I am using the Ursina Engine to make a small game. In the game I am trying to make a menu screen. Usually I would make a function for every screen but Ursina won't allow that without losing the update function, so I am needing to improvise. I decided to use if statements instead of functions to see if it works, and it does, except this one problem.
if thing_a:
# do code
if key_pressed:
# exit the previous if statement and do enable thing_a, while disabling thing_b
if thing_b:
# do code
now the usual thing would either to be to return or make a function for breaking the if statement and moving on, however, the problem is, the keypress is inside of a class, like this:
class GamePlay:
def __init__(self):
game = 0
gameplay = Gameplay()
gameplay.game == 0
if gameplay.game == 0:
class Button(Button):
def __init__(self):
super().__init__(
# irrelevent stuff
def input(self, key):
if self.hovered:
if key == 'left mouse down':
# enable thing_b, disable thing_a <- problem is here
gameplay.game == 1
if gameplay.game == 1:
# code
Upon some print() tests, I know the code is reaching there, but the problem is that I don't know how to break all of the if statements and allow for thing_b to start up. Any and all help would be appreciated, and apologies in advance for bad grammar, English is not my first language.
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