Пример #1
0
	def move(self):
		if Input.check(Key.RIGHT):
			self.x += self.speed * PP.elapsed
		if Input.check(Key.LEFT):
			self.x -= self.speed * PP.elapsed
		if Input.check(Key.DOWN):
			self.y += self.speed * PP.elapsed
		if Input.check(Key.UP):
			self.y -= self.speed * PP.elapsed 
Пример #2
0
	def update(self):
		if not self.world:
			return

		if self.collide_point(self.x - self.world.camera.x, self.y - self.world.camera.y, Input.mouse_x, Input.mouse_y):
			if Input.mouse_released() and self._callback:
				self._callback(*self._args, **self._kwargs)
			elif Input.mouse_down():
				self._map.play('down')
			else:
				self._map.play('over')
		else:
			self._map.play('up')
Пример #3
0
	def update(self):
		self._time_interval += PP.elapsed
		if self._time_interval >= 3:
			self.graphic.play('Blinking')

		if Input.check('LEFT'):
			self.x -= 50 * PP.elapsed
		if Input.check('RIGHT'):
			self.x += 50 * PP.elapsed
		if Input.check('UP'):
			self.y -= 50 * PP.elapsed
		if Input.check('DOWN'):
			self.y += 50 * PP.elapsed
Пример #4
0
	def update(self):
		# Update the score text to reflect the current score
		self.score_text.text = str(self.score)

		# Restart the game if they died and press enter.
		if self._game_over and Input.check(Key.RETURN):
			PP.world = GameRoom()
Пример #5
0
	def __init__(self):
		Entity.__init__(self)

		self._time_interval = 0
		self.graphic = Spritemap('EntitySheet.png', 40, 20, self.on_animation_end)
		self.graphic.add('Stopped', [0])
		self.graphic.add('Blinking', list(range(10)), 24) 

		Input.define('UP', Key.W, Key.UP)
		Input.define('DOWN', Key.S, Key.DOWN)
		Input.define('LEFT', Key.A, Key.LEFT)
		Input.define('RIGHT', Key.D, Key.RIGHT)

		self.type = 'GameEntity'

		self.graphic.play('Blinking')
Пример #6
0
	def shoot(self):
		if Input.pressed(Key.SPACE):
			self.world.add(Bullet(self.x + 36, self.y + 12))
			self.bullet_shoot.play()