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
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():