Exemple #1
0
    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')
Exemple #2
0
    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')
Exemple #3
0
    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
Exemple #4
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 def key_down(self, key):
     game.set_global_state('level')
Exemple #5
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        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:            
Exemple #6
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 def start_button_pressed(self):
     game.set_global_state('tutorial')
Exemple #7
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 def return_button_pressed(self):
     game.set_global_state('tutorial')