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