def event_step(self, time_passed): left_key = ['left', 'a', 'j', 'kp_4'][self.player] right_key = ['right', 'd', 'l', 'kp_6'][self.player] up_key = ['up', 'w', 'i', 'kp_8'][self.player] down_key = ['down', 's', 'k', 'kp_5'][self.player] self.xvelocity = (sge.get_key_pressed(right_key) - sge.get_key_pressed(left_key)) self.yvelocity = (sge.get_key_pressed(down_key) - sge.get_key_pressed(up_key)) # Limit the circles to inside the room. if self.bbox_left < 0: self.bbox_left = 0 elif self.bbox_right >= sge.game.current_room.width: self.bbox_right = sge.game.current_room.width - 1 if self.bbox_top < 0: self.bbox_top = 0 elif self.bbox_bottom >= sge.game.current_room.height: self.bbox_bottom = sge.game.current_room.height - 1 self.set_color() # Set view my_view = sge.game.current_room.views[self.player] my_view.x = self.x - (my_view.width // 2) my_view.y = self.y - (my_view.height // 2)
def event_step(self, time_passed, delta_mult): # Movement key_motion = (sge.get_key_pressed(self.down_key) - sge.get_key_pressed(self.up_key)) self.yvelocity = key_motion * PADDLE_SPEED # Keep the paddle inside the window if self.bbox_top < 0: self.bbox_top = 0 elif self.bbox_bottom > sge.game.height: self.bbox_bottom = sge.game.height
def event_step(self, time_passed): # Movement key_motion = (sge.get_key_pressed(self.down_key) - sge.get_key_pressed(self.up_key)) self.yvelocity = key_motion * PADDLE_SPEED # Keep the paddle inside the window if self.y < 0: self.y = 0 elif self.y > sge.game.height: self.y = sge.game.height
def event_step(self, time_passed): # Movement if self.axis_motion: self.yvelocity = self.axis_motion * 4 else: self.yvelocity = (sge.get_key_pressed(self.down_key) - sge.get_key_pressed(self.up_key)) * 4 # Keep the paddle inside the window if self.bbox_top < 0: self.bbox_top = 0 elif self.bbox_bottom > sge.game.height: self.bbox_bottom = sge.game.height self.axis_motion = 0
def event_step(self, time_passed): self.xvelocity = (sge.get_key_pressed(self.right_key) - sge.get_key_pressed(self.left_key)) * 6 self.yvelocity = sge.get_key_pressed(self.down_key) - sge.get_key_pressed(self.up_key) if self.bbox_left < 0: self.bbox_left = 0 elif self.bbox_right > sge.game.width: self.bbox_right = sge.game.width if self.bbox_top < 0: self.bbox_top = 0 elif self.bbox_bottom > sge.game.height: self.bbox_bottom = sge.game.height if self.can_shoot and sge.get_key_pressed("space"): self.shoot()
def event_step(self, time_passed): self.xvelocity = (sge.get_key_pressed(self.right_key) - sge.get_key_pressed(self.left_key)) * 6 self.yvelocity = (sge.get_key_pressed(self.down_key) - sge.get_key_pressed(self.up_key)) if self.bbox_left < 0: self.bbox_left = 0 elif self.bbox_right > sge.game.width: self.bbox_right = sge.game.width if self.bbox_top < 0: self.bbox_top = 0 elif self.bbox_bottom > sge.game.height: self.bbox_bottom = sge.game.height if self.can_shoot and sge.get_key_pressed('space'): self.shoot()
def event_step(self, time_passed): left_key = ["left", "a", "j", "kp_4"][self.player] right_key = ["right", "d", "l", "kp_6"][self.player] up_key = ["up", "w", "i", "kp_8"][self.player] down_key = ["down", "s", "k", "kp_5"][self.player] self.xvelocity = sge.get_key_pressed(right_key) - sge.get_key_pressed(left_key) self.yvelocity = sge.get_key_pressed(down_key) - sge.get_key_pressed(up_key) # Limit the circles to inside the room. if self.bbox_left < 0: self.bbox_left = 0 elif self.bbox_right >= sge.game.current_room.width: self.bbox_right = sge.game.current_room.width - 1 if self.bbox_top < 0: self.bbox_top = 0 elif self.bbox_bottom >= sge.game.current_room.height: self.bbox_bottom = sge.game.current_room.height - 1
def event_step(self, time_passed): # Movement key_motion = sge.get_key_pressed(self.down_key) - sge.get_key_pressed(self.up_key) axis_motion = sge.get_joystick_axis(self.joystick, 1) if abs(axis_motion) > abs(key_motion) and abs(axis_motion) > abs(self.trackball_motion): self.yvelocity = axis_motion * PADDLE_SPEED elif abs(self.trackball_motion) > abs(key_motion) and abs(self.trackball_motion) > abs(axis_motion): self.yvelocity = self.trackball_motion * PADDLE_SPEED else: self.yvelocity = key_motion * PADDLE_SPEED self.trackball_motion = 0 # Keep the paddle inside the window if self.bbox_top < 0: self.bbox_top = 0 elif self.bbox_bottom > sge.game.height: self.bbox_bottom = sge.game.height
def event_step(self, time_passed): # Movement key_motion = (sge.get_key_pressed(self.down_key) - sge.get_key_pressed(self.up_key)) axis_motion = sge.get_joystick_axis(self.joystick, 1) if (abs(axis_motion) > abs(key_motion) and abs(axis_motion) > abs(self.trackball_motion)): self.yvelocity = axis_motion * PADDLE_SPEED elif (abs(self.trackball_motion) > abs(key_motion) and abs(self.trackball_motion) > abs(axis_motion)): self.yvelocity = self.trackball_motion * PADDLE_SPEED else: self.yvelocity = key_motion * PADDLE_SPEED self.trackball_motion = 0 # Keep the paddle inside the window if self.bbox_top < 0: self.bbox_top = 0 elif self.bbox_bottom > sge.game.height: self.bbox_bottom = sge.game.height