Ejemplo n.º 1
0
 def pre_update(self, events):
     key_left = Keyboard.check('key1_left', events)
     key_right = Keyboard.check('key1_right', events)
     
     self.key_left = key_left and not key_right
     self.key_right = key_right and not key_left
     self.key_shoot = Keyboard.check_pressed('key1_shoot', events)
Ejemplo n.º 2
0
    def pre_update(self, events):
        super().pre_update(events)

        # Pre update the current screen
        self.current_screen.pre_update(events)

        # Pause the game
        if Keyboard.check_pressed('pause', events):
            self.director.push_scene(scenes.Pause())
            self.snd_click.play()
Ejemplo n.º 3
0
    def pre_update(self, events):
        super().pre_update(events)

        # Closes the pause menu
        if Keyboard.check_pressed('pause', events):
            self.snd_click.play()
            self.director.pop_scene()
        else:
            # Pre update the current screen
            self.current_screen.pre_update(events, self)
Ejemplo n.º 4
0
    def pre_update(self, events):
        # Check if any key has been pressed
        if not self.transition and Keyboard.check_pressed('any', events):
            # Starts the transition
            self.transition = True

            # Make the screen shake
            self.shake = True

            # Play the transition sound
            self.snd_transition.play()
Ejemplo n.º 5
0
    def pre_update(self, events, scene):
        if self.is_selected and not scene.is_fading:
            # Execute
            if Keyboard.check_pressed('interact', events):
                self.execute(scene)

            # Key up
            elif Keyboard.check_pressed('up', events):
                self.key_up(scene)

            # Key down
            elif Keyboard.check_pressed('down', events):
                self.key_down(scene)

            # Key left
            elif Keyboard.check_pressed('left', events):
                self.key_left(scene)

            # Key right
            elif Keyboard.check_pressed('right', events):
                self.key_right(scene)
Ejemplo n.º 6
0
 def pre_update(self, events):
     self.key_interact = Keyboard.check_pressed('interact', events)