def __init__(self): self._manager.add_state("pause", PauseState, False) self._curtime = 0.0 self._playerdata = load_player_data("maker91") self._deck = self._playerdata["decks"].values()[0] self._cards_map = get_cards_map(compressed=False) self._traits_map = get_traits_map() self._cards = [Card(self._cards_map[card_id]) for card_id in self._deck] self._gui = BaseElement()
class GameState(State): def __init__(self): self._manager.add_state("pause", PauseState, False) self._curtime = 0.0 self._playerdata = load_player_data("maker91") self._deck = self._playerdata["decks"].values()[0] self._cards_map = get_cards_map(compressed=False) self._traits_map = get_traits_map() self._cards = [Card(self._cards_map[card_id]) for card_id in self._deck] self._gui = BaseElement() # self._gui.add_child( # panel.Panel(sf.Vector2(400, 400), sf.Vector2(800, 600)).add_child( # panel.Panel(sf.Vector2(40, 40)) # ) # ) def on_enter(self): print "Entered game state!" def on_exit(self): print "Exiting game state!" def tick(self, dt): self._curtime += dt self._gui.tick(dt) def draw(self, window): for i, card in enumerate(self._cards): card.draw(window, position=(i*160.0, 0.0), scale=(0.4, 0.4)) self._gui.draw(window) def handle_event(self, event): if type(event) == sf.KeyEvent and event.released and event.code == sf.Keyboard.ESCAPE: self._manager.push("pause")
def __init__(self, position=sf.Vector2(0, 0), size=sf.Vector2(100, 100), parent=None): self.size = size BaseElement.__init__(self, position, parent)