def update(self, events): ''' Updates the screen when an event happens @param - list of game events ''' for event in events: if not hasattr(event, 'key'): continue if event.type == KEYDOWN: if event.key == K_p: State.pop_screen() elif event.key == K_RETURN: self.sounds['select'].play() if self.currLine == PauseScreenLines.Resume: State.pop_screen() if self.currLine == PauseScreenLines.Save: self.tileMap.save(self.player) save(USER_SAVES_DIR + State.save_name) elif self.currLine == PauseScreenLines.Quit: State.pop_screen() State.pop_screen() elif event.key == K_i: State.push_screen(InventoryScreen(self.player)) else: super(PauseScreen, self).interact(event)
def update(self, events): ''' Updates the screen when an event happens @param - list of game events ''' for event in events: if not hasattr(event, 'key'): continue if event.type == KEYDOWN: if event.key == K_RETURN: if self.currLine == LoadGameScreenLine.ReturnToMainMenu: State.pop_screen() continue save_name = self.lines[self.currLine] load(USER_SAVES_DIR + save_name) State.save_name = save_name State.pop_screen() State.push_screen(gameScreen.GameScreen(CURRENT_GAME_DIR)) else: super(LoadGameScreen, self).interact(event)