def mainloop(task): global mainMenu, gameBackend, game, menu engine.update() if mainMenu is not None and mainMenu.active: gameBackend, game = mainMenu.update() else: mainMenu = None if gameBackend is not None: gameBackend.update() if game is not None: game.update() if menu is None: menu = ui.Menu() if not menu.active or not gameBackend.connected: game.delete() gameBackend.delete() game = None gameBackend = None mainMenu = core.MainMenu(skipIntro) menu.delete() menu = None engine.endUpdate() return task.cont
def mainloop(task): engine.update() if gameBackend is not None: gameBackend.update() engine.endUpdate() return task.cont
def mainloop(task): global aiWorld global entityGroup global map global ui global editor engine.update() ui.update() editor.serverUpdate(aiWorld, entityGroup, None) map.update() engine.endUpdate() return task.cont
def gameTask(task): global aiWorld global entityGroup global map global ui global editor engine.update() ui.update() editor.serverUpdate(aiWorld, entityGroup, None) map.update() engine.endUpdate() return task.cont
def gameLoop(task): global mainMenu, gameBackend, game, menu engine.update() if mainMenu != None and mainMenu.active: gameBackend, game = mainMenu.update() else: mainMenu = None if gameBackend != None: gameBackend.update() if game != None: game.update() if menu == None: menu = ui.Menu() if not menu.active or not gameBackend.connected: game.delete() gameBackend.delete() game = None gameBackend = None mainMenu = core.MainMenu(skipIntro) menu.delete() menu = None engine.endUpdate() return task.cont
def gameLoop(task): engine.update() if gameBackend != None: gameBackend.update() engine.endUpdate() return task.cont