf_stats_win = psw.PerfStatsWindow() perf_stats_win.show() pf.register_event_handler(pf.SDL_KEYDOWN, start_war, None) pf.register_ui_event_handler(pf.SDL_KEYDOWN, toggle_pause, None)