DSZI_Survival/src/game/EventManager.py
2020-04-25 23:19:41 +02:00

95 lines
3.3 KiB
Python

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
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)