def __init__(self, current=0): State.__init__(self) self.ui = UI(self, Jules_UIContext) self.nextState = GameStart logo_duration = 20 * 1000 scores_duration = 5 * 1000 self.displays = [(logo_duration, self.draw_logo), (scores_duration, self.draw_high_scores)] self.eventid = TimerEvents.SplashScreen self.current = current self.draw = self.displays[self.current][1] self.instructions = [ 'Can you think fast and react faster?', 'This game will test both.', 'Your job is to destroy the bonus blocks.', 'Sounds easy, right?... Wrong!', 'There are several problems.', 'If you destroy a penalty block you lose 200 pts.', 'If you get 3 penalties, you lose a life.', 'If you lose 3 lives, the game is over.', 'The bonus and penalty blocks', 'change colors every 5 seconds.', 'And on top of that, if you do not destroy a', 'random non-bonus, non-penalty block every', 'couple of seconds, that will give you a', 'penalty too. Think you got all that?' ]
def __init__(self, current=0): State.__init__(self) self.ui = UI(self, Jules_UIContext) self.nextState = GameStart logo_duration = 20 * 1000 scores_duration = 5 * 1000 self.displays = [(logo_duration, self.draw_logo), (scores_duration, self.draw_high_scores)] self.eventid = TimerEvents.SplashScreen self.current = current self.draw = self.displays[self.current][1] self.instructions = ['Can you think fast and react faster?', 'This game will test both.', 'Your job is to destroy the bonus blocks.', 'Sounds easy, right?... Wrong!', 'There are several problems.', 'If you destroy a penalty block you lose 200 pts.', 'If you get 3 penalties, you lose a life.', 'If you lose 3 lives, the game is over.', 'The bonus and penalty blocks', 'change colors every 5 seconds.', 'And on top of that, if you do not destroy a', 'random non-bonus, non-penalty block every', 'couple of seconds, that will give you a', 'penalty too. Think you got all that?']
def __init__(self, screen, inputManager, character): State.__init__(self, screen, inputManager) self.character = character; self.width, self.height = self.screen.get_width(), self.screen.get_height() pygame.display.set_caption("StepFight - Items Menu") #Items Box dimensions self.item_width, self.item_height = 250, 200 self.item_screen = self.item_width, self.item_height #Fonts self.font_object = pygame.font.Font('freesansbold.ttf', 20) self.next_state = Consts.STATE_CONTINUE #Play button self.play_button = self._createButton(self.PLAY_BUTTON, Consts.PLAY, (700,525,200,50)) self.play_button.font_object = pygame.font.Font('freesansbold.ttf', 35) self.play_button._setPadding(50, 10) #Buy buttons self.buy_sword_button = self._createButton(self.BUY_SWORD_BUTTON, Consts.BUY, (75, 200,100,40)) self.buy_helmet_button = self._createButton(self.BUY_HELMET_BUTTON, Consts.BUY, (525, 200,100,40)) self.buy_armor_button = self._createButton(self.BUY_ARMOR_BUTTON, Consts.BUY, (75, 450,100,40)) self.buy_spell_button = self._createButton(self.BUY_SPELL_BUTTON, Consts.BUY, (525, 450,100,40))
def __init__(self, surf, prev): """ :param surf: :param prev: """ State.__init__(self, surf, prev)
def __init__(self, screen, inputManager): State.__init__(self, screen, inputManager) inputManager.attach(self.player) self.board_bounds = pygame.Rect(0,0,950,600) self.fontObj = pygame.font.Font('freesansbold.ttf', 22)
def __init__(self, monster): from elements import Rectangle State.__init__(self) full_rect = Rectangle(colour = (0, 0, 0), thickness = 4, x_index = 0, y_index = 0, x_tiles = 10, y_tiles = 10) rect = Rectangle(colour = (0, 0, 0), thickness = 2, x_index = 0.25, y_index = 7.75, x_tiles = 9.5, y_tiles = 2) self._shapes = [full_rect, rect] return
def __init__(self, grid, curr_player, prev_move, prev_prev_move, board=None): self.grid = grid self.grid_len = GRID_LEN self.win_amt = WIN_AMT self.options = self.get_options() # must be called before check_win if DEBUG_BOARD: self.board = board #for visual debugging else: self.board = None self.prev_move = prev_move self.prev_prev_move = prev_prev_move # check win for opponent terminal, winning_player = self.check_win(prev_move) if LIMIT_TO_WINNING_MOVE: # check guaranteed winning move for current player almost_win, win_option = self.get_win_info(prev_prev_move) if almost_win: self.options = [win_option] State.__init__(self, curr_player, terminal, winning_player)
def __init__(self, window, *args, **kwargs): print "++++ new level intro state" script_name = kwargs["script_name"] State.__init__(self, window, "scripted%s" % script_name, *args, **kwargs) self.build_scene() self.script = kwargs["script"][:] self.running_text = False self.band_pic = None
def __init__(self): State.__init__(self) for player in game.players: player.init_phase(self.phase_name) self.time_left = self.duration self.clock = pygame.time.Clock() self.clock.tick()
def __init__(self, screen, inputManager, client): State.__init__(self, screen, inputManager) self.client = client inputManager.attach(self) self.board_bounds = pygame.Rect(0,0,screen.get_width(),screen.get_height()) self.fontObj = pygame.font.Font('freesansbold.ttf', 22)
def __init__(self, start, screen, inputManager): State.__init__(self, screen, inputManager) self.start = start self.board_bounds = pygame.Rect(0, 0, 950, 600) self.fontObj1 = pygame.font.Font('freesansbold.ttf', 42) self.fontObj2 = pygame.font.Font('freesansbold.ttf', 24)
def __init__(self, size, max_height): State.__init__(self) self.size = size self.max_height = max_height self.stones = [STONES[size][0] for _ in range(2)] self.capstones = [STONES[size][1] for _ in range(2)] self.board = [[Stack() for _ in range(size)] for _ in range(size)] self.history = set() self.turn = 1
def __init__(self, disp): State.__init__(self,disp) self.inputHandler = input.NonBlockingKeyboardHandler() self.inputHandler.initInputs( { 'quit': { 'key':libtcod.KEY_ESCAPE, 'ch': None, 'fn': self.quitToMenu }, 'mvUp': { 'key': libtcod.KEY_KP8, 'ch': None, 'fn': self.mvUp }, 'mvDn': { 'key': libtcod.KEY_KP2, 'ch': None, 'fn': self.mvDn }, 'mvRgt': { 'key': libtcod.KEY_KP6, 'ch': None, 'fn': self.mvRgt }, 'mvLft': { 'key': libtcod.KEY_KP4, 'ch': None, 'fn': self.mvLft }, 'mvUpLft': { 'key': libtcod.KEY_KP7, 'ch': None, 'fn': self.mvUpLft }, 'mvUpRgt': { 'key': libtcod.KEY_KP9, 'ch': None, 'fn': self.mvUpRgt }, 'mvDnLft': { 'key': libtcod.KEY_KP1, 'ch': None, 'fn': self.mvDnLft }, 'mvDnRgt': { 'key': libtcod.KEY_KP3, 'ch': None, 'fn': self.mvDnRgt }, 'toggleRope': { 'key': libtcod.KEY_SPACE, 'ch': None, 'fn': self.ropeToggle } })
def __init__(self, start, screen, inputManager): State.__init__(self, screen, inputManager) self.start = start self.board_bounds = pygame.Rect(0,0, 950, 600) self.fontObj1 = pygame.font.Font('freesansbold.ttf', 42) self.fontObj2 = pygame.font.Font('freesansbold.ttf', 24)
def __init__(self): State.__init__(self) self._shapes = shapes() self._sprites = sprites() self._sword = sword() self._sword_top_index = self._sword.y_index self._number_of_choices = 2 self._current_choice = 0 return
def __init__(self, screen, inputManager, client): State.__init__(self, screen, inputManager) self.client = client inputManager.attach(self) self.board_bounds = pygame.Rect(0, 0, screen.get_width(), screen.get_height()) self.fontObj = pygame.font.Font('freesansbold.ttf', 22)
def __init__(self, disp, width, height): State.__init__(self, disp) self.initWorld(width, height) self.initGui() self.registerInputHandlers() self.update()
def __init__(self, window, *args, **kwargs): print "++++ new fade state" State.__init__(self, window, "fade", *args, **kwargs) self.old_state_batch = kwargs["old_state"] self.duration = kwargs["duration"] self.next_state = kwargs["next_state"] self.next_state_args = kwargs["next_state_args"] self.build_scene() self.alpha = 0.0
def __init__(self, window, *args, **kwargs): print "++++ new pause state" State.__init__(self, window, "pause", *args, **kwargs) audio.attenuate_music() self.menuloc = (-0.9, 1.0) self.choices = {1: "resume", 2: "quit"} self.choice = 1 self.old_state_batch = args[0] self.build_scene()
def __init__(self, surf, prev): State.__init__(self, surf, prev) self.generator = self.prev_state.random self.max_trains = self.prev_state.train self.max_crash = self.prev_state.crash self.pause = False self.end = False self.map_controller = ControlMap() self.map_controller.load_map(self.prev_state.cur_map) self.map_controller.set_train_generator(self.generator)
def __init__(self, images, fonts): State.__init__(self) self.next = 'start_menu' self.background = images[0] self.fonts = fonts self.buttons = pygame.sprite.Group() Button.groups = self.buttons screen_size = pygame.display.get_surface().get_size() self.back_button = Button( (images[1], images[2]), (screen_size[0] - 140, screen_size[1] - self.y_for_bottom_buttons))
def __init__(self, lives=3, score=0, penalties=0): State.__init__(self) self.ui = UI(self, Jules_UIContext) self.nextState = None self.eventid = TimerEvents.Playing self.score = score self.lives = lives self.penalties = penalties self.countdown = 5 * 1000 self.penalties_per_life = 3 self.start_time = pygame.time.get_ticks()
def __init__(self, surf, prev): """ :param surf: :param prev: :return: """ State.__init__(self, surf, prev) self.random = True self.train = 6 self.crash = 4 self.cur_map = 1
def __init__(self, lives=3, score=0): State.__init__(self) self.ui = UI(self, Jules_UIContext) self.lives = lives self.score = score self.nextState = lambda: Playing(self.lives, self.score) self.prompt = "Ready?" self.countdown_step = 500 self.count = 3 self.text = self.prompt self.eventid = TimerEvents.GameStart
def __init__(self): State.__init__(self) self.fusionData = { 'gesture': '', 'soundCreate': '', 'color': '', 'soundPosition': '' } self.clickPosition = [] self.canvas = None self.canvasOpen = False
def __init__(self): State.__init__(self) self.level = None self.view = View(self) self.feature_manager = FeatureDrawManager(self) self.actor_manager = ActorDrawManager(self) self.shroud_manager = ShroudDrawManager(self) self.effect_draw = EffectDrawManager(self) self.turn_manager = None
def __init__(self, window, level, diff, pair_generator, win_conditions, *args, **kwargs): print "++++ new game state" self.level = level self.diff = diff self.pair_generator = pair_generator self.win_conditions = win_conditions State.__init__(self, window, "game", *args, **kwargs) self.build_scene() self.current_rung = None self.longest_streak = 0 self.time = 0 self.mutation_counter = 0
def __init__(self, images, fonts): State.__init__(self) self.next = 'game' self.background = images[0] self.fonts = fonts self.farbeaendern = 0 self.start_window_text_1 = self.fonts[0].render( 'SPACE', True, Color('White')) self.start_window_text_2 = self.fonts[0].render( 'WARS', True, Color('White')) self.text_input = pygame_textinput.TextInput() self.high_score = None self.text_input_box = pygame.Rect(50, 140, 300, 40) default_font = pygame.font.Font(None, 35) self.name_text = default_font.render('Name:', True, Color('Cyan')) self.bg_text = default_font.render('Spielumgebung:', True, Color('Cyan')) self.bg_box = pygame.Rect(self.text_input_box.x, self.text_input_box.y + 100, 300, 130) self.buttons = pygame.sprite.Group() Button.groups = self.buttons self.screen_button_1 = Button((images[1], images[2]), (self.bg_box.x + 20, self.bg_box.y + 20)) self.screen_button_1.set_clicked(True) self.screen_button_2 = Button( (images[3], images[4]), (self.bg_box.x + 150, self.bg_box.y + 20)) self.play_box = pygame.Rect(self.bg_box.x, self.bg_box.y + 190, 300, 130) self.play_text = default_font.render('Spiel starten:', True, Color('Cyan')) self.difficulty_5x5_button = Button( (images[5], images[6]), (self.play_box.x + 20, self.play_box.y + 20)) self.difficulty_6x6_button = Button( (images[7], images[8]), (self.play_box.x + 115, self.play_box.y + 20)) self.difficulty_7x7_button = Button( (images[9], images[10]), (self.play_box.x + 210, self.play_box.y + 20)) screen_size = pygame.display.get_surface().get_size() self.quit_button = Button( (images[13], images[14]), (screen_size[0] - 120, screen_size[1] - self.y_for_bottom_buttons)) self.the_bests_button = Button( (images[11], images[12]), (screen_size[0] - 270, screen_size[1] - self.y_for_bottom_buttons)) self.instruction_button = Button( (images[15], images[16]), (screen_size[0] - 405, screen_size[1] - self.y_for_bottom_buttons + 2))
def __init__(self, score): State.__init__(self) self.ui = UI(self, Jules_UIContext) self.nextState = lambda: SplashScreen(current=1) self.eventid = TimerEvents.GameOver self.score = score self.countdown = 5 * 1000 for key, (name, value) in sorted(HighScores.high_scores.items()): if score > value: self.replace = key break else: self.replace = None
def __init__(self, level_name): from display import Level, LevelImages from game_sprites import Ray from game import Overworld State.__init__(self) LevelImages.initialize_images() self._level = Level(level_name) ray = Ray() self._sprite = pygame.sprite.RenderPlain(ray) self._shapes = [game_sprites.RedSquare(x_index = 2, y_index = 2)] Overworld.set_center_x_index(1) Overworld.set_center_y_index(1) return
def __init__(self, window, *args, **kwargs): State.__init__(self, window, *args, **kwargs) self.score = ScoreWidget(window) self.mf = MoleculeFactory() self.blend = pyglet.resource.image("blend.png") self.heart = pyglet.resource.image("heart.png") self.eat = pyglet.resource.media("eat.wav", streaming=False) self.explode = pyglet.resource.media("explode.wav", streaming=False) self.cell = Cell(500, 300) self.cell_emitter = PositionalBubbleEmitter(window, self.cell) self.game_map = GameMap("level1") self.camera = Camera(self.cell, self.window, self.game_map) self.life = 9 self.fps_display = pyglet.clock.ClockDisplay()
def __init__(self, next_phase): State.__init__(self) announce_text = getattr(game.field.map, next_phase.phase_name + "_phase_text") self.make_announce_surface(*announce_text) common.blit( self.announce_surface, divide( subtract(common.screen.get_size(), self.announce_surface.get_size()), 2), ) common.update() self.start_time = pygame.time.get_ticks() self.next_phase = next_phase
def __init__(self, screen, core): State.__init__(self) self.core = core self.gui = gui.Window(screen, screen.get_rect()) self.gui.background_color = (255, 255, 255) ng_btn = gui.Button("New game", (50, 50, 120, 30)) ng_btn.set_onclick_callback(self.new_game) level_btn = gui.Button("Select level", (200, 50, 120, 30)) level_btn.set_onclick_callback(lambda: self.stack.push(LevelSelectState(screen, self.core))) exit_btn = gui.Button("Exit", (50, 90, 120, 30)) exit_btn.set_onclick_callback(lambda: self.stack.pop()) self.gui.add_child(ng_btn) self.gui.add_child(level_btn) self.gui.add_child(exit_btn)
def __init__(self, is_p1_turn: bool) -> None: """ initialize a new subclass of state: ChopstickState >>> is_p1_turn = True >>> c1 = ChopstickState(is_p1_turn) >>> c1.is_p1_turn True >>> c1.is_game_over False >>> c1.current_list [1, 1, 1, 1] """ State.__init__(self, is_p1_turn) self.current_list = [1, 1, 1, 1]
def __init__(self, name, minmax=None, cleanup=False, incremental=False, persistant=True): State.__init__(self, name) t = self.get("type") if (t is not None) and (t != "range"): raise ValueError("%s not a range (%s)"%(self.prefix,t)) self.incremental = incremental self.persistant = persistant if cleanup: self._unpersist() if (minmax is None): self._loadFromDB() persistant = False else: self._loadFromArgs(minmax) if persistant: self.persist(not incremental)
def __init__(self, screen, game): State.__init__(self) self.game = game self.screen = screen (w, h) = screen.get_size() self.rect = pygame.Rect(w / 4, h / 4, w / 2, h / 2) self.gui = gui.Window(screen, self.rect) ng_button = gui.Button("New game", pygame.Rect(10, 50, 120, 30)) ng_button.set_onclick_callback(lambda: self.game.new_game() or self.stack.pop()) resume_button = gui.Button("Resume", pygame.Rect(10, 90, 120, 30)) resume_button.set_onclick_callback(lambda: self.stack.pop()) quit_button = gui.Button("Quit game", pygame.Rect(10, 130, 120, 30)) quit_button.set_onclick_callback(lambda: self.stack.pop() or self.stack.pop()) self.gui.add_child(ng_button) self.gui.add_child(resume_button) self.gui.add_child(quit_button)
def __init__(self, window, *args, **kwargs): """ The initial state. This present the player with a list of choices that determine the next game state. """ State.__init__(self, window, *args, **kwargs) self.window.set_caption("Survive by Nine") self.menuloc = (400, 215) self.choices = {1: 'New', 2: 'Quit' } self.choice = 1 self.labels = self.build_labels() self.load_resources() self.emitter = BubbleEmitter(window) pyglet.clock.schedule_interval(self.emitter.update, 1.0/60.0) self.labels[0].set_style("bold", True)
def __init__(self, lives=3, score=0, penalties=0): State.__init__(self) self.ui = UI(self, Jules_UIContext) self.nextState = None self.eventid = TimerEvents.Playing self.eventid2 = TimerEvents.BuzzKill self.score = score self.lives = lives self.penalties = penalties self.countdown = 5 * 1000 self.penalties_per_life = 3 self.start_time = pygame.time.get_ticks() self.squares = [] self.bonus_color = self.rand_color() self.penalty_color = self.bonus_color while self.penalty_color == self.bonus_color: self.penalty_color = self.rand_color() self.limit = 2 * 1000
def __init__(self, screen, inputManager, character, description): State.__init__(self, screen, inputManager) self.width, self.height = self.screen.get_width(), self.screen.get_height() pygame.display.set_caption("Welcome") #Welcome Box Things self.activity_description = description #Fonts self.font_object = pygame.font.Font('freesansbold.ttf', 20) #Continue Button self.continue_button = self._createButton(self.CONTINUE_BUTTON, Consts.CONTINUE, (550,500,300,50)) self.continue_button.font_object = pygame.font.Font('freesansbold.ttf', 35) self.continue_button._setPadding(50, 10) self.next_state = Consts.CONTINUE
def __init__(self, window, *args, **kwargs): State.__init__(self, window, *args, **kwargs) self.old_state = args[0] points = self.old_state.score.get_score() self.label1 = pyglet.text.Label( text="You scored a total of %d points!" % points, font_size=24, x=window.width // 2, y=window.height - window.height // 3, anchor_x="center", anchor_y="center", ) self.label2 = pyglet.text.Label( text="Press ENTER to return to menu.", font_size=24, x=window.width // 2, y=window.height - window.height // 3 - 50, anchor_x="center", anchor_y="center", )
def __init__(self, screen, rm, im): State.__init__(self, screen, rm, im) # map rendering self.map_render = MapRenderer(screen) self._load_map() # TODO camera should be it's own class... not dependent on gamestate # camera self.fixed_camera = False self.camera_scale = 1 self.camera_x, self.camera_y = (0,0) self.camera_speed = 1 # timer self.ticks = 0 # entities self.entities = [] self.hero = Hero() self.entities.append(self.hero)
def __init__(self, screen, rm): State.__init__(self, screen, rm) # board stats self.cur_floor_lvl = SETTINGS['default_starting_floor'] # dice self.dice = Dice() # floor self.ff = FloorFactory() self._generate_floor() # timer self.ticks = 0 # hero self.hero = VikingHero() # monster target self.cur_monster_target = None
def __init__(self, p1: bool, starting_number=-1) -> None: """ initialize a new game state for SubtractSquare game. >>> is_p1_turn = True >>> s1 = SubtractSquareState(is_p1_turn, 20) >>> is_p1_turn = False >>> s2 = SubtractSquareState(is_p1_turn, 30) """ State.__init__(self, p1) if starting_number == -1: self.starting_number = int( input("Choose a non-negtive whole number" ":")) else: self.starting_number = starting_number if self.starting_number == 0: self.is_game_over = True if self.is_p1_turn: self.is_p1_turn = False else: self.is_p1_turn = True
def __init__(self, main): State.__init__(self, main) self.generating = True self.slot_cursor = 0 self.grid_ref = self.set_grid_ref() self.point_ref = self.set_point_ref() self.ship_grid = self.init_ship_grid() self.selection_grid = self.set_selection_grid() self.selector, self.selrect = self.set_selector() self.saved_grid = self.set_saved_grid() self.saved_icon = pygame.image.load('assets/saved.png') self.saved_rect = self.saved_icon.get_rect() self.buttons = self.set_buttons() self.show_frame = False self.show_spine = False
def __init__(self, game_images, game_sounds, game_fonts, spoken_words): State.__init__(self) self.next = 'start_menu' self.game_images = game_images self.game_sounds = game_sounds self.game_fonts = game_fonts self.spoken_words = spoken_words self.__create_sprite_groups() self.__assign_sprite_groups() self.buttons = pygame.sprite.Group() self.game_over_text = self.game_fonts[0].render( 'Game Over', True, Color('White')) self.you_won_text = self.game_fonts[0].render('You Won', True, Color('White')) self.your_result_text = None Button.groups = self.buttons screen_size = pygame.display.get_surface().get_size() self.back_button = Button( (game_images[5], game_images[6]), (screen_size[0] - 140, screen_size[1] - self.y_for_bottom_buttons)) self.level_settings = { "current_level": 1, "new_level": True, 1: { "alien_speed": 5, "bullet_counter": 60 }, 2: { "alien_speed": 6, "bullet_counter": 50 }, 3: { "alien_speed": 7, "bullet_counter": 40 }, "next_level_counter": LEVEL_COUNTER }
def __init__(self, screen, inputManager, character): State.__init__(self, screen, inputManager) self.character = character; self.character.reset() pygame.display.set_caption("StepFight - Dragon Fight") self.background = pygame.image.load(Consts.FIGHT_BACKGROUND) #Create buttons self._createButtons() #Create characters #self.character = Character() self.dragon = Dragon(character.level) self.is_in_resolution = False self.text_character_attack = "" self.text_dragon_attack = "" self.font_object = pygame.font.Font('freesansbold.ttf', 20) self.fight_ended = False self.next_state = Consts.STATE_CONTINUE
def __init__(self, attribute_system, p, ascriptions={}): """ Construct a NamedState object. :param attribute_system: The AttributeSystem object \ :math:`\mathcal{S}` from which the NamedState object comes from. :type attribute_system: AttributeSystem :param p: The ConstantAssignment object :math:`\\rho` of the \ NamedState object. :type p: ConstantAssignment :param ascriptions: An optional dictionary of attribute-object pairs \ :math:`\delta_{i}(s_{j})` to use as ascriptions; if some \ attribute-object pair is not provided, the full ValueSet of the \ Attribute object corresponding to the attribute label in the \ attribute-object pair is used. :type ascriptions: ``dict`` :raises TypeError: ``p`` parameter must be a ConstantAssignment object. :raises ValueError: The AttributeSystem object provided in the \ ``attribute_system`` parameter and the AttributeSystem object of the \ ConstantAssignment object in the ``p`` parameter must match. """ if not hasattr(p, "_is_ConstantAssignment"): raise TypeError("p parameter must be a ConstantAssignment object") if p._attribute_system != attribute_system: raise ValueError("ConstantAssignment AttributeSystem and " "State AttributeSystem must match") from copy import deepcopy State.__init__(self, attribute_system, ascriptions) self._p = deepcopy(p) # reassign vocabulary to keep reference since Vocabulary's are mutable self._p._vocabulary = p._vocabulary self._is_NamedState = True
def __init__(self, main): State.__init__(self, main) self.needs_update = True
def __init__(self, owner): State.__init__(self, owner)
def __init__(self, isInit=False, isFinish=False, x=0, y=0): State.__init__(self, isInit, isFinish) self._x = x self._y = y self._active = False
def __init__(self): State.__init__(self) self.widgets = []
def __init__(self, name): State.__init__(self, name)
def __init__(self, previousState): State.__init__(self) self.previousState = previousState
def __init__(self, size, widget): State.__init__(self, size=size, root=widget)
def __init__(self, app): State.__init__(self, app) self.img = Image("test.jpg", (200, 200)) self.app.load_font("font.tga") self.a = 0
def __init__(self, start, screen, inputManager, networkConnector): State.__init__(self, screen, inputManager, networkConnector) self.board_bounds = pygame.Rect(0, 0, 950, 600) self.fontObj = pygame.font.Font('freesansbold.ttf', 42)
def __init__(self): State.__init__(self)