Exemple #1
0
            if event.type == pygame.QUIT:  # If user clicked close
                done = True  # Flag that we are done so we exit this loop

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RIGHT:
                    player.go_right()
                    test_map.left()
                if event.key == pygame.K_LEFT:
                    player.go_left()
                    test_map.right()
                if event.key == pygame.K_UP:
                    player.go_up()
                if event.key == pygame.K_DOWN:
                    player.go_down()
                if event.key == pygame.K_m:
                    open_phone()

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_RIGHT:
                    player.stop("R")
                    test_map.stop()
                if event.key == pygame.K_LEFT:
                    player.stop("L")
                    test_map.stop()
                if event.key == pygame.K_UP:
                    player.stop("U")
                if event.key == pygame.K_DOWN:
                    player.stop("D")

        test_map.update(player)
        player.update()
Exemple #2
0
			if event.type == pygame.QUIT: # If user clicked close
				done = True # Flag that we are done so we exit this loop

			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_RIGHT:
					player.go_right()
					test_map.left()
				if event.key == pygame.K_LEFT:
					player.go_left()
					test_map.right()
				if event.key == pygame.K_UP:
					player.go_up()
				if event.key == pygame.K_DOWN:
					player.go_down()
				if event.key == pygame.K_m:
					open_phone()

			if event.type == pygame.KEYUP:
				if event.key == pygame.K_RIGHT:
					player.stop("R")
					test_map.stop()
				if event.key == pygame.K_LEFT:
					player.stop("L")
					test_map.stop()
				if event.key == pygame.K_UP:
					player.stop("U")
				if event.key == pygame.K_DOWN:
					player.stop("D")

		test_map.update(player)
		player.update()
Exemple #3
0
	def play_scene(self):
	
		pygame.init()
	
		size= [constants.SCREEN_WIDTH,constants.SCREEN_HEIGHT]
		screen = pygame.display.set_mode(size)

		pygame.display.set_caption("Punks R Us - "+self.scene_name)
		clock = pygame.time.Clock()
	
		while not self.done:
		
			for event in pygame.event.get(): # User did something
				if event.type == pygame.QUIT: # If user clicked close
					pygame.quit()# Flag that we are done so we exit this loop
					
				if event.type == pygame.KEYDOWN:
					if event.key == pygame.K_RIGHT:
						self.player.go_right()
						self.current_map.left()
					if event.key == pygame.K_LEFT:
						self.player.go_left()
						self.current_map.right()
					if event.key == pygame.K_UP:
						self.player.go_up()
						self.current_map.stop()
					if event.key == pygame.K_DOWN:
						self.player.go_down()
						self.current_map.stop()
					if event.key == pygame.K_m:
						open_phone()

				if event.type == pygame.KEYUP:
					if event.key == pygame.K_RIGHT:
						self.player.stop("R")
						self.current_map.stop()
					if event.key == pygame.K_LEFT:
						self.player.stop("L")
						self.current_map.stop()
					if event.key == pygame.K_UP:
						self.player.stop("U")
					if event.key == pygame.K_DOWN:
						self.player.stop("D")
					
			# Update all things that need updating
			self.current_map.update(self.player)
			self.player.update()
		
			# Draw map
			
			self.current_map.draw(screen,self.player)
			# Draw sprites
			# Draw text
			
			# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT

			# Limit to 60 frames per second
			clock.tick(60)

			# Go ahead and update the screen with what we've drawn.
			pygame.display.flip()