from .base import BaseScene
from ..lights import BaseLight
from ..obstacles import BaseObstacle
from ..enemies import Boyd
from ..events import SceneChangeEvent
from .base import BaseScene
from ..lights import BaseLight
from ..obstacles import BaseObstacle
from ..enemies import Boyd
from ..events import SceneChangeEvent
surface.fill((0, 0, 155))
for light in self._lights:
light.render_light(surface)
for obs in self._obstacles:
obs.render(surface)
for light in self._lights:
surface.fill((0, 0, 155))
for light in self._lights:
light.render_light(surface)
for obs in self._obstacles:
obs.render(surface)
for light in self._lights:
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())