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 = "Newday Bowl" # 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 = "newday" # main_empty["level"] = "newday" # 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 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()