Example #1
0
def GetInput():
    key = pygame.key.get_pressed()
    for event in pygame.event.get():
        if event.type == QUIT or key[K_ESCAPE]:
            pygame.quit()
            sys.exit()
    if key[K_SPACE]:
        if p1.weapon_reloading_time == 0 and p1.energy >= 2.5:
            Fire("Forwards")
            if p1.fire_direction == "Forwards, Backward":
                Fire("Backwards")
            elif p1.fire_direction == "Forwards, Sides":
                Fire("Sides")
            elif p1.fire_direction == "Forwards, Backwards, Sides":
                Fire("Sides")
                Fire("Backwards")
            p1.energy -= 2.5
    if key[K_b]:
        if p1.bomb_reload_time == 100 and p1.bomb_ammo >= 1:
            Bombs.append(Classes.Bomb(p1, Images.BombImage))
            p1.bomb_ammo -= 1
            p1.bomb_reload_time = 0
    if key[K_s] and p1.energy >= p1.shield_discharge_rate:
        p1.shielded = True
    else:
        p1.shielded = False
    if key[K_LEFT]: p1.rotation += 1 * (IdealFPS / TargetFPS)
    if key[K_RIGHT]: p1.rotation -= 1 * (IdealFPS / TargetFPS)
    if key[K_UP]:
        p1.speed[0] -= p1.thrust * cos(radians(p1.rotation))
        p1.speed[1] -= p1.thrust * sin(radians(p1.rotation))
    if key[K_DOWN]:
        p1.speed[0] *= .99
        p1.speed[1] *= .99
Example #2
0
        if event.type == QUIT or key[K_ESCAPE]:
            pygame.quit(); sys.exit()
    if key[K_SPACE]:
        if p1.weapon_reloading_time == 0 and p1.energy >= 2.5:
            Fire("Forwards")
            if   p1.fire_direction == "Forwards, Backward":p
                Fire("Backwards")
            elif p1.fire_direction == "Forwards, Sides":
                Fire("Sides")
            elif p1.fire_direction == "Forwards, Backwards, Sides":
                Fire("Sides")
                Fire("Backwards")
            p1.energy -= 2.5
    if key[K_b]:
        if p1.bomb_reload_time == 100 and p1.bomb_ammo >= 1:
            Bombs.append(Classes.Bomb(p1,Images.BombImage))
            p1.bomb_ammo -= 1
            p1.bomb_reload_time = 0
    if key[K_s] and p1.energy >= p1.shield_discharge_rate:
        p1.shielded = True
    else:
        p1.shielded = False
    if key[K_LEFT]:  p1.rotation += 1*(IdealFPS / TargetFPS)
    if key[K_RIGHT]: p1.rotation -= 1*(IdealFPS / TargetFPS)
    if key[K_UP]:
        p1.speed[0] -= p1.thrust*cos(radians(p1.rotation))
        p1.speed[1] -= p1.thrust*sin(radians(p1.rotation))
    if key[K_DOWN]:
        p1.speed[0] *= .99
        p1.speed[1] *= .99
def Move():