def update(self):
     if not self.pause:
         super(PlayState, self).update()
         self.collisions()
     #
     if Engine.just_pressed(K_ESCAPE):
         Engine.post(QUIT)
     elif Engine.just_pressed(K_p):
         self.pause = not self.pause
 def update(self):
     super(IntroState, self).update()
     if Engine.just_pressed(K_ESCAPE):
         Engine.post(QUIT)
     elif Engine.just_pressed(K_RETURN):
         self.game.switch_state(PlayState())