示例#1
0
            # player turn
            elif playerTurn:
                # picking a unit to attack
                if currentState == states.selectingAttack:
                    if event.type == pygame.KEYDOWN and event.key == pygame.K_z:
                        currentState = states.attacking
                        myBattleForcast.roll()

                    if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_UP):
                        if attackUnitIndex < len(unitsInRange) - 1:
                            attackUnitIndex += 1
                        else:
                            attackUnitIndex = 0
                        defendingUnit = unitsInRange[attackUnitIndex]
                        mainCursor.X = defendingUnit.X
                        mainCursor.Y = defendingUnit.Y
                        myBattleForcast.calculate(currentUnit, defendingUnit, findTilesInAttackRange, currentMap)

                    if event.type == pygame.KEYDOWN and (event.key == pygame.K_LEFT or event.key == pygame.K_DOWN):
                        if attackUnitIndex > 0:
                            attackUnitIndex -= 1
                        else:
                            attackUnitIndex = len(unitsInRange)-1
                        defendingUnit = unitsInRange[attackUnitIndex]
                        mainCursor.X = defendingUnit.X
                        mainCursor.Y = defendingUnit.Y
                        myBattleForcast.calculate(currentUnit, defendingUnit, findTilesInAttackRange, currentMap)

                    if event.type == pygame.KEYDOWN and event.key == pygame.K_x:
                        currentState = states.selectingWeapon