def Main(): while True: for event in pi.event.get(): if event.type == pi.QUIT(): pi.quit() exit() if event.type == pi.KEYDOWN: if event.key == pi.K_SPACE: player.jump() if event.key == pi.K_d: player.right = True if event.key == pi.K_a: player.left = True if event.type == pi.KEYUP: if event.key == pi.K_d: player.right = False if event.key == pi.K_a: player.left = False player.move() if player.jumping > 0: player.jump()
elif currentPowerUp < 2: # tennisBallPowerUp if tennisBallPowerUp.readyToGo == True: tennisBallPowerUp.setGo() if pygame.sprite.collide_rect(player, tennisBallPowerUp): stats.score += 2500 currentPowerUp = 2 * random() tennisBallPowerUp.setReady() event = pygame.event.poll() # print event # for debugging purposes if event.type == QUIT: sys.exit(0) if event.type == KEYDOWN: if event.key == K_UP: player.jump() elif event.key == K_ESCAPE: pause_menu.menu(screen, clock) elif event.key == K_LEFT: player.moveHoriz(-15) elif event.key == K_RIGHT: player.moveHoriz(15) # if event.key == K_b: # test.setAnim(0,test._endFrame%4+1) # print "test._startFrame=",test._startFrame," test._endFrame=",test._endFrame # update and draw objects level_one.update() level_one.draw(screen)
'intent': 'aggressive', }, 'ability_cleave': { 'name': 'Cleave', 'description': 'Make an attack against all adjacent enemies', 'targeting': 'override', 'function': common.cleave_attack, 'cooldown': 0, 'intent': 'aggressive', }, 'ability_jump': { 'name': 'Jump', 'targeting': 'self', 'function': lambda a,t,_: player.jump(a,2), 'intent': 'aggressive' }, 'ability_attack': { 'name': 'Attack', 'targeting': 'override', 'description': 'Attack an enemy with your held weapon', 'function': lambda a,t,_: common.attack(), 'cooldown': 0, 'intent': 'aggressive', }, 'ability_pommel_strike': { 'name': 'Pommel Strike', 'description': 'Smash your opponent with your sword pommel for extra damage and shred at the expense of'
if keys[pygame.K_ESCAPE]: run = False if keys[pygame.K_LEFT]: player.moveLeft() elif keys[pygame.K_RIGHT]: player.moveRight() else: player.standing() if not player.isJumping: if keys[pygame.K_UP]: # SPACE]: player.isJumping = True else: player.jump() # Enemy movement with w,a,s,d keys if keys[pygame.K_a]: enemy.moveLeft() elif keys[pygame.K_d]: enemy.moveRight() else: enemy.standing() if keys[pygame.K_h]: player.hitboxShown = not player.hitboxShown enemy.hitboxShown = not enemy.hitboxShown if not enemy.isJumping: