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input_handlers.py
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input_handlers.py
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import tcod as libtcod
from game_states import GameStates
def handle_keys(key, game_state):
if game_state == GameStates.PLAYERS_TURN:
return handle_player_turn_keys(key)
elif game_state == GameStates.PLAYER_DEAD:
return handle_player_dead_keys(key)
elif game_state == GameStates.TARGETING:
return handle_targeting_keys(key)
elif game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
return handle_inventory_keys(key)
elif game_state == GameStates.LEVEL_UP:
return handle_level_up_menu(key)
elif game_state == GameStates.CHARACTER_SCREEN:
return handle_character_screen(key)
return {}
def handle_player_turn_keys(key):
key_char = chr(key.c)
# Movement keys
if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
return {'move': (0, -1)}
elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
return {'move': (0, 1)}
elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4:
return {'move': (-1, 0)}
elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6:
return {'move': (1, 0)}
elif key.vk == libtcod.KEY_KP1:
return {'move': (-1, 1)}
elif key.vk == libtcod.KEY_KP3:
return {'move': (1, 1)}
elif key.vk == libtcod.KEY_KP7:
return {'move': (-1, -1)}
elif key.vk == libtcod.KEY_KP9:
return {'move': (1, -1)}
elif key.vk == libtcod.KEY_KP5:
return {'move': 'wait'}
if key_char == 'g':
return {'pickup': True}
elif key_char == 'i':
return {'show_inventory': True}
elif key_char == 'd':
return {'drop_inventory': True}
elif key_char == 'c':
return {'show_character_screen': True}
elif key_char == '1':
return {'ability_1': True}
elif key.vk == libtcod.KEY_ENTER:
return {'take_stairs': True}
if key.vk == libtcod.KEY_ENTER and key.lalt:
# Alt+Enter: toggle full screen
return {'fullscreen': True}
elif key.vk == libtcod.KEY_ESCAPE:
# Exit the game
return {'exit': True}
# No key was pressed
return {}
def handle_targeting_keys(key):
if key.vk == libtcod.KEY_ESCAPE:
return {'exit': True}
return {}
def handle_player_dead_keys(key):
key_char = chr(key.c)
if key_char == 'i':
return {'show_inventory': True}
if key.vk == libtcod.KEY_ENTER and key.lalt:
# Alt+Enter: toggle full screen
return {'fullscreen': True}
elif key.vk == libtcod.KEY_ESCAPE:
# Exit the game
return {'exit': True}
return {}
def handle_mouse(mouse):
(x, y) = (mouse.cx, mouse.cy)
if mouse.lbutton_pressed:
return {'left_click': (x, y)}
elif mouse.rbutton_pressed:
return {'right_click': (x, y)}
return {}
def handle_inventory_keys(key):
if key:
key_char = chr(key.c)
index = key.c - ord('a')
if index >= 0:
return {'inventory_index': index}
if key.vk == libtcod.KEY_ENTER and key.lalt:
# Alt+Enter: toggle full screen
return {'fullscreen': True}
elif key.vk == libtcod.KEY_ESCAPE:
# Exit the game
return {'exit': True}
return {}
def handle_main_menu(key):
if key:
key_char = chr(key.c)
if key_char == 'a':
return {'new_game': True}
elif key_char == 'b':
return {'load_game': True}
elif key_char == 'c' or key.vk == libtcod.KEY_ESCAPE:
return {'exit': True}
return {}
def handle_role_select(key):
if key:
key_char = chr(key.c)
if key_char == 'a':
return {'warrior': True}
elif key_char == 'b':
return {'ranger': True}
elif key_char == 'c':
return {'rogue': True}
elif key_char == 'd':
return {'paladin': True}
elif key_char == 'e':
return {'warlock': True}
elif key.vk == libtcod.KEY_ESCAPE:
return {'exit': True}
elif key.vk == libtcod.KEY_ENTER:
return {'accept': True}
return {}
def handle_level_up_menu(key):
if key:
key_char = chr(key.c)
if key_char == 'a':
return {'level_up': 'hp'}
elif key_char =='b':
return {'level_up': 'str'}
elif key_char =='c':
return {'level_up': 'def'}
return{}
def handle_character_screen(key):
if key:
key_char = chr(key.c)
if key.vk == libtcod.KEY_ESCAPE or key_char == 'c':
return {'exit': True}
return {}