def process_key_event(self, key): from controller.dungeon_handler import DungeonHandler if key == ord('c'): from engine.instances.dungeon_instance import TUT_DONE Globals.instances[Globals.DUNGEON].tutorial_stage = TUT_DONE return DungeonHandler(overlay=EndTutorialOverlay()), False if key == ord('\n'): return DungeonHandler(), False else: return DungeonHandler(overlay=self), False
def process_key_event(self, key): self.tut_updated = False moved = False if key == ord('\n') and self.tutorial_stage > TUT_MOVE: self.select_mode() moved = False if key == ord('a') and self.tutorial_stage > TUT_LOOK: self.attack_mode() moved = False if key == ord(' ') and self.tutorial_stage > TUT_LOOK: moved = self.fire() if self.overlay is not None: overlay = self.overlay self.overlay = None return DungeonHandler(overlay=overlay), False if key == ord('i'): return InventoryHandler(), False if key == ord('m'): return MessageLogHandler(), False if key == ord('w'): moved = True if self.mode == Action.MODE_MOVE: if key == curses.KEY_LEFT: moved = self.player.left() elif key == curses.KEY_RIGHT: moved = self.player.right() elif key == curses.KEY_UP: moved = self.player.up() elif key == curses.KEY_DOWN: moved = self.player.down() self.selection.reset() elif self.mode == Action.MODE_SELECT or self.mode == Action.MODE_ATTACK: if key == curses.KEY_LEFT: self.selection.left(self.cells) elif key == curses.KEY_RIGHT: self.selection.right(self.cells) elif key == curses.KEY_UP: self.selection.up(self.cells) elif key == curses.KEY_DOWN: self.selection.down(self.cells) self.update_tutorial_stage() return DungeonHandler(overlay=self.overlay), moved
def process_key_event(self, key): choice = self.instance.process_key_event(key) BACK = 0 EXIT = 1 if choice == BACK: from controller.dungeon_handler import DungeonHandler return DungeonHandler(), False elif choice == EXIT: return None, None else: return self, False
def process_key_event(self, key): new_overlay = self from controller.dungeon_handler import DungeonHandler if key == ord('q') or key == ord(' '): new_overlay = None elif key == curses.KEY_UP: self._process_up() elif key == curses.KEY_DOWN: self._process_down() elif key == ord('\n'): new_overlay = self._process_enter() return DungeonHandler(overlay=new_overlay), False
def process_key_event(self, key): if key == ord('q') or key == curses.KEY_EXIT: return MainMenuHandler(), False choice = self.menu.process_key_event(key) if choice < 0: self._set_current_choice_info(self.menu.current) return CreateHeroHandler(self), False else: self._set_current_choice_info(choice) overlay = MoveTutorialOverlay() return DungeonHandler(self.clazz, overlay=overlay), False
def process_key_event(self, key): from controller.dungeon_handler import DungeonHandler if key == ord('m') or key == ord('q'): return DungeonHandler(), False return DungeonHandler(overlay=self), False