Mercurial > fife-parpg
diff demos/shooter/scripts/world.py @ 475:afde89c1d50b
Switched to a damage system. Collisions with objects now cause 1 damage to the player.
When the boss switches weapons it now waits for the weapons firerate value in time to pass before it fires its first burst with the new weapon.
Fixed a little problem with the high score dialog as it operates in modal mode. It now waits for the entire frame to be complete before displaying the dialog box.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Wed, 21 Apr 2010 18:20:13 +0000 |
parents | 3164715a0621 |
children | 85fa5fa486a8 |
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--- a/demos/shooter/scripts/world.py Wed Apr 21 16:49:59 2010 +0000 +++ b/demos/shooter/scripts/world.py Wed Apr 21 18:20:13 2010 +0000 @@ -205,7 +205,7 @@ self._gameover.show() self._hudwindow.hide() - self.saveScore() + self._gamecomplete = True def endLevel(self): self._paused = True @@ -315,10 +315,6 @@ Called every frame. """ - if self._gamecomplete: - self.saveScore() - self.reset() - if self._genericrenderer: self._genericrenderer.removeAll("quads") @@ -327,7 +323,7 @@ return #update the scene - if not self._paused: + if not self._paused and not self._gamecomplete: if self._scene.paused: self._scene.unpause(self._timemanager.getTime() - self._starttime) @@ -363,6 +359,9 @@ else: if not self._scene.paused: self._scene.pause(self._timemanager.getTime() - self._starttime) - + + if self._gamecomplete: + self.saveScore() + self.reset() self._pump_ctr += 1