prev_btn_vals = cur_btn_vals CURRENT_STATE = STATE_WAITING_VELOCITY_INPUT if cur_btn_vals & ugame.K_UP: angle += 1 if cur_btn_vals & ugame.K_DOWN: angle -= 1 if CURRENT_STATE == STATE_WAITING_VELOCITY_INPUT: velocity_text.text = "Velocity: {}".format(velocity) if cur_btn_vals & ugame.K_UP: velocity += 1 if cur_btn_vals & ugame.K_DOWN: velocity -= 1 if not prev_btn_vals & ugame.K_O and cur_btn_vals & ugame.K_O: if cur_player == 1: if banana not in main_group: banana.x = player_1.x banana.y = player_1.y - 16 main_group.append(banana) banana.throw(angle, velocity / 10) cur_player = 2 angle_text.text = "" velocity_text.text = "" CURRENT_STATE = STATE_RESOlVING_THROW elif cur_player == 2: if banana not in main_group: banana.x = player_2.x banana.y = player_2.y - 16 main_group.append(banana) banana.throw(180 - angle, velocity / 10) cur_player = 1 angle_text.text = ""