implemented very basic playground gamestate

This commit is contained in:
Nick Dyer 2021-06-05 19:12:22 -04:00
parent 658e808f96
commit 963f760160

View File

@ -506,7 +506,13 @@ def game():
elif game_state == 'playground':
all_sprites.empty()
game_state = None # Playground currently not implemented, send to error screen.
bloop = PlaygroundFriend(save_handler)
all_sprites.add(bloop)
while running and game_state == 'playground':
pre_handler()
draw()
elif game_state == 'init':
all_sprites.empty()
@ -539,7 +545,7 @@ def game():
if submenu == 'main':
# Creates and holds the egg objects in a list.
eggs = [SelectionEgg('red'), SelectionEgg('blue'), SelectionEgg('rainbow')]
eggs = [SelectionEgg('dev_egg'), SelectionEgg('blue'), SelectionEgg('rainbow')]
# How many eggs per row should be displayed.
eggs_per_row = 3
@ -671,8 +677,16 @@ def game():
# Scroll up on the info screen.
info.scroll_up()
if event.key == Constants.buttons.get('a'):
# Go to an invalid hardware state if continuing.
game_state = None
# Write save file with new attributes
save_handler.attributes['bloop'] = egg.egg_color
save_handler.attributes['health'] = 10
save_handler.attributes['hunger'] = 10
save_handler.attributes['happiness'] = 10
save_handler.attributes['evolution_stage'] = 0
save_handler.write_save()
# Go to playground
game_state = 'playground'
if event.key == Constants.buttons.get('b'):
# Go back to the egg selection screen.
submenu = 'main'