コード例 #1
0
ファイル: map.py プロジェクト: xjzpguob/libRPG
    def __update_input(self):
        for key in game_config.key_cancel:
            if Input.was_pressed(key) is not None:
                self.do_cancel = True
                return

        for key in game_config.key_action:
            if Input.was_pressed(key) is not None:
                self.do_action = True
                return

        if self.party_avatar.scheduled_movement \
           or self.party_avatar.movement_phase \
           or self.message_queue.is_busy():
            return

        if self.do_cancel:
            self.do_cancel = False
            get_context_stack().stop()
            return

        if self.do_action:
            self.do_action = False
            self.map_model.party_action()
            return

        for key in game_config.key_up:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(UP))
                return

        for key in game_config.key_down:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(DOWN))
                return

        for key in game_config.key_left:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(LEFT))
                return

        for key in game_config.key_right:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(RIGHT))
                return

        if game_config.map_mouse_enabled:
            evt = Input.was_pressed(M_1)
            if evt is not None:
                if not self.party_avatar.scheduled_movement:
                    self.__mouse_movement(evt.pos)
                    return
コード例 #2
0
ファイル: map.py プロジェクト: Eronarn/libRPG
    def __update_input(self):
        for key in game_config.key_cancel:
            if Input.was_pressed(key) is not None:
                self.do_cancel = True
                return
            
        for key in game_config.key_action:
            if Input.was_pressed(key) is not None:
                self.do_action = True
                return

        if self.party_avatar.scheduled_movement \
           or self.party_avatar.movement_phase \
           or self.message_queue.is_busy():
            return
        
        if self.do_cancel:
            self.do_cancel = False
            get_context_stack().stop()
            return
            
        if self.do_action:
            self.do_action = False
            self.map_model.party_action()
            return

        for key in game_config.key_up:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(UP))
                return

        for key in game_config.key_down:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(DOWN))
                return

        for key in game_config.key_left:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(LEFT))
                return

        for key in game_config.key_right:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(RIGHT))
                return

        if game_config.map_mouse_enabled:
            evt = Input.was_pressed(M_1)
            if evt is not None:
                if not self.party_avatar.scheduled_movement:
                    self.__mouse_movement(evt.pos)
                    return
コード例 #3
0
ファイル: menu.py プロジェクト: Eronarn/libRPG
    def __update_input(self):
        #print '__update_input'
        for key in game_config.key_cancel:
            if Input.was_pressed(key) is not None:
                self.menu.close()
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return
            
        for key in game_config.key_action:
            if Input.was_pressed(key) is not None:
                self.activate()
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return
        
        if self.menu.cursor is None:
                return
        
        for key in game_config.key_up:
            if Input.motion(key):
                self.step(UP)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_down:
            if Input.motion(key):
                self.step(DOWN)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_left:
            if Input.motion(key):
                self.step(LEFT)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_right:
            if Input.motion(key):
                self.step(RIGHT)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        self.__update_mouse_input()
コード例 #4
0
    def __update_input(self):
        #print '__update_input'
        for key in game_config.key_cancel:
            if Input.was_pressed(key) is not None:
                self.menu.close()
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_action:
            if Input.was_pressed(key) is not None:
                self.activate()
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        if self.menu.cursor is None:
            return

        for key in game_config.key_up:
            if Input.motion(key):
                self.step(UP)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_down:
            if Input.motion(key):
                self.step(DOWN)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_left:
            if Input.motion(key):
                self.step(LEFT)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_right:
            if Input.motion(key):
                self.step(RIGHT)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        self.__update_mouse_input()