def update(self, tiles): self.frame += 1 imgframe = 0 moving = False if button.is_held(LEFT): self.facing = -1 moving = True self.move(-2, 0, tiles) if button.is_held(RIGHT): self.facing = 1 moving = True self.move(2, 0, tiles) if button.is_pressed(A_BUTTON): if not self.jumping: play_sound("sfx/jump.ogg") self.jump_speed = -5 self.jumping = True if self.jumping: if button.is_pressed(A_BUTTON) and self.jump_speed >= -2 and self.jump_speed <= 5: if button.is_held(A_BUTTON): self.flying = True if not button.is_held(A_BUTTON): self.flying = False else: self.flying = False if self.facing < 0: self.images = self.left_images else: self.images = self.right_images if moving: imgframe = self.frame/3%2 if self.jumping: imgframe = 1 if self.flying: imgframe = 2+(self.frame/2%2) self.image = self.images[imgframe] if not self.flying: if button.is_held(A_BUTTON) and not self.flying: self.jump_speed += 0.4 else: self.jump_speed += 0.8 else: if self.fuel <= 0: self.fuel = 0 self.flying = False else: play_sound("sfx/burn.ogg", 0.2) self.jump_speed = -1 if self.jump_speed > 5: self.jump_speed = 5 self.move(0, self.jump_speed, tiles) if self.jump_speed > 3: self.jumping = True
def aim_shot(self): self.shot_vector = self.direction.copy() x = int(button.is_held(RIGHT) - button.is_held(LEFT)) y = int(button.is_held(DOWN) - button.is_held(UP)) if not x and y > 0 and not self.jumping: y = 0 if y: self.shot_vector.x = x self.shot_vector.y = y
def update(self, tiles): self.frame += 1 imgframe = 0 if self.punch_time > 0: self.punch_time -= 1 moving = False if button.is_held(LEFT) and self.punch_time <= 0: self.facing = -1 moving = True self.move(-2, 0, tiles) if button.is_held(RIGHT) and self.punch_time <= 0: self.facing = 1 moving = True self.move(2, 0, tiles) if button.is_pressed(A_BUTTON) and self.punch_time <= 0: if not self.jumping: play_sound("data/jump.ogg") self.jump_speed = -5 self.jumping = True if button.is_pressed(B_BUTTON): self.punch() if self.facing < 0: self.images = self.left_images else: self.images = self.right_images if moving: imgframe = self.frame / 3 % 2 if self.jumping: imgframe = 1 if self.punch_time > 0: imgframe = 3 if self.punch_time == 3: Punch(self) play_sound("data/swoosh.ogg") if self.punch_time > 3: imgframe = 2 self.image = self.images[imgframe] if button.is_held(A_BUTTON): self.jump_speed += 0.4 else: self.jump_speed += 0.8 if self.jump_speed > 5: self.jump_speed = 5 if self.punch_time <= 0: self.move(0, self.jump_speed, tiles) if self.jump_speed > 3: self.jumping = True
def update(self, tiles): self.frame += 1 imgframe = 0 if self.punch_time > 0: self.punch_time -= 1 moving = False if button.is_held(LEFT) and self.punch_time <= 0: self.facing = -1 moving = True self.move(-2, 0, tiles) if button.is_held(RIGHT) and self.punch_time <= 0: self.facing = 1 moving = True self.move(2, 0, tiles) if button.is_pressed(A_BUTTON) and self.punch_time <= 0: if not self.jumping: play_sound("data/jump.ogg") self.jump_speed = -5 self.jumping = True if button.is_pressed(B_BUTTON): self.punch() if self.facing < 0: self.images = self.left_images else: self.images = self.right_images if moving: imgframe = self.frame/3%2 if self.jumping: imgframe = 1 if self.punch_time > 0: imgframe = 3 if self.punch_time == 3: Punch(self) play_sound("data/swoosh.ogg") if self.punch_time > 3: imgframe = 2 self.image = self.images[imgframe] if button.is_held(A_BUTTON): self.jump_speed += 0.4 else: self.jump_speed += 0.8 if self.jump_speed > 5: self.jump_speed = 5 if self.punch_time <= 0: self.move(0, self.jump_speed, tiles) if self.jump_speed > 3: self.jumping = True
def control_walk(self): self.walk_speed = 0 if button.is_held(LEFT): self.walk_speed -= 3 if button.is_held(RIGHT): self.walk_speed += 3 if self.walk_speed: self.walk_frame_next -= 1 if self.walk_frame_next <= 0: self.leg_pics.append(self.leg_pics.pop(0)) self.leg_pic = self.leg_pics[0] self.walk_frame_next = 3 else: self.leg_pic = self.normal_leg_pic
def update(self, tiles): self.frame += 1 imgframe = 0 moving = False if button.is_held(LEFT): self.facing = -1 moving = True self.move(-2, 0, tiles) if button.is_held(RIGHT): self.facing = 1 moving = True self.move(2, 0, tiles) if button.is_held(B_BUTTON): pass if button.is_pressed(A_BUTTON): if not self.jumping: play_sound("data/jump.ogg") self.jump_speed = -5 self.jumping = True if self.facing < 0: self.images = self.left_images else: self.images = self.right_images if moving: imgframe = self.frame/3 % 2 if self.jumping: imgframe = 1 self.image = self.images[imgframe] if button.is_held(A_BUTTON): self.jump_speed += 0.4 else: self.jump_speed += 0.8 if self.jump_speed > 5: self.jump_speed = 5 self.move(0, self.jump_speed, tiles) if self.jump_speed > 3: self.jumping = True
def jump(self): if not self.on_floor: return if not self.jumping: self.jumping = True if button.is_held(DOWN): self.jump_speed = 7 self.fall_through = 4 else: self.jump_speed = -11
def update(self, tiles): self.frame += 1 imgframe = 0 moving = False if button.is_held(LEFT): self.facing = -9 moving = True self.move(-0, 0, tiles) if button.is_held(RIGHT): self.facing = 1 moving = True self.move(5, 0, tiles) if button.is_pressed(A_BUTTON): if not self.jumping: play_sound("data/jump.ogg") self.jump_speed = -6 self.jumping = True if self.facing < 0: self.images = self.left_images else: self.images = self.right_images if moving: imgframe = self.frame / 3 % 2 if self.jumping: imgframe = 1 self.image = self.images[imgframe] if button.is_held(A_BUTTON): self.jump_speed += 0.4 else: self.jump_speed += 0.8 if self.jump_speed > 5: self.jump_speed = 5 self.move(0, self.jump_speed, tiles) if self.jump_speed > 3: self.jumping = True
# Tick, tock, at 30 frames per second clock.tick() # Handle button and key input button.handle_input() # If displaying dialog, do events for dialog! if not dialogbox.over(): if button.is_pressed(A_BUTTON): dialogbox.progress() # Otherwise, play the "game" else: # Move if LEFT or RIGHT is being pressed. if button.is_held(LEFT): player.pos[0] -= 3 if button.is_held(RIGHT): player.pos[0] += 3 # Move the menu cursor if you press up or down if button.is_pressed(UP): menu.move_cursor(-1) if button.is_pressed(DOWN): menu.move_cursor(1) # If you press start, check which option you're on! if button.is_pressed(START): option, text = menu.get_option() print("You pressed '%s'" % text) if option == 2:
# Tick, tock, at 30 frames per second clock.tick() # Handle button and key input button.handle_input() # If displaying dialog, do events for dialog! if not dialogbox.over(): if button.is_pressed(A_BUTTON): dialogbox.progress() # Otherwise, play the "game" else: # Move if LEFT or RIGHT is being pressed. if button.is_held(LEFT): player.pos[0] -= 3 if button.is_held(RIGHT): player.pos[0] += 3 # Move the menu cursor if you press up or down if button.is_pressed(UP): menu.move_cursor(-1) if button.is_pressed(DOWN): menu.move_cursor(1) # If you press start, check which option you're on! if button.is_pressed(START): option, text = menu.get_option() print "You pressed '%s'" % text if option == 2:
def handle_input(self): button.handle_input() if button.is_pressed(START): self.pause() if button.is_pressed(A_BUTTON) and button.is_held(SELECT): self.playing = False