def process_key_event(self, key):
     from controller.dungeon_handler import DungeonHandler
     if key == ord('c'):
         from engine.instances.dungeon_instance import TUT_DONE
         Globals.instances[Globals.DUNGEON].tutorial_stage = TUT_DONE
         return DungeonHandler(overlay=EndTutorialOverlay()), False
     if key == ord('\n'):
         return DungeonHandler(), False
     else:
         return DungeonHandler(overlay=self), False
Beispiel #2
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 def process_key_event(self, key):
     self.tut_updated = False
     moved = False
     if key == ord('\n') and self.tutorial_stage > TUT_MOVE:
         self.select_mode()
         moved = False
     if key == ord('a') and self.tutorial_stage > TUT_LOOK:
         self.attack_mode()
         moved = False
     if key == ord(' ') and self.tutorial_stage > TUT_LOOK:
         moved = self.fire()
         if self.overlay is not None:
             overlay = self.overlay
             self.overlay = None
             return DungeonHandler(overlay=overlay), False
     if key == ord('i'):
         return InventoryHandler(), False
     if key == ord('m'):
         return MessageLogHandler(), False
     if key == ord('w'):
         moved = True
     if self.mode == Action.MODE_MOVE:
         if key == curses.KEY_LEFT:
             moved = self.player.left()
         elif key == curses.KEY_RIGHT:
             moved = self.player.right()
         elif key == curses.KEY_UP:
             moved = self.player.up()
         elif key == curses.KEY_DOWN:
             moved = self.player.down()
         self.selection.reset()
     elif self.mode == Action.MODE_SELECT or self.mode == Action.MODE_ATTACK:
         if key == curses.KEY_LEFT:
             self.selection.left(self.cells)
         elif key == curses.KEY_RIGHT:
             self.selection.right(self.cells)
         elif key == curses.KEY_UP:
             self.selection.up(self.cells)
         elif key == curses.KEY_DOWN:
             self.selection.down(self.cells)
     self.update_tutorial_stage()
     return DungeonHandler(overlay=self.overlay), moved
 def process_key_event(self, key):
     choice = self.instance.process_key_event(key)
     BACK = 0
     EXIT = 1
     if choice == BACK:
         from controller.dungeon_handler import DungeonHandler
         return DungeonHandler(), False
     elif choice == EXIT:
         return None, None
     else:
         return self, False
 def process_key_event(self, key):
     new_overlay = self
     from controller.dungeon_handler import DungeonHandler
     if key == ord('q') or key == ord(' '):
         new_overlay = None
     elif key == curses.KEY_UP:
         self._process_up()
     elif key == curses.KEY_DOWN:
         self._process_down()
     elif key == ord('\n'):
         new_overlay = self._process_enter()
     return DungeonHandler(overlay=new_overlay), False
    def process_key_event(self, key):
        if key == ord('q') or key == curses.KEY_EXIT:
            return MainMenuHandler(), False

        choice = self.menu.process_key_event(key)
        if choice < 0:
            self._set_current_choice_info(self.menu.current)
            return CreateHeroHandler(self), False
        else:
            self._set_current_choice_info(choice)
            overlay = MoveTutorialOverlay()
            return DungeonHandler(self.clazz, overlay=overlay), False
 def process_key_event(self, key):
     from controller.dungeon_handler import DungeonHandler
     if key == ord('m') or key == ord('q'):
         return DungeonHandler(), False
     return DungeonHandler(overlay=self), False