def pause(): paused = True while paused: for event in pygame.event.get(): if event.type == pygame.QUIT: # exits the game when player closes the window paused = False d.terminate() # gets player input to move player's menu selection if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: # controls for menu select go here pass if event.key == pygame.K_RIGHT: # controls for menu select go here pass if event.key == pygame.K_UP: # controls for menu select go here pass if event.key == pygame.K_DOWN: # controls for menu select go here pass if event.key == pygame.K_p: paused = False d.gameDisplay.fill(d.RED) pygame.display.update() d.clock.tick(d.FPS)
def combat(player): # save player's current position on non-combat screen save_x = player.rect.x save_y = player.rect.y player.rect.x = 700 player.rect.y = 300 in_combat = True while in_combat: for event in pygame.event.get(): if event.type == pygame.QUIT: # exits the game when player closes the window in_combat = False d.terminate() # gets player input to move player's menu selection if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: # controls for menu select go here pass if event.key == pygame.K_RIGHT: # controls for menu select go here pass if event.key == pygame.K_UP: # controls for menu select go here pass if event.key == pygame.K_DOWN: # controls for menu select go here pass if event.key == pygame.K_c: in_combat = False # return player back to original spot on non-combat map player.rect.x = save_x player.rect.y = save_y """ if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT or pygame.K_RIGHT: player.stop_x() if event.key == pygame.K_UP or pygame.K_DOWN: player.stop_y() """ d.active_sprite_list.update() d.gameDisplay.fill(d.BLACK) d.active_sprite_list.draw(d.gameDisplay) d.combat_menu.draw_menu(d.gameDisplay) pygame.display.update() d.clock.tick(d.FPS)