def input(self, event, next_state): next_state = super(Intro, self).input(event, next_state) if event.type == KEYDOWN and event.key == K_ESCAPE: next_state = set_next_state(next_state, STATES.EXIT) elif event.type == MOUSEBUTTONUP or (event.type == \ KEYDOWN and event.key != K_ESCAPE): next_state = set_next_state(next_state, STATES.MENU) return next_state
def input(self, event, next_state): next_state = super(Menu, self).input(event, next_state) self.start.input(event) self.edit.input(event) if event.type == KEYDOWN and event.key == K_ESCAPE: next_state = set_next_state(next_state, STATES.EXIT) elif self.start.was_hit: next_state = set_next_state(next_state, STATES.INGAME) elif self.edit.was_hit: next_state = set_next_state(next_state, STATES.EDITOR) return next_state
def input(self, event, next_state): next_state = super(Editor, self).input(event, next_state) self.camera.input(event) if event.type == KEYDOWN: if event.key == K_ESCAPE: self.tilemgr.save_tiles("map1.map") next_state = set_next_state(next_state, STATES.MENU) elif event.type == MOUSEBUTTONDOWN: if event.button == MOUSE.LEFT: self.set_tile() elif event.button == MOUSE.RIGHT: self.get_tile() elif event.button == MOUSE.WHEELUP: self.current_tile -= 1 if self.current_tile < 0: self.current_tile = self.tilemgr.total_tile_kinds - 1 elif event.button == MOUSE.WHEELDOWN: self.current_tile += 1 if self.current_tile > self.tilemgr.total_tile_kinds - 1: self.current_tile = 0 elif event.type == MOUSEMOTION and mouse.get_pressed()[0]: self.set_tile() return next_state
def input(self, event, next_state): next_state = super(InGame, self).input(event, next_state) if event.type == KEYDOWN: if event.key == K_ESCAPE: next_state = set_next_state(next_state, STATES.MENU) elif event.key == K_m: if music.get_busy(): music.stop() else: music.play() self.camera.input(event) self.unitmgr.input(event, self.camera, self.mouse_rect, self.tilemgr) self.input_mouse(event) return next_state