import bge cont = bge.logic.getCurrentController() own = cont.owner dict = bge.logic.globalDict lLR = dict['lLR'] lUD = dict['lUD'] rLR = dict['rLR'] rUD = dict['rUD'] lTrig = dict['lTrig'] rTrig = dict['rTrig'] aBut = dict['aBut'] bBut = dict['bBut'] xBut = dict['xBut'] yBut = dict['yBut'] lBump = dict['lBump'] rBump = dict['rBump'] bkBut = dict['bkBut'] stBut = dict['stBut'] xbBut = dict['xbBut'] ltsBut = dict['ltsBut'] rtsBut = dict['rtsBut'] ldPad = dict['ldPad'] rdPad = dict['rdPad'] udPad = dict['udPad'] ddPad = dict['ddPad'] #print(lUD) axis_sens = .06 #print(aBut) lasta = own["lasta"] if lUD > axis_sens: down = 1 else: down = 0 if lUD < -axis_sens: up = 1 #print("up") else: up = 0 #print(down, up) if lLR > axis_sens: right = 1 else: right = 0 if lLR < -axis_sens: left = 1 else: left = 0 fileName = "Settings.dat" scenes = bge.logic.getSceneList() #print(scenes) main_scene = [scene for scene in scenes if scene.name=="main"][0] main_empty = main_scene.objects['Empty'] def main(): cont = bge.logic.getCurrentController() own = cont.owner #down = cont.sensors["down"] #up = cont.sensors["up"] #bBut = cont.sensors["bBut"] #aBut = cont.sensors["aBut"] pstate = own["pstate"] scene = bge.logic.getCurrentScene() dict = bge.logic.globalDict resume = scene.objects["resume"] settings = scene.objects["settings"] level = scene.objects["level"] dict['level'] = level levelselect = scene.objects["levelselect"] restart = scene.objects["restart"] exit = scene.objects["exit"] submenu_on = own["submenu_on"] level_text = scene.objects["level_text"] level_text.resolution = 8 lastup = own["lastup"] lastdown = own["lastdown"] lastleft = own["lastleft"] lastright = own["lastright"] lastpstate = own["lastpstate"] playspeed = 2 #sSelect = cont.actuators["sSelect"] cont.deactivate(own.actuators['restart']) #joy down if down == 1 and lastdown != 1: #own.stopAction(0) pstate = own["pstate"] if pstate == 0 and submenu_on == 0: resume.playAction("p_resume", 10,0, layer=1, priority=0, play_mode=0, speed=playspeed) if pstate == 1 and submenu_on == 0: settings.playAction("p_settings", 10,0, layer=1, priority=0, play_mode=0, speed=playspeed) if pstate == 2 and submenu_on == 0: level.playAction("p_level", 10,0, layer=1, priority=0, play_mode=0, speed=playspeed) #level.playAction("p_level_select", 10,0, layer=1, priority=0, play_mode=0, speed=playspeed) if pstate == 3 and submenu_on == 0: restart.playAction("p_restart", 10,0, layer=1, priority=0, play_mode=0, speed=playspeed) if pstate == 4 and submenu_on == 0: exit.playAction("p_exit", 10,0, layer=1, priority=0, play_mode=0, speed=playspeed) if pstate < 4 and submenu_on == 0: own["pstate"] = own["pstate"] + 1 if pstate == 4 and submenu_on == 0: own["pstate"] = 0 pstate = own["pstate"] #print(pstate) cont.activate(own.actuators['sSelect']) #joy up if up == 1 and lastup != 1: pstate = own["pstate"] if pstate == 0 and submenu_on == 0: resume.playAction("p_resume", 10,0, layer=0, priority=0, play_mode=0, speed=playspeed) if pstate == 1 and submenu_on == 0: settings.playAction("p_settings", 10,0, layer=0, priority=0, play_mode=0, speed=playspeed) if pstate == 2 and submenu_on == 0: level.playAction("p_level", 10,0, layer=0, priority=0, play_mode=0, speed=playspeed) if pstate == 3 and submenu_on == 0: restart.playAction("p_restart", 10,0, layer=0, priority=0, play_mode=0, speed=playspeed) if pstate == 4 and submenu_on == 0: exit.playAction("p_exit", 10,0, layer=0, priority=0, play_mode=0, speed=playspeed) if pstate > 0 and submenu_on == 0: own["pstate"] = own["pstate"] - 1 if pstate == 0 and submenu_on == 0: own["pstate"] = 4 pstate = own["pstate"] #print(pstate) cont.activate(own.actuators['sSelect']) if right == 1 and lastright !=1: cont.activate(own.actuators['sSelect']) if left == 1 and lastleft != 1: cont.activate(own.actuators['sSelect']) #level***************************************************** if own["submenu"] == "level": #print("submenu is level") active_level_select = own["active_level_select"] import Settings if left == 1 and lastleft != 1: if active_level_select >= 0: active_level_select -= 1 if active_level_select < 0: active_level_select = 8 #if active_level_select == -1: #active_level_select = 0 #print(active_level_select) #move up #play up if right == 1 and lastright != 1: if active_level_select < 9: active_level_select += 1 if active_level_select == 9: active_level_select = 0 if active_level_select == -1: active_level_select = 0 #print(active_level_select) #move down #play down if active_level_select == 0: level_text.text = "Empty Lot" if active_level_select == 1: level_text.text = "Waterfall" if active_level_select == 2: level_text.text = "Warehouse" if active_level_select == 3: level_text.text = "City" if active_level_select == 4: level_text.text = "Training" if active_level_select == 5: level_text.text = "Spine" if active_level_select == 6: level_text.text = "Apricot Park" if active_level_select == 7: level_text.text = "Waiting Room" if active_level_select == 8: level_text.text = "Garage 18" own["active_level_select"] = active_level_select load_timer = 100 #indoor if aBut == False and active_level_select == 0 and lasta == 1: level_text.text = "" cont.activate(own.actuators['loading']) level = "lot" main_empty["level"] = "lot" own["level"] = level Settings.writeSettings() #print("not") Settings.readSettings() #cont.activate(own.actuators['restart']) dict['reload_timer'] = 250 dict['overlay_fadein'] = 1 #Settings.loadlevel() dict['load_timer'] = load_timer else: cont.deactivate(own.actuators['restart']) #woodbowl if aBut == False and active_level_select == 1 and lasta == 1: level_text.text = "" #cont.activate(own.actuators['loading']) level = "mini_scene" main_empty["level"] = "mini_scene" own["level"] = level Settings.writeSettings() Settings.readSettings() #cont.activate(own.actuators['restart']) dict['reload_timer'] = 250 dict['overlay_fadein'] = 1 #Settings.loadlevel() dict['load_timer'] = load_timer else: cont.deactivate(own.actuators['restart']) #mini if aBut == False and active_level_select == 2 and lasta == 1: level_text.text = "" #cont.activate(own.actuators['loading']) level = "warehouse" main_empty["level"] = "warehouse" own["level"] = level Settings.writeSettings() Settings.readSettings() #cont.activate(own.actuators['restart']) dict['reload_timer'] = 250 dict['overlay_fadein'] = 1 #Settings.loadlevel() dict['load_timer'] = load_timer else: cont.deactivate(own.actuators['restart']) #level3 if aBut == False and active_level_select == 3 and lasta == 1: level_text.text = "" level = "city2" main_empty["level"] = "city2" own["level"] = level Settings.writeSettings() Settings.readSettings() #cont.activate(own.actuators['restart']) dict['reload_timer'] = 250 dict['overlay_fadein'] = 1 #Settings.loadlevel() dict['load_timer'] = load_timer else: cont.deactivate(own.actuators['restart']) #hubbas rail if aBut == False and active_level_select == 4 and lasta == 1: level_text.text = "" level = "train" main_empty["level"] = "train" own["level"] = level Settings.writeSettings() Settings.readSettings() #cont.activate(own.actuators['restart']) dict['reload_timer'] = 250 dict['overlay_fadein'] = 1 #Settings.loadlevel() dict['load_timer'] = load_timer else: cont.deactivate(own.actuators['restart']) #training if aBut == False and active_level_select == 5 and lasta == 1: level_text.text = "" level = "spine" main_empty["level"] = "spine" own["level"] = level Settings.writeSettings() Settings.readSettings() #cont.activate(own.actuators['restart']) dict['reload_timer'] = 250 dict['overlay_fadein'] = 1 #Settings.loadlevel() dict['load_timer'] = load_timer else: cont.deactivate(own.actuators['restart']) if aBut == False and active_level_select == 6 and lasta == 1: level_text.text = "" level = "gt" main_empty["level"] = "gt" own["level"] = level Settings.writeSettings() Settings.readSettings() #cont.activate(own.actuators['restart']) dict['reload_timer'] = 250 dict['overlay_fadein'] = 1 #Settings.loadlevel() dict['load_timer'] = load_timer else: cont.deactivate(own.actuators['restart']) if aBut == False and active_level_select == 7 and lasta == 1: level_text.text = "" level = "store" main_empty["level"] = "store" own["level"] = level Settings.writeSettings() Settings.readSettings() #cont.activate(own.actuators['restart']) dict['reload_timer'] = 250 dict['overlay_fadein'] = 1 #Settings.loadlevel() dict['load_timer'] = load_timer else: cont.deactivate(own.actuators['restart']) if aBut == False and active_level_select == 8 and lasta == 1: level_text.text = "" level = "garage18" main_empty["level"] = "garage18" own["level"] = level Settings.writeSettings() Settings.readSettings() #cont.activate(own.actuators['restart']) #Settings.loadlevel() dict['load_timer'] = load_timer dict['reload_timer'] = 250 dict['overlay_fadein'] = 1 else: cont.deactivate(own.actuators['restart']) else: own["active_level_select"] = -1 if bBut == True: levelselect.playAction("p_level_select", 10,0, layer=3, priority=0, play_mode=0, speed=playspeed) #********************************************************** if bBut == 1: cont.activate(own.actuators['sBack']) #cont.activate(own.actuators['exit']) #print("bbut") #go to level submenu if aBut == True and pstate == 2: cont.activate(own.actuators['sEnter']) #cont.activate(own.actuators['quit']) #print("level") own["submenu_on"] = 1 own["submenu"] = "level" level_text.text = "" levelselect.playAction("p_level_select", -10,10, layer=3, priority=0, play_mode=0, speed=playspeed) #exit submenu if bBut and submenu_on == 1: own["submenu_on"] = 0 own["submenu"] = None level_text.text = "" #exit if aBut == 1 and pstate == 4: cont.activate(own.actuators['sEnter']) cont.activate(own.actuators['quit']) print("bbut") if pstate == 0 and submenu_on == 0 and lastpstate != 0: resume.playAction("p_resume", -10,10, layer=0, priority=0, play_mode=0, speed=playspeed) if pstate == 1 and submenu_on == 0 and lastpstate != 1: settings.playAction("p_settings", -10,10, layer=0, priority=0, play_mode=0, speed=playspeed) if pstate == 2 and submenu_on == 0 and lastpstate != 2: level.playAction("p_level", -10,10, layer=0, priority=0, play_mode=0, speed=playspeed) #level.playAction("p_level_select", -10,10, layer=0, priority=0, play_mode=0, speed=playspeed) if pstate == 3 and submenu_on == 0 and lastpstate != 3: restart.playAction("p_restart", -10,10, layer=0, priority=0, play_mode=0, speed=playspeed) if pstate == 4 and submenu_on == 0 and lastpstate != 4: exit.playAction("p_exit", -10,10, layer=0, priority=0, play_mode=0, speed=playspeed) #find the scene and object scenes = bge.logic.getSceneList() for scene in scenes : #if scene.name == 'lot' or scene.name == 'train' or scene.name == 'mini_scene' or scene.name == 'city' or scene.name == 'city2' or scene.name == 'spine': #if scene.name == main_empty["level"]: if scene.name == 'lot': #print("*****stop sounds") cc = scene.objects['control_cube.002'] cc.actuators["sroll"].volume = .0001 #cc.deactivate(own.actuators["sroll"]) cc.actuators["sroll"].stopSound() #print(pstate) own["lastup"] = up own["lastdown"] = down own["lastleft"] = left own["lastright"] = right own["lasta"] = aBut own["lastpstate"] = own["pstate"] main()