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())