def step(self, ms): super(GameState, self).step(ms) lighting.step(ms) if self.quit_after_fade_out: if lighting.conditions[GL_LIGHT0 + self.light].finished(): self.quit = self.quit_after_fade_out self.quit_after_fade_out = None
def step(self,ms): self.step_contents(ms) lighting.step(ms) self.camera.step(ms) if self.camera.animator.finished(): hexlist = [self.level.start, self.level.exit] hexlist.extend(self.level.monsters.keys()) poslist = [tuple(collision.h_centre(*coords)) for coords in hexlist] poslist.append(poslist[0]) steplist = [10000 for coords in hexlist] steplist.append(1000) self.camera.animator.sequence("looking_at",poslist,steplist)
def step(self,ms): if ms == 0: return lighting.step(ms) if self.mode == "story": return if self.reload > 0: self.reload = max(0,self.reload - ms) self.step_monsters(ms) self.step_balls(ms) self.step_contents(ms) if self.mode == "dying": if self.dying_time <= 0: self.exit_to(ScoreScreen, score=self.score, levelnum=self.levelnum, died_of=self.dying_of) else: self.dying_time -= ms else: self.step_player(ms)