def __init__(self): # must set the player map + position before we create this state player.updateViewRect() # add the player to the visible group self.visibleSprites = sprites.RpgSprites(player) # create more sprites self.gameSprites = spritebuilder.createSpritesForMap(player.rpgMap, eventBus, registryHandler.registry)
def __init__(self): # must set the player map + position before we create this state player.updateViewRect() # add the player to the visible group self.visibleSprites = sprites.RpgSprites(player) # create more sprites self.gameSprites = spritebuilder.createSpritesForMap( player.rpgMap, eventBus, registryHandler.registry)
def __init__(self, lastTransition = None): # we need this if the player loses a life self.lastTransition = lastTransition if lastTransition == None: self.lastTransition = self.createReplayTransition() # must set the player map + position before we create this state player.updateViewRect() # add the player to the visible group self.visibleSprites = sprites.RpgSprites(player) # create more sprites self.gameSprites = spritebuilder.createSpritesForMap(player.rpgMap, eventBus, registry)