elif e.key == pygame.K_RIGHT: p.move(RIGHT) elif e.key == pygame.K_DOWN: p.move(DOWN) elif e.key == pygame.K_UP: p.move(UP) elif e.key == pygame.K_o: adjacent_tiles = stage.mapobj.get_adjacent_tiles(p.tile) elif e.key == pygame.K_d: coords = p.destroy() print coords elif state == STATE_TARGETTING: # create cursor object if not cursor: cursor = Cursor(p.x, p.y) stage.add_overlay(cursor) print 'Cusror created.' if e.key == pygame.K_LEFT: cursor.move(LEFT) elif e.key == pygame.K_RIGHT: cursor.move(RIGHT) elif e.key == pygame.K_DOWN: cursor.move(DOWN) elif e.key == pygame.K_UP: cursor.move(UP) screen.fill(pygame.Color(255, 255, 255, 0)) area = get_area_around_entity(p, VIEW_SIZE, VIEW_SIZE, MAP_WIDTH, MAP_HEIGHT) stage.render(area, screen, fontsheet) pygame.display.update() #pdb.set_trace()