def update(self, delta): self.title.update(delta) self.cursor.update(delta) self.hand_screen.update(delta) self.pose_tutorial.update(delta) if not self.pose_tutorial.is_active: game.set_global_state('game')
def update(self, delta): self.cursor.update(delta) self.return_button.update(delta) self.hand_screen.update(delta) self.block_manager.update(delta) if self.block_manager.is_finished: game.set_global_state('tutorial')
def update(self, delta): super(BlockManager, self).update(delta) if self.state == 'input': if len(self.blocks) <= 3: game.set_global_state('tutorial') elif self.state == 'move': if self.state_time >= 1: if self.delete_group is None: self.set_state('input') else: self.set_state('find_group') elif self.state == 'remove': if self.state_time >= 1: self.delete_blocks(self.delete_group) self.set_state('move') elif self.state == 'find_group': self.delete_group = self.find_group() if not self.delete_group is None: for index in self.delete_group: self.blocks[index].set_state('remove') self.set_state('remove') else: self.loop() self.set_state('move') elif self.state == 'change_mode': if self.state_time > 0.5: self.set_state('find_group') for block in self.blocks: block.update(delta) for cursor in self.cursors: cursor.update(delta) self.state_time += delta
def key_down(self, key): game.set_global_state('level')
self.block_line.draw(screen) self.score.draw(screen) def key_down(self, key): self.block_line.key_down(key) screen_size = (1920, 1080) screen = game.create_screen(screen_size, "Gebarentaal") game_states = { 'tutorial': Tutorial, 'level': Level } game.global_states = game_states game.set_global_state('tutorial') while game.running: delta = game.update() screen.fill(game.global_state.background) game.global_state.update(delta) game.global_state.draw() for event in pg.event.get(): if event.type == local.QUIT: game.stop() break elif event.type == local.KEYDOWN:
def start_button_pressed(self): game.set_global_state('tutorial')
def return_button_pressed(self): game.set_global_state('tutorial')