def update(self): for e in pygame.event.get(): BaseInputHandler.checkEvent(self, e) if e.type == MOUSEBUTTONDOWN: if e.button == 1: self.mMenuScreen.mouseClick(e.pos) if e.type == KEYDOWN: self.mMenuScreen.keyInput(e.key)
def update(self): event = pygame.event.poll() BaseInputHandler.checkEvent(self, event) if self.player.alive: #handle gravity if event.type == KEYDOWN: if event.key == K_LEFT: self.world.changeGravity(GravityDirection.LEFT) if event.key == K_RIGHT: self.world.changeGravity(GravityDirection.RIGHT) if event.key == K_UP: self.world.changeGravity(GravityDirection.UP) if event.key == K_DOWN: self.world.changeGravity(GravityDirection.DOWN) if event.key == K_SPACE: self.player.jump() if event.key == K_ESCAPE: self.mCurrentScreen.goBack() if event.key == K_r: self.world.restart() #debug if event.key == K_F1: self.world.DEBUG = not self.world.DEBUG #button up elif event.type == KEYUP: #zero out the velocity if event.key == K_a or event.key == K_d or event.key == K_w or event.key == K_s: self.player.mDirection.Set(0,0) if event.key == K_SPACE: self.player.endJump() #check for player movement pressed = pygame.key.get_pressed() if self.player.mGravityToUse.x == 0: if pressed[pygame.K_a]: self.player.move(MoveDirection.LEFT) if pressed[pygame.K_d]: self.player.move(MoveDirection.RIGHT) elif self.player.mGravityToUse.y == 0: if pressed[pygame.K_s]: self.player.move(MoveDirection.DOWN) if pressed[pygame.K_w]: self.player.move(MoveDirection.UP)