/
input_handlers.py
146 lines (116 loc) · 3.98 KB
/
input_handlers.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
from game_states import GameStates
def handle_keys(user_input, game_state):
if user_input:
if game_state == GameStates.PLAYERS_TURN:
return handle_player_turn_keys(user_input)
elif game_state == GameStates.PLAYER_DEAD:
return handle_player_dead_keys(user_input)
elif game_state == GameStates.TARGETING:
return handle_targeting_keys(user_input)
elif game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
return handle_inventory_keys(user_input)
elif game_state == GameStates.LEVEL_UP:
return handle_level_up_menu(user_input)
elif game_state == GameStates.CHARACTER_SCREEN:
return handle_character_screen(user_input)
return {}
def handle_player_turn_keys(user_input):
# Movement keys
key_char = user_input.char
if user_input.key == 'UP' or key_char == 'w':
return {'move': (0, -1)}
elif user_input.key == 'DOWN' or key_char == 'x':
return {'move': (0, 1)}
elif user_input.key == 'LEFT' or key_char == 'a':
return {'move': (-1, 0)}
elif user_input.key == 'RIGHT' or key_char == 'd':
return {'move': (1, 0)}
elif key_char == 'q':
return {'move': (-1, -1)}
elif key_char == 'e':
return {'move': (1, -1)}
elif key_char == 'y':
return {'move': (-1, 1)}
elif key_char == 'c':
return {'move': (1, 1)}
elif key_char == 's':
return {'wait': True}
if key_char == 'p':
return {'pickup': True}
elif key_char == 'i':
return {'show_inventory': True}
elif key_char == 'l':
return {'drop_inventory': True}
elif key_char == '<':
return {'take_stairs': True}
elif key_char == 'u':
return {'show_character_screen': True}
if user_input.key == 'ENTER' and user_input.alt:
# Alt+Enter: toggle full screen
return {'fullscreen': True}
elif user_input.key == 'ESCAPE':
# Exit the game
return {'exit': True}
# No key was pressed
return {}
def handle_targeting_keys(user_input):
if user_input.key == 'ESCAPE':
return {'exit': True}
return {}
def handle_player_dead_keys(user_input):
key_char = user_input.char
if key_char == 'i':
return {'show_inventory': True}
if user_input.key == 'ENTER' and user_input.alt:
# Alt+Enter: toggle full screen
return {'fullscreen': True}
elif user_input.key == 'ESCAPE':
# Exit the game
return {'exit': True}
# No key was pressed
return {}
def handle_inventory_keys(user_input):
if not user_input.char:
return {}
index = ord(user_input.char) - ord('a')
if index >= 0:
return {'inventory_index': index}
if user_input.key == 'ENTER' and user_input.alt:
# Alt+Enter: toggle full screen
return {'fullscreen': True}
elif user_input.key == 'ESCAPE':
# Exit the game
return {'exit': True}
return {}
def handle_main_menu(user_input):
if user_input:
key_char = user_input.char
if key_char == 'a':
return {'new_game': True}
elif key_char == 'b':
return {'load_game': True}
elif key_char == 'c' or user_input.key == 'ESCAPE':
return {'exit': True}
return {}
def handle_level_up_menu(user_input):
if user_input:
key_char = user_input.char
if key_char == 'a':
return {'level_up': 'hp'}
elif key_char == 'b':
return {'level_up': 'str'}
elif key_char == 'c':
return {'level_up': 'def'}
return {}
def handle_character_screen(user_input):
if user_input.key == 'ESCAPE':
return {'exit': True}
return {}
def handle_mouse(mouse_event):
if mouse_event:
(x, y) = mouse_event.cell
if mouse_event.button == 'LEFT':
return {'left_click': (x, y)}
elif mouse_event.button == 'RIGHT':
return {'right_click': (x, y)}
return {}