def setActive(value):
	global isActive;
	isActive = value;

	keyboardEvent = Keyboard("action");
	keyboardEvent.on(actionKeyboard);

	if isActive:
		Update.on(checkForAction);
def setActive():
	leftKey = Keyboard("left");
	leftKey.on(moveLeft);
	rightKey = Keyboard("right");
	rightKey.on(moveRight);

	setControlsEnabled(True);

	Update.on(lambda: updatePosition());
def setActive():
    leftKey = Keyboard("left")
    leftKey.on(moveLeft)
    rightKey = Keyboard("right")
    rightKey.on(moveRight)

    setControlsEnabled(True)

    Update.on(lambda: updatePosition())
Exemple #4
0
def setActive(value):
    global isActive
    isActive = value

    keyboardEvent = Keyboard("action")
    keyboardEvent.on(actionKeyboard)

    if isActive:
        Update.on(checkForAction)

def cameraUpdate():
    global appendToElement
    position = cameraToUse.getPosition()
    sX = Global.screenSize[0]
    sY = Global.screenSize[1]
    scale = Global.scale

    if isCameraFixed and isCameraShaking == False:
        if fixeTarget != None:
            targetPosition = fixeTarget.getPosition()
            if appendToElement:
                targetSize = fixeTarget.getSize()
                cameraToUse.setPosition(
                    (targetPosition[0] + (targetSize[0] / 2)) * scale,
                    (targetPosition[1] + (targetSize[1] / 4)) * scale)

            # check for scene boudaries
            if usedScene:
                sceneSize = usedScene.getSize()
                if (targetPosition[0] * scale <= sX / 2) or (
                        targetPosition[0] * scale >= sceneSize[0] * scale -
                    (sX / 2)):
                    appendToElement = False
                else:
                    appendToElement = True


Update.on(cameraUpdate)
                    character.useSprite("walking")
                    drawable = character.getAssignedDrawables()[0]
                    drawable.setFlip(True)
                else:
                    character.setPosition(
                        position[0] + (character.getSpeed() * scale),
                        position[1])
                    character.useSprite("walking")
                    drawable = character.getAssignedDrawables()[0]
                    drawable.setFlip(False)

                # hitbox
                if (position[0] > 0 and position[0] + size[0] < 512):
                    character.setDirection("right")

                if (position[0] > sceneSize[0] - 384
                        and position[0] + size[0] < sceneSize[0]):
                    character.setDirection("left")
            else:
                if direction == "left":
                    character.useSprite("static")
                    drawable = character.getAssignedDrawables()[0]
                    drawable.setFlip(True)
                else:
                    character.useSprite("static")
                    drawable = character.getAssignedDrawables()[0]
                    drawable.setFlip(False)


Update.on(updatePositions)
Exemple #7
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def setActive(value):
    Update.on(updateBackground)
def setActive(value):
	Update.on(updateBackground);
            sceneSize = usedScene.getSize();
            if character.isWalking():
                if direction == "left":
                    character.setPosition(position[0] - (character.getSpeed() *scale), position[1]);
                    character.useSprite("walking");
                    drawable = character.getAssignedDrawables()[0];
                    drawable.setFlip(True);
                else:
                    character.setPosition(position[0] + (character.getSpeed() *scale), position[1]);
                    character.useSprite("walking");
                    drawable = character.getAssignedDrawables()[0];
                    drawable.setFlip(False);

                # hitbox
                if (position[0] > 0 and position[0] + size[0] < 512):
                    character.setDirection("right");

                if (position[0] > sceneSize[0] - 384 and position[0] + size[0] < sceneSize[0]):
                    character.setDirection("left");
            else:
                if direction == "left":
                    character.useSprite("static");
                    drawable = character.getAssignedDrawables()[0];
                    drawable.setFlip(True);
                else:
                    character.useSprite("static");
                    drawable = character.getAssignedDrawables()[0];
                    drawable.setFlip(False);

Update.on(updatePositions);
#
#		* Camera behaviour on each frame *
#		Return : nil
#	--------------------------------------------------- */
appendToElement = True;
def cameraUpdate():
	global appendToElement;
	position = cameraToUse.getPosition();
	sX = Global.screenSize[0];
	sY = Global.screenSize[1];
	scale = Global.scale;

	if isCameraFixed and isCameraShaking == False:
		if fixeTarget != None:
			targetPosition = fixeTarget.getPosition();
			if appendToElement:
				targetSize = fixeTarget.getSize();
				cameraToUse.setPosition((targetPosition[0] + (targetSize[0] / 2)) *scale, (targetPosition[1] + (targetSize[1] / 4)) *scale);

			# check for scene boudaries
			if usedScene:
				sceneSize = usedScene.getSize();
				if(targetPosition[0]*scale <= sX/2) or (targetPosition[0] *scale >= sceneSize[0] * scale - (sX/2)):
					appendToElement = False;
				else:
					appendToElement = True;



Update.on(cameraUpdate);
Exemple #11
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		Global.setScreenSize(infoObject.current_w, infoObject.current_h);


	Global.screen = pygame.display.set_mode(Global.screenSize, settings);
	startMenu();
	initGame();

startApp();


#	--------------------------------------------------- *\
#		Main loop
#	--------------------------------------------------- */
while Global.isApplicationRunning:
	Render.onUpdate();
	Update.onUpdate();


	event = pygame.event.poll();
	if(event.type == pygame.QUIT):
		Global.isApplicationRunning = False;
		pygame.quit();
		os._exit(0);

	# Keyboard events
	if not (isGameStarting):
		if(event.type == pygame.KEYDOWN):
			k=deepcopy(Input.events);
			for e in k:
				for key in Input.events[e]['keys']:
					if(key == event.key):