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interaction.py
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interaction.py
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import pygame, sys
from tileC import Tile
from object_classes import Bullet
def interaction(screen, survivor):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: # cycle through weapons array
survivor.current_weapon +=1
survivor.current_weapon %=2 # back to 0
keys = pygame.key.get_pressed()
if keys[pygame.K_w]: # North
future_tile_number = survivor.get_number() - Tile.V
if future_tile_number in range(1, Tile.total_tiles + 1): # stops from going out of bounds
future_tile = Tile.get_tile(future_tile_number)
if future_tile.walkable:
survivor.set_target(future_tile)
survivor.rotate('n')
if keys[pygame.K_s]: # South
future_tile_number = survivor.get_number() + Tile.V
if future_tile_number in range(1, Tile.total_tiles + 1):
future_tile = Tile.get_tile(future_tile_number)
if future_tile.walkable:
survivor.set_target(future_tile)
survivor.rotate('s')
if keys[pygame.K_a]: # West
future_tile_number = survivor.get_number() - Tile.H
if future_tile_number in range(1, Tile.total_tiles + 1):
future_tile = Tile.get_tile(future_tile_number)
if future_tile.walkable:
survivor.set_target(future_tile)
survivor.rotate('w')
if keys[pygame.K_d]: # East
future_tile_number = survivor.get_number() + Tile.H
if future_tile_number in range(1, Tile.total_tiles + 1):
future_tile = Tile.get_tile(future_tile_number)
if future_tile.walkable:
survivor.set_target(future_tile)
survivor.rotate('e')
if keys[pygame.K_LEFT]:
survivor.rotate('w')
Bullet(survivor.centerx, survivor.centery, -10, 0, 'w', survivor.get_bullet_type())
elif keys[pygame.K_RIGHT]:
survivor.rotate('e')
Bullet(survivor.centerx, survivor.centery, 10, 0, 'e', survivor.get_bullet_type())
elif keys[pygame.K_UP]:
survivor.rotate('n')
Bullet(survivor.centerx, survivor.centery, 0, -10, 'n', survivor.get_bullet_type())
elif keys[pygame.K_DOWN]:
survivor.rotate('s')
Bullet(survivor.centerx, survivor.centery, 0, 10, 's', survivor.get_bullet_type())