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 # 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() self.turnOff = False # Player controls # TODO def loadKeyboardSettings(self): pass def handleEvents(self): pygame.event.pump() if self.turnOff: sleep(5) exit(0) 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() # get a list of all sprites that are under the mouse cursor clicked_sprites = [s for s in self.game.map.collidables if s.rect.collidepoint(pos)] # do something with the clicked sprites... if len(clicked_sprites) > 0: self.game.movement.gotoToTarget(Random().choice(clicked_sprites)) self.game.screen.ui.updateBasedOnPygameEvent(event) self.keyTimeout += self.keyTimer.tick() if self.keyTimeout >= TIMEOUT: if self.player.alive: self.handlePlayerControls(keys) self.keyTimeout = 0 else: self.game.screen.ui.updateOnDeath(self.player) self.turnOff = True self.game.screen.ui.updateBarsBasedOnPlayerStats(self.player.statistics) 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) # 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) if keys[pygame.K_w]: # TODO: Collision ckecks 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