def play(self, level): # clear_lists self.player_list = arcade.SpriteList() self.holding_pystone = False # Loading Level / Map self.map = PyMap.load_map(level) self.wall_list = arcade.SpriteList() self.coins_list = arcade.SpriteList() load_walls(self.map, self.wall_list, self.coins_list, self.pystone_list, self.asset_list) PyPhy.map_file(self.map, self.wall_list, self.coins_list, self.pystone_list) # Creating Player (Important to do this after loading map) self.player = Player("player_front.png", 1, self) self.player_list.append(self.player) PyPhy.initiate(self.player) self.playing = True
def on_key_press(self, symbol: int, modifiers: int): if symbol == arcade.key.UP or symbol == arcade.key.W or symbol == arcade.key.SPACE: PyPhy.jump(self.player, self.asset_list) elif symbol == arcade.key.DOWN or symbol == arcade.key.S: PyPhy.crouch(self.player, True) elif symbol == arcade.key.LEFT or symbol == arcade.key.A: PyPhy.left_input(self.player, True) elif symbol == arcade.key.RIGHT or symbol == arcade.key.D: PyPhy.right_input(self.player, True)
def on_key_release(self, symbol: int, modifiers: int): if symbol == arcade.key.LEFT or symbol == arcade.key.A: PyPhy.left_input(self.player, False) elif symbol == arcade.key.RIGHT or symbol == arcade.key.D: PyPhy.right_input(self.player, False) elif symbol == arcade.key.DOWN or symbol == arcade.key.S: PyPhy.crouch(self.player, False)
def update(self): PyPhy.update(self, self.game)