def handle_event(e): if e.type == SDL_QUIT: gfw.quit() elif e.type == SDL_KEYDOWN: if e.key == SDLK_ESCAPE: gfw.pop() player.handle_event(e)
def handle_event(e): if e.type == SDL_QUIT: gfw.quit() elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE): gfw.quit() global player player.handle_event(e)
def handle_event(e): if e.type == SDL_QUIT: gfw.quit() elif e.type == SDL_KEYDOWN: if e.key == SDLK_ESCAPE: gfw.pop() elif e.key == SDLK_RETURN: #엔터 게임시작 start_game() elif e.key == SDLK_SPACE: #스페이스바 다음스테이지 gfw.push(howtostage2) player.handle_event(e)
def handle_event(e): if e.type == SDL_QUIT: gfw.quit() elif e.type == SDL_KEYDOWN: if e.key == SDLK_ESCAPE: gfw.pop() elif e.key == SDLK_RETURN: start_game() elif e.type == SDL_MOUSEBUTTONDOWN: start_game() player.handle_event(e)
def main(): pygame.init() pygame.display.set_mode(graphics.screen_size) pygame.display.set_caption("Dungeon Crawler") pygame.mouse.set_visible(1) pygame.key.set_repeat(1, 30) clock = pygame.time.Clock() player = animation.Animation((32, 32)) # player1 = player.Player("player1",fist,none,100,50,1000,[]) tile.init() map = room.load(os.path.join("data", "level1.txt")) screen = pygame.display.get_surface() running = True while running: clock.tick(30) screen.fill((0, 0, 0)) for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: pygame.event.post(pygame.event.Event(pygame.QUIT)) map.draw(screen) player.handle_event(event) screen.blit(player.image, player.rect) pygame.display.flip() clock.tick(30)
#Create our screen, set caption, initiate clock screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Python/Pygame Animation") clock = pygame.time.Clock() '''Here we create our player object. The (200, 200) values are passed to the position parameter in our Player class. This means the top-left corner of our character will be drawn at x-y position (200, 200) on the screen. We similary pass our sprite sheet to the constructor, where all the methods we wrote previously do their work and transform this into a single frame on the screen.''' player = player.Player((200, 200), 'serge_walk.png') #Create main loop game_over = False while game_over == False: for event in pygame.event.get(): if event.type == pygame.QUIT: game_over = True #Call our event handler, fill the screen, and blit (draw) player to the screen player.handle_event(event) screen.fill(pygame.Color('black')) screen.blit(player.image, player.rect) pygame.display.flip() #The clock is an easy way to control our animation speed clock.tick(15) pygame.quit()
#Create our screen, set caption, initiate clock screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Python/Pygame Animation") clock = pygame.time.Clock() '''Here we create our player object. The (200, 200) values are passed to the position parameter in our Player class. This means the top-left corner of our character will be drawn at x-y position (200, 200) on the screen. We similary pass our sprite sheet to the constructor, where all the methods we wrote previously do their work and transform this into a single frame on the screen.''' player = player.Player((200, 200), 'serge_walk.png') #Create main loop game_over = False while game_over == False: for event in pygame.event.get(): if event.type == pygame.QUIT: game_over = True #Call our event handler, fill the screen, and blit (draw) player to the screen player.handle_event(event) screen.fill(pygame.Color('black')) screen.blit(player.image, player.rect) pygame.display.flip() #The clock is an easy way to control our animation speed clock.tick(15) pygame.quit ()