def updateControls(self, td):
        if inputs.getFirePress():
            self.anim_state = ANIM_SHOOT
            if self.facing == LEFT:
                self.obj_mgr.create("PlayerLaser", None, self.x - 47, self.y + 6, direction=self.facing)
                self.sprite.play("shoot_l")
            else:
                self.obj_mgr.create("PlayerLaser", None, self.x + 47, self.y + 6, direction=self.facing)
                self.sprite.play("shoot_r")

        if self.solidcollider.on_ground:
            self.physics.applyForce(inputs.getHorizontal() * self.run_accel * td, 0)

            if inputs.getJumpPress():
                self.physics.jump(self.jump_speed)
                self.jump_timer = self.max_jump_timer+td

            if inputs.getInteractPress():
                for obj in self.collider.iter_collide(self.obj_mgr.interactive):
                    if obj.call("interact", self) == True:
                        break

        else:
            if inputs.getHorizontal() < 0.0 and self.physics.vx > -self.max_air_speed or inputs.getHorizontal() > 0.0 and self.physics.vx < self.max_air_speed:
                self.physics.applyForce(inputs.getHorizontal() * self.air_accel * td, 0)

            self.jump_timer -= td
            if inputs.getJump() and self.jump_timer >= 0.0:
                self.physics.applyForce(0, self.jump_thrust * td)
    def update(self, td):
        if self.mapcollide.on_ground:
            self.physics.applyForce(inputs.getHorizontal() * 0.004 * td, 0)
            if self.running == False:
                if inputs.getHorizontal() < -0.01:
                    self.running = True
                    self.dir = 0
                    self.sprite.play("run_l")
                if inputs.getHorizontal() > 0.01:
                    self.running = True
                    self.dir = 1
                    self.sprite.play("run_r")
            else:
                if abs(inputs.getHorizontal()) < 0.01:
                    self.running = False
                    if self.dir == 0:
                        self.sprite.play("stand_l")
                    else:
                        self.sprite.play("stand_r")
            if inputs.getJumpPress():
                self.physics.jump(-0.45)
                self.running = False

        self.sprite.updateAnim(td)
        self.physics.update(td)
    def update(self, td):
        """Update the UI"""
        v = inputs.getVerticalPress()

        if v < -0.01:
            # Go to previous interactive widget
            self.selected = (self.selected - 1) % len(self.widgets)
            while not self.widgets[self.selected].interactive:
                self.selected = (self.selected - 1) % len(self.widgets)

        if v > 0.01:
            # Go to next interactive widget
            self.selected = (self.selected + 1) % len(self.widgets)
            while not self.widgets[self.selected].interactive:
                self.selected = (self.selected + 1) % len(self.widgets)

        # If the player presses a button, interact with the current widget
        if inputs.getFirePress() or inputs.getJumpPress() or inputs.getPausePress():
            self.widgets[self.selected].interact()

        # Update widgets
        for widget in self.widgets:
            widget.update(td)
    def updateControls(self, td):
        if inputs.getFirePress():
            self.anim_state = ANIM_SHOOT
            if self.facing == LEFT:
                self.obj_mgr.create("PlayerLaser", None, self.x - 10, self.y + 4, direction=self.facing)
                self.sprite.play("shoot_l")
            else:
                self.obj_mgr.create("PlayerLaser", None, self.x + 10, self.y + 4, direction=self.facing)
                self.sprite.play("shoot_r")

        if self.mapcollide.on_ground:
            self.physics.applyForce(inputs.getHorizontal() * self.run_accel * td, 0)

            if inputs.getJumpPress():
                self.physics.jump(self.jump_speed)
                self.jump_timer = self.max_jump_timer+td

        else:
            if inputs.getHorizontal() < 0.0 and self.physics.vx > -self.max_air_speed or inputs.getHorizontal() > 0.0 and self.physics.vx < self.max_air_speed:
                self.physics.applyForce(inputs.getHorizontal() * self.air_accel * td, 0)

            self.jump_timer -= td
            if inputs.getJump() and self.jump_timer >= 0.0:
                self.physics.applyForce(0, self.jump_thrust * td)