Python-project/events.py

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Python
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2019-01-21 20:37:58 +01:00
import os, sys
import pygame
from pygame.locals import *
from sprites import *
running=True
players=[]
def events():
global running
for event in pygame.event.get():
if event.type == pygame.QUIT:
running=False
def collision_check(p):
# collision between players
if players[0].rect.colliderect(players[1].rect):
if p==1:
players[0].colliding=True
direction=players[1].facing
players[0].facing=(direction+2)%4
return True
elif p==0:
players[1].colliding=True
direction=players[0].facing
players[1].facing=(direction+2)%4
return True
else:
players[0].colliding=True
players[1].colliding=True
else:
return False
def player1_input(keys):
if not (keys[P1_UP] or keys[P1_DOWN] or keys[P1_RIGHT] or keys[P1_LEFT]):
players[0].stopmoving()
elif not collision_check(0):
if keys[P1_RIGHT]:
players[0].moveright()
if keys[P1_LEFT]:
players[0].moveleft()
if keys[P1_UP]:
players[0].moveup()
if keys[P1_DOWN]:
players[0].movedown()
def player2_input(keys):
if not (keys[P2_UP] or keys[P2_DOWN] or keys[P2_RIGHT] or keys[P2_LEFT]):
players[1].stopmoving()
elif not collision_check(1):
if keys[P2_RIGHT]:
players[1].moveright()
if keys[P2_LEFT]:
players[1].moveleft()
if keys[P2_UP]:
players[1].moveup()
if keys[P2_DOWN]:
players[1].movedown()
def event_handler():
events()
keys=pygame.key.get_pressed()
collision_check(-1)
player1_input(keys)
player2_input(keys)