Events won't be handled if the player is dead
This commit is contained in:
parent
605bf55ebf
commit
e3b3fdd74f
@ -85,11 +85,10 @@ class Player(Entity):
|
||||
return self.statistics
|
||||
|
||||
def rotate(self, rotation):
|
||||
if self.alive:
|
||||
# If the player is not facing given direction, it will not move the first time, it will only get rotated
|
||||
if self.rotation.value != rotation.value:
|
||||
self.image = pygame.transform.rotate(self.image, ((self.rotation.value - rotation.value) * 90))
|
||||
self.rotation = rotation
|
||||
# If the player is not facing given direction, it will not move the first time, it will only get rotated
|
||||
if self.rotation.value != rotation.value:
|
||||
self.image = pygame.transform.rotate(self.image, ((self.rotation.value - rotation.value) * 90))
|
||||
self.rotation = rotation
|
||||
|
||||
# Updates self.alive if any of the statistic reaches critical value
|
||||
def determineLife(self):
|
||||
|
@ -41,33 +41,34 @@ class EventManager:
|
||||
# Key names are temporary
|
||||
# TODO: Load key bindings from JSON
|
||||
|
||||
# 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.map.removeSpriteFromMap(object)
|
||||
elif type(object) is Interactable:
|
||||
object.on_interaction(self.player)
|
||||
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.map.removeSpriteFromMap(object)
|
||||
elif type(object) is Interactable:
|
||||
object.on_interaction(self.player)
|
||||
|
||||
# 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)
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user