from random import Random from time import sleep import pygame from src.entities.Interactable import Interactable from src.entities.Pickupable import Pickupable from src.entities.Player import Movement class EventManager: def __init__(self, gameObject, player): # TODO: Is this really necessary? self.game = gameObject self.player = player # TODO: Make this not retarded self.turnOff = False # TODO def loadKeyboardSettings(self): pass def handleEvents(self): pygame.event.pump() if self.turnOff: sleep(5) exit(0) # TODO: Move to ui.update() self.game.screen.ui.updateTime() keys = pygame.key.get_pressed() for event in pygame.event.get(): if event.type == pygame.QUIT: self.game.running = False if event.type == pygame.MOUSEBUTTONUP: pos = pygame.mouse.get_pos() self.handleClickingOnCollidablesAndTerrains(pos) # TODO: Move to ui.update() self.game.screen.ui.updateBasedOnPygameEvent(event) if self.player.alive: # TODO: Add A* here? self.handlePlayerControls(keys) else: self.game.screen.ui.updateOnDeath(self.player) self.turnOff = True # TODO: Move to ui.update() self.game.screen.ui.updateBarsBasedOnPlayerStats(self.player.statistics) def handleClickingOnCollidablesAndTerrains(self, pos): # get a list of all collidables that are under the mouse cursor clicked_collidables = [s for s in self.game.map.collidables if s.rect.collidepoint(pos)] if len(clicked_collidables) > 0: self.game.movement.gotoToTarget(Random().choice(clicked_collidables)) else: # get a list of all terrains that are under the mouse cursor clicked_terrains = [tile for tile in self.game.map.terrainTilesList if tile.rect.collidepoint(pos)] if len(clicked_terrains) > 0: print("Terrains under clik:") for terrain in clicked_terrains: print(terrain) else: print("NO TERRAIN FOUND UNDER CLICK") def handlePlayerControls(self, keys): # 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.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) if keys[pygame.K_w]: if not self.game.map.collision(self.player.getFacingCoord()[0], self.player.getFacingCoord()[1]): self.player.move(Movement.FORWARD) if keys[pygame.K_a]: self.player.move(Movement.ROTATE_L) if keys[pygame.K_d]: self.player.move(Movement.ROTATE_R) # Pick random target for A* algorithm if keys[pygame.K_u]: while True: try: self.game.movement.gotoToTarget(Random().choice(self.game.map.entities)) break except IndexError: pass