def levelcomplete(events, screen): global screen_snapshot, score game_mode = "LEVELCOMPLETE" for event in events: if event.type == pygame.KEYDOWN and event.key == pygame.K_r: start_level() game_mode = "DUNGEON" return game_mode if event.type == pygame.KEYDOWN and event.key == pygame.K_x: game_mode = "EXIT" return game_mode # Update animation # Nothing to animate yet ... # Draw screen.fill(common.BLACK) if screen_snapshot is not None: screen.blit(screen_snapshot, [0, 0]) textimage.draw(screen, textimage.levelcomplete) return game_mode
def paused(events, screen): global screen_snapshot game_mode = "PAUSED" for event in events: if event.type == pygame.KEYDOWN and event.key == pygame.K_p: game_mode = "DUNGEON" return game_mode if event.type == pygame.KEYDOWN and event.key == pygame.K_x: game_mode = "EXIT" return game_mode # Update animation # Nothing to animate yet ... # Draw screen.fill(common.BLACK) if screen_snapshot is not None: screen.blit(screen_snapshot, [0, 0]) textimage.draw(screen, textimage.pause) return game_mode