Added sync between dialogs and game pause
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@ -88,13 +88,13 @@ class EventHandler:
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self.hovered_area.remove(area)
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if self.engine.entity_manager.player_entity_name:
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if K_RIGHT in self.key_pressed and not self.engine.dialogs_manager.reading_dialog:
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if K_RIGHT in self.key_pressed:
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self.engine.entity_manager.move_player_controls(1, 0)
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if K_LEFT in self.key_pressed and not self.engine.dialogs_manager.reading_dialog:
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if K_LEFT in self.key_pressed:
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self.engine.entity_manager.move_player_controls(-1, 0)
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if K_UP in self.key_pressed and not self.engine.dialogs_manager.reading_dialog:
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if K_UP in self.key_pressed:
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self.engine.entity_manager.move_player_controls(0, -1)
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if K_DOWN in self.key_pressed and not self.engine.dialogs_manager.reading_dialog:
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if K_DOWN in self.key_pressed:
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self.engine.entity_manager.move_player_controls(0, 1)
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if K_SPACE in self.key_pressed:
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@ -116,3 +116,11 @@ class EventHandler:
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self.engine.camera.target_zoom *= 1.01
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if K_c in self.key_pressed:
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self.engine.camera.target_zoom *= 0.99
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if self.engine.dialogs_manager.reading_dialog:
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if not self.engine.entity_manager.paused:
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self.engine.entity_manager.pause()
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else:
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if self.engine.entity_manager.paused:
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self.engine.entity_manager.resume()
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