nsi-rpg/src/engine/event_handler.py

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from pygame import event
from pygame.locals import *
import src.engine.engine as engine
class EventHandler:
"""Classe utilisée pour traiter les pygame.event.get() et gérer les interactions avec le reste du programme."""
def __init__(self, core: 'engine.Engine'):
self.engine = core
self.key_pressed = []
def update(self):
"""Vérifie s'il y a de nouvelles interactions et les traites."""
# Récupère les événements
for e in event.get():
if e.type == QUIT:
self.engine.stop()
elif e.type == KEYDOWN:
self.key_pressed.append(e.key)
elif e.type == KEYUP:
self.key_pressed.remove(e.key)
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if self.engine.entity_manager.player_entity_name:
if K_RIGHT in self.key_pressed:
self.engine.entity_manager.move_player_controls(1, 0)
if K_LEFT in self.key_pressed:
self.engine.entity_manager.move_player_controls(-1, 0)
if K_UP in self.key_pressed:
self.engine.entity_manager.move_player_controls(0, -1)
if K_DOWN in self.key_pressed:
self.engine.entity_manager.move_player_controls(0, 1)
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# Only for tests ! Remove on release !!!!!
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if K_l in self.key_pressed:
self.engine.entity_manager.get_by_name("player").take_damages(1)
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if K_p in self.key_pressed:
self.engine.renderer.emit_particles(self.engine.entity_manager.get_by_name("player").x,
self.engine.entity_manager.get_by_name("player").y,
16, 16, 16, 1, 8, 0, 1, 0.2, 1., (0, 200, 200))
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if K_x in self.key_pressed:
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self.engine.camera.target_zoom *= 1.01
if K_c in self.key_pressed:
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self.engine.camera.target_zoom *= 0.99
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