def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: del title_state.bgm del store_state.bgm game_framework.quit() else: if event.type == SDL_KEYDOWN: if event.key == SDLK_LEFT: if store_state.sel_x > 380: store_state.sel_x -= 150 pass elif event.key == SDLK_RIGHT: if store_state.sel_x <= 380: store_state.sel_x += 150 pass elif event.key == SDLK_SPACE: if store_state.sel_x == 380: del title_state.bgm game_framework.change_state(title_state) pass elif store_state.sel_x == 530: del store_state.bgm game_framework.change_state(store_state) pass pass
def handle_events(): global running events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN: InputManager.KeyDown(event.key) if event.key == SDLK_ESCAPE: game_framework.quit() #나중에 없애기 if event.key == SDLK_m: m1 = TurtleMonster(797 + 500+ random.randint(10, 500), 935, 55, 80, Hero) MonsterList.append(m1) elif event.type == SDL_KEYUP: InputManager.KeyUp(event.key) elif event.type == SDL_MOUSEMOTION: InputManager.mouseX, InputManager.mouseY = event.x, 720 - event.y elif event.type == SDL_MOUSEBUTTONDOWN: if event.button == SDL_BUTTON_LEFT: InputManager.LButton = True elif event.button == SDL_BUTTON_RIGHT: InputManager.RButton = True elif event.type == SDL_MOUSEBUTTONUP: if event.button == SDL_BUTTON_LEFT: InputManager.LButton = False elif event.button == SDL_BUTTON_RIGHT: InputManager.RButton = False
def handle_events(): global Game_Running, Rabbit_Frame, Rabbit_Direction, GAME_Scenes global Game_Map, Game_MapCheck, GameMap_Col, GameMap_Row, GameCreated_Line, Rabbit_Y, Rabbit_X, Rabbit_UpDownDirection, RabbitJump_LimitCount, Rabbit_Jet events = get_events() for event in events: if event.type == SDL_QUIT or event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: # 종료버튼을 누르거나 or 키보드의 ESC 키를 누를경우 종료를 한다. """ GameUpdate_Menu("Game_Select") Rabbit_Y ,Rabbit_X, Rabbit_UpDownDirection, RabbitJump_LimitCount = 100, 100, "Up", 0 Game_Map, Game_MapCheck, GameCreated_Line = GameMap_Reset(GameMap_Col, GameMap_Row, Game_Map, Game_MapCheck) game_framework.change_state(game_select) """ Rabbit_Y = 0 Game_Over() print("Game_Over") if event.type == SDL_MOUSEBUTTONDOWN: x, y = event.x, Canvas_Height - event.y #GAME_Scenes = GameMenu_Click(GAME_Scenes, x, y) print(x, "-", y) ################################################## # 종료할경우 Game_Running를 죽인다. if GAME_Scenes == False: game_framework.quit() ################################################## if event.type == SDL_KEYDOWN and event.key == SDLK_LEFT: Rabbit_Direction = "Left" if event.type == SDL_KEYDOWN and event.key == SDLK_RIGHT: Rabbit_Direction = "Right" if event.type == SDL_KEYDOWN and event.key == SDLK_SPACE: #Rabbit_Jet = True pass pass
def handle_events(frame_time): global mario events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.push_state(title_state) elif event.type == SDL_KEYDOWN: if event.key == SDLK_UP : if mario.y == 90 : mario.state = 'JUMP' mario.jump_sound.play() if mario.y != 90 : mario.state = 'JUMP2' mario.jump_sound.play() elif event.key == SDLK_DOWN: if mario.state == 'RUN' : mario.state = 'SLIDE' elif event.type == SDL_KEYUP: if event.key == SDLK_DOWN: if mario.state == 'SLIDE' : mario.state = 'RUN'
def handle_events(frame_time): global name_x, select_menu, ishelp events=get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif(event.type == SDL_MOUSEMOTION): class_cursor.Cursor.x,class_cursor.Cursor.y=event.x,600-event.y elif event.type == SDL_MOUSEBUTTONDOWN and event.button ==SDL_BUTTON_LEFT: ishelp = False if select_menu == True: click_type = check_click(event.x,600-event.y) if click_type == NEW_GAME or click_type == LOAD_GAME: game_framework.push_state(main_state,click_type) if click_type == HELP: ishelp = True else: if(event.type) == (SDL_KEYDOWN): ishelp=False if(event.type, event.key) == (SDL_KEYDOWN,SDLK_ESCAPE): game_framework.quit() elif(event.type, event.key) == (SDL_KEYDOWN,SDLK_SPACE): if name_x != 365: name_x =365 else: select_menu = True
def handle_events(): global isMouseClicked, isButtonClicked, MouseList, maincharacter, stargoal, is_goal, frame, main_state events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() is_goal = False elif event.type == SDL_MOUSEMOTION: if isMouseClicked: MouseList.append([event.x, 600 - event.y, random.randint(0, 3)]) elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.change_state(title_state) elif (event.type, event.button) == (SDL_MOUSEBUTTONDOWN, SDL_BUTTON_LEFT): isMouseClicked = True mx = event.x my = 600 - event.y if (10 < mx < 90) and (515 < my < 585): startbutton.image = load_image("resource/start_button2.png") startbutton.draw() isButtonClicked = True if (710 < mx < 785) and (515 < my < 585): isButtonClicked = False MouseList = [] enter() elif (event.type, event.button) == (SDL_MOUSEBUTTONUP, SDL_BUTTON_LEFT): isMouseClicked = False
def handle_events(frame_time): # fill here global hero, slime, bullets, slimes, interface, rand events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() else: hero.handle_events(event) if event.type == SDL_MOUSEBUTTONDOWN: if hero.weaponstate == 2: if hero.x > event.x: bullets.append(Bullet(hero.x, hero.y, event.x, event.y, 0)) else: bullets.append(Bullet(hero.x, hero.y, event.x, event.y, 1)) if (event.type, event.key) == (SDL_KEYDOWN, SDLK_p): rand = random.randint(0, 3) if rand == 0: slimes.append(Slime_red()) elif rand == 1: slimes.append(Slime_blue()) elif rand == 2: slimes.append(Slime_pink()) elif rand == 3: slimes.append(Slime_yellow())
def handle_events(): global Game_Running, Rabbit_Frame, Rabbit_Direction, GAME_Scenes events = get_events() for event in events: if event.type == SDL_QUIT or event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: # 종료버튼을 누르거나 or 키보드의 ESC 키를 누를경우 종료를 한다. game_framework.quit() if event.type == SDL_MOUSEBUTTONDOWN: x, y = event.x, Canvas_Height - event.y GAME_Scenes = GameMenu_Click(GAME_Scenes, x, y) ################################################## # 종료할경우 Game_Running를 죽인다. if GAME_Scenes == "False": game_framework.quit() if GAME_Scenes == "GameSelect": GameUpdate_Menu("Game_Select") game_framework.change_state(game_select) if GAME_Scenes == "Game_Score": GameUpdate_Menu("Game_Score") game_framework.change_state(game_score) if GAME_Scenes == "Game_Help": GameUpdate_Menu("Game_Help") game_framework.change_state(game_help) ################################################## pass pass
def handle_events(frame_time): global main_pause events = get_events() stage.handle_event(events) wing.handle_event(events) boots.handle_event(events) fire_wall.handle_event(events) for fireBall in fireBalls: fireBall.handle_event(events) for jem in jems: jem.handle_event(events) for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN: if event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif event.key == SDLK_h: game_framework.push_state(hold_state) elif event.key == SDLK_x and time_gauge.saved_percent > 0: # 타임 리프 시작 Change_time_back(True) else: sonic.handle_event(event) elif event.type == SDL_KEYUP: if event.key == SDLK_x: # 타임 리프 중지 Change_time_back(False)
def handle_events(): events = get_events() global select global selectsound, selectmovesound for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if(event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() elif(event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): selectsound.play() delay(0.7) if select == 0: game_framework.change_state(player1_main_state) elif select == 1: game_framework.change_state(player2_main_state) if(event.type, event.key) == (SDL_KEYDOWN, SDLK_LEFT): if(select == 1): select = 0 selectmovesound.play() elif(event.type, event.key) == (SDL_KEYDOWN, SDLK_RIGHT): if(select == 0) : select = 1 selectmovesound.play()
def handle_events(frame_time): global testing global arrow global score events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() if event.type == SDL_KEYDOWN: if event.key == SDLK_ESCAPE: game_framework.quit() if event.key == SDLK_1 and arrow[0].launch == False and arrow[0].timeck == False: arrow[0].launch, ballistas[0].launch, arrow[0].timeck = True, True, True arrow[0].x, arrow[0].y = 110, 280 if event.key == SDLK_2 and arrow[1].launch == False and arrow[1].timeck == False: arrow[1].launch, ballistas[1].launch, arrow[1].timeck = True, True, True arrow[1].x, arrow[1].y = 210, 230 if event.key == SDLK_3 and arrow[2].launch == False and arrow[2].timeck == False: arrow[2].launch, ballistas[2].launch, arrow[2].timeck = True, True, True arrow[2].x, arrow[2].y = 310, 180 if event.key == SDLK_4 and arrow[3].launch == False and arrow[3].timeck == False: arrow[3].launch, ballistas[3].launch, arrow[3].timeck = True, True, True arrow[3].x, arrow[3].y = 410, 130 if event.key == SDLK_u: score.score += 1000 if event.key == SDLK_b: score.score -= 1000
def handle_events(): global arrive_planet,attack,select, x, y, start,attackplanet,selectplanet,check events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_s): start = 1 elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): game_framework.push_state(PlanetGame2) elif event.type == SDL_MOUSEBUTTONDOWN: if event.button == SDL_BUTTON_LEFT: x, y = event.x , 700-event.y for planet in allplanet: if planet.x - 50 < x < planet.x + 50 and planet.y - 50 < y < planet.y + 50: x = planet.x y = planet.y # if planet.planet_image == 1: if attack == False: attack=True print("Attak!") elif attack == True: attack = False else: if select == False: select == True print("select!") elif select == True: select == False selectplanet = planet planet.check = 1 select = True arrive_planet = planet.name
def handle_events(frame_time): global testing global arrows global score, weather events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() if event.type == SDL_KEYDOWN: if event.key == SDLK_ESCAPE: game_framework.quit() if event.key == SDLK_1 and ballistas[0].state == ballistas[0].READY: arrows.append(weapon.Arrow(110, 280)) ballistas[0].state = ballistas[0].LAUNCH if event.key == SDLK_2 and ballistas[1].state == ballistas[1].READY: arrows.append(weapon.Arrow(210, 230)) ballistas[1].state = ballistas[1].LAUNCH if event.key == SDLK_3 and ballistas[2].state == ballistas[2].READY: arrows.append(weapon.Arrow(310, 180)) ballistas[2].state = ballistas[2].LAUNCH if event.key == SDLK_4 and ballistas[3].state == ballistas[3].READY: arrows.append(weapon.Arrow(410, 130)) ballistas[3].state = ballistas[3].LAUNCH if event.key == SDLK_5: weather = background.Snow() if event.key == SDLK_6: weather = background.Rain() if event.key == SDLK_u: Life.life -= 20 if event.key == SDLK_b: score.score -= 1000
def handle_events(): events = get_events() for event in events: if (event.type == SDL_QUIT) or (event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE): game_framework.quit() hero.handle_events(event)
def handle_events(): global running #함수가 작동 중인지 여부 확인. global Sliding # 슬라이딩 중 다른 조작 못 하게. global Jumping # 점프 중 다른 조작 못 하게. global braveCookie events = get_events() for event in events: if event.type == SDL_QUIT : #나가기 버튼을 누르면 함수 종료. game_framework.quit() elif event.type == SDL_KEYDOWN: #키 다운 상태일 때. if event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif event.key == SDLK_UP : if braveCookie.Jumping == 0: braveCookie.Jump() braveCookie.PlusJumping() elif braveCookie.Jumping == 1: braveCookie.ReDifine_Frame() braveCookie.Jump_Double() elif event.key == SDLK_DOWN and braveCookie.Jumping == 0: braveCookie.Slide() Sliding += 1 if event.type == SDL_KEYUP : #키를 떼면! if Sliding != 0 : braveCookie.Running() Sliding = 0
def handle_events(): events = get_events() global x, y, PlayerName, ui, buy_weapon, shop_button for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_MOUSEMOTION: x, y = event.x, 800 - event.y elif event.type == SDL_MOUSEBUTTONDOWN: x, y = event.x, 800 - event.y if x > 40 and x < 190 and y > 350 and y < 530 : buy_weapon = ItemBuy('weapon', buy_weapon) shop_button.play(1) if x > 225 and x < 375 and y > 590 and y < 765 : UI.AddArmor(None) shop_button.play(1) if x > 400 and x < 556 and y > 350 and y < 530 : UI.AddBomb(None) shop_button.play(1) else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): game_framework.change_state(mainGame)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state)
def handle_events(frame_time): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif (event.type, event.button) == (SDL_MOUSEBUTTONDOWN, SDL_BUTTON_LEFT): global btn btn.click() elif event.type == SDL_MOUSEMOTION: x, y = event.x, event.y # 399-menubtn.w/2,599-menutitle.h-menubtn.h + 48*3 print(x, y) if x > 399-menubtn.w/2 and x < 399-menubtn.w/2 + 160 and y > menutitle.h + 48*0 and y < menutitle.h + 48*0+48: MenuBtn.MOUSEON = 0 print(MenuBtn.MOUSEON) elif x > 399-menubtn.w/2 and x < 399-menubtn.w/2 + 160 and y > menutitle.h + 48*1 and y < menutitle.h + 48*1+48: MenuBtn.MOUSEON = 1 print(MenuBtn.MOUSEON) elif x > 399-menubtn.w/2 and x < 399-menubtn.w/2 + 160 and y > menutitle.h + 48*2 and y < menutitle.h + 48*2+48: MenuBtn.MOUSEON = 2 print(MenuBtn.MOUSEON) elif x > 399-menubtn.w/2 and x < 399-menubtn.w/2 + 160 and y > menutitle.h + 48*3 and y < menutitle.h + 48*3+48: MenuBtn.MOUSEON = 3 print(MenuBtn.MOUSEON) else: MenuBtn.MOUSEON = 4 else: if(event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): game_framework.change_state(worldmap)
def handle_events(): events = get_events() global x, y, PlayerName, ui, ui_button for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_MOUSEMOTION: x, y = event.x, 800 - event.y elif event.type == SDL_MOUSEBUTTONDOWN: x, y = event.x, 800 - event.y if x > 73 and x < 263 and y > 296 and y < 488: ui = UI("Sunny") UI.Type = 0 UI.Init(None) print("Suny!!!!!!!!!!!!!!!!") ui_button.play(1) #game_framework.push_state(mainGame) game_framework.change_state(Shop) if x > 336 and x < 525 and y > 296 and y < 488: ui = UI("Raby") UI.Type = 1 UI.Init(None) print("Raby!!!!!!!!!!!!!!") ui_button.play(1) #game_framework.push_state(mainGame) game_framework.change_state(Shop) #game_framework.change_state(main_raby) else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit()
def handle_events(): global running events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN: InputManager.KeyDown(event.key) if event.key == SDLK_ESCAPE: game_framework.quit() elif event.type == SDL_KEYUP: InputManager.KeyUp(event.key) elif event.type == SDL_MOUSEMOTION: InputManager.mouseX, InputManager.mouseY = event.x, 720 - event.y InputManager.mPos.x, InputManager.mPos.y = event.x + Camera.x, 720 - event.y + Camera.y elif event.type == SDL_MOUSEBUTTONDOWN: if event.button == SDL_BUTTON_LEFT: InputManager.LButton = True elif event.button == SDL_BUTTON_RIGHT: InputManager.RButton = True elif event.type == SDL_MOUSEBUTTONUP: if event.button == SDL_BUTTON_LEFT: InputManager.LButton = False elif event.button == SDL_BUTTON_RIGHT: InputManager.RButton = False
def handle_events(): global time, go_shop, go_shop_click, bgm, sum_score global x, y events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_MOUSEMOTION: x, y = event.x, 800 - event.y elif event.type == SDL_MOUSEBUTTONDOWN: x, y = event.x, 800 - event.y if x > 485 and x < 735 and y > 195 and y < 255: go_shop.play() bgm.stop() game_framework.change_state(main_state) if x > 470 and x < 540 and y > 264 and y < 320: go_shop.play() game_framework.push_state(shop) else: if(event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_2: sum_score += 100
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit()
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() hero.handle_events(event)
def handle_events(frame_time): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type,event.key) == (SDL_KEYDOWN,SDLK_ESCAPE): game_framework.quit() elif (event.type,event.key) == (SDL_KEYDOWN,SDLK_UP): if floor.portal_flag == True: temp.character_life = character.life temp.character_skill = character.skill game_framework.change_state(Semiboss_state) else: pass else: character.handle_event(event) if character.b_attack == True: shooting() if character.skill > 0 : if character.b_skill == True: if skillcol == False: skilling() character.skilldown() background.handle_event(event) floor.handle_event(event)
def handle_events(): global player, background, x, y events = get_events() if background.frame >= 8: #print(background.frame) converter.player_hpsize = player.hpsize converter.player_score = player.score game_framework.change_state(main_state3) for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_MOUSEBUTTONDOWN: if player.mouse_x > 354 and player.mouse_x < 446 and player.mouse_y > 259 and player.mouse_y < 291: result_ok_sound.play() game_framework.change_state(lobby) else: if event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: player.bgm.stop() game_framework.change_state(title_state) elif event.type == SDL_KEYDOWN and event.key == SDLK_2: converter.player_hpsize = player.hpsize converter.player_score = player.score game_framework.change_state(main_state3) else: player.handle_events(event)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() if (event.type, event.button) == (SDL_MOUSEBUTTONDOWN, SDL_BUTTON_LEFT): object.click = True object.sound_click.play() if object.drop_coin[object.stage - 1][object.monsters_count - 1] == True: if (object.coinX - 18 < event.x and event.x < object.coinX + 15) and (465 < event.y and event.y < 495): object.sound_eatCoin.play() object.eat_coin += 100 object.drop_coin[object.stage - 1][object.monsters_count - 1] = False elif (event.type, event.button) == (SDL_MOUSEBUTTONUP, SDL_BUTTON_LEFT): object.click = False elif event.type == SDL_KEYDOWN: if event.key == SDLK_a and object.eat_coin >= object.skill_upgrade: object.sound_upgrage.play() object.my_damage += 5 object.eat_coin -= object.skill_upgrade object.skill_upgrade += 100 * object.stage if event.key == SDLK_q: object.my_damage += 100
def handle_events(frame_time): global collisionRectShow events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif event.type == SDL_KEYDOWN and event.key == SDLK_z: if player.get_player() == player_class.PLAYER_A : player_missile.showMissile(player.x, player.y) elif player.get_player() == player_class.PLAYER_S : player_protect_missile.showMissile(player.x, player.y) elif event.type == SDL_KEYDOWN and event.key == SDLK_x: if player.get_player() == player_class.PLAYER_A : if player_special_missile_s.get_view() == False: player_special_missile.showSpecial(player.x, player.y) elif player.get_player() == player_class.PLAYER_S : if player_special_missile.get_view() == False: player_special_missile_s.showSpecial(player.x, player.y) elif event.type == SDL_KEYDOWN and event.key == SDLK_r: if collisionRectShow == True: collisionRectShow = False else: collisionRectShow = True else: player.handle_event(event)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE: #LEFT_RUN, RIGHT_RUN, LEFT_STAND, RIGHT_STAND = 0, 1, 2, 3 if boy.state == 0: boy.state = 1 elif boy.state == 1: boy.state = 0 elif boy.state == 2: boy.state = 0 boy.run_frames = 0 #boy.stand_frames = 0 elif boy.state == 3: boy.state = 1 boy.run_frames = 0 elif event.type == SDL_KEYDOWN and event.key == SDLK_h: global test if test == 0: test = 1 else: test = 0
def handle_events(): events = get_events() for event in events: if (event.type == SDL_QUIT) or (event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE): game_framework.quit() elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): game_framework.change_state(main_state)
def handle_events(frame_time): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.change_state(title_state)
def handle_events(frame_time): global mx, my, Btn, Selected events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() elif event.type == SDL_MOUSEMOTION: mx, my = event.x, 799 - event.y if (mx > 600 - Btn.width / 2) & (mx < 600 + Btn.width / 2) & ( my > 400 - Btn.height / 2) & (my < 400 + Btn.height / 2): Selected.y = 400 elif (mx > 600 - Btn.width / 2) & (mx < 600 + Btn.width / 2) & ( my > 300 - Btn.height / 2) & (my < 300 + Btn.height / 2): Selected.y = 300 elif (mx > 600 - Btn.width / 2) & (mx < 600 + Btn.width / 2) & ( my > 200 - Btn.height / 2) & (my < 200 + Btn.height / 2): Selected.y = 200 elif (mx > 600 - Btn.width / 2) & (mx < 600 + Btn.width / 2) & ( my > 100 - Btn.height / 2) & (my < 100 + Btn.height / 2): Selected.y = 100 else: Selected.y = -100 elif event.type == SDL_MOUSEBUTTONDOWN: click.play() if Selected.y == 400: BG.music_off() game_framework.push_state(main_state) if Selected.y == 300: BG.music_off() game_framework.push_state(help_state) if Selected.y == 200: BG.music_off() game_framework.push_state(option_state) if Selected.y == 100: BG.music_off() game_framework.quit() pass
def handle_events(): global button events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.quit() elif event.type == SDL_MOUSEMOTION: mouse_x, mouse_y = event.x, 900 - event.y - 1 if 800 - 200 <= mouse_x <= 800 + 200 and 300 - 50 <= mouse_y <= 300 + 50: button = START elif 800 - 200 <= mouse_x <= 800 + 200 and 180 - 50 <= mouse_y <= 180 + 50: button = EXIT else: button = NONE elif event.type == SDL_MOUSEBUTTONDOWN: if button == START: game_framework.change_state(main_state) elif button == EXIT: game_framework.quit()
def handle_events(): global mouse_x global mouse_y global mouse_down global start_on global maptool_on global exit_on global click_bgm events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() if event.type == SDL_MOUSEMOTION: mouse_x, mouse_y = event.x, window_height - 1 - event.y button_col() if (event.type, event.button) == (SDL_MOUSEBUTTONDOWN, SDL_BUTTON_LEFT): mouse_down = True if start_on: start_on = False mouse_down = False mapstage_state.mouse_x, mapstage_state.mouse_y = mouse_x, mouse_y click_bgm.play() game_framework.change_state(mapstage_state) if maptool_on: maptool_on = False mouse_down = False maptool.mouse_x, maptool.mouse_y = mouse_x, mouse_y click_bgm.play() game_framework.change_state(maptool) if exit_on: exit_on = False mouse_down = False game_framework.quit() if (event.type, event.button) == (SDL_MOUSEBUTTONUP, SDL_BUTTON_LEFT): mouse_down = False
def handle_events(): global frame events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_RETURN): if frame == 0: title_state.choiceMusic() game_framework.change_state(main_game) else: game_framework.quit() elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_UP): title_state.selectMusic() frame = 0 elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_DOWN): title_state.selectMusic() frame = 1
def handle_events(): global serving events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE)): main_state.boy = None main_state.floor = None main_state.burner = None main_state.refrig = None main_state.sink = None main_state.cabinet = None main_state.kitchen_floor = None main_state.frame = None main_state.table = None main_state.font = None main_state.customer = None main_state.messeage = None main_state.Money = 100 main_state.Left_time = 300 main_state.life = 3 main_state.x = 0 main_state.food_1_stack = 0 main_state.food_2_stack = 0 main_state.food_3_stack = 0 main_state.food_4_stack = 0 main_state.food_5_stack = 0 main_state.food_6_stack = 0 main_state.Table_1 = 0 main_state.Table_2 = 0 main_state.Table_3 = 0 main_state.Table_4 = 0 main_state.Table_5 = 0 main_state.Table_6 = 0 main_state.Table_1_order = 0 main_state.Table_2_order = 0 main_state.Table_3_order = 0 main_state.Table_4_order = 0 main_state.Table_5_order = 0 main_state.Table_6_order = 0 main_state.Table_1_orderd_Q = 0 main_state.Table_1_orderd_W = 0 main_state.Table_1_orderd_E = 0 main_state.Table_1_orderd_R = 0 main_state.Table_1_orderd_T = 0 main_state.Table_1_orderd_Y = 0 main_state.Table_2_orderd_Q = 0 main_state.Table_2_orderd_W = 0 main_state.Table_2_orderd_E = 0 main_state.Table_2_orderd_R = 0 main_state.Table_2_orderd_T = 0 main_state.Table_2_orderd_Y = 0 main_state.Table_3_orderd_Q = 0 main_state.Table_3_orderd_W = 0 main_state.Table_3_orderd_E = 0 main_state.Table_3_orderd_R = 0 main_state.Table_3_orderd_T = 0 main_state.Table_3_orderd_Y = 0 main_state.Table_4_orderd_Q = 0 main_state.Table_4_orderd_W = 0 main_state.Table_4_orderd_E = 0 main_state.Table_4_orderd_R = 0 main_state.Table_4_orderd_T = 0 main_state.Table_4_orderd_Y = 0 main_state.Table_5_orderd_Q = 0 main_state.Table_5_orderd_W = 0 main_state.Table_5_orderd_E = 0 main_state.Table_5_orderd_R = 0 main_state.Table_5_orderd_T = 0 main_state.Table_5_orderd_Y = 0 main_state.Table_6_orderd_Q = 0 main_state.Table_6_orderd_W = 0 main_state.Table_6_orderd_E = 0 main_state.Table_6_orderd_R = 0 main_state.Table_6_orderd_T = 0 main_state.Table_6_orderd_Y = 0 main_state.Table_1_timer = 0 main_state.Table_2_timer = 0 main_state.Table_3_timer = 0 main_state.Table_4_timer = 0 main_state.Table_5_timer = 0 main_state.Table_6_timer = 0 main_state.time_literal = 0 main_state.time_literal_2 = 0 main_state.time_literal_3 = 0 main_state.food_literal_1 = 0.0 main_state.food_literal_2 = 0.0 main_state.food_literal_3 = 0.0 main_state.food_literal_4 = 0.0 main_state.food_literal_5 = 0.0 main_state.food_literal_6 = 0.0 main_state.customer_literal_1 = 0 main_state.customer_literal_2 = 0 main_state.customer_literal_3 = 0 main_state.customer_literal_4 = 0 main_state.customer_literal_5 = 0 main_state.customer_literal_6 = 0 main_state.a = 0 main_state.b = 0 main_state.c = 0 main_state.d = 0 main_state.e = 0 main_state.f = 0 main_state.food_timer = 0.0 main_state.customer_timer = 0.0 main_state.messeage_timer = 0.0 main_state.customer_frame = 0 main_state.frame_time = 0.0 main_state.order = 0 cooking_state.cook_stack_1 = 0 cooking_state.cook_stack_2 = 0 cooking_state.cook_stack_3 = 0 cooking_state.cook_stack_4 = 0 cooking_state.cook_stack_5 = 0 cooking_state.cook_stack_6 = 0 cooking_state.cook_type = 0 cooking_state.is_cooking_fail = 0 game_framework.push_state(start_state)
def handle_events(frame_time): global player, bg, stairs, up_key events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN: if event.key == SDLK_ESCAPE: game_framework.quit() if event.key == SDLK_q: if (Timer.time_state == Timer.TIME_ACTIVATION): Timer.total_gauge += 10 Character.player_score += 1 if (Character.player_score < 100): current_time = get_time() frame_time = get_frame_time(frame_time) player.jump(frame_time, stairs) if (Character.moveStop == False): if (Character.player_score >= 5): bg.bg_moveY() for stair in stairs: stair.moveY() player.moveY(stairs) if event.key == SDLK_w: #방향전환 Character.player_score += 1 if (Timer.time_state == Timer.TIME_ACTIVATION): Timer.total_gauge += 10 if (Character.player_score < 100): player.change_dir(stairs) current_time = get_time() frame_time = get_frame_time(frame_time) player.jump(frame_time, stairs) if (Character.moveStop == False): if (Character.player_score >= 5): bg.bg_moveY() for stair in stairs: stair.moveY() player.moveY(stairs) if event.key == SDLK_F1: f = open('data/player_info_data.txt', 'r') info_data = json.load(f) f.close() info_data[-1]['item_life'] = False f = open('data/player_info_data.txt', 'w') json.dump(info_data, f) f.close() if event.key == SDLK_F2: f = open('data/player_info_data.txt', 'r') info_data = json.load(f) f.close() if (info_data[-1]['item_stop'] == True): Timer.time_state = Timer.TIME_STOP info_data[-1]['item_stop'] = False f = open('data/player_info_data.txt', 'w') json.dump(info_data, f) f.close() if event.key == SDLK_F5: Character.invincibility_mode = True elif event.type == SDL_KEYUP: if event.key == SDLK_q: Character.jump_key = True if event.key == SDLK_w: Character.jump_key = True
def handle_events(frame_time): global mouse_x, mouse_y, enemy_team, enemy_count, target_enemy_index, isMouseDown, now_stage, stage_play_time, bomb_sound events = get_events() for event in events: if (event.type == SDL_QUIT): game_framework.quit() elif (event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE): game_framework.quit() elif (event.type == SDL_KEYDOWN and event.key == SDLK_1): # 스테이지 넘어가는 치트키 #game_framework.change_state(clear_state) stage_play_time = 9999999 elif (event.type == SDL_KEYDOWN and event.key == SDLK_2): # 스테이지 실패 치트키 game_framework.change_state(lose_state) elif (event.type == SDL_KEYDOWN and event.key == SDLK_3): # 현재 적들 몰살 치트키 for enemy in enemy_team: if (enemy.x > 0): enemy.state = 'dying' bomb_sound.play() elif (event.type == SDL_MOUSEMOTION): mouse_x = event.x mouse_y = 599 - event.y # print(mouse_x, mouse_y) if (isMouseDown and target_enemy_index != -1): enemy_team[target_enemy_index].x = mouse_x enemy_team[target_enemy_index].y = mouse_y elif (event.type == SDL_MOUSEBUTTONDOWN): isMouseDown = True mouse_x = event.x mouse_y = 599 - event.y target_enemy_index = -1 if (now_stage < JSON_DATA['stage_difficult_change_level_1']): for i in range(enemy_count * 1): if (enemy_team[i].state == 'running' or enemy_team[i].state == 'attacking'): if (enemy_team[i].x - enemy_team[i].running_width / 2 <= mouse_x and mouse_x <= enemy_team[i].x + enemy_team[i].running_width / 2 # running_width 와 attacking_width 는 같음 and enemy_team[i].y - enemy_team[i].running_height / 2 <= mouse_y and mouse_y <= enemy_team[i].y + enemy_team[i].running_height / 2): target_enemy_index = i enemy_team[i].state = 'dragging' enemy_team[i].falling_speed = 0 break elif (now_stage < JSON_DATA['stage_difficult_change_level_2']): for i in range(enemy_count * 2): if (enemy_team[i].state == 'running' or enemy_team[i].state == 'attacking'): if (enemy_team[i].x - enemy_team[i].running_width / 2 <= mouse_x and mouse_x <= enemy_team[i].x + enemy_team[i].running_width / 2 # running_width 와 attacking_width 는 같음 and enemy_team[i].y - enemy_team[i].running_height / 2 <= mouse_y and mouse_y <= enemy_team[i].y + enemy_team[i].running_height / 2): target_enemy_index = i enemy_team[i].state = 'dragging' enemy_team[i].falling_speed = 0 break else: for i in range(enemy_count * 3): if (enemy_team[i].state == 'running' or enemy_team[i].state == 'attacking'): if (enemy_team[i].x - enemy_team[i].running_width / 2 <= mouse_x and mouse_x <= enemy_team[i].x + enemy_team[i].running_width / 2 # running_width 와 attacking_width 는 같음 and enemy_team[i].y - enemy_team[i].running_height / 2 <= mouse_y and mouse_y <= enemy_team[i].y + enemy_team[i].running_height / 2): target_enemy_index = i enemy_team[i].state = 'dragging' enemy_team[i].falling_speed = 0 break if (event.type == SDL_MOUSEBUTTONUP or (isMouseDown == True and mouse_x == 0 or mouse_x == 799 or mouse_y == 0 or mouse_y == 599)): isMouseDown = False if (target_enemy_index != -1): enemy_team[target_enemy_index].state = 'falling' mouse_y = 599 - event.y enemy_team[target_enemy_index].falling_started_y = mouse_y target_enemy_index = -1
def update(): global time time += 1 if time == 300: game_framework.quit() pass
def handle_events(frame_time): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN: if event.key == SDLK_ESCAPE: game_framework.quit() elif event.key == SDLK_LEFT: player1.key_down = True player1.left_move = 1 player1.right_move = 0 player1.up_move =0 player1.down_move =0 if event.key == SDLK_RIGHT: player1.left_move = 0 player1.right_move = 1 player1.up_move =0 player1.down_move =0 elif event.key == SDLK_RIGHT: player1.key_down = True player1.right_move = 1 player1.left_move = 0 player1.up_move =0 player1.down_move =0 if event.key == SDLK_LEFT: player1.left_move = 1 player1.right_move = 0 elif event.key == SDLK_UP: player1.key_down = True player1.up_move = 1 player1.down_move = 0 player1.right_move = 0 player1.left_move = 0 elif event.key == SDLK_DOWN: player1.key_down = True player1.down_move = 1 player1.up_move = 0 player1.right_move = 0 player1.left_move = 0 elif event.key == SDLK_SPACE: player1.missile_shoot() elif event.key == SDLK_z: player1.special_missile_shoot() elif event.type == SDL_KEYUP: player1.frame = 5 if event.key == SDLK_LEFT: player1.key_down = False elif event.key == SDLK_RIGHT: player1.key_down = False elif event.key == SDLK_UP: player1.key_down = False elif event.key == SDLK_DOWN: player1.key_down == False
def handle_events(): global x, note_Ss, note_Ds, note_Fs, note_SPACEs, note_Js, note_Ks, note_Ls, machine global score_1 events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state_easy) elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE: x = 203 effect_1.draw() update_canvas() delay(0.01) for note_SPACE in note_SPACEs: if collide(machine, note_SPACE): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01) elif event.type == SDL_KEYDOWN and event.key == SDLK_s: x = 37 effect_1.draw() update_canvas() delay(0.01) for note_S in note_Ss: if collide(machine, note_S): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01) elif event.type == SDL_KEYDOWN and event.key == SDLK_d: x = 87 effect_1.draw() update_canvas() delay(0.01) for note_D in note_Ds: if collide(machine, note_D): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01) elif event.type == SDL_KEYDOWN and event.key == SDLK_f: x = 140 effect_1.draw() update_canvas() delay(0.01) for note_F in note_Fs: if collide(machine, note_F): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01) elif event.type == SDL_KEYDOWN and event.key == SDLK_j: x = 266 effect_1.draw() update_canvas() delay(0.01) for note_J in note_Js: if collide(machine, note_J): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01) elif event.type == SDL_KEYDOWN and event.key == SDLK_k: x = 320 effect_1.draw() update_canvas() delay(0.01) for note_K in note_Ks: if collide(machine, note_K): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01) elif event.type == SDL_KEYDOWN and event.key == SDLK_l: x = 370 effect_1.draw() update_canvas() delay(0.01) for note_L in note_Ls: if collide(machine, note_L): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01)
def handle_events(): global H, stop, up_key_on, down_key_on, left_key_on, right_key_on, rev_state global skill_inv, selection global play_sound eve = get_events() for e in eve: if e.type is SDL_QUIT: print('quit') game_framework.quit() if e.key == SDLK_j: if H[-1].state is hero.hero.h_stand or H[ -1].state is hero.hero.h_move: return if H[-1].state is hero.hero.h_jump_ready: return H[-1].attack_type = random.randint(0, 1) H[-1].state = hero.hero.h_attack[H[-1].attack_type] H[-1].frame = 0 H[-1].attack_num = (H[-1].attack_num + 1) % 10 if e.type == SDL_KEYDOWN: hero.hero.sound_attack.play(1) if (e.type, e.key) == (SDL_KEYDOWN, SDLK_w): up_key_on = True down_key_on = False if H[-1].jump is True: return H[-1].change_state(hero.hero.h_jump_ready) if (e.type, e.key) == (SDL_KEYDOWN, SDLK_s): down_key_on = True up_key_on = False if (e.type, e.key) == (SDL_KEYDOWN, SDLK_a): H[-1].go_L = True if H[-1].state is hero.hero.h_stand: H[-1].change_state(hero.hero.h_move) left_key_on = True right_key_on = False if (e.type, e.key) == (SDL_KEYDOWN, SDLK_d): H[-1].go_R = True if H[-1].state is hero.hero.h_stand: H[-1].change_state(hero.hero.h_move) right_key_on = True left_key_on = False if (e.type, e.key) == (SDL_KEYUP, SDLK_w): up_key_on = False if H[-1].jump is True or H[-1].state != hero.hero.h_jump_ready: return H[-1].change_state(hero.hero.h_jump) if (e.type, e.key) == (SDL_KEYUP, SDLK_s): down_key_on = False if (e.type, e.key) == (SDL_KEYUP, SDLK_a): H[-1].go_L = False if (H[-1].go_L, H[-1].go_R) == (False, False): if H[-1].state is hero.hero.h_move: H[-1].state = hero.hero.h_stand H[-1].frame = 0 left_key_on = False if (e.type, e.key) == (SDL_KEYUP, SDLK_d): H[-1].go_R = False if (H[-1].go_L, H[-1].go_R) == (False, False): if H[-1].state is hero.hero.h_move: H[-1].state = hero.hero.h_stand H[-1].frame = 0 right_key_on = False if (e.type, e.key) == (SDL_KEYDOWN, SDLK_k): H += [hero.hero(H[-1].x, H[-1].y, H[-1].state, H[-1].hp, H[-1].jump, H[-1].ascend, H[-1].attack_effect, \ H[-1].attack_type, H[-1].attack_frame, H[-1].go_L, H[-1].go_R, H[-1].look, H[-1].extra_hit_size_x, H[-1].extra_hit_size_y,\ H[-1].ate_depress, H[-1].maxheight, H[-1].extra_hit_time, H[-1].change_pics)] for he in H: if he is not H[-1]: he.overwhelming = True H[-2].del_time = time.time() H[-1].dash_dist = 30 H[-1].dashing = True H[-1].dash_dir = 0 H[-1].ascend = False if up_key_on is True: H[-1].dash_dir |= 1 if down_key_on is True: H[-1].dash_dir |= 10 if left_key_on is True: H[-1].dash_dir |= 100 if right_key_on is True: H[-1].dash_dir |= 1000 if (e.type, e.key) == (SDL_KEYDOWN, SDLK_q): tmp = selection next = max((selection - 1), 0) if tmp == next: selection = 2 else: selection = next if (e.type, e.key) == (SDL_KEYDOWN, SDLK_e): tmp = selection next = min((selection + 1), 2) if tmp == next: selection = 0 else: selection = next if (e.type, e.key) == (SDL_KEYDOWN, SDLK_p): if stop is True: stop = False else: stop = True if (e.type, e.key) == (SDL_KEYDOWN, SDLK_l): skill_inv[selection].handle_events()
def handle_events(): global is_key_pressed global is_attack_key_pressing global bullet_dir global isaac, background, monster_count events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN: if event.key == SDLK_ESCAPE: game_framework.push_state(pause_state) elif event.key == SDLK_1: game_framework.change_state(main_state_2) elif event.key == SDLK_0: monster_count = 0 for gusher in gushers: game_world.remove_object(gusher) gushers.remove(gusher) elif event.key == SDLK_d: isaac.body_is_move = True isaac.velocity_x += isaac.velocity isaac.body_bottom = 0 is_key_pressed += 1 elif event.key == SDLK_a: isaac.body_is_move = True isaac.velocity_x -= isaac.velocity isaac.body_bottom = 180 is_key_pressed += 1 elif event.key == SDLK_w: isaac.body_is_move = True isaac.velocity_y += isaac.velocity isaac.body_bottom = 90 is_key_pressed += 1 elif event.key == SDLK_s: isaac.body_is_move = True isaac.velocity_y -= isaac.velocity isaac.body_bottom = 90 is_key_pressed += 1 elif event.key == SDLK_RIGHT: isaac.left = 160 is_attack_key_pressing += 1 bullet_dir = 0 elif event.key == SDLK_LEFT: isaac.left = 480 is_attack_key_pressing += 1 bullet_dir = 1 elif event.key == SDLK_UP: isaac.left = 320 is_attack_key_pressing += 1 bullet_dir = 2 elif event.key == SDLK_DOWN: isaac.left = 0 is_attack_key_pressing += 1 bullet_dir = 3 elif event.type == SDL_KEYUP: if event.key == SDLK_d: is_key_pressed -= 1 if is_key_pressed == 0: isaac.body_is_move = False isaac.body_frame = 0 isaac.velocity_x -= isaac.velocity elif event.key == SDLK_a: is_key_pressed -= 1 if is_key_pressed == 0: isaac.body_is_move = False isaac.body_frame = 0 isaac.velocity_x += isaac.velocity elif event.key == SDLK_w: is_key_pressed -= 1 if is_key_pressed == 0: isaac.body_is_move = False isaac.body_frame = 0 isaac.velocity_y -= isaac.velocity elif event.key == SDLK_s: is_key_pressed -= 1 if is_key_pressed == 0: isaac.body_is_move = False isaac.body_frame = 0 isaac.velocity_y += isaac.velocity elif event.key == SDLK_RIGHT: is_attack_key_pressing -= 1 elif event.key == SDLK_LEFT: is_attack_key_pressing -= 1 elif event.key == SDLK_UP: is_attack_key_pressing -= 1 elif event.key == SDLK_DOWN: is_attack_key_pressing -= 1 pass
def handle_events(): global map,customMap,rekeys,mapMaker,CW,CH,customMap,rekeys,toggle,toggleInKey,stageNum,isStructure,strMaker,\ customStructure,strkeys events = get_events() for key in events: if key.type == SDL_QUIT: gf.quit() elif (key.type, key.key) == (SDL_KEYDOWN, SDLK_ESCAPE): gf.pop_state() elif (key.type) == (SDL_KEYDOWN): if key.key == SDLK_1: if isStructure: strMaker.left = 0 else: mapMaker.mapType = 0 elif key.key == SDLK_2: if isStructure: strMaker.left = strMaker.w else: mapMaker.mapType = 1 elif key.key == SDLK_3: if isStructure: strMaker.left = strMaker.w * 2 else: mapMaker.mapType = 2 elif key.key == SDLK_4: if isStructure: strMaker.left = strMaker.w * 3 else: mapMaker.mapType = 3 elif key.key == SDLK_5: if isStructure: strMaker.left = strMaker.w * 4 else: mapMaker.mapType = 4 elif key.key == SDLK_6: if isStructure: strMaker.left = strMaker.w * 5 else: mapMaker.mapType = 5 elif key.key == SDLK_7: if isStructure: strMaker.left = strMaker.w * 6 else: mapMaker.mapType = 6 elif key.key == SDLK_8: if isStructure: strMaker.left = strMaker.w * 7 else: mapMaker.mapType = 7 elif key.key == SDLK_9: if isStructure: strMaker.left = strMaker.w * 8 else: mapMaker.mapType = 8 elif key.key == SDLK_0: if isStructure: isStructure = False print("structureMaker is", isStructure) else: isStructure = True print("structureMaker is", isStructure) if isStructure: if key.key == SDLK_t: strMaker.bottom += strMaker.h if strMaker.bottom > 1500: strMaker.bottom -= strMaker.h elif key.key == SDLK_g: strMaker.bottom -= strMaker.h if strMaker.bottom < 0: strMaker.bottom += strMaker.h elif key.key == SDLK_f: strMaker.left -= strMaker.w if strMaker.left < 0: strMaker.left += strMaker.w elif key.key == SDLK_h: strMaker.left += strMaker.w if strMaker.left > 1500: strMaker.left -= strMaker.w if key.key == SDLK_RIGHT: if isStructure: strMaker.x += strMaker.w if strMaker.x >= CW: strMaker.x -= strMaker.w else: mapMaker.x += mapMaker.w if mapMaker.x >= CW: mapMaker.x -= mapMaker.w elif key.key == SDLK_LEFT: if isStructure: strMaker.x -= strMaker.w if strMaker.x <= 0: strMaker.x += strMaker.w else: mapMaker.x -= mapMaker.w if mapMaker.x <= 0: mapMaker.x += mapMaker.w elif key.key == SDLK_UP: if isStructure: strMaker.y += strMaker.h if strMaker.y >= CH + strMaker.h: strMaker.y -= strMaker.h else: mapMaker.y += mapMaker.h if mapMaker.y >= CH + mapMaker.h: mapMaker.y -= mapMaker.h elif key.key == SDLK_DOWN: if isStructure: strMaker.y -= strMaker.h if strMaker.y <= 0: strMaker.y += strMaker.h else: mapMaker.y -= mapMaker.h if mapMaker.y <= 0: mapMaker.y += mapMaker.h if key.key == SDLK_c: if isStructure: strkeys = [] else: rekeys = [] if key.key == SDLK_q: if toggle: toggleInKey = 1 else: toggleInKey = 0 if isStructure: psl, psb, psx, psy = strMaker.left, strMaker.bottom, strMaker.x, strMaker.y if strkeys == []: strkeys.append((psl, psb, psx, psy)) else: troble = False for m in strkeys: l, b, x, y = m if psx == x and psy == y: troble = True if psl == l and psb == b: print( "structure you press key q, perfect same!!" ) break elif psl != l or psb != b: print( "structure wow different thing,changing" ) strkeys.append((psl, psb, psx, psy)) strkeys.remove(m) break if troble == False: strkeys.append((psl, psb, psx, psy)) else: px, py, pn = mapMaker.x, mapMaker.y, mapMaker.mapType if rekeys == []: rekeys.append((px, py, pn)) else: troble = False for m in rekeys: x, y, n = m if px == x and py == y: troble = True if pn == n: print("is same! Number!") break elif pn != n: print("is change!!! map!") rekeys.append((px, py, pn)) rekeys.remove(m) break if troble == False: rekeys.append((px, py, pn)) elif key.key == SDLK_w: if isStructure: for m in strkeys: _, _, x, y = m if strMaker.x == x and strMaker.y == y: rekeys.remove(m) break else: for m in rekeys: x, y, _ = m if mapMaker.x == x and mapMaker.y == y: rekeys.remove(m) break if toggle: toggleInKey = 2 elif key.key == SDLK_e: if toggle: toggleInKey = 0 toggle = False elif toggle == False: toggle = True print("toggle is ", toggle, "toggle in key is ", toggleInKey) elif key.key == SDLK_r: if isStructure: if strkeys == []: print("structure None!!!") else: customStructure.append(strkeys) print( json.dumps(customStructure, ensure_ascii=False, indent="")) with open("stageInStructure.json", 'a', encoding="utf-8") as make_f: json.dump(customStructure, make_f) print("structure save done!!") else: if rekeys == []: print("map None!!") else: customMap.append(rekeys) stageNum += 1 print( json.dumps(customMap, ensure_ascii=False, indent="\t")) with open("stageInMap.json", 'a', encoding="utf-8") as make_file: json.dump(customMap, make_file) print("map save done!!")
def handle_events(frame_time): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.change_state(title_state) elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_LSHIFT): for pokemon in pokemons: if pokemon.selection == True: Meele_Attack(pokemon) elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): for pokemon in pokemons: if pokemon.selection == True: if pokemon.fix == False: pokemon.fix = True fix_time.init_time = SDL_GetTicks() Fix_Attack(pokemon) else: pokemon.fix = False elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_1): #water for pokemon in pokemons: if pokemon.selection == True: if skill_1() == True: WideDamage(pokemon) elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_2): for pokemon in pokemons: if pokemon.selection == True: if skill_2() == True: Flame(pokemon) elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_3): for pokemon in pokemons: if pokemon.selection == True: # if pokemon.type == 0: if skill_3() == True: Stem_Chain(pokemon) elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_n): # go to next stage game_framework.change_state(stage2) elif event.type == SDL_MOUSEBUTTONDOWN and event.button == SDL_BUTTON_LEFT: for pokemon in pokemons: if point_collide(pokemon, event.x, 600 - event.y): pokemon.selection = True else: pokemon.selection = False for resource in resources: if point_collide(resource, event.x, 600 - event.y): resources.remove(resource) for inven in invens: inven.get_resource(resource.type) else: for pokemon in pokemons: if pokemon.selection == True: pokemon.handle_event(event) if pokeball.hp <= 0: game_framework.change_state(gameover_state) if victory_time.passed_time() > 50000: game_framework.change_state(victory_state)
def update(): if not running: game_framework.quit() #quit은 exit를 호출한다. 앞 상태의 resume을 수행한다. GameOverImg.update()
def handle_events(): global mouseX global mouseY global Tboy global selectedIndex events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state) elif event.type == SDL_KEYDOWN: if event.key == SDLK_0: Tboy = 0 elif event.key == SDLK_1: Tboy = 1 selectedIndex = 1 elif event.key == SDLK_2: Tboy = 2 selectedIndex = 2 elif event.key == SDLK_3: Tboy = 3 selectedIndex = 3 elif event.key == SDLK_4: Tboy = 4 selectedIndex = 4 elif event.key == SDLK_5: Tboy = 5 selectedIndex = 5 elif event.key == SDLK_6: Tboy = 6 selectedIndex = 6 elif event.key == SDLK_7: Tboy = 7 selectedIndex = 7 elif event.key == SDLK_8: Tboy = 8 selectedIndex = 8 elif event.key == SDLK_9: Tboy = 9 selectedIndex = 9 elif event.key == SDLK_a: Tboy = 10 selectedIndex = 10 elif event.key == SDLK_UP: Tboy += 1 if Tboy >= 5: Tboy = 4 selectedIndex = 4 selectedIndex += 1 elif event.key == SDLK_DOWN: Tboy -= 1 if Tboy <= 0: Tboy = 1 selectedIndex = 1 selectedIndex -= 1 elif event.type == SDL_KEYDOWN or event.type == SDL_KEYUP: team[Tboy].handle_event(event) elif event.type == SDL_MOUSEMOTION: mouseX = event.x mouseY = 600 - event.y
def handle_events(): global x, y, Click, CharChoice, PetChoice events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.quit() if event.type == SDL_MOUSEMOTION: x, y = event.x, 500 - event.y - 1 if Click == 0: #Lobby if 600 - 75 <= x <= 600 + 75 and 40 - 25 <= y <= 40 + 25: imageStartButton.motion = 1 button_sound.button_on() else: imageStartButton.motion = 0 if 625 - 55 <= x <= 625 + 55 and 200 - 25 <= y <= 200 + 25: imagePetButton.motion = 1 button_sound.button_on() else: imagePetButton.motion = 0 if 615 - 60 <= x <= 615 + 60 and 120 - 25 <= y <= 120 + 25: imageCookieButton.motion = 1 button_sound.button_on() else: imageCookieButton.motion = 0 elif Click == 1: # Pet if 600 - 25 <= x <= 600 - 5 and 350 - 25 <= y <= 350 - 5: imagePetSelection.Exit = 1 imagePetSelection.ExitMotion = 1 button_sound.button_on() elif 150 + 10 <= y <= 150 + 33: if 200 + 15 <= x <= 200 + 90: PetChoice = 0 imagePetSelection.Exit = 1 imageSelectButton.motion = 1 elif 200 + 113 <= x <= 200 + 188: PetChoice = 1 imagePetSelection.Exit = 1 imageSelectButton.motion = 2 elif 200 + 211 <= x <= 200 + 286: PetChoice = 2 imagePetSelection.Exit = 1 imageSelectButton.motion = 3 elif 200 + 310 <= x <= 200 + 385: PetChoice = 3 imagePetSelection.Exit = 1 imageSelectButton.motion = 4 button_sound.button_on() else: imagePetSelection.Exit = 0 imagePetSelection.ExitMotion = 0 imageSelectButton.motion = 0 elif Click == 2: # Cookie if 600 - 25 <= x <= 600 - 5 and 350 - 25 <= y <= 350 - 5: imageCookieSelection.Exit = 1 imageCookieSelection.ExitMotion = 1 button_sound.button_on() elif 150 + 10 <= y <= 150 + 33: if 200 + 15 <= x <= 200 + 90: CharChoice = 0 imageCookieSelection.Exit = 1 imageSelectButton.motion = 1 elif 200 + 113 <= x <= 200 + 188: CharChoice = 1 imageCookieSelection.Exit = 1 imageSelectButton.motion = 2 elif 200 + 211 <= x <= 200 + 286: CharChoice = 2 imageSelectButton.motion = 3 imageCookieSelection.Exit = 1 elif 200 + 310 <= x <= 200 + 385: CharChoice = 3 imageCookieSelection.Exit = 1 imageSelectButton.motion = 4 button_sound.button_on() else: imageCookieSelection.Exit = 0 imageCookieSelection.ExitMotion = 0 imageSelectButton.motion = 0 if event.type == SDL_MOUSEBUTTONDOWN and event.button == SDL_BUTTON_LEFT: if Click == 0: if imagePetButton.motion == 1: Click = 1 elif imageCookieButton.motion == 1: Click = 2 elif imageStartButton.motion == 1: game_framework.change_state(main_state) elif Click == 1: if imagePetSelection.Exit == 1: Click = 0 imagePetSelection.Exit = 0 imageSelectButton.motion = 0 elif Click == 2: if imageCookieSelection.Exit == 1: Click = 0 imageCookieSelection.Exit = 0 imageSelectButton.motion = 0
def handle_events(): eve = get_events() for e in eve: if e.type == SDL_KEYDOWN: if e.key == SDLK_ESCAPE: game_framework.quit()
def handle_events(): global running global x global y global move, attack global move6_1, move8_1, move4_1, move2_1, move7_1, move9_1, move1_1, move3_1, move6_2, move8_2, move4_2, move2_2, move7_2, move9_2, move1_2, move3_2 global rect1 global cursor_x, cursor_y, mouse_cursor_change, move_point_x, move_point_y, move_point_pop, attack_point_x, attack_point_y, attack_point_pop global player_move1_trigger, player_attack_trigger, player_rest_trigger, end events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() running = False elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: running = False elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE and turn == 1: turn_change() elif event.type == SDL_KEYDOWN and event.key == SDLK_RIGHT and turn == 1: turn_change() elif event.type == SDL_MOUSEBUTTONDOWN and turn == 1: if end == True: running = False elif event.x > 300 and event.x < 600 and event.y > 900 and event.y < 1000: move = True attack = False cursor_x = 300 cursor_y = 300 mouse_cursor_change = True elif event.x > 0 and event.x < 300 and event.y > 800 and event.y < 900: attack = True move = False cursor_x = 300 cursor_y = 300 mouse_cursor_change = True elif event.x > 0 and event.x < 300 and event.y > 900 and event.y < 1000: player_attack_trigger, player_move1_trigger = False, False move, attack = False, False mouse_cursor_change = False attack_point_pop = False move_point_pop = False player_rest_trigger = True elif event.x > 300 and event.x < 600 and event.y > 800 and event.y < 900: turn_change() elif event.y < 300 or event.y > 700 and move == True: print('overrange!') move = False attack = False elif event.y < 300 or event.y > 700 and attack == True: print('overrange!') attack = False move = False elif event.type == SDL_MOUSEBUTTONUP and turn == 1 and move == True: if event.x > maprect[P_x + 1][P_y].x and event.x < maprect[ P_x + 2][P_y].x and event.y > maprect[P_x][ P_y].y and event.y < maprect[P_x][P_y - 1].y: move6_1 = True player_move1_trigger = True move8_1, move4_1, move2_1, move7_1, move9_1, move1_1, move3_1 = False, False, False, False, False, False, False mouse_cursor_change = False attack_point_pop = False move_point_x = maprect[P_x + 1][P_y].x + 50 move_point_y = 1000 - maprect[P_x][P_y - 1].y + 50 move_point_pop = True elif event.x > maprect[P_x][P_y].x and event.x < maprect[ P_x + 1][P_y].x and event.y > maprect[P_x][ P_y + 1].y and event.y < maprect[P_x][P_y].y: move8_1 = True attack_point_pop = False player_move1_trigger = True move6_1, move4_1, move2_1, move7_1, move9_1, move1_1, move3_1 = False, False, False, False, False, False, False mouse_cursor_change = False move_point_x = maprect[P_x][P_y].x + 50 move_point_y = 1000 - maprect[P_x][P_y].y + 50 move_point_pop = True elif P_y < 2 and event.x > maprect[P_x][ P_y].x and event.x < maprect[ P_x + 1][P_y].x and event.y > maprect[P_x][ P_y - 1].y and maprect[P_x + 1][P_y].x + 100: move2_1 = True attack_point_pop = False player_move1_trigger = True move6_1, move8_1, move4_1, move7_1, move9_1, move1_1, move3_1 = False, False, False, False, False, False, False mouse_cursor_change = False move_point_x = maprect[P_x][P_y].x + 50 move_point_y = 1000 - maprect[P_x][P_y - 1].y - 50 move_point_pop = True elif P_y >= 2 and event.x > maprect[P_x][ P_y].x and event.x < maprect[ P_x + 1][P_y].x and event.y > maprect[P_x][ P_y - 1].y and event.y < maprect[P_x][P_y - 2].y: move2_1 = True attack_point_pop = False player_move1_trigger = True move6_1, move8_1, move4_1, move7_1, move9_1, move1_1, move3_1 = False, False, False, False, False, False, False mouse_cursor_change = False move_point_x = maprect[P_x][P_y].x + 50 move_point_y = 1000 - maprect[P_x][P_y - 1].y - 50 move_point_pop = True elif P_x < 2 and event.x > maprect[0][P_y].x and event.x < maprect[ 1][P_y].x and event.y > maprect[P_x][ P_y].y and event.y < maprect[P_x][P_y - 1].y: move4_1 = True attack_point_pop = False player_move1_trigger = True move6_1, move8_1, move2_1, move7_1, move9_1, move1_1, move3_1 = False, False, False, False, False, False, False mouse_cursor_change = False move_point_x = maprect[P_x - 1][P_y].x + 50 move_point_y = 1000 - maprect[P_x][P_y].y - 50 move_point_pop = True elif P_x >= 2 and event.x > maprect[ P_x - 1][P_y].x and event.x < maprect[P_x][ P_y].x and event.y > maprect[P_x][ P_y].y and event.y < maprect[P_x][P_y - 1].y: move4_1 = True attack_point_pop = False player_move1_trigger = True move6_1, move8_1, move2_1, move7_1, move9_1, move1_1, move3_1 = False, False, False, False, False, False, False mouse_cursor_change = False move_point_x = maprect[P_x - 1][P_y].x + 50 move_point_y = 1000 - maprect[P_x][P_y].y - 50 move_point_pop = True elif event.x > maprect[P_x + 1][P_y].x and event.x < maprect[ P_x + 2][P_y].x and event.y > maprect[P_x][ P_y + 1].y and event.y < maprect[P_x][P_y].y: move9_1 = True attack_point_pop = False player_move1_trigger = True move6_1, move8_1, move4_1, move2_1, move7_1, move1_1, move3_1 = False, False, False, False, False, False, False mouse_cursor_change = False move_point_x = maprect[P_x + 1][P_y].x + 50 move_point_y = 1000 - maprect[P_x][P_y + 1].y - 50 move_point_pop = True elif event.x > maprect[P_x + 1][P_y].x and event.x < maprect[ P_x + 2][P_y].x and event.y > maprect[P_x][ P_y - 1].y and event.y < maprect[P_x][P_y - 2].y: move3_1 = True attack_point_pop = False player_move1_trigger = True move6_1, move8_1, move4_1, move2_1, move7_1, move9_1, move1_1 = False, False, False, False, False, False, False mouse_cursor_change = False move_point_x = maprect[P_x + 1][P_y].x + 50 move_point_y = 1000 - maprect[P_x][P_y - 1].y - 50 move_point_pop = True elif P_x < 2 and event.x > maprect[0][P_y].x and event.x < maprect[ 1][P_y].x and event.y > maprect[P_x][ P_y + 1].y and event.y < maprect[P_x][P_y].y: move7_1 = True attack_point_pop = False player_move1_trigger = True move6_1, move8_1, move4_1, move2_1, move9_1, move1_1, move3_1 = False, False, False, False, False, False, False mouse_cursor_change = False move_point_x = maprect[P_x - 1][P_y].x + 50 move_point_y = 1000 - maprect[P_x][P_y + 1].y - 50 move_point_pop = True elif P_x >= 2 and event.x > maprect[ P_x - 1][P_y].x and event.x < maprect[P_x][ P_y].x and event.y > maprect[P_x][ P_y + 1].y and event.y < maprect[P_x][P_y].y: move7_1 = True attack_point_pop = False player_move1_trigger = True move6_1, move8_1, move4_1, move2_1, move9_1, move1_1, move3_1 = False, False, False, False, False, False, False mouse_cursor_change = False move_point_x = maprect[P_x - 1][P_y].x + 50 move_point_y = 1000 - maprect[P_x][P_y + 1].y - 50 move_point_pop = True elif P_x < 2 and event.x > maprect[0][P_y].x and event.x < maprect[ 1][P_y].x and event.y > maprect[P_x][ P_y - 1].y and event.y < maprect[P_x][P_y - 2].y: move1_1 = True attack_point_pop = False player_move1_trigger = True move6_1, move8_1, move4_1, move2_1, move7_1, move9_1, move3_1 = False, False, False, False, False, False, False mouse_cursor_change = False move_point_x = maprect[P_x - 1][P_y].x + 50 move_point_y = 1000 - maprect[P_x][P_y - 1].y - 50 move_point_pop = True elif P_x >= 2 and event.x > maprect[ P_x - 1][P_y].x and event.x < maprect[P_x][ P_y].x and event.y > maprect[P_x][ P_y - 1].y and event.y < maprect[P_x][P_y - 2].y: move1_1 = True attack_point_pop = False player_move1_trigger = True move6_1, move8_1, move4_1, move2_1, move7_1, move9_1, move3_1 = False, False, False, False, False, False, False mouse_cursor_change = False move_point_x = maprect[P_x - 1][P_y].x + 50 move_point_y = 1000 - maprect[P_x][P_y - 1].y - 50 move_point_pop = True elif event.type == SDL_MOUSEBUTTONUP and turn == 1 and attack == True and event.y < 700 and event.y > 300: if event.x > maprect[P_x + 1][P_y].x and event.x < maprect[ P_x + 2][P_y].x and event.y > maprect[P_x][ P_y].y and event.y < maprect[P_x][P_y - 1].y: # move6_1 move_point_pop = False mouse_cursor_change = False player_attack_trigger = True attack_point_x = maprect[P_x + 1][P_y].x + 50 attack_point_y = 1000 - maprect[P_x][P_y - 1].y + 50 attack_point_pop = True elif event.x > maprect[P_x + 2][P_y].x and event.x < maprect[ P_x + 3][P_y].x and event.y > maprect[ P_x + 1][P_y].y and event.y < maprect[P_x + 1][P_y - 1].y: # move6_2 move_point_pop = False mouse_cursor_change = False player_attack_trigger = True attack_point_x = maprect[P_x + 2][P_y].x + 50 attack_point_y = 1000 - maprect[P_x + 1][P_y - 1].y + 50 attack_point_pop = True elif event.x > maprect[P_x][P_y].x and event.x < maprect[ P_x + 1][P_y].x and event.y > maprect[P_x][ P_y + 1].y and event.y < maprect[P_x][P_y].y: # move8_1 move_point_pop = False mouse_cursor_change = False player_attack_trigger = True attack_point_x = maprect[P_x][P_y].x + 50 attack_point_y = 1000 - maprect[P_x][P_y].y + 50 attack_point_pop = True elif event.x > maprect[P_x][P_y + 1].x and event.x < maprect[ P_x + 1][P_y + 1].x and event.y > maprect[P_x][ P_y + 2].y and event.y < maprect[P_x][P_y + 1].y: # move8_2 move_point_pop = False mouse_cursor_change = False player_attack_trigger = True attack_point_x = maprect[P_x][P_y + 1].x + 50 attack_point_y = 1000 - maprect[P_x][P_y + 1].y + 50 attack_point_pop = True elif P_y < 2 and event.x > maprect[P_x][ P_y].x and event.x < maprect[ P_x + 1][P_y].x and event.y > maprect[P_x][ P_y - 1].y and maprect[P_x + 1][P_y].x + 100: # move2_1 move_point_pop = False player_attack_trigger = True mouse_cursor_change = False attack_point_x = maprect[P_x][P_y].x + 50 attack_point_y = 1000 - maprect[P_x][P_y - 1].y - 50 attack_point_pop = True elif P_y < 2 and event.x > maprect[P_x][ P_y - 1].x and event.x < maprect[P_x + 1][ P_y - 1].x and event.y > maprect[P_x][ P_y - 2].y and maprect[P_x + 1][P_y - 1].x + 100: # move2_2 move_point_pop = False player_attack_trigger = True mouse_cursor_change = False attack_point_x = maprect[P_x][P_y - 1].x + 50 attack_point_y = 1000 - maprect[P_x][P_y - 2].y - 50 attack_point_pop = True elif P_y >= 2 and event.x > maprect[P_x][ P_y].x and event.x < maprect[ P_x + 1][P_y].x and event.y > maprect[P_x][ P_y - 1].y and event.y < maprect[P_x][P_y - 2].y: # move2_1 move_point_pop = False player_attack_trigger = True mouse_cursor_change = False attack_point_x = maprect[P_x][P_y].x + 50 attack_point_y = 1000 - maprect[P_x][P_y - 1].y - 50 attack_point_pop = True elif P_y >= 2 and event.x > maprect[P_x][ P_y - 1].x and event.x < maprect[P_x + 1][ P_y - 1].x and event.y > maprect[P_x][ P_y - 2].y and event.y < maprect[P_x][P_y - 3].y: # move2_2 move_point_pop = False player_attack_trigger = True mouse_cursor_change = False attack_point_x = maprect[P_x][P_y - 1].x + 50 attack_point_y = 1000 - maprect[P_x][P_y - 2].y - 50 attack_point_pop = True elif P_x < 2 and event.x > maprect[0][P_y].x and event.x < maprect[ 1][P_y].x and event.y > maprect[P_x][ P_y].y and event.y < maprect[P_x][P_y - 1].y: # move4_1 move_point_pop = False player_attack_trigger = True mouse_cursor_change = False attack_point_x = maprect[P_x - 1][P_y].x + 50 attack_point_y = 1000 - maprect[P_x][P_y].y - 50 attack_point_pop = True elif P_x < 2 and event.x > maprect[0][P_y].x and event.x < maprect[ 1][P_y].x and event.y > maprect[ P_x - 1][P_y].y and event.y < maprect[P_x - 1][P_y - 1].y: # move4_2 move_point_pop = False player_attack_trigger = True mouse_cursor_change = False attack_point_x = maprect[P_x - 2][P_y].x + 50 attack_point_y = 1000 - maprect[P_x - 1][P_y].y - 50 attack_point_pop = True elif P_x >= 2 and event.x > maprect[ P_x - 1][P_y].x and event.x < maprect[P_x][ P_y].x and event.y > maprect[P_x][ P_y].y and event.y < maprect[P_x][P_y - 1].y: # move4_1 move_point_pop = False mouse_cursor_change = False player_attack_trigger = True attack_point_x = maprect[P_x - 1][P_y].x + 50 attack_point_y = 1000 - maprect[P_x][P_y].y - 50 attack_point_pop = True elif P_x >= 2 and event.x > maprect[ P_x - 2][P_y].x and event.x < maprect[ P_x - 1][P_y].x and event.y > maprect[P_x - 1][ P_y].y and event.y < maprect[P_x - 1][P_y - 1].y: # move4_2 move_point_pop = False mouse_cursor_change = False player_attack_trigger = True attack_point_x = maprect[P_x - 2][P_y].x + 50 attack_point_y = 1000 - maprect[P_x - 1][P_y].y - 50 attack_point_pop = True elif event.x > maprect[P_x + 1][P_y].x and event.x < maprect[ P_x + 2][P_y].x and event.y > maprect[P_x][ P_y + 1].y and event.y < maprect[P_x][P_y].y: # move9_1 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x + 1][P_y].x + 50 attack_point_y = 1000 - maprect[P_x][P_y + 1].y - 50 attack_point_pop = True elif event.x > maprect[P_x + 2][P_y + 1].x and event.x < maprect[ P_x + 3][P_y + 1].x and event.y > maprect[P_x + 1][ P_y + 2].y and event.y < maprect[P_x + 1][P_y + 1].y: # move9_2 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x + 2][P_y + 1].x + 50 attack_point_y = 1000 - maprect[P_x + 1][P_y + 2].y - 50 attack_point_pop = True elif event.x > maprect[P_x + 1][P_y + 1].x and event.x < maprect[ P_x + 2][P_y + 1].x and event.y > maprect[P_x][ P_y + 2].y and event.y < maprect[P_x][P_y + 1].y: # move9_1+y1 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x + 1][P_y + 1].x + 50 attack_point_y = 1000 - maprect[P_x][P_y + 2].y - 50 attack_point_pop = True elif event.x > maprect[P_x + 2][P_y].x and event.x < maprect[ P_x + 3][P_y].x and event.y > maprect[P_x + 1][ P_y + 1].y and event.y < maprect[P_x + 1][P_y].y: # move9_1+x1 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x + 2][P_y].x + 50 attack_point_y = 1000 - maprect[P_x + 1][P_y + 1].y - 50 attack_point_pop = True elif event.x > maprect[P_x + 1][P_y].x and event.x < maprect[ P_x + 2][P_y].x and event.y > maprect[P_x][ P_y - 1].y and event.y < maprect[P_x][P_y - 2].y: # move3_1 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x + 1][P_y].x + 50 attack_point_y = 1000 - maprect[P_x][P_y - 1].y - 50 attack_point_pop = True elif event.x > maprect[P_x + 2][P_y - 1].x and event.x < maprect[ P_x + 3][P_y - 1].x and event.y > maprect[P_x + 1][ P_y - 2].y and event.y < maprect[P_x + 1][P_y - 3].y: # move3_2 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x + 2][P_y - 1].x + 50 attack_point_y = 1000 - maprect[P_x + 1][P_y - 2].y - 50 attack_point_pop = True elif event.x > maprect[P_x + 2][P_y].x and event.x < maprect[ P_x + 3][P_y].x and event.y > maprect[P_x + 1][ P_y - 1].y and event.y < maprect[P_x + 1][P_y - 2].y: # move3_1+x1 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x + 2][P_y].x + 50 attack_point_y = 1000 - maprect[P_x + 1][P_y - 1].y - 50 attack_point_pop = True elif event.x > maprect[P_x + 1][P_y - 1].x and event.x < maprect[ P_x + 2][P_y - 1].x and event.y > maprect[P_x][ P_y - 2].y and event.y < maprect[P_x][P_y - 3].y: # move3_1-y1 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x + 1][P_y - 1].x + 50 attack_point_y = 1000 - maprect[P_x][P_y - 2].y - 50 attack_point_pop = True elif P_x < 2 and event.x > maprect[0][P_y].x and event.x < maprect[ 1][P_y].x and event.y > maprect[P_x][ P_y + 1].y and event.y < maprect[P_x][P_y].y: # move7_1 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x - 1][P_y].x + 50 attack_point_y = 1000 - maprect[P_x][P_y + 1].y - 50 attack_point_pop = True elif P_x < 2 and event.x > maprect[0][ P_y + 1].x and event.x < maprect[1][ P_y + 1].x and event.y > maprect[P_x - 1][ P_y + 2].y and event.y < maprect[P_x - 1][P_y + 1].y: # move7_2 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x - 2][P_y + 1].x + 50 attack_point_y = 1000 - maprect[P_x - 1][P_y + 2].y - 50 attack_point_pop = True elif P_x >= 2 and event.x > maprect[ P_x - 1][P_y].x and event.x < maprect[P_x][ P_y].x and event.y > maprect[P_x][ P_y + 1].y and event.y < maprect[P_x][P_y].y: # move7_1 move_point_pop = False player_attack_trigger = True mouse_cursor_change = False attack_point_x = maprect[P_x - 1][P_y].x + 50 attack_point_y = 1000 - maprect[P_x][P_y + 1].y - 50 attack_point_pop = True elif P_x >= 2 and event.x > maprect[ P_x - 2][P_y].x and event.x < maprect[ P_x - 1][P_y].x and event.y > maprect[P_x - 1][ P_y + 1].y and event.y < maprect[P_x - 1][P_y].y: # move7_1-x1 move_point_pop = False player_attack_trigger = True mouse_cursor_change = False attack_point_x = maprect[P_x - 2][P_y].x + 50 attack_point_y = 1000 - maprect[P_x - 1][P_y + 1].y - 50 attack_point_pop = True elif P_x >= 2 and event.x > maprect[P_x - 1][ P_y + 1].x and event.x < maprect[P_x][ P_y + 1].x and event.y > maprect[P_x][ P_y + 2].y and event.y < maprect[P_x][P_y + 1].y: # move7_1+y1 move_point_pop = False player_attack_trigger = True mouse_cursor_change = False attack_point_x = maprect[P_x - 1][P_y + 1].x + 50 attack_point_y = 1000 - maprect[P_x][P_y + 2].y - 50 attack_point_pop = True elif P_x >= 2 and event.x > maprect[P_x - 2][ P_y + 1].x and event.x < maprect[P_x - 1][ P_y + 1].x and event.y > maprect[P_x - 1][ P_y + 2].y and event.y < maprect[P_x - 1][P_y + 1].y: # move7_2 move_point_pop = False player_attack_trigger = True mouse_cursor_change = False attack_point_x = maprect[P_x - 2][P_y + 1].x + 50 attack_point_y = 1000 - maprect[P_x - 1][P_y + 2].y - 50 attack_point_pop = True elif P_x < 2 and event.x > maprect[0][P_y].x and event.x < maprect[ 1][P_y].x and event.y > maprect[P_x][ P_y - 1].y and event.y < maprect[P_x][P_y - 2].y: # move7_1 move_point_pop = False player_attack_trigger = True mouse_cursor_change = False attack_point_x = maprect[P_x - 1][P_y].x + 50 attack_point_y = 1000 - maprect[P_x][P_y - 1].y - 50 attack_point_pop = True elif P_x < 2 and event.x > maprect[0][ P_y + 1].x and event.x < maprect[1][ P_y + 1].x and event.y > maprect[P_x - 1][ P_y].y and event.y < maprect[P_x - 1][P_y - 1].y: # move7_2 move_point_pop = False player_attack_trigger = True mouse_cursor_change = False attack_point_x = maprect[P_x - 2][P_y + 1].x + 50 attack_point_y = 1000 - maprect[P_x - 1][P_y].y - 50 attack_point_pop = True elif P_x >= 2 and event.x > maprect[ P_x - 1][P_y].x and event.x < maprect[P_x][ P_y].x and event.y > maprect[P_x][ P_y - 1].y and event.y < maprect[P_x][P_y - 2].y: # move1_1 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x - 1][P_y].x + 50 attack_point_y = 1000 - maprect[P_x][P_y - 1].y - 50 attack_point_pop = True elif P_x >= 2 and event.x > maprect[P_x - 2][ P_y - 1].x and event.x < maprect[P_x - 1][ P_y - 1].x and event.y > maprect[P_x - 1][ P_y - 2].y and event.y < maprect[P_x - 1][P_y - 3].y: # move1_2 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x - 2][P_y - 1].x + 50 attack_point_y = 1000 - maprect[P_x - 1][P_y - 2].y - 50 attack_point_pop = True elif P_x >= 2 and event.x > maprect[ P_x - 2][P_y].x and event.x < maprect[ P_x - 1][P_y].x and event.y > maprect[P_x - 1][ P_y - 1].y and event.y < maprect[P_x - 1][P_y - 2].y: # move1_1-x1 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x - 2][P_y].x + 50 attack_point_y = 1000 - maprect[P_x - 1][P_y - 1].y - 50 attack_point_pop = True elif P_x >= 2 and event.x > maprect[P_x - 1][ P_y - 1].x and event.x < maprect[P_x][ P_y - 1].x and event.y > maprect[P_x][ P_y - 2].y and event.y < maprect[P_x][P_y - 3].y: # move1_1-y1 player_attack_trigger = True move_point_pop = False mouse_cursor_change = False attack_point_x = maprect[P_x - 1][P_y - 1].x + 50 attack_point_y = 1000 - maprect[P_x][P_y - 2].y - 50 attack_point_pop = True elif event.type == SDL_MOUSEMOTION: if move == True or attack == True: if event.y < 700 and event.y > 300: cursor_x = event.x cursor_y = 1000 - event.y
def update(): if not running: game_framework.quit()
def handle_events(): global mouse_x global mouse_y global elf_upgrade global elf_d, elf_s global save global move_ui events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.quit() ############################################################################ 키보드 q또는 w 업글용 elif event.type == SDL_KEYDOWN and event.key == SDLK_q and save != None: if save.upgrade == 0 and ui.money >= 120: save.upgrade = 1 ui.money -= 120 elif save.upgrade == 1 and ui.money >= 160: save.upgrade = 2 ui.money -= 160 save = None elif event.type == SDL_KEYDOWN and event.key == SDLK_w and save != None: if save.upgrade == 1 and ui.money >= 180 and str(save).find("magic") == -1: save.upgrade = 3 ui.money -= 180 save = None ############################################################################# 마우스 움직임 elif event.type == SDL_MOUSEMOTION: mouse_x, mouse_y = event.x, 720 - event.y if mouse_x >= 1280 - 128 and mouse_x <= 1280 and mouse_y >= 720 - 128 and mouse_y <= 720: ui.move_ui = 1 elif mouse_x >= 1280 - 128 and mouse_x <= 1280 and mouse_y >= 720 - 128 * 2 and mouse_y <= 720 - 128: ui.move_ui = 2 elif mouse_x >= 1280 - 128 and mouse_x <= 1280 and mouse_y >= 720 - 128 * 3 and mouse_y <= 720 - 128 * 2: ui.move_ui = 3 elif mouse_x >= 1280 - 128 and mouse_x <= 1280 and mouse_y >= 0 and mouse_y <= 128 and elf_upgrade == 0: ui.move_ui = 4 elif mouse_x >= 1280 - 128 and mouse_x <= 1280 and mouse_y >= 0 and mouse_y <= 128 and elf_upgrade == 1: ui.move_ui = 5 else: ui.move_ui = 0 ############################################################################# 마우스 좌클릭 elif event.type == SDL_MOUSEBUTTONDOWN: save = None ui.left_click = 1 if mouse_x >= 1280 - 128 and mouse_x <= 1280 and mouse_y >= 720 - 128 and mouse_y <= 720 and ui.money >= 70: ui.cho_tower = 1 elif mouse_x >= 1280 - 128 and mouse_x <= 1280 and mouse_y >= 720 - 128 * 2 and mouse_y <= 720 - 128 and ui.money >= 80: ui.cho_tower = 2 elif mouse_x >= 1280 - 128 and mouse_x <= 1280 and mouse_y >= 720 - 128 * 3 and mouse_y <= 720 - 128 * 2 and ui.money >= 100: ui.cho_tower = 3 elif mouse_x >= 1280 - 128 and mouse_x <= 1280 and mouse_y >= 0 and mouse_y <= 128 and elf_upgrade == 0 and ui.money >= 200: ui.money -= 100 elf_upgrade = 1 elf_s = 0.15 elif mouse_x >= 1280 - 128 and mouse_x <= 1280 and mouse_y >= 0 and mouse_y <= 128 and elf_upgrade == 1 and ui.money >= 400: ui.money -= 250 elf_upgrade = 2 elf_d = 80 else: ui.cho_tower = 0 if tile.in_tower[int((mouse_x - elf_move_window_x - 64) / 128) + (int((720-(mouse_y - elf_move_window_y) + 64) / 128) * 20)] == 1: ui.cho_build_tower = 1 ui.cho_build_x = int((mouse_x - elf_move_window_x - 64) / 128) * 128 + 128 ui.cho_build_y = int((mouse_y - elf_move_window_y + 128) / 128) * 128 - 64 elif tile.in_tower[int((mouse_x - elf_move_window_x - 64) / 128) + (int((720-(mouse_y - elf_move_window_y) + 64) / 128) * 20)] == 2: ui.cho_build_tower = 2 ui.cho_build_x = int((mouse_x - elf_move_window_x - 64) / 128) * 128 + 128 ui.cho_build_y = int((mouse_y - elf_move_window_y + 128) / 128) * 128 - 64 elif tile.in_tower[int((mouse_x - elf_move_window_x - 64) / 128) + (int((720-(mouse_y - elf_move_window_y) + 64) / 128) * 20)] == 3: ui.cho_build_tower = 3 ui.cho_build_x = int((mouse_x - elf_move_window_x - 64) / 128) * 128 + 128 ui.cho_build_y = int((mouse_y - elf_move_window_y + 128) / 128) * 128 - 64 else: ui.cho_build_tower = 0 for game_object in game_world.all_objects(): if str(game_object).find("arrow_tower") != -1 or str(game_object).find("magic_tower") != -1 or str(game_object).find("buff_tower") != -1: if mouse_x >= game_object.x + elf_move_window_x - 64 and mouse_x <= game_object.x + elf_move_window_x + 64 and mouse_y >= game_object.y + elf_move_window_y - 64 and mouse_y <= game_object.y + elf_move_window_y + 64: save = game_object ############################################################################# 마우스 좌클릭 땜 elif event.type == SDL_MOUSEBUTTONUP: if tile.in_tower[int((mouse_x - elf_move_window_x - 64) / 128) + (int((720-(mouse_y - elf_move_window_y) + 64) / 128) * 20)] == 0 and game_framework.text3[int((mouse_x - elf_move_window_x - 64) / 128) + (int((720-(mouse_y - elf_move_window_y) + 64) / 128) * 20)] == '1': tile.in_tower[int((mouse_x - elf_move_window_x - 64) / 128) + (int((720-(mouse_y - elf_move_window_y) + 64) / 128) * 20)] = ui.cho_tower if(ui.cho_tower == 1): #타워1설치 i = int((mouse_x - elf_move_window_x - 64) / 128) + (int((720-(mouse_y - elf_move_window_y) + 64) / 128) * 20) arrow_tower = Arrow_tower(i) game_world.add_object(arrow_tower, 2) tile.time[i] = int(get_time()) ui.money -= 70 # 돈차감 elif (ui.cho_tower == 2): # 타워2설치 i = int((mouse_x - elf_move_window_x - 64) / 128) + (int((720 - (mouse_y - elf_move_window_y) + 64) / 128) * 20) magic_tower = Magic_tower(i) game_world.add_object(magic_tower, 2) tile.time[i] = int(get_time()) ui.money -= 80 # 돈차감 elif (ui.cho_tower == 3): # 타워3설치 i = int((mouse_x - elf_move_window_x - 64) / 128) + (int((720 - (mouse_y - elf_move_window_y) + 64) / 128) * 20) buff_tower = Buff_tower(i) game_world.add_object(buff_tower, 2) tile.time[i] = int(get_time()) ui.money -= 100 # 돈차감 ui.left_click = 0 ui.cho_tower = 0 else: elf.handle_event(event)
def handle_events(): global cook_stack_1, cook_stack_2, cook_stack_3, cook_stack_4, cook_stack_5, cook_stack_6, cook_type, is_cooking_fail events = get_events() for event in events: if (event.type == SDL_KEYDOWN): if event.type == SDL_QUIT: game_framework.quit() elif (cook_type == 0): if ((event.type, event.key) == (SDL_KEYDOWN, SDLK_q)): cook_type = 1 main_state.Money -= 5 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_w)): cook_type = 2 main_state.Money -= 5 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_e)): cook_type = 3 main_state.Money -= 5 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_r)): cook_type = 4 main_state.Money -= 5 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_t)): cook_type = 5 main_state.Money -= 5 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_y)): cook_type = 6 main_state.Money -= 5 elif (cook_type == 1): if ((event.type, event.key) == (SDL_KEYDOWN, SDLK_o)) and cook_stack_1 == 0: cook_stack_1 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_m)) and cook_stack_1 == 1: cook_stack_1 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_e)) and cook_stack_1 == 2: cook_stack_1 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_l)) and cook_stack_1 == 3: cook_stack_1 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_e)) and cook_stack_1 == 4: cook_stack_1 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_t)) and cook_stack_1 == 5: cooking.cooking_sound.play() main_state.food_1_stack += 1 cook_stack_1 = 0 cook_type = 0 game_framework.pop_state() else: is_cooking_fail = 1 main_state.messeage_timer = 0 cook_stack_1 = 0 cook_type = 0 game_framework.pop_state() elif (cook_type == 2): if ((event.type, event.key) == (SDL_KEYDOWN, SDLK_h)) and cook_stack_2 == 0: cook_stack_2 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_a)) and cook_stack_2 == 1: cook_stack_2 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_m)) and cook_stack_2 == 2: cook_stack_2 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_b)) and cook_stack_2 == 3: cook_stack_2 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_u)) and cook_stack_2 == 4: cook_stack_2 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_r)) and cook_stack_2 == 5: cook_stack_2 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_g)) and cook_stack_2 == 6: cook_stack_2 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_e)) and cook_stack_2 == 7: cook_stack_2 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_r)) and cook_stack_2 == 8: cooking.cooking_sound.play() main_state.food_2_stack += 1 cook_stack_2 = 0 cook_type = 0 game_framework.pop_state() else: is_cooking_fail = 1 main_state.messeage_timer = 0 cook_stack_2 = 0 cook_type = 0 game_framework.pop_state() elif (cook_type == 3): if ((event.type, event.key) == (SDL_KEYDOWN, SDLK_c)) and cook_stack_3 == 0: cook_stack_3 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_o)) and cook_stack_3 == 1: cook_stack_3 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_f)) and cook_stack_3 == 2: cook_stack_3 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_f)) and cook_stack_3 == 3: cook_stack_3 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_e)) and cook_stack_3 == 4: cook_stack_3 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_e)) and cook_stack_3 == 5: cooking.cooking_sound.play() main_state.food_3_stack += 1 cook_stack_3 = 0 cook_type = 0 game_framework.pop_state() else: is_cooking_fail = 1 main_state.messeage_timer = 0 cook_stack_3 = 0 cook_type = 0 game_framework.pop_state() elif (cook_type == 4): if ((event.type, event.key) == (SDL_KEYDOWN, SDLK_p)) and cook_stack_4 == 0: cook_stack_4 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_i)) and cook_stack_4 == 1: cook_stack_4 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_z)) and cook_stack_4 == 2: cook_stack_4 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_z)) and cook_stack_4 == 3: cook_stack_4 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_a)) and cook_stack_4 == 4: cooking.cooking_sound.play() main_state.food_4_stack += 1 cook_stack_4 = 0 cook_type = 0 game_framework.pop_state() else: is_cooking_fail = 1 main_state.messeage_timer = 0 cook_stack_4 = 0 cook_type = 0 game_framework.pop_state() elif (cook_type == 5): if ((event.type, event.key) == (SDL_KEYDOWN, SDLK_f)) and cook_stack_5 == 0: cook_stack_5 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_i)) and cook_stack_5 == 1: cook_stack_5 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_s)) and cook_stack_5 == 2: cook_stack_5 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_h)) and cook_stack_5 == 3: cooking.cooking_sound.play() main_state.food_5_stack += 1 cook_stack_5 = 0 cook_type = 0 game_framework.pop_state() else: is_cooking_fail = 1 main_state.messeage_timer = 0 cook_stack_5 = 0 cook_type = 0 game_framework.pop_state() elif (cook_type == 6): if ((event.type, event.key) == (SDL_KEYDOWN, SDLK_p)) and cook_stack_6 == 0: cook_stack_6 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_u)) and cook_stack_6 == 1: cook_stack_6 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_d)) and cook_stack_6 == 2: cook_stack_6 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_d)) and cook_stack_6 == 3: cook_stack_6 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_i)) and cook_stack_6 == 4: cook_stack_6 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_n)) and cook_stack_6 == 5: cook_stack_6 += 1 elif ((event.type, event.key) == (SDL_KEYDOWN, SDLK_g)) and cook_stack_6 == 6: cooking.cooking_sound.play() main_state.food_6_stack += 1 cook_stack_6 = 0 cook_type = 0 game_framework.pop_state() else: is_cooking_fail = 1 main_state.messeage_timer = 0 cook_stack_6 = 0 cook_type = 0 game_framework.pop_state()
def handle_events(): global player global is_collision_box_on, is_invincibility_mode_on global bottom_UI events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN: if event.key == SDLK_ESCAPE: game_framework.quit() elif event.key == SDLK_w: if game_world.screen_scroll_y == 0: game_world.screen_scroll_y = 1 elif game_world.screen_scroll_y == -1: game_world.screen_scroll_y = 0 elif event.key == SDLK_a: if game_world.screen_scroll_x == 0: game_world.screen_scroll_x = -1 elif game_world.screen_scroll_x == 0: game_world.screen_scroll_x = 1 elif event.key == SDLK_s: if game_world.screen_scroll_y == 0: game_world.screen_scroll_y = -1 elif game_world.screen_scroll_y == 1: game_world.screen_scroll_y = 0 elif event.key == SDLK_d: if game_world.screen_scroll_x == 0: game_world.screen_scroll_x = 1 elif game_world.screen_scroll_x == -1: game_world.screen_scroll_x = 0 elif event.key == SDLK_r: if is_collision_box_on == True: is_collision_box_on = False elif is_collision_box_on == False: is_collision_box_on = True elif event.key == SDLK_1: if is_invincibility_mode_on == True: is_invincibility_mode_on = False elif is_invincibility_mode_on == False: is_invincibility_mode_on = True elif event.type == SDL_KEYUP: if event.key == SDLK_w: if game_world.screen_scroll_y == 0: game_world.screen_scroll_y = -1 elif game_world.screen_scroll_y == 1: game_world.screen_scroll_y = 0 elif event.key == SDLK_a: if game_world.screen_scroll_x == 0: game_world.screen_scroll_x = 1 elif game_world.screen_scroll_x == -1: game_world.screen_scroll_x = 0 elif event.key == SDLK_s: if game_world.screen_scroll_y == 0: game_world.screen_scroll_y = 1 elif game_world.screen_scroll_y == -1: game_world.screen_scroll_y = 0 elif event.key == SDLK_d: if game_world.screen_scroll_x == 0: game_world.screen_scroll_x = -1 elif game_world.screen_scroll_x == 1: game_world.screen_scroll_x = 0 if event.type == SDL_MOUSEMOTION: # 마우스 좌표 업데이트 game_world.update_mouse_point(event.x, event.y) if event.type == SDL_MOUSEBUTTONDOWN: # bottom ui 충돌체크 bottom_UI_collision_check_result = bottom_UI.collision_check( event.x, event.y) #미니맵 if bottom_UI_collision_check_result == 1: pass #UI elif bottom_UI_collision_check_result == 2: pass else: game_world.cursor.get_events() player.get_events()
def exit(menu, event): if event == SPACE: game_framework.quit()
def handle_events(): global x, note_1s_extreme, note_2s_extreme, note_3s_extreme, note_4s_extreme, note_5s_extreme, note_6s_extreme, note_7s_extreme, machine_extreme global score_1 events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state_extreme) elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE: x = 203 effect_1.draw() update_canvas() delay(0.01) for note_4_extreme in note_4s_extreme: if collide(machine_extreme, note_4_extreme): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01) elif event.type == SDL_KEYDOWN and event.key == SDLK_s: x = 370 effect_1.draw() update_canvas() delay(0.01) for note_7_extreme in note_7s_extreme: if collide(note_7_extreme, machine_extreme): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01) elif event.type == SDL_KEYDOWN and event.key == SDLK_d: x = 320 effect_1.draw() update_canvas() delay(0.01) for note_6_extreme in note_6s_extreme: if collide(note_6_extreme, machine_extreme): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01) elif event.type == SDL_KEYDOWN and event.key == SDLK_f: x = 266 effect_1.draw() update_canvas() delay(0.01) for note_5_extreme in note_5s_extreme: if collide(note_5_extreme, machine_extreme): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01) elif event.type == SDL_KEYDOWN and event.key == SDLK_j: x = 140 effect_1.draw() update_canvas() delay(0.01) for note_3_extreme in note_3s_extreme: if collide( note_3_extreme, machine_extreme, ): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01) elif event.type == SDL_KEYDOWN and event.key == SDLK_k: x = 87 effect_1.draw() update_canvas() delay(0.01) for note_2_extreme in note_2s_extreme: if collide(note_2_extreme, machine_extreme): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01) elif event.type == SDL_KEYDOWN and event.key == SDLK_l: x = 37 effect_1.draw() update_canvas() delay(0.01) for note_1_extreme in note_1s_extreme: if collide(note_1_extreme, machine_extreme): effect_2.draw() #note_1.remove() score_1 += 100 print(score_1) update_canvas() delay(0.01)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit()
def handle_events(): events = get_events() for key in events: if key.type == SDL_QUIT: gf.quit() elif (key.type, key.key) == (SDL_KEYDOWN, SDLK_ESCAPE): gf.pop_state()
def handle_events(): global image, size_x, size_y, mx, my, x, y, inspeed, stop, mode, kind events = get_events() for event in events: if event.type == SDL_KEYDOWN: if (event.key == SDLK_t): # tile selection mode = 't' if (kind == 1): image = load_image('basic_tile.png') size_x = 100 size_y = 100 elif (kind == 2): image = load_image('tile2.png') size_x = 70 size_y = 20 if event.key == SDLK_o: # obstacle selection mode = 'o' if (kind == 1): image = load_image('triangle_obstacle.png') size_x = 40 size_y = 40 if (event.key == SDLK_1): kind = 1 if (mode == 't'): image = load_image('basic_tile.png') size_x = 100 size_y = 100 elif (mode == 'o'): image = load_image('triangle_obstacle.png') size_x = 40 size_y = 40 if event.key == SDLK_2: kind = 2 if (mode == 't'): image = load_image('tile2.png') size_x = 70 size_y = 20 if event.key == SDLK_3: kind = 3 if event.key == SDLK_BACKSPACE: DeleteBlock() if event.key == SDLK_ESCAPE: game_framework.quit() if event.key == SDLK_s: inspeed = 0 stop = True if event.key == SDLK_r: inspeed = speed stop = False if event.key == SDLK_m: game_framework.change_state(main_state) elif event.type == SDL_MOUSEBUTTONDOWN: x = event.x y = 510 - event.y - 1 Create() elif event.type == SDL_MOUSEMOTION: mx = event.x my = 510 - event.y - 1 pass
def update(): global Time_count, Menu Time_count += 0.1 if Time_count >= 40: end_sound.stop() game_framework.quit()
def handle_events(): global pl1, pl2 events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.change_state(title_state) if event.type == SDL_KEYDOWN and event.key == SDLK_c and pl1.status != 5: pl1.drawc += 1 pl2.drawc2 += 1 ground.drawc += 1 if event.type == SDL_KEYUP and event.key == SDLK_c and pl1.status != 5: pl1.drawc -= 1 pl2.drawc2 -= 1 ground.drawc -= 1 if event.type == SDL_KEYDOWN and event.key == SDLK_j and pl1.status != 5: if pl1.x + 30 >= pl2.x2: pl1.x += 0 else: pl1.x += 7 elif event.type == SDL_KEYDOWN and event.key == SDLK_g and pl1.status != 5: pl1.x -= 7 elif event.type == SDL_KEYDOWN and event.key == SDLK_d and pl1.punchc == 0 and pl1.kickc == 0 and pl1.status != 5 and pl1.jumpc == 0 and pl1.energyc == 0 and pl1.stepc == 0 and pl1.touchc == 0: pl1.status = 1 if pl1.dashc == 1: pl1.frame = 0 if pl1.frame <= 3 and pl1.dashc > 0: pl1.status = 1 elif event.type == SDL_KEYDOWN and event.key == SDLK_a and pl1.kickc == 0 and pl1.dashc == 0 and pl1.status != 5 and pl1.jumpc == 0 and pl1.energyc == 0 and pl1.stepc == 0 and pl1.touchc == 0: if collide(pl1, pl2): pl2.status2 = 4 pl2.frame2 = 0 pl1.status = 2 if pl1.punchc == 1: pl1.frame = 0 if pl1.frame <= 6: pl1.status = 2 else: pl1.status = 2 if pl1.punchc == 1: pl1.frame = 0 if pl1.frame <= 6 and pl1.punchc > 0: pl1.status = 2 elif event.type == SDL_KEYDOWN and event.key == SDLK_s and pl1.dashc == 0 and pl1.punchc == 0 and pl1.status != 5 and pl1.jumpc == 0 and pl1.energyc == 0 and pl1.stepc == 0 and pl1.touchc == 0: if collide(pl1, pl2): pl2.status2 = 4 pl2.frame2 = 0 pl1.status = 3 if pl1.kickc == 1: pl1.frame = 0 if pl1.frame <= 4: pl1.status = 3 else: pl1.status = 3 if pl1.kickc == 1: pl1.frame = 0 if pl1.kickc > 0: pl1.status = 3 elif event.type == SDL_KEYDOWN and event.key == SDLK_y and pl1.dashc == 0 and pl1.punchc == 0 and pl1.status != 5 and pl1.kickc == 0 and pl1.energyc == 0 and pl1.stepc == 0 and pl1.touchc == 0: pl1.status = 6 if pl1.jumpc == 1: pl1.frame = 0 if pl1.jumpc > 0: pl1.status = 6 elif event.type == SDL_KEYDOWN and event.key == SDLK_w and pl1.dashc == 0 and pl1.punchc == 0 and pl1.status != 5 and pl1.kickc == 0 and pl1.jumpc == 0 and pl1.stepc == 0 and pl1.touchc == 0: pl1.exsound.play() pl1.status = 7 if pl1.energyc == 1: pl1.frme = 0 if pl1.energyc > 0: pl1.status = 7 elif event.type == SDL_KEYDOWN and event.key == SDLK_q and pl1.dashc == 0 and pl1.punchc == 0 and pl1.status != 5 and pl1.kickc == 0 and pl1.jumpc == 0 and pl1.energyc == 0 and pl1.touchc == 0: pl1.status = 9 if pl1.stepc == 1: pl1.frame = 0 if pl1.stepc > 0: pl1.status = 9 elif hp1.hp < 0 or pl1.x < 70: pl1.status = 5 if event.type == SDL_KEYDOWN and event.key == SDLK_RIGHT: pl2.x2 += 7 elif event.type == SDL_KEYDOWN and event.key == SDLK_LEFT: if pl2.x2 - 30 <= pl1.x: pl2.x2 -= 0 else: pl2.x2 -= 7 elif event.type == SDL_KEYDOWN and event.key == SDLK_b and pl2.punchc == 0 and pl2.kickc == 0 and pl2.jumpc == 0 and pl2.sjumpc == 0 and pl2.stepc == 0 and pl2.gomuc == 0 and pl2.touchc == 0: pl2.status2 = 1 if pl2.dashc == 1: pl2.frame2 = 0 if pl2.frame2 <= 3 and pl2.dashc > 0: pl2.status2 = 1 elif event.type == SDL_KEYDOWN and event.key == SDLK_n and pl2.dashc == 0 and pl2.kickc == 0 and pl2.jumpc == 0 and pl2.sjumpc == 0 and pl2.stepc == 0 and pl2.gomuc == 0 and pl2.touchc == 0: if collide(pl1, pl2): pl1.status = 4 pl1.frame = 0 pl2.status2 = 2 if pl2.punchc == 1: pl2.frame2 = 0 if pl2.frame2 < 6: pl2.status2 = 2 else: pl2.status2 = 2 if pl2.punchc == 1: pl2.frame2 = 0 if pl2.frame2 < 6 and pl2.punchc > 0: pl2.status2 = 2 elif event.type == SDL_KEYDOWN and event.key == SDLK_m and pl2.dashc == 0 and pl2.punchc == 0 and pl2.jumpc == 0 and pl2.sjumpc == 0 and pl2.stepc == 0 and pl2.gomuc == 0 and pl2.touchc == 0: if collide(pl1, pl2): pl1.status = 4 pl1.frame = 0 pl2.status2 = 3 if pl2.kickc == 1: pl2.frame2 = 0 if pl2.frame2 <= 4: pl2.status2 = 3 else: pl2.status2 = 3 if pl2.kickc == 1: pl2.frame2 = 0 if pl2.kickc > 0: pl2.status2 = 3 elif event.type == SDL_KEYDOWN and event.key == SDLK_UP and pl2.dashc == 0 and pl2.punchc == 0 and pl2.kickc == 0 and pl2.sjumpc == 0 and pl2.stepc == 0 and pl2.gomuc == 0 and pl2.touchc == 0: pl2.status2 = 6 if pl2.jumpc == 1: pl2.frame2 = 0 if pl2.jumpc > 0: pl2.status2 = 6 elif event.type == SDL_KEYDOWN and event.key == SDLK_l and pl2.dashc == 0 and pl2.punchc == 0 and pl2.kickc == 0 and pl2.sjumpc == 0 and pl2.stepc == 0 and pl2.jumpc == 0 and pl2.touchc == 0: pl2.status2 = 7 if pl2.gomuc == 1: pl2.frame2 = 0 if pl2.gomuc > 0: pl2.status2 = 7 elif event.type == SDL_KEYDOWN and event.key == SDLK_k and pl2.dashc == 0 and pl2.punchc == 0 and pl2.kickc == 0 and pl2.jumpc == 0 and pl2.stepc == 0 and pl2.gomuc == 0 and pl2.touchc == 0: pl2.status2 = 8 if pl2.sjumpc == 1: pl2.frame2 = 0 if pl2.sjumpc > 0: pl2.status2 = 8 elif event.type == SDL_KEYDOWN and event.key == SDLK_v and pl2.dashc == 0 and pl2.punchc == 0 and pl2.kickc == 0 and pl2.jumpc == 0 and pl2.sjumpc == 0 and pl2.gomuc == 0 and pl2.touchc == 0: pl2.status2 = 9 if pl2.stepc == 1: pl2.frame2 = 0 if pl2.stepc > 0: pl2.status2 = 9 elif hp2.hp2 < 0 or pl2.x2 > 910: pl2.status2 = 5