Exemple #1
0
 def handle_event(self, event):
     from game import Overworld
     State.handle_event(self, event)
     if event.type == pygame.KEYDOWN:
         old_cur_x_index, old_cur_y_index = Overworld.cur_x_index, Overworld.cur_y_index
         if event.key == pygame.K_UP:
             Overworld.cur_y_index -= 1
             self.refresh_screen = True
         elif event.key == pygame.K_DOWN:
             Overworld.cur_y_index += 1
             self.refresh_screen = True
         elif event.key == pygame.K_LEFT:
             Overworld.cur_x_index -= 1
             self.refresh_screen = True
         elif event.key == pygame.K_RIGHT:
             Overworld.cur_x_index += 1
             self.refresh_screen = True
         if self._level.isWall(Overworld.center_x_index(), Overworld.center_y_index()):
             Overworld.cur_x_index = old_cur_x_index
             Overworld.cur_y_index = old_cur_y_index
         elif self._level.isLadder(Overworld.center_x_index(), Overworld.center_y_index()):
             self._level = self._level.load_level(Overworld.center_x_index(), Overworld.center_y_index())
             self.refresh_screen = True
         elif self._level.isMonster(Overworld.center_x_index(), Overworld.center_y_index()):
             from game import set_state
             from battle_state import BattleState
             from battle import Skeleton
             new_state = BattleState(Skeleton())
             set_state(new_state)
             new_state.play_music()
     return
Exemple #2
0
 def handle_event(self, event):
     State.handle_event(self, event)
     if event.type == pygame.KEYDOWN:
         if event.key == pygame.K_DOWN:
             if self._current_choice < self._number_of_choices - 1:
                 self._current_choice += 1
                 self.refresh_screen = True
         elif event.key == pygame.K_UP:
             if self._current_choice > 0:
                 self._current_choice -= 1
                 self.refresh_screen = True
         elif event.key == pygame.K_RETURN:
             if self._current_choice == 0:
                 from level_state import LevelState
                 from game import set_state
                 state = LevelState("tower_entrance.txt")
                 set_state(state)
                 state.play_music()
     return
 def handle_event(self, event):
     State.handle_event(self, event)
     if self.child_state:
         self.child_state.handle_event(event)
     return
Exemple #4
0
 def handle_event(self, event):
     State.handle_event(self, event)
     return