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keyboard.py
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# coding:utf-8
import pygame
from maps import *
class Keyboard:
def __init__(self):
# Si hay una flecha pulsada
self.arrow = [False,False,False,False]
# Si justo se acaba de pulsar una flecha (solo dura un ciclo)
self.arrowPressed = [False,False,False,False]
# Si hay alguna o ninguna flecha pulsada
self.anyArrow = True in self.arrow
self.noArrow = False in self.arrow
# Si hay un botón pulsado
self.key = {"A": False, "B": False}
# Si justo se acaba de pulsar un botón
self.keyPressed = {"A": False, "B": False}
def update(self,gc):
# Llevar a cabo tareas de input
pygame.event.pump()
for i in range(len(self.arrowPressed)):
self.arrowPressed[i] = False
self.keyPressed["A"] = False
self.keyPressed["B"] = False
for e in pygame.event.get():
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_UP:
self.arrow[0] = True
self.arrowPressed[0] = True
if e.key == pygame.K_DOWN:
self.arrow[1] = True
self.arrowPressed[1] = True
if e.key == pygame.K_LEFT:
self.arrow[2] = True
self.arrowPressed[2] = True
if e.key == pygame.K_RIGHT:
self.arrow[3] = True
self.arrowPressed[3] = True
if e.key == pygame.K_z:
self.key["A"] = True
self.keyPressed["A"] = True
if e.key == pygame.K_x:
self.key["B"] = True
self.keyPressed["B"] = True
if e.key == pygame.K_ESCAPE:
#return True
gc.quit = True
if e.key == pygame.K_PLUS:
#return "plus"
gc.screen.increaseSize()
if e.key == pygame.K_MINUS:
#return "minus"
gc.screen.decreaseSize()
elif e.type == pygame.KEYUP:
if e.key == pygame.K_UP:
self.arrow[0] = False
if e.key == pygame.K_DOWN:
self.arrow[1] = False
if e.key == pygame.K_LEFT:
self.arrow[2] = False
if e.key == pygame.K_RIGHT:
self.arrow[3] = False
if e.key == pygame.K_z:
self.key["A"] = False
if e.key == pygame.K_x:
self.key["B"] = False
elif e.type == pygame.QUIT:
gc.quit = True
#return True
self.anyArrow = True in self.arrow
self.noArrow = not True in self.arrow