class Controle: def __init__(self): self.opcao = 1 self.mainClock = pygame.time.Clock() self.tempoTotal = 0 return def controla(self): pygame.init() width,height = 632,632 self.screen = pygame.display.set_mode((width,height)) pygame.display.set_caption('Labirinto do Capeta') self.menu = MenuLabirinto() self.jogo = JogoLabirinto() self.creditos = Creditos() self.finaljogo = FinalJogo() #cima #baixo #esqu #dire #esc #espaco self.keys = [False, False, False, False, False, False,False] while self.opcao != 3: self.capturaEventos() if self.opcao == 1: self.menu.mostraMenu(self) elif self.opcao == 2: self.jogo.mostraJogo(self) elif self.opcao == 4: self.creditos.mostraCreditos(self) elif self.opcao == 5: self.finaljogo.mostraMenuFinalJogo(self) self.mainClock.tick(15) pygame.quit() sys.exit() # para sair de uma forma mais suave def capturaEventos(self): for event in pygame.event.get(): if event.type == pygame.QUIT: self.opcao = 3 if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: self.keys[0] = True if event.key == pygame.K_DOWN: self.keys[1] = True if event.key == pygame.K_LEFT: self.keys[2] = True if event.key == pygame.K_RIGHT: self.keys[3] = True if event.key == pygame.K_ESCAPE: self.keys[4] = True if event.key == pygame.K_SPACE: self.keys[6] = True if event.type == pygame.KEYUP: if event.key == pygame.K_UP: self.keys[0] = False if event.key == pygame.K_DOWN: self.keys[1] = False if event.key == pygame.K_LEFT: self.keys[2] = False if event.key == pygame.K_RIGHT: self.keys[3] = False if event.key == pygame.K_ESCAPE: self.keys[4] = False if event.key == pygame.K_SPACE: self.keys[6] = False