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InputHandle.py
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InputHandle.py
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import pygame
from Graphics import mouseChunkBuild, mouseChunkKill, findChunk, buildMap, eraseMap
from Settings import globDict, mapDict, shipImage
vec = pygame.math.Vector2
def initInputVars():
keystate = []
keystate.append(False) # 0 pressed_right
keystate.append(False) # 1 pressed_left
keystate.append(False) # 2 pressed_down
keystate.append(False) # 3 pressed_up
keystate.append(False) # 4 buildmap
keystate.append(False) # 5
keystate.append(False) # 6
keystate.append(False) # 7 clearmap
keystate.append(False) # 8
keystate.append(False) # 9
keystate.append(False) # 10
keystate.append(False) # 11 changewidth
keystate.append(False) # 12 changeheight
keystate.append(False) # 13 colon
keystate.append(False) # 14 shoot
keystate.append(False) # 15 endgame
keystate.append(False) # 16 buildinput
mousestate = []
mousestate.append(False) # 0 mouseKillClick
mousestate.append(False) # 1 mouseBuildClick
print("Initialized KEYSTATE AND MOUSETATE")
return keystate, mousestate
def inputChecker(gameobj):
if not gameobj.keystate[11] and not gameobj.keystate[12] and not gameobj.keystate[16]:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameobj.close = True
break
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
gameobj.keystate[0] = True
elif event.key == pygame.K_LEFT:
gameobj.keystate[1] = True
elif event.key == pygame.K_DOWN:
gameobj.keystate[2] = True
elif event.key == pygame.K_UP:
gameobj.keystate[3] = True
if gameobj.keystate[5]:
gameobj.player.jump(mapDict["GRID_SIZE"] / 3, gameobj)
elif event.key == pygame.K_SPACE:
gameobj.player.jump(mapDict["GRID_SIZE"] / 3, gameobj)
elif event.key == pygame.K_LSHIFT:
if not gameobj.keystate[14]:
gameobj.keystate[14] = True
gameobj.player.rof = 29
elif event.key == pygame.K_TAB:
gameobj.keystate[11] = True
elif event.key == pygame.K_i:
if gameobj.keystate[13]:
gameobj.keystate[13] = False
else:
gameobj.keystate[13] = True
elif event.key == pygame.K_o:
if globDict["collisionON"]:
print("Collision Turned OFF")
gameobj.player.image = pygame.Surface((mapDict["GRID_SIZE"] * 3, mapDict["GRID_SIZE"] * 3))
gameobj.player.PLAYER_ACC = mapDict["GRID_SIZE"] * 2
gameobj.player.rect.width = mapDict["GRID_SIZE"] * 3
gameobj.player.rect.height = mapDict["GRID_SIZE"] * 3
gameobj.player.image.fill((156, 91, 34))
gameobj.player.pos = vec(gameobj.player.pos.x, gameobj.player.pos.y)
gameobj.player.rect.topleft = gameobj.player.pos
gameobj.player.onGround = False
gameobj.player.collided = False
gameobj.player.hitright = False
gameobj.player.hitleft = False
gameobj.player.hitup = False
gameobj.player.hitdown = False
gameobj.player.gravity = 0
globDict["collisionON"] = False
print("Gravity Turned OFF")
gameobj.keystate[5] = False
else:
gameobj.player.image = shipImage
gameobj.player.PLAYER_ACC = mapDict["GRID_SIZE"]
gameobj.player.rect.width = mapDict["GRID_SIZE"]
gameobj.player.rect.height = mapDict["GRID_SIZE"]
gameobj.player.pos = vec(gameobj.player.pos.x, gameobj.player.pos.y)
gameobj.player.rect.topleft = gameobj.player.pos
print("Collision Turned ON")
globDict["collisionON"] = True
elif event.key == pygame.K_u: # clears out the whole map
gameobj.keystate[7] = True
elif event.key == pygame.K_b: # builds a whole new map
gameobj.keystate[4] = True
elif event.key == pygame.K_g:
if gameobj.keystate[5]:
print("Gravity Turned OFF")
gameobj.keystate[5] = False
else:
print("Gravity Turned ON")
gameobj.keystate[5] = True
elif event.key == pygame.K_p:
px = int(gameobj.player.pos.x / mapDict["GRID_SIZE"])
py = int(gameobj.player.pos.y / mapDict["GRID_SIZE"])
chunknum = findChunk(gameobj, px, py)
print("Objects:", len(gameobj.drawlist), "Chunk:", chunknum, "PX:", px, "PY:", py)
elif event.key == pygame.K_LEFTBRACKET:
gameobj.player.PLAYER_ACC -= 10
if gameobj.player.PLAYER_ACC < 0:
gameobj.player.PLAYER_ACC = 0
elif event.key == pygame.K_RIGHTBRACKET:
gameobj.player.PLAYER_ACC += 10
elif event.key == pygame.K_1:
globDict["blockbuild"] = "Block"
elif event.key == pygame.K_2:
globDict["blockbuild"] = "Point"
elif event.key == pygame.K_3:
globDict["blockbuild"] = "Tower"
elif event.key == pygame.K_4:
globDict["blockbuild"] = "Invincible"
elif event.key == pygame.K_5:
globDict["blockbuild"] = "Respawn Tower"
elif event.key == pygame.K_6:
globDict["blockbuild"] = "NPC"
elif event.key == pygame.K_ESCAPE:
gameobj.close = True
break
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
gameobj.keystate[0] = False
elif event.key == pygame.K_LEFT:
gameobj.keystate[1] = False
elif event.key == pygame.K_DOWN:
gameobj.keystate[2] = False
elif event.key == pygame.K_UP:
gameobj.keystate[3] = False
elif event.key == pygame.K_LSHIFT:
gameobj.keystate[14] = False
if event.type == pygame.MOUSEBUTTONDOWN:
but1, but2, but3 = pygame.mouse.get_pressed()
if but3:
gameobj.mousestate[1] = True
if but1:
gameobj.mousestate[0] = True
if event.type == pygame.MOUSEBUTTONUP:
gameobj.mousestate[0] = False
if globDict["blockbuild"] != "NPC":
gameobj.mousestate[1] = False
def mouseHandler(gameobj):
if gameobj.mousestate[0]: # Turns Blocks into emptyBlocks
mouseChunkKill(gameobj)
if gameobj.mousestate[1]: # Turns emptyBlocks into blocks
mouseChunkBuild(gameobj)
def keystateHandler(gameobj):
mouseHandler(gameobj)
if gameobj.keystate[4]: # fills every possible spot with a block
buildMap(gameobj)
gameobj.keystate[4] = False
elif gameobj.keystate[7]: # fills every possible spot with an empty block
eraseMap(gameobj)
gameobj.keystate[7] = False