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Input.py
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import pygame
from pygame.locals import *
import sys
class Input:
def __init__(self, entity):
self.mouseX = 0
self.mouseY = 0
self.entity = entity
def checkForInput(self):
events = pygame.event.get()
self.checkForKeyboardInput()
self.checkForMouseInput(events)
self.checkForQuitAndRestartInputEvents(events)
def checkForKeyboardInput(self):
pressedKeys = pygame.key.get_pressed()
if pressedKeys[K_LEFT] or pressedKeys[K_h] and not pressedKeys[K_RIGHT]:
self.entity.traits["goTrait"].direction = -1
elif pressedKeys[K_RIGHT] or pressedKeys[K_l] and not pressedKeys[K_LEFT]:
self.entity.traits["goTrait"].direction = 1
else:
self.entity.traits['goTrait'].direction = 0
isJumping = pressedKeys[K_SPACE] or pressedKeys[K_UP] or pressedKeys[K_k]
self.entity.traits['jumpTrait'].jump(isJumping)
self.entity.traits['goTrait'].boost = pressedKeys[K_LSHIFT]
def checkForMouseInput(self, events):
mouseX, mouseY = pygame.mouse.get_pos()
if self.isRightMouseButtonPressed(events):
self.entity.levelObj.addKoopa(
mouseY / 32, mouseX / 32 - self.entity.camera.pos.x
)
self.entity.levelObj.addGoomba(
mouseY / 32, mouseX / 32 - self.entity.camera.pos.x
)
self.entity.levelObj.addRedMushroom(
mouseY / 32, mouseX / 32 - self.entity.camera.pos.x
)
if self.isLeftMouseButtonPressed(events):
self.entity.levelObj.addCoin(
mouseX / 32 - self.entity.camera.pos.x, mouseY / 32
)
def checkForQuitAndRestartInputEvents(self, events):
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN and \
(event.key == pygame.K_ESCAPE or event.key == pygame.K_F5):
self.entity.pause = True
self.entity.pauseObj.createBackgroundBlur()
def isLeftMouseButtonPressed(self, events):
return self.checkMouse(events, 1)
def isRightMouseButtonPressed(self, events):
return self.checkMouse(events, 3)
def checkMouse(self, events, button):
for e in events:
if e.type == pygame.MOUSEBUTTONUP and e.button == button:
return True
return False