Changed alive checking

This commit is contained in:
Marcin Kostrzewski 2020-04-06 13:42:56 +02:00
parent b22e69712c
commit deec08cec7

View File

@ -1,3 +1,5 @@
from time import sleep
import pygame
from src.entities.Interactable import Interactable
@ -32,8 +34,9 @@ class EventManager:
self.game.screen.ui.updateBasedOnPygameEvent(event)
self.keyTimeout += self.keyTimer.tick()
if self.keyTimeout >= TIMEOUT:
self.handlePlayerControls(keys)
self.keyTimeout = 0
if self.player.alive:
self.handlePlayerControls(keys)
self.keyTimeout = 0
self.game.screen.ui.updateBarsBasedOnPlayerStats(self.player.statistics)
@ -41,36 +44,35 @@ class EventManager:
# Key names are temporary
# TODO: Load key bindings from JSON
if self.player.alive:
# Picking up items
if keys[pygame.K_SPACE]:
object = self.game.map.getEntityOnCoord(self.player.getFacingCoord())
# Picked up item gets removed from the map
if type(object) is Pickupable:
object.on_interaction(self.player)
self.game.screen.ui.updateOnPlayerPickup(self.player.statistics, object)
self.game.map.removeSpriteFromMap(object)
elif type(object) is Interactable:
object.on_interaction(self.player)
self.game.screen.ui.updateOnPlayerInteraction(self.player.statistics, object)
# Picking up items
if keys[pygame.K_SPACE]:
object = self.game.map.getEntityOnCoord(self.player.getFacingCoord())
# Picked up item gets removed from the map
if type(object) is Pickupable:
object.on_interaction(self.player)
self.game.screen.ui.updateOnPlayerPickup(self.player.statistics, object)
self.game.map.removeSpriteFromMap(object)
elif type(object) is Interactable:
object.on_interaction(self.player)
self.game.screen.ui.updateOnPlayerInteraction(self.player.statistics, object)
# Movement
if keys[pygame.K_w]:
self.player.rotate(Rotations.NORTH)
if not self.game.map.collision(self.player.rect.x, self.player.rect.y - self.player.rect.w):
self.player.move(Rotations.NORTH)
if keys[pygame.K_s]:
self.player.rotate(Rotations.SOUTH)
if not self.game.map.collision(self.player.rect.x, self.player.rect.y + self.player.rect.w):
self.player.move(Rotations.SOUTH)
if keys[pygame.K_d]:
self.player.rotate(Rotations.EAST)
if not self.game.map.collision(self.player.rect.x + self.player.rect.w, self.player.rect.y):
self.player.move(Rotations.EAST)
if keys[pygame.K_a]:
self.player.rotate(Rotations.WEST)
if not self.game.map.collision(self.player.rect.x - self.player.rect.w, self.player.rect.y):
self.player.move(Rotations.WEST)
# Movement
if keys[pygame.K_w]:
self.player.rotate(Rotations.NORTH)
if not self.game.map.collision(self.player.rect.x, self.player.rect.y - self.player.rect.w):
self.player.move(Rotations.NORTH)
if keys[pygame.K_s]:
self.player.rotate(Rotations.SOUTH)
if not self.game.map.collision(self.player.rect.x, self.player.rect.y + self.player.rect.w):
self.player.move(Rotations.SOUTH)
if keys[pygame.K_d]:
self.player.rotate(Rotations.EAST)
if not self.game.map.collision(self.player.rect.x + self.player.rect.w, self.player.rect.y):
self.player.move(Rotations.EAST)
if keys[pygame.K_a]:
self.player.rotate(Rotations.WEST)
if not self.game.map.collision(self.player.rect.x - self.player.rect.w, self.player.rect.y):
self.player.move(Rotations.WEST)