def __init__(self, pipes): super(NewGameState, self).__init__() self.pipes = pipes self.flappy = Flappy(0.2, 0.4) # passing X, Y to Flappy self.flappy_group = pygame.sprite.RenderUpdates(self.flappy) self.ground = GroundManager()
def __init__(self): super(IntroState, self).__init__() self.flappy = Flappy(0.5, 0.65) # passing X, Y to Flappy self.flappy_group = pygame.sprite.RenderUpdates(self.flappy) self.ground = GroundManager() # create the pipes here to avoid generation (stutter) in FlappyFlying State self.pipes = PipeManager()
class IntroState(GamestateTemplate): ''' This is the first state the game starts into. From here, the game moves into a NewGameState. It serves as an introduction/banner state. It features a banner HUD, flappy idle animation, and ground animation. NOTE: The HUD is setup by the Display as it's listening for gamestate changes. ''' # the keys used to go from IntroState to NewGameState START_KEYS = [ pygame.K_SPACE, pygame.K_UP ] def __init__(self): super(IntroState, self).__init__() self.flappy = Flappy(0.5, 0.65) # passing X, Y to Flappy self.flappy_group = pygame.sprite.RenderUpdates(self.flappy) self.ground = GroundManager() # create the pipes here to avoid generation (stutter) in FlappyFlying State self.pipes = PipeManager() # @Override def state_controls(self, event): if event.key in self.START_KEYS: debugger("IntroState: state_controls: Pressed a START key") self.state_instance.current_state = NewGameState(self.pipes) return True # state has changed, do not call state_update return False # @Override def state_update(self, delta_t): self.flappy.idle_animation(delta_t) self.ground.update(delta_t) # returning what we actually want to draw return [self.flappy_group, self.ground]
class NewGameState(GamestateTemplate): ''' This is the second state in which the game runs. From here, the game moves into a FlappyFlyingState. It moves Flappy to his default position in an idle animation. The HUD displays the state (New Game) and the controls to get started. ''' # the keys used to go from NewGameState to FlappyFlyingState START_KEYS = [ pygame.K_SPACE, pygame.K_UP ] def __init__(self, pipes): super(NewGameState, self).__init__() self.pipes = pipes self.flappy = Flappy(0.2, 0.4) # passing X, Y to Flappy self.flappy_group = pygame.sprite.RenderUpdates(self.flappy) self.ground = GroundManager() # @Override def state_controls(self, event): if event.key in self.START_KEYS: debugger("NewGameState: state_controls: Pressed a START key") self.state_instance.current_state = FlappyFlyingState(self.flappy, self.pipes, self.ground) return True # state has changed, do not call state_update return False # @Override def state_update(self, delta_t): self.flappy.idle_animation(delta_t) self.ground.update(delta_t) # returning what we actually want to draw return [self.flappy_group, self.ground]
class IntroState(GamestateTemplate): ''' This is the first state the game starts into. From here, the game moves into a NewGameState. It serves as an introduction/banner state. It features a banner HUD, flappy idle animation, and ground animation. NOTE: The HUD is setup by the Display as it's listening for gamestate changes. ''' # the keys used to go from IntroState to NewGameState START_KEYS = [pygame.K_SPACE, pygame.K_UP] def __init__(self): super(IntroState, self).__init__() self.flappy = Flappy(0.5, 0.65) # passing X, Y to Flappy self.flappy_group = pygame.sprite.RenderUpdates(self.flappy) self.ground = GroundManager() # create the pipes here to avoid generation (stutter) in FlappyFlying State self.pipes = PipeManager() # @Override def state_controls(self, event): if event.key in self.START_KEYS: debugger("IntroState: state_controls: Pressed a START key") self.state_instance.current_state = NewGameState(self.pipes) return True # state has changed, do not call state_update return False # @Override def state_update(self, delta_t): self.flappy.idle_animation(delta_t) self.ground.update(delta_t) # returning what we actually want to draw return [self.flappy_group, self.ground]
class NewGameState(GamestateTemplate): ''' This is the second state in which the game runs. From here, the game moves into a FlappyFlyingState. It moves Flappy to his default position in an idle animation. The HUD displays the state (New Game) and the controls to get started. ''' # the keys used to go from NewGameState to FlappyFlyingState START_KEYS = [pygame.K_SPACE, pygame.K_UP] def __init__(self, pipes): super(NewGameState, self).__init__() self.pipes = pipes self.flappy = Flappy(0.2, 0.4) # passing X, Y to Flappy self.flappy_group = pygame.sprite.RenderUpdates(self.flappy) self.ground = GroundManager() # @Override def state_controls(self, event): if event.key in self.START_KEYS: debugger("NewGameState: state_controls: Pressed a START key") self.state_instance.current_state = FlappyFlyingState( self.flappy, self.pipes, self.ground) return True # state has changed, do not call state_update return False # @Override def state_update(self, delta_t): self.flappy.idle_animation(delta_t) self.ground.update(delta_t) # returning what we actually want to draw return [self.flappy_group, self.ground]