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input_handler.py
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177 lines (129 loc) · 6.53 KB
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import pygame
class InputHandler:
def __init__(self) -> None:
self.keymap = {
pygame.KEYDOWN: {},
pygame.KEYUP: {}
}
self.keymap[pygame.KEYDOWN] = {
pygame.K_d: self.d_keydown,
pygame.K_f: self.f_keydown,
pygame.K_j: self.j_keydown,
pygame.K_k: self.k_keydown,
pygame.K_EQUALS: self.equals_keydown,
pygame.K_MINUS: self.minus_keydown,
pygame.K_RETURN: self.enter_keydown,
pygame.K_UP: self.up_keydown,
pygame.K_DOWN: self.down_keydown,
pygame.K_ESCAPE: self.esc_keydown
}
self.keymap[pygame.KEYUP] = {
pygame.K_d: self.d_keyup,
pygame.K_f: self.f_keyup,
pygame.K_j: self.j_keyup,
pygame.K_k: self.k_keyup,
}
def keydown(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
handler = self.keymap[pygame.KEYDOWN].get(ev.key)
if handler is not None:
handler(ev, ev_handler)
def keyup(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
handler = self.keymap[pygame.KEYUP].get(ev.key)
if handler is not None:
handler(ev, ev_handler)
def d_keydown(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
ev_handler.game.left_arr_pressed = True
notes = ev_handler.game.notes
hit_y = ev_handler.game.asset_handler.left_arr_hitbox.centery
new_notes = []
for note in notes:
if abs(note[1].centery - hit_y) < 100 and note[0] == 0:
print("EVENT: Note hit!")
ev_handler.game.hp = min(ev_handler.game.hp + ev_handler.game.hp_step, 100)
continue
new_notes.append(note)
ev_handler.game.notes = new_notes
def d_keyup(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
ev_handler.game.left_arr_pressed = False
def f_keydown(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
ev_handler.game.down_arr_pressed = True
notes = ev_handler.game.notes
hit_y = ev_handler.game.asset_handler.up_arr_hitbox.centery
new_notes = []
for note in notes:
if abs(note[1].centery - hit_y) < 100 and note[0] == 1:
print("EVENT: Note hit!")
ev_handler.game.hp = min(ev_handler.game.hp + ev_handler.game.hp_step, 100)
continue
new_notes.append(note)
ev_handler.game.notes = new_notes
def f_keyup(self, ev: pygame.event.Eventt, ev_handler: EventHandler) -> None:
ev_handler.game.down_arr_pressed = False
def j_keydown(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
ev_handler.game.up_arr_pressed = True
notes = ev_handler.game.notes
hit_y = ev_handler.game.asset_handler.up_arr_hitbox.centery
new_notes = []
for note in notes:
if abs(note[1].centery - hit_y) < 100 and note[0] == 2:
print("EVENT: Note hit!")
ev_handler.game.hp = min(ev_handler.game.hp + ev_handler.game.hp_step, 100)
continue
new_notes.append(note)
ev_handler.game.notes = new_notes
def j_keyup(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
ev_handler.game.up_arr_pressed = False
def k_keydown(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
ev_handler.game.right_arr_pressed = True
notes = ev_handler.game.notes
hit_y = ev_handler.game.asset_handler.right_arr_hitbox.centery
new_notes = []
for note in notes:
if abs(note[1].centery - hit_y) < 100 and note[0] == 3:
print("EVENT: Note hit!")
ev_handler.game.hp = min(ev_handler.game.hp + ev_handler.game.hp_step, 100)
continue
new_notes.append(note)
ev_handler.game.notes = new_notes
def k_keyup(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
ev_handler.game.right_arr_pressed = False
def equals_keydown(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
ev_handler.fps += 5
def minus_keydown(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
if ev_handler.fps <= 5:
return
ev_handler.fps -= 5
def enter_keydown(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
if ev_handler.game.state == "waiting" and ev_handler.game.s_channel_1 is None:
ev_handler.game.s_channel_1 = ev_handler.game.asset_handler.notif_sound.play()
if ev_handler.game.state == "menu" and ev_handler.game.s_channel_1 is None:
ev_handler.game.s_channel_1 = ev_handler.game.asset_handler.notif_sound.play()
if ev_handler.game.main_menu_choice == 0:
ev_handler.game.main_menu_can_switch = False
ev_handler.game.story_mode_main_menu_clicked = True
else:
ev_handler.game.main_menu_can_switch = False
ev_handler.game.freeplay_main_menu_clicked = True
if ev_handler.game.state == "intro":
ev_handler.game.state = "waiting"
def esc_keydown(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
if ev_handler.game.state == "freeplay":
ev_handler.game.asset_handler.menu_scroll_sound.play()
ev_handler.game.main_menu_can_switch = True
ev_handler.game.s_channel_1 = None
ev_handler.game.freeplay_main_menu_clicked = False
ev_handler.game.state = "menu"
def up_keydown(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
if ev_handler.game.state == "menu" and ev_handler.game.main_menu_can_switch:
ev_handler.game.asset_handler.menu_scroll_sound.play()
if ev_handler.game.main_menu_choice <= 0:
ev_handler.game.main_menu_choice = ev_handler.game.main_menu_last_possible_choice
else:
ev_handler.game.main_menu_choice -= 1
def down_keydown(self, ev: pygame.event.Event, ev_handler: EventHandler) -> None:
if ev_handler.game.state == "menu" and ev_handler.game.main_menu_can_switch:
ev_handler.game.asset_handler.menu_scroll_sound.play()
if ev_handler.game.main_menu_choice >= ev_handler.game.main_menu_last_possible_choice:
ev_handler.game.main_menu_choice = 0
else:
ev_handler.game.main_menu_choice += 1