def handle_events(): global gunner , Move events = get_events() for event in events: if event.type == SDL_QUIT: FrameWork.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: FrameWork.change_state(Title) else: gunner.handle_event(event)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: FrameWork.quit() else: if (event.type , event.key) == (SDL_KEYDOWN , SDLK_ESCAPE): FrameWork.quit() elif (event.type , event.key) == (SDL_KEYDOWN , SDLK_SPACE): FrameWork.change_state(Main) pass
def handle_events(): global gunner events = get_events() for event in events: if event.type == SDL_QUIT: FrameWork.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: FrameWork.change_state(Title) elif event.type == SDL_KEYDOWN and event.key == SDLK_RIGHT: if gunner.state != gunner.RIGHT_WALK: gunner.direction = gunner.PLAYER_RIGHT gunner.state = gunner.RIGHT_WALK gunner.endframe = 10 gunner.startframe = 3 elif event.type == SDL_KEYDOWN and event.key == SDLK_UP: if gunner.state != gunner.RIGHT_WALK: gunner.direction = gunner.PLAYER_UP gunner.state = gunner.RIGHT_WALK gunner.endframe = 10 gunner.startframe = 3 elif event.type == SDL_KEYUP and event.key == SDLK_RIGHT: if gunner.state != gunner.RIGHT_STAND1: gunner.state = gunner.RIGHT_STAND1 gunner.endframe = 11 gunner.startframe = 0 elif event.type == SDL_KEYUP and event.key == SDLK_UP: if gunner.state != gunner.RIGHT_STAND1: gunner.state = gunner.RIGHT_STAND1 gunner.endframe = 11 gunner.startframe = 0 """ elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE: if gunner.state == gunner.LEFT_RUN: gunner.state = gunner.RIGHT_RUN elif gunner.state == gunner.RIGHT_RUN: gunner.state = gunner.LEFT_RUN elif gunner.state == gunner.RIGHT_STAND: gunner.state = gunner.RIGHT_RUN elif gunner.state == gunner.LEFT_STAND: gunner.state = gunner.LEFT_RUN """ pass