Beispiel #1
0
class GS_Editor(GameState):
    def __init__(self, kernel, gsm):
        GameState.__init__(self, "Editor", kernel, gsm)

        self.mLevel = None
        self.mRects = []

        self.mLastPoint = None

    def Initialize(self, levelName=""):

        return GameState.Initialize(self)

    def LoadLevel(self, levelName):
        self.mLevel = Level(self.mKernel)
        self.mLevel.Load(levelName)

        self.mRects = self.mLevel.mCollisionRects

        return

    def Destroy(self):
        return GameState.Destroy(self)

    def Pause(self):
        return GameState.Pause(self)

    def Unpause(self):
        return GameState.Unpause(self)

    def HandleEvent(self, event):

        if (event.type == MOUSEBUTTONDOWN):
            if (self.mLastPoint):
                width = event.pos[0] - self.mLastPoint[0]
                height = event.pos[1] - self.mLastPoint[1]

                self.mRects.append(
                    pygame.Rect(self.mLastPoint[0], self.mLastPoint[1], width,
                                height))

                self.mLastPoint = None
            else:
                self.mLastPoint = event.pos
        elif (event.type == KEYDOWN):
            if (event.key == K_BACKSPACE):
                self.mRects.pop()
            elif (event.key == K_RETURN):
                self.mLevel.Save(self.mRects)

        return GameState.HandleEvent(self, event)

    def Update(self, delta):
        self.mLevel.Draw()

        for rect in self.mRects:
            pygame.draw.rect(self.mLevel.DisplaySurface(), Colors.RED, rect, 2)

        self.mLevel.Blit()

        return GameState.Update(self, delta)