# check for closing window if e.type == pg.QUIT or (e.type == pg.KEYDOWN and e.key == pg.K_ESCAPE): game = False if e.type == pg.KEYDOWN and e.key == pg.K_LEFT: player1.goLeft = True elif e.type == pg.KEYUP and e.key == pg.K_LEFT: player1.goLeft = False elif e.type == pg.KEYDOWN and e.key == pg.K_RIGHT: player1.goRight = True elif e.type == pg.KEYUP and e.key == pg.K_RIGHT: player1.goRight = False elif e.type == pg.KEYDOWN and e.key == pg.K_UP: player1.goUp = True elif e.type == pg.KEYUP and e.key == pg.K_UP: player1.goUp = False elif e.type == pg.KEYDOWN and e.key == pg.K_DOWN: player1.goDown = True elif e.type == pg.KEYUP and e.key == pg.K_DOWN: player1.goDown = False player1.update() worldPhisics(player1) wallGroup.draw(mainScreen) prixGroup.draw(mainScreen) enemyGroup.draw(mainScreen) player1.draw(mainScreen) pg.display.flip() pg.quit()
for event in pygame.event.get(): # Check for KEYDOWN event if event.type == KEYDOWN: # If the Esc key is pressed, then exit the main loop if event.key == K_ESCAPE: running = False # Check for QUIT event. If QUIT, then set running to false. if event.type == QUIT: running = False screen.blit(background, (0, 0)) # SCENE display_score(player, screen) # SCORE ############### HANDLE PLAYER MOVEMENT ############################### pressed_keys = pygame.key.get_pressed() player.update(pressed_keys) try: axis_x = joystick.get_axis(2) axis_y = joystick.get_axis(3) x_change = make_coordinate(axis_x) y_change = make_coordinate(axis_y) slow_button = joystick.get_button(4) fast_button = joystick.get_button(5) player.speed = PLAYER_SPEED + fast_button * 10 - slow_button * 2 player.rect.move_ip(x_change * player.speed, y_change * player.speed) except: player.speed = PLAYER_SPEED