def act(self): self.timer.tick(60) surface_manager.clear(self.display, self.background) keys = pygame.key.get_pressed() if keys[K_RIGHT]: self.player.mover_der() if keys[K_LEFT]: self.player.mover_izq() if keys[K_UP]: self.player.jump() else: self.player.stop_jumping() for event in pygame.event.get(): if event.type == KEYDOWN: if event.key == K_1: self.player.throw_shuriken() self.level_manager.update() surface_manager.update() dirty_rects = surface_manager.draw(self.display) pygame.display.update(dirty_rects) if self.p_vez1: self.instruc.play() pygame.time.delay(int(self.instruc.get_length()*1000)) self.p_vez1 = False
def act(self): self.timer.tick(60) surface_manager.clear(self.display, self.background) keys = pygame.key.get_pressed() if keys[K_SPACE]: self.player.jump() else: self.player.stop_jumping() for event in pygame.event.get(): if event.type == KEYDOWN: if event.key == K_1: self.player.throw_shuriken() check_for_combo() self.level_manager.update() surface_manager.update() dirty_rects = surface_manager.draw(self.display) pygame.display.update(dirty_rects)
def act(self): self.timer.tick(60) surface_manager.clear(self.display, self.background) #Sets up the key-press functions keys = pygame.key.get_pressed() #Jump if keys[K_SPACE]: self.player.jump() else: self.player.stop_jumping() #Shoot for event in pygame.event.get(): if event.type == KEYDOWN: if event.key == K_f: self.player.shoot() check_for_combo() self.level_manager.update() surface_manager.update() dirty_rects = surface_manager.draw(self.display) pygame.display.update(dirty_rects)