# HG changeset patch # User Neil Muller # Date 1258825281 0 # Node ID 66bc9947715513c276b74abacd5a954adba4eef1 # Parent f2a55e5e24dba3fb007da5e637d0a96abcc2d626 Remove references to ANIM timer, so no longer relevant diff -r f2a55e5e24db -r 66bc99477155 gamelib/engine.py --- a/gamelib/engine.py Sat Nov 21 17:33:49 2009 +0000 +++ b/gamelib/engine.py Sat Nov 21 17:41:21 2009 +0000 @@ -165,7 +165,6 @@ sound.play_sound("daybreak.ogg") # disable timer pygame.time.set_timer(MOVE_FOX_ID, 0) - pygame.time.set_timer(ANIM_ID, SLOW_ANIM_SPEED) sound.background_music("daytime.ogg") self.dialog = None @@ -216,9 +215,8 @@ self.game.gameboard.chickens_chop_wood() # Add a timer to the event queue self.cycle_count = 0 - self.cycle_time = SLOW_ANIM_SPEED - pygame.time.set_timer(MOVE_FOX_ID, 4*self.cycle_time) - pygame.time.set_timer(ANIM_ID, self.cycle_time) + self.cycle_time = SLOW__SPEED + pygame.time.set_timer(MOVE_FOX_ID, self.cycle_time) sound.background_music("nighttime.ogg") self.dialog = None @@ -240,20 +238,17 @@ return DayState(self.game) elif (e.type is KEYDOWN and e.key == K_d) or \ events_equal(e, FAST_FORWARD): - if self.cycle_time > FAST_ANIM_SPEED: - self.cycle_time = FAST_ANIM_SPEED + if self.cycle_time > FAST__SPEED: + self.cycle_time = FAST__SPEED else: - self.cycle_time = SLOW_ANIM_SPEED - pygame.time.set_timer(ANIM_ID, self.cycle_time) - pygame.time.set_timer(MOVE_FOX_ID, 4*self.cycle_time) + self.cycle_time = SLOW__SPEED + pygame.time.set_timer(MOVE_FOX_ID, self.cycle_time) elif e.type is KEYDOWN and e.key == K_ESCAPE: self.dialog = check_exit() elif e.type is MOVE_FOX_ID: # ensure no timers trigger while we're running - pygame.time.set_timer(ANIM_ID, 0) pygame.time.set_timer(MOVE_FOX_ID, 0) # Clear any queued timer events, so we don't full the queue - pygame.event.clear(ANIM_ID) pygame.event.clear(MOVE_FOX_ID) # Ensure any outstanding animitions get cleaned up self.cycle_count += 1 @@ -263,8 +258,7 @@ # All foxes are gone/safe, so dawn happens return pygame.event.post(START_DAY) # Re-enable timers - pygame.time.set_timer(ANIM_ID, self.cycle_time) - pygame.time.set_timer(MOVE_FOX_ID, 4*self.cycle_time) + pygame.time.set_timer(MOVE_FOX_ID, self.cycle_time) elif e.type is not QUIT: self.game.main_app.event(e) @@ -286,7 +280,6 @@ sound.stop_background_music() self.game.create_game_over() pygame.time.set_timer(MOVE_FOX_ID, 0) - pygame.time.set_timer(ANIM_ID, 0) def event(self, e): if e.type is KEYDOWN: @@ -320,11 +313,10 @@ DO_LOAD_LEVEL = pygame.event.Event(USEREVENT, name="DO_LEVEL_SCREEN") FAST_FORWARD = pygame.event.Event(USEREVENT, name="FAST_FORWARD") MOVE_FOX_ID = USEREVENT + 1 -ANIM_ID = USEREVENT + 6 MOVE_FOXES = pygame.event.Event(MOVE_FOX_ID, name="MOVE_FOXES") QUIT = pygame.event.Event(QUIT) # Due to the way pgu's loop timing works, these will only get proceesed # at intervals of 10ms, so there's no point in them not being multiples of 10 -FAST_ANIM_SPEED=20 -SLOW_ANIM_SPEED=50 +FAST__SPEED=80 +SLOW__SPEED=200