import pygame from src.entities.Player import Rotations # Player can move every given milliseconds TIMEOUT = 100 class EventManager: keyTimeout = 0 #self.game.map def __init__(self, gameObject, player): self.game = gameObject self.player = player self.keyTimer = pygame.time.Clock() # Player controls # TODO def loadKeyboardSettings(self): pass def handleEvents(self): pygame.event.pump() keys = pygame.key.get_pressed() for event in pygame.event.get(): if event.type == pygame.QUIT: self.game.running = False self.game.screen.ui.updateBasedOnPygameEvent(event) self.keyTimeout += self.keyTimer.tick() if self.keyTimeout >= TIMEOUT: self.handlePlayerControls(keys) self.keyTimeout = 0 self.game.screen.ui.updateBasedOnPlayerStats(self.player.statistics) def handlePlayerControls(self, keys): # Key names are temporary # TODO: Load key bindings from JSON 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)