def update(self, clock, player, enemies, surfaces): from config import keyboard, keymap #am i alive? if (self.health <= 0): self.alive = False vel = Vector2(0, 0); if keyboard.down(keymap.UP): vel.y -= 1 elif keyboard.down(keymap.DOWN): vel.y += 1 if keyboard.down(keymap.LEFT): vel.x -= 1 elif keyboard.down(keymap.RIGHT): vel.x += 1 self.vel = vel.normalized() * PLAYER_SPEED super(Player, self).update(clock, player, enemies, surfaces) if keyboard.downup(keymap.MAGIC): self.useMagic() # Check to see if we have touched edge of the screen if self.rect.left < config.TILEX * 2: self.gameState.nextMap("left", self.getPos()) elif self.rect.right > config.WIDTH - config.TILEX * 2: self.gameState.nextMap("right", self.getPos()) elif self.rect.top < 0: self.gameState.nextMap("up", self.getPos()) elif self.rect.bottom > config.HEIGHT: self.gameState.nextMap("down", self.getPos())
def sudoNext(self): #Used for debugging, from config import keyboard, keymap mmap = None if keyboard.downup(keymap.DUP): mmap = self.wl.north[self.currentMap] elif keyboard.downup(keymap.DDOWN): mmap = self.wl.south[self.currentMap] elif keyboard.downup(keymap.DLEFT): mmap = self.wl.west[self.currentMap] elif keyboard.downup(keymap.DRIGHT): mmap = self.wl.east[self.currentMap] if mmap is not None: self.currentMap = mmap print "MAP: ", mmap self.environment = self.wl.getMap(mmap, self.worldMap) # Added for debugging purposes. Remove when not needed print "MAP: ", mmap
def update(self, clock): from config import keyboard, keymap super(TitleState, self).update(clock) self.tick += 1 if self.tick < self.tickInterval/4: TitleState.btnStartGroup.add(self.btnStart2) else: TitleState.btnStartGroup.add(self.btnStart) if keyboard.downup(keymap.START): self.main.changeState(GameState(self.main)) TitleState.btnStartGroup.update(clock) TitleState.titleGroup.update(clock)
def update(self, clock): from config import keyboard, keymap if keyboard.downup(keymap.MAP): self.show = not self.show