def on_key_press(self, key, modifiers): if mapKey( key) == pyglet.window.key.ENTER and self.dialog_layer.visible: if len(self.current_dialog) > self.current_dialog_counter + 2: self.current_dialog_counter += 2 self.dialog_line1.element.text = self.current_dialog[ self.current_dialog_counter] if len(self.speaker_boxes) > 0: for box in self.speaker_boxes: self.speaker_boxes[box].visible = False self.speaker_boxes[self.current_dialog_speaker[ self.current_dialog_counter]].visible = True if len(self.current_dialog) > self.current_dialog_counter: self.dialog_line2.element.text = self.current_dialog[ self.current_dialog_counter + 1] if len(self.current_dialog) > self.current_dialog_counter + 2 and\ self.current_dialog_speaker[self.current_dialog_counter] == self.current_dialog_speaker[self.current_dialog_counter+2]: self.dialog_arrow.visible = True else: self.dialog_arrow.visible = False else: self.dialog_arrow.visible = False self.dialog_layer.visible = False
def on_key_release(self, key, modifiers): key = mapKey(key) if key == pyglet.window.key.ESCAPE: cocos.director.director.window.pop_handlers() if self.game_over == True: cocos.director.director.terminate_app = True self.end()
def on_key_press(self, key, modifiers): if mapKey(key) == pyglet.window.key.ENTER and self.dialog_layer.visible: if len(self.current_dialog) > self.current_dialog_counter + 2: self.current_dialog_counter += 2 self.dialog_line1.element.text = self.current_dialog[self.current_dialog_counter] if len(self.speaker_boxes) > 0: for box in self.speaker_boxes: self.speaker_boxes[box].visible = False self.speaker_boxes[self.current_dialog_speaker[self.current_dialog_counter]].visible = True if len(self.current_dialog) > self.current_dialog_counter: self.dialog_line2.element.text = self.current_dialog[self.current_dialog_counter+1] if len(self.current_dialog) > self.current_dialog_counter + 2 and\ self.current_dialog_speaker[self.current_dialog_counter] == self.current_dialog_speaker[self.current_dialog_counter+2]: self.dialog_arrow.visible = True else: self.dialog_arrow.visible = False else: self.dialog_arrow.visible = False self.dialog_layer.visible = False
def on_key_release(self,key,modifiers): key = mapKey(key) if self.menu_level == 0: if key == pyglet.window.key.LEFT: # SFX['move-select'].play() self.next_command(-1) if key == pyglet.window.key.RIGHT: # SFX['move-select'].play() self.next_command(1) if key == pyglet.window.key.ENTER: l = 1 action = self.commands[self.active][self.n_command].element.text.lower() if action == 'skills': l = len(self.heros[self.active].skills) if action =='items': l = len(INVENTORY) if l <= 0: # SFX['error'].play() return # SFX['select'].play() self.setMenuLevel(1) if key == pyglet.window.key.ESCAPE: # SFX['error'].play() pass elif self.menu_level == 1: if key == pyglet.window.key.UP: # SFX['move-select'].play() self.next_slot(-1) if key == pyglet.window.key.DOWN: # SFX['move-select'].play() self.next_slot(1) if key == pyglet.window.key.ENTER: action = self.sub_list[self.active][self.n_slot].element.text.lower() if self.n_command == 1: if self.heros[self.active].mp[0] < MAGIC[action]: # SFX['error'].play() return # SFX['select'].play() self.action = self.sub_list[self.active][self.n_slot].element.text.lower() self.choice_arrow.kill() if self.action in FRIEND_SKILL: self.choice_arrow = Sprite('img/GUI/arrow_friend.png') else: self.choice_arrow = Sprite('img/GUI/arrow_enemy.png') self.add(self.choice_arrow,z=6) self.setMenuLevel(2) if key == pyglet.window.key.ESCAPE: # SFX['escape'].play() memo = self.n_command self.setMenuLevel(0) self.n_command = memo elif self.menu_level == 2: if key == pyglet.window.key.LEFT: # SFX['move-select'].play() self.next_choice(-1) if key == pyglet.window.key.RIGHT: # SFX['move-select'].play() self.next_choice(1) if key == pyglet.window.key.ENTER: # SFX['select'].play() if self.action in FRIEND_SKILL: self.target = self.heros[self.n_choice] else: self.target = self.enemies[self.n_choice] self.run_action() if key == pyglet.window.key.ESCAPE: # SFX['escape'].play() if self.n_command == 0: self.setMenuLevel(0) else: self.setMenuLevel(1)
def on_key_release(self,key,modifiers): key = mapKey(key) if self.menu_level == 0: if key == pyglet.window.key.LEFT: SFX['move-select'].play() self.next_command(-1) if key == pyglet.window.key.RIGHT: SFX['move-select'].play() self.next_command(1) if key == pyglet.window.key.ENTER: l = 1 action = self.commands[self.active][self.n_command].element.text.lower() if action == 'skills': l = len(self.heros[self.active].skills) if action =='items': l = len(INVENTORY) if l <= 0: SFX['error'].play() return SFX['select'].play() self.setMenuLevel(1) if key == pyglet.window.key.ESCAPE: SFX['error'].play() elif self.menu_level == 1: if key == pyglet.window.key.UP: SFX['move-select'].play() self.next_slot(-1) if key == pyglet.window.key.DOWN: SFX['move-select'].play() self.next_slot(1) if key == pyglet.window.key.ENTER: action = self.sub_list[self.active][self.n_slot].element.text.lower() if self.n_command == 1: if self.heros[self.active].mp[0] < MAGIC[action]: SFX['error'].play() return SFX['select'].play() self.action = self.sub_list[self.active][self.n_slot].element.text.lower() self.choice_arrow.kill() if self.action in FRIEND_SKILL: self.choice_arrow = Sprite('img/GUI/arrow_friend.png') else: self.choice_arrow = Sprite('img/GUI/arrow_enemy.png') self.add(self.choice_arrow,z=6) self.setMenuLevel(2) if key == pyglet.window.key.ESCAPE: SFX['escape'].play() memo = self.n_command self.setMenuLevel(0) self.n_command = memo elif self.menu_level == 2: if key == pyglet.window.key.LEFT: SFX['move-select'].play() self.next_choice(-1) if key == pyglet.window.key.RIGHT: SFX['move-select'].play() self.next_choice(1) if key == pyglet.window.key.ENTER: SFX['select'].play() if self.action in FRIEND_SKILL: self.target = self.heros[self.n_choice] else: self.target = self.enemies[self.n_choice] self.run_action() if key == pyglet.window.key.ESCAPE: SFX['escape'].play() if self.n_command == 0: self.setMenuLevel(0) else: self.setMenuLevel(1)