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
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
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()
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()