Modifica la gestione dei tasti nella classe GameWindow; aggiungi supporto per il rilascio dei tasti e migliora la logica di scrolling
This commit is contained in:
@@ -38,3 +38,5 @@ class KeyBindings:
|
||||
# adjusted_coords = (coords[0]//self.cell_size*2, coords[1]//self.cell_size*2)
|
||||
# self.pointer = adjusted_coords
|
||||
# self.scroll_cursor()
|
||||
def key_released(self, key):
|
||||
self.stop_scrolling()
|
||||
+8
-7
@@ -32,7 +32,7 @@ class GameWindow:
|
||||
self.factory = sdl2.ext.SpriteFactory(renderer=self.renderer)
|
||||
self.fonts = self.generate_fonts("assets/decterm.ttf")
|
||||
self.running = True
|
||||
self.key_callback = key_callback
|
||||
self.key_down, self.key_up = key_callback
|
||||
self.performance = 0
|
||||
|
||||
def load_joystick(self):
|
||||
@@ -140,17 +140,18 @@ class GameWindow:
|
||||
for event in events:
|
||||
if event.type == sdl2.SDL_QUIT:
|
||||
self.running = False
|
||||
elif event.type == sdl2.SDL_KEYDOWN and self.key_callback:
|
||||
elif event.type == sdl2.SDL_KEYDOWN and self.key_down:
|
||||
key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8')
|
||||
self.key_callback(key)
|
||||
elif event.type == sdl2.SDL_KEYUP and self.key_callback:
|
||||
self.key_down(key)
|
||||
elif event.type == sdl2.SDL_KEYUP and self.key_down:
|
||||
key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8') + "Release"
|
||||
self.key_callback(key)
|
||||
self.key_up(key)
|
||||
print(key)
|
||||
elif event.type == sdl2.SDL_MOUSEMOTION:
|
||||
self.key_callback("mouse", coords=(event.motion.x, event.motion.y))
|
||||
self.key_down("mouse", coords=(event.motion.x, event.motion.y))
|
||||
elif event.type == sdl2.SDL_JOYBUTTONDOWN:
|
||||
key = event.jbutton.button
|
||||
self.key_callback(key)
|
||||
self.key_down(key)
|
||||
|
||||
# Disegna qui gli sprite
|
||||
self.renderer.present()
|
||||
|
||||
@@ -14,7 +14,8 @@ class MiceMaze(controls.KeyBindings):
|
||||
self.audio = True
|
||||
self.cell_size = 40
|
||||
self.full_screen = False
|
||||
self.engine = engine.GameWindow(self.map.width, self.map.height, self.cell_size, "Mice!", key_callback=self.key_pressed)
|
||||
self.engine = engine.GameWindow(self.map.width, self.map.height,
|
||||
self.cell_size, "Mice!", key_callback=(self.key_pressed, self.key_released))
|
||||
self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2))
|
||||
self.scroll_cursor()
|
||||
self.points = 0
|
||||
@@ -106,6 +107,7 @@ class MiceMaze(controls.KeyBindings):
|
||||
unit.collisions()
|
||||
unit.draw()
|
||||
self.engine.update_status(f"Mice: {len(self.units)} - Points: {self.points}")
|
||||
self.scroll()
|
||||
self.engine.new_cycle(50, self.update_maze)
|
||||
|
||||
|
||||
@@ -155,14 +157,15 @@ class MiceMaze(controls.KeyBindings):
|
||||
|
||||
def start_scrolling(self, direction):
|
||||
self.scrolling_direction = direction
|
||||
self.scrolling = True
|
||||
self.scroll()
|
||||
if not self.scrolling:
|
||||
self.scrolling = 1
|
||||
|
||||
def stop_scrolling(self):
|
||||
self.scrolling = False
|
||||
self.scrolling = 0
|
||||
|
||||
def scroll(self):
|
||||
if self.scrolling:
|
||||
if not self.scrolling % 5:
|
||||
if self.scrolling_direction == "Up":
|
||||
self.scroll_cursor(y=-1)
|
||||
elif self.scrolling_direction == "Down":
|
||||
@@ -171,7 +174,7 @@ class MiceMaze(controls.KeyBindings):
|
||||
self.scroll_cursor(x=-1)
|
||||
elif self.scrolling_direction == "Right":
|
||||
self.scroll_cursor(x=1)
|
||||
self.engine.new_cycle(100, self.scroll)
|
||||
self.scrolling += 1
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
||||
|
||||
Reference in New Issue
Block a user