def loadMap( self, mapName, playId ): #So playId is here to make sure the clients always have the same sound id as the host. playState = self.playStateRef() if not (mapName is "Untitled"): #So, if there is a level name, load that level if found. newState = loadPlayState( mapName, playState.floor.tileSet, playState.devMenuRef, networkClient=self ) if newState is None: print "Host was on a level you don't have. Requesting download" self.connection.net_requestMapBuffer( self.networkTick, mapName ) return None else: playState.swap( newState ) playState.soundManager.idGen = IdSource() if playId != 0: for each in xrange( playId+1 ): playState.soundManager.idGen.getId() playState.soundManager.curPlayId = playId #On a successful load, request state info. self.connection.net_requestState( self.networkTick )
def loadGame( self ): ActualManager.displayedPopulation = 3000000 ActualManager.population = 3000000 ActualManager.populationCounter = None ActualManager.ammoHudElements = [] ActualManager.selectedLaserNum = 0 ActualManager.lasers = [] ActualManager.cities = [] ActualManager.preparedShots = [] ActualManager.shakeTimer = 0.0 ActualManager.shakeAmp = 0.0 ActualManager.onStartScreen = True ActualManager.waveNumber = 0 ActualManager.waveTimer = 3.0 ActualManager.waveLabel = None ActualManager.endGameNotice = None ActualManager.otherEndGameNotice = None playState = self.playStateRef() newState = loadPlayState( os.path.join( "data", "maps", "empty" ), playState.floor.tileSet, playState.devMenuRef ) playState.swap(newState) ActualManager.onStartScreen = False
def loadGame(self): ActualManager.displayedPopulation = 3000000 ActualManager.population = 3000000 ActualManager.populationCounter = None ActualManager.ammoHudElements = [] ActualManager.selectedLaserNum = 0 ActualManager.lasers = [] ActualManager.cities = [] ActualManager.preparedShots = [] ActualManager.shakeTimer = 0.0 ActualManager.shakeAmp = 0.0 ActualManager.onStartScreen = True ActualManager.waveNumber = 0 ActualManager.waveTimer = 3.0 ActualManager.waveLabel = None ActualManager.endGameNotice = None ActualManager.otherEndGameNotice = None playState = self.playStateRef() newState = loadPlayState(os.path.join("data", "maps", "empty"), playState.floor.tileSet, playState.devMenuRef) playState.swap(newState) ActualManager.onStartScreen = False
def push( self, clickKey, click ): if "up" in clickKey: playState = self.parentState.menu.playState playState.swap( loadPlayState( os.path.join( "data", "maps", self.text ), playState.floor.tileSet, playState.devMenuRef, justEditing=True ) ) self.parentState.menu.rerenderEverythingIn = 1 self.parentState.menu.backToDefault()