def __update_input(self, delta_time): update_input() if pressed(InputType.QUIT): self.__quit_game() if pressed(InputType.TOGGLE_FULLSCREEN): self.__toggle_fullscreen() if self.no_spam and pressing(InputType.TOGGLE_DEBUG): toggle_debugging() self.no_spam = False if not pressing(InputType.TOGGLE_DEBUG): self.no_spam = True
def __update_input(self, delta_time): if pressed(InputType.RESET): self.__reset()
def _update_input(self, delta_time): if self.attacked: return if not self.pause and pressing( InputType.LEFT) and not pressing(InputType.RIGHT): self.velocity.x -= self.lateral_acceleration if self.velocity.x < -self.move_speed: self.velocity.x = -self.move_speed if not self.jumping: self.sprite.set_frame(self.walk_animation.current_frame, 6) self.direction = Direction.LEFT elif not self.pause and pressing( InputType.RIGHT) and not pressing(InputType.LEFT): self.velocity.x += self.lateral_acceleration if self.velocity.x > self.move_speed: self.velocity.x = self.move_speed if not self.jumping: self.sprite.set_frame(self.walk_animation.current_frame, 6) self.direction = Direction.RIGHT elif ((not pressing(InputType.LEFT) and not pressing(InputType.RIGHT)) or (pressing(InputType.LEFT) and pressing(InputType.RIGHT))): if self.grounded: self.velocity.lerp(Vector2(0, self.velocity.y), self.ground_friction) else: self.velocity.lerp(Vector2(0, self.velocity.y), self.air_friction) if self.velocity.x > -0.1 and self.velocity.x < 0.1: self.velocity.x = 0 self.sprite.set_frame(0, 6) if not self.grounded: if self.velocity.y < 0: self.sprite.set_frame(6, 6) if self.velocity.y > 0: self.sprite.set_frame(7, 6) else: if self.velocity.x == 0: if pressing(InputType.UP): self.sprite.set_frame(8, 6) if pressing(InputType.DOWN): self.sprite.set_frame(9, 6) if self.direction == Direction.LEFT: self.sprite.flip_horizontally(True) elif self.direction == Direction.RIGHT: self.sprite.flip_horizontally(False) if pressed(InputType.A) and self.grounded and not self.jumping: self.__jump(delta_time) self.jumping = True if self.jumping and self.velocity.y < -self.jump_initial_velocity / 2 and not pressing( InputType.A): self.velocity.y = -self.jump_initial_velocity / 2 self.jumping = False if pressed(InputType.X): self.attempt_block_shift = True
def update(self, delta_time, scene_data, manager): if pressed(self.button): self._queue_next_scene(manager) if scene_data.actor != None: self._move_entity_to_next_scene(scene_data.actor, manager)