def workEvents(screen, frametime, selected, wavenum, Sender, speed, font, font2): timedel = 0 mapvar.rollNext -= frametime didrollthisturn = 0 if mapvar.rollNext <= 0 and mapvar.hasStarted and not mapvar.hasEnded: wavenum = EventFunctions.nextWave(0, wavenum, Sender) didrollthisturn = 1 for event in pygame.event.get(): if event.type == QUIT: sys.exit() elif event.type == MOUSEBUTTONUP: selected, mBUb, timedel = EventFunctions.mouseButtonUp( event, selected, screen, font, font2) else: keyinput = pygame.key.get_pressed() if keyinput[K_ESCAPE]: sys.exit() elif event.type == KEYDOWN and event.dict[ 'key'] == K_n and not didrollthisturn: wavenum = EventFunctions.nextWave(event, wavenum, Sender) elif keyinput[K_f]: screen = pygame.display.set_mode((scrwid, scrhei), FULLSCREEN) elif keyinput[K_w]: screen = pygame.display.set_mode((scrwid, scrhei)) elif keyinput[K_UP]: if speed < 10: speed += 1 print speed elif keyinput[K_DOWN]: if speed > 1: speed -= 1 print speed return screen, selected, wavenum, speed, timedel
def workEvents(screen,frametime,selected,wavenum,Sender,speed,font,font2): timedel = 0 mapvar.rollNext -= frametime didrollthisturn = 0 if mapvar.rollNext <= 0 and mapvar.hasStarted and not mapvar.hasEnded: wavenum = EventFunctions.nextWave(0, wavenum, Sender) didrollthisturn = 1 for event in pygame.event.get(): if event.type == QUIT: sys.exit() elif event.type == MOUSEBUTTONUP: selected,mBUb,timedel = EventFunctions.mouseButtonUp(event, selected, screen, font,font2) else: keyinput = pygame.key.get_pressed() if keyinput[K_ESCAPE]: sys.exit() elif event.type==KEYDOWN and event.dict['key']==K_n and not didrollthisturn: wavenum = EventFunctions.nextWave(event, wavenum, Sender) elif keyinput[K_f]: screen = pygame.display.set_mode((scrwid,scrhei),FULLSCREEN) elif keyinput[K_w]: screen = pygame.display.set_mode((scrwid,scrhei)) elif keyinput[K_UP]: if speed<10: speed+=1 print speed elif keyinput[K_DOWN]: if speed>1: speed-=1 print speed return screen,selected,wavenum,speed,timedel
def nextWave(self, *args): if Player.player.wavenum != 0: self.waveAnimation.stop(__main__.ids.wavescroller) if self.waveAnimation.duration != 20: self.waveAnimation = Animation(scroll_x=self.scroll_length, duration=20.0) self.waveAnimation.bind(on_complete=EventFunctions.updateAnim) EventFunctions.nextWave()