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