def getHit(self): self.hp -= 100 if self.hp > 0: self.State = STATE_ATTACKED else: print("die") game_framework.change_state(title_state)
def handle_events(): global running global character events = get_events() for event in events: if event.type == SDL_QUIT: running = False elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: running = False elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE: game_framework.change_state(title_state) elif event.type == SDL_KEYDOWN and event.key == SDLK_LEFT: if(character.movey != 0): character.movey = 0 character.status = 0 character.movex = -3 elif event.type == SDL_KEYDOWN and event.key == SDLK_RIGHT: if(character.movey != 0): character.movey = 0 character.status = 1 character.movex = 3 elif event.type == SDL_KEYDOWN and event.key == SDLK_UP: if(character.movex != 0): character.movex = 0 character.status = 2 character.movey = 3 elif event.type == SDL_KEYDOWN and event.key == SDLK_DOWN: if(character.movex != 0): character.movex = 0 character.status = 3 character.movey = -3
def handle_events(): global isMouseClicked, isButtonClicked, MouseList, maincharacter, stargoal, is_goal, frame, main_state events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() is_goal = False elif event.type == SDL_MOUSEMOTION: if isMouseClicked: MouseList.append([event.x, 600 - event.y, random.randint(0, 3)]) elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.change_state(title_state) elif (event.type, event.button) == (SDL_MOUSEBUTTONDOWN, SDL_BUTTON_LEFT): isMouseClicked = True mx = event.x my = 600 - event.y if (10 < mx < 90) and (515 < my < 585): startbutton.image = load_image("resource/start_button2.png") startbutton.draw() isButtonClicked = True if (710 < mx < 785) and (515 < my < 585): isButtonClicked = False MouseList = [] enter() elif (event.type, event.button) == (SDL_MOUSEBUTTONUP, SDL_BUTTON_LEFT): isMouseClicked = False
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: del title_state.bgm del store_state.bgm game_framework.quit() else: if event.type == SDL_KEYDOWN: if event.key == SDLK_LEFT: if store_state.sel_x > 380: store_state.sel_x -= 150 pass elif event.key == SDLK_RIGHT: if store_state.sel_x <= 380: store_state.sel_x += 150 pass elif event.key == SDLK_SPACE: if store_state.sel_x == 380: del title_state.bgm game_framework.change_state(title_state) pass elif store_state.sel_x == 530: del store_state.bgm game_framework.change_state(store_state) pass pass
def handle_events(frame_time): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type,event.key) == (SDL_KEYDOWN,SDLK_ESCAPE): game_framework.quit() elif (event.type,event.key) == (SDL_KEYDOWN,SDLK_UP): if floor.portal_flag == True: temp.character_life = character.life temp.character_skill = character.skill game_framework.change_state(Semiboss_state) else: pass else: character.handle_event(event) if character.b_attack == True: shooting() if character.skill > 0 : if character.b_skill == True: if skillcol == False: skilling() character.skilldown() background.handle_event(event) floor.handle_event(event)
def update(): redboy.update() for enemy in enemies: enemy.update() for member in snowball: member.update() for member in snowball: for enemy in enemies: if collide(member, enemy): enemies.remove(enemy) snowball.remove(member) enemy.death() for member in snowball2: member.update() for member in snowball2: if collide(member, redboy): redboy.remove(redboy) snowball2.remove(snow) if (len(enemies) == 0): game_framework.change_state(change_state)
def handle_events(frame_time): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif (event.type, event.button) == (SDL_MOUSEBUTTONDOWN, SDL_BUTTON_LEFT): global btn btn.click() elif event.type == SDL_MOUSEMOTION: x, y = event.x, event.y # 399-menubtn.w/2,599-menutitle.h-menubtn.h + 48*3 print(x, y) if x > 399-menubtn.w/2 and x < 399-menubtn.w/2 + 160 and y > menutitle.h + 48*0 and y < menutitle.h + 48*0+48: MenuBtn.MOUSEON = 0 print(MenuBtn.MOUSEON) elif x > 399-menubtn.w/2 and x < 399-menubtn.w/2 + 160 and y > menutitle.h + 48*1 and y < menutitle.h + 48*1+48: MenuBtn.MOUSEON = 1 print(MenuBtn.MOUSEON) elif x > 399-menubtn.w/2 and x < 399-menubtn.w/2 + 160 and y > menutitle.h + 48*2 and y < menutitle.h + 48*2+48: MenuBtn.MOUSEON = 2 print(MenuBtn.MOUSEON) elif x > 399-menubtn.w/2 and x < 399-menubtn.w/2 + 160 and y > menutitle.h + 48*3 and y < menutitle.h + 48*3+48: MenuBtn.MOUSEON = 3 print(MenuBtn.MOUSEON) else: MenuBtn.MOUSEON = 4 else: if(event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): game_framework.change_state(worldmap)
def update(frame_time): global logo_time logo_time+=frame_time if(logo_time>1.0): logo_time=0 #game_framework.quit() game_framework.change_state(title_state1)
def handle_events(): global running events = get_events() for event in events: if event.type == SDL_QUIT: running = False elif event.type == SDL_KEYDOWN: whale.TempState = whale.state if event.key == SDLK_ESCAPE: running = False game_framework.change_state(title_state) if event.key == SDLK_UP: whale.state = Whale.UP if event.key == SDLK_DOWN: whale.state = Whale.DOWN if event.key == SDLK_RIGHT: whale.state = Whale.RIGHT whale.dir = True if event.key == SDLK_LEFT: whale.state = Whale.LEFT whale.dir = False if event.key == SDLK_SPACE: whale.level_up() elif event.type != SDL_KEYDOWN: whale.state = Whale.STOP
def update(): global boy, grass1, airport, bg, bg2, dead boy.update() for grass in grass1:#바닥 업데이트 grass.update() airport.update() bg.update() bg2.update() for grass in grass1: if boy.state == boy.running_state: if (collide(grass, boy) == False) and (grass.x<237) and (grass.x>103) :#걷다가 바닥이 없을때 boy.y -= 10#떨어진다 boy.goingdead = 1 elif collide(grass, boy) and boy.y == 109:#걷는다 바닥이 있다 해당줄에 boy.goingdaed = 0 if boy.state == boy.down_state: if collide(grass,boy) and boy.goingdaed == 1: boy.state = boy.running_state if collide(airport, boy): dead.state = dead.dead_state boy.state = boy.dead_state elif boy.y < 0: dead.state = dead.dead_state for grass in grass1: if grass.count_num > 50: game_framework.change_state(main_state2)
def handle_events(frame_time): global main_pause events = get_events() stage.handle_event(events) wing.handle_event(events) boots.handle_event(events) fire_wall.handle_event(events) for fireBall in fireBalls: fireBall.handle_event(events) for jem in jems: jem.handle_event(events) for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN: if event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif event.key == SDLK_h: game_framework.push_state(hold_state) elif event.key == SDLK_x and time_gauge.saved_percent > 0: # 타임 리프 시작 Change_time_back(True) else: sonic.handle_event(event) elif event.type == SDL_KEYUP: if event.key == SDLK_x: # 타임 리프 중지 Change_time_back(False)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state)
def handle_events(): events = get_events() global x, y, PlayerName, ui, ui_button for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_MOUSEMOTION: x, y = event.x, 800 - event.y elif event.type == SDL_MOUSEBUTTONDOWN: x, y = event.x, 800 - event.y if x > 73 and x < 263 and y > 296 and y < 488: ui = UI("Sunny") UI.Type = 0 UI.Init(None) print("Suny!!!!!!!!!!!!!!!!") ui_button.play(1) #game_framework.push_state(mainGame) game_framework.change_state(Shop) if x > 336 and x < 525 and y > 296 and y < 488: ui = UI("Raby") UI.Type = 1 UI.Init(None) print("Raby!!!!!!!!!!!!!!") ui_button.play(1) #game_framework.push_state(mainGame) game_framework.change_state(Shop) #game_framework.change_state(main_raby) else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit()
def handle_events(): global time, go_shop, go_shop_click, bgm, sum_score global x, y events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_MOUSEMOTION: x, y = event.x, 800 - event.y elif event.type == SDL_MOUSEBUTTONDOWN: x, y = event.x, 800 - event.y if x > 485 and x < 735 and y > 195 and y < 255: go_shop.play() bgm.stop() game_framework.change_state(main_state) if x > 470 and x < 540 and y > 264 and y < 320: go_shop.play() game_framework.push_state(shop) else: if(event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_2: sum_score += 100
def update(): redboy.update() # enemy.update() for enemy in enemies: enemy.update() # snow.update() # hpgauge.update() for member in snowball: member.update() for member in snowball: for enemy in enemies: if collide(member, enemy): enemies.remove(enemy) snowball.remove(member) for member in snowball2: if collide(member, redboy): redboy.remove(redboy) snowball2.remove(member) if len(enemies) == 0: game_framework.change_state(ending_state)
def handle_events(): events = get_events() global x, y, PlayerName, ui, buy_weapon, shop_button for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_MOUSEMOTION: x, y = event.x, 800 - event.y elif event.type == SDL_MOUSEBUTTONDOWN: x, y = event.x, 800 - event.y if x > 40 and x < 190 and y > 350 and y < 530 : buy_weapon = ItemBuy('weapon', buy_weapon) shop_button.play(1) if x > 225 and x < 375 and y > 590 and y < 765 : UI.AddArmor(None) shop_button.play(1) if x > 400 and x < 556 and y > 350 and y < 530 : UI.AddBomb(None) shop_button.play(1) else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): game_framework.change_state(mainGame)
def update(): redboy.update() #enemy.update() for enemy in enemies: enemy.update() # snow.update() #hpgauge.update() for member in snowball: member.update() for member in snowball: if collide(member, enemy): enemies.remove(enemy) for member in snowball2: member.update() for member in snowball2: if collide(member, redboy): redboy.remove(redboy) if (enemies == 0): game_framework.change_state(change_state)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE: #LEFT_RUN, RIGHT_RUN, LEFT_STAND, RIGHT_STAND = 0, 1, 2, 3 if boy.state == 0: boy.state = 1 elif boy.state == 1: boy.state = 0 elif boy.state == 2: boy.state = 0 boy.run_frames = 0 #boy.stand_frames = 0 elif boy.state == 3: boy.state = 1 boy.run_frames = 0 elif event.type == SDL_KEYDOWN and event.key == SDLK_h: global test if test == 0: test = 1 else: test = 0
def handle_events(): global running #함수가 작동 중인지 여부 확인. global Sliding # 슬라이딩 중 다른 조작 못 하게. global Jumping # 점프 중 다른 조작 못 하게. global braveCookie events = get_events() for event in events: if event.type == SDL_QUIT : #나가기 버튼을 누르면 함수 종료. game_framework.quit() elif event.type == SDL_KEYDOWN: #키 다운 상태일 때. if event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif event.key == SDLK_UP : if braveCookie.Jumping == 0: braveCookie.Jump() braveCookie.PlusJumping() elif braveCookie.Jumping == 1: braveCookie.ReDifine_Frame() braveCookie.Jump_Double() elif event.key == SDLK_DOWN and braveCookie.Jumping == 0: braveCookie.Slide() Sliding += 1 if event.type == SDL_KEYUP : #키를 떼면! if Sliding != 0 : braveCookie.Running() Sliding = 0
def handle_events(frame_time): global collisionRectShow events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif event.type == SDL_KEYDOWN and event.key == SDLK_z: if player.get_player() == player_class.PLAYER_A : player_missile.showMissile(player.x, player.y) elif player.get_player() == player_class.PLAYER_S : player_protect_missile.showMissile(player.x, player.y) elif event.type == SDL_KEYDOWN and event.key == SDLK_x: if player.get_player() == player_class.PLAYER_A : if player_special_missile_s.get_view() == False: player_special_missile.showSpecial(player.x, player.y) elif player.get_player() == player_class.PLAYER_S : if player_special_missile.get_view() == False: player_special_missile_s.showSpecial(player.x, player.y) elif event.type == SDL_KEYDOWN and event.key == SDLK_r: if collisionRectShow == True: collisionRectShow = False else: collisionRectShow = True else: player.handle_event(event)
def handle_events(): events = get_events() global select global selectsound, selectmovesound for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if(event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() elif(event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): selectsound.play() delay(0.7) if select == 0: game_framework.change_state(player1_main_state) elif select == 1: game_framework.change_state(player2_main_state) if(event.type, event.key) == (SDL_KEYDOWN, SDLK_LEFT): if(select == 1): select = 0 selectmovesound.play() elif(event.type, event.key) == (SDL_KEYDOWN, SDLK_RIGHT): if(select == 0) : select = 1 selectmovesound.play()
def update(frame_time): global logo_time if (logo_time > 4.0): #3.9 logo_time = 0 game_framework.change_state(title_state) else: logo_time += frame_time
def update(): global title_time if (title_time > 1.0): title_time = 0 game_framework.change_state(game_main) delay(0.1) title_time += 0.1
def update(frameTime): global logo_time if(logo_time > 1.0): logo_time = 0.0 game_framework.change_state(title_state) delay(0.01) logo_time += 0.01
def handle_events(): events = get_events() for event in events: if (event.type == SDL_QUIT) or (event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE): game_framework.quit() elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): game_framework.change_state(main_state)
def handle_events(frame_time): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.change_state(title_state)
def handle_events(frame_time): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state) else: character.handle_event(event, bullet)
def update(frame_time): global regen_time, monster_count, death_time, holly_time, test frame_time += get_frame_time() character.update(frame_time) background.update(frame_time) floor.update(frame_time) regen_time += frame_time if monster_count != 0: if regen_time > Mushroom.REGEN_TIME: mushroom = Mushroom() monster_list.append(mushroom) regen_time = 0 monster_count -= 1 for mushroom in monster_list: mushroom.update(frame_time) if mushroom.attack_time == 5: if collision(character,mushroom) and character.state != character.DIE_STATE: character.now_hp -= mushroom.Mushroom_attack mushroom.attack_time -= 1 if mushroom.attack_time != 5: mushroom.attack_time -= 1 if mushroom.attack_time == 0: mushroom.attack_time = 5 if character.state == character.SKILL_HOLLY_STATE: if collision_skill(character, mushroom): mushroom.hit(character.skill_holly_damage) if character.state == character.SKILL_LAST_STATE: if collision_skill_last(character, mushroom): mushroom.hit(character.skill_last_damage) if mushroom.Mushroom_nowhp <= 0: death_time += frame_time if monster_list.count(mushroom) > 0 and death_time > 0.5: monster_list.remove(mushroom) death_time = 0 character.now_exp += mushroom.mushroom_exp for bullet in bullets: bullet.update(frame_time) for mushroom in monster_list: if collision(mushroom, bullet): mushroom.hit(character.damage) if bullets.count(bullet) > 0: bullets.remove(bullet) if bullet.sx > 1000: bullets.remove(bullet) if character.now_hp <= 0: sound.stop() game_framework.change_state(GameOver)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if event.type == SDL_KEYDOWN: game_framework.change_state(main_state) pass
def update(): global logo_time if(logo_time > 1.0): logo_time = 0 #game_framework.quit() game_framework.change_state(title_state) delay(0.01) logo_time += 0.01
def handle_events(): events = get_events() for event in events: if event.type == SDL_KEYDOWN: if event.key == SDLK_r: game_framework.change_state(BeginningState) if event.type == SDL_QUIT: game_framework.quit() pass
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif event.type == SDL_KEYDOWN and event.key == SDLK_p: game_framework.push_state(pause_state_second) pass
def handle_events(): global running events = get_events() for event in events: if event.type == SDL_QUIT: running = False elif event.type == SDL_KEYDOWN: if event.key == SDLK_ESCAPE: game_framework.change_state(title_state) mario.handle_event(event)
def update(self): global time_time, min_time, plus_time, end_time, end_on self.timer = int(get_time()) self.main_time = self.timer2 - self.timer - min_time + menu_state.menu_time + plus_time if self.main_time < 0: self.main_time = 0 time_time = self.main_time end_time = self.main_time if self.main_time == 0: game_framework.change_state(end_state)
def update(): global logo_time if(logo_time > 0.5): logo_time = 0 game_framework.change_state(final_stage_state) delay(0.01) logo_time += 0.0025 pass
def handle_events(): global running events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state) else: player.handle_event(event)
def update(): global logo_time if logo_time > 1.0: logo_time = 0 game_framework.change_state(title_state) delay(0.01) logo_time += 0.01 pass
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif event.type == SDL_KEYDOWN and event.key == SDLK_p: game_framework.push_state( pause_state) #pause_state를 pause_advanced 로 바꾸면 drill-08_2 실행됨
def update(): global main_change if (main_change == False): main_change = True game_framework.change_state(title_state) boy.update() delay(0.01) handle_events()
def update(): for object in game_world.all_objects(): if object != boy: if collide(boy, object): boy.coll() save_game_inform() game_framework.change_state(rank_state) for game_object in game_world.all_objects(): game_object.update()
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): game_framework.change_state(title_state) elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_p): game_framework.push_state(pause_state) pass
def update(): global image, push_time if title_time == 0: push_time = (push_time + 1) % 40 if push_time < 20: image = load_image('screen/title_floor_fix.png') elif push_time > 20 and push_time < 40: image = load_image('screen/title_floor_push.png') elif title_time == 1: game_framework.change_state(event_state)
def handle_events(): events = get_events() for e in events: if e.type == SDL_QUIT: gf.quit() else: if (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE): gf.quit() elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_SPACE): gf.change_state(main_state)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_1): game_framework.change_state(scene_state_selection) elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_2): game_framework.change_state(scene_state_selection)
def handle_events(frame_time): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() if (event.type, event.key) == (SDL_KEYDOWN, SDLK_q): game_framework.change_state(LaunchState)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: background.bgm_state = 0 game_framework.quit() if event.key == SDLK_ESCAPE: game_framework.change_state(title_state) if event.key == SDLK_m: game_framework.change_state(map_tool)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE: game_framework.change_state(Level3_state) elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.quit() pass
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.pop_state() elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE: title_state.bgm.set_volume(0) game_framework.change_state(boss_field_state)
def update(): global logo_time if (logo_time > 1.0): logo_time = 0 # game_framework.quit() game_framework.change_state(title_state) delay(0.01) logo_time += 0.01
def handle_events(): global pause events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif event.type == SDL_KEYDOWN and event.key == SDLK_p: game_framework.pop_state()
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN: if event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_p): game_framework.pop_state()
def handle_events(): global x, y events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type, event.button) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.change_state(second_logo)
def update(): global crush, boy for game_object in game_world.all_objects(): game_object.update() crush = collide(boy, zombie) if True == crush: with open('ranking.json', 'w') as f: boy.start_time = json.dump(f) game_framework.change_state(ranking_state)
def update(): global logo, flowTime if flowTime >= 3.0: import loading_state gf.change_state(loading_state) handle_events() else: delay(0.1) flowTime += 1.0
def handle_events(frame_time): global miko events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state) else: miko.handle_event(event)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_p): #game_framework.push_state(luxury_pause_state) game_framework.push_state(advanced_pause_state)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(level_select_state) else: player.handle_event(event) pass
def update(): global logo_time if (logo_time > 1.0): logo_time = 0 # game_framework.quit() game_framework.change_state(Main_Screen) delay(0.01) logo_time += 0.01 pass
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): game_framework.change_state(main_state)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(end_state_win) #game_framework.quit() else: bacteria.handle_event(event)