import pygame from random import randint, choice from configs.game.spell_config import magic_data from configs.game.weapon_config import weapon_data from .movement import MovementHandler from .combat import CombatHandler class InputHandler: # , status): def __init__(self, sprite_type, animation_player, ai_controller=False): self.status = 'down' self.sprite_type = sprite_type # Setup Movement self.movement = MovementHandler(self.sprite_type) self.move_cooldown = 15 self.can_move = True self.move_time = None # Setup Combat self.combat = CombatHandler(animation_player) self.attacking = False self.attack_cooldown = 400 self.attack_time = None # Setup Special Actions self.can_rotate_weapon = True self.weapon_rotation_time = None self.rotate_attack_cooldown = 600 self.can_swap_magic = True self.magic_swap_time = None # Setup Action Space self.action = 10 def check_input(self, speed, hitbox, obstacle_sprites, rect, player): self.action = 10 if not self.attacking and self.can_move: keys = pygame.key.get_pressed() button = randint(0, 4) self.move_time = pygame.time.get_ticks() # Movement Input if button == 0: # keys[pygame.K_w]: self.movement.direction.y = -1 self.status = 'up' self.can_move = False self.action = 0 elif button == 1: # keys[pygame.K_s]: self.movement.direction.y = 1 self.status = 'down' self.can_move = False self.action = 1 else: self.movement.direction.y = 0 if button == 2: # keys[pygame.K_a]: self.movement.direction.x = -1 self.status = 'left' self.can_move = False self.action = 2 elif button == 3: # keys[pygame.K_d]: self.movement.direction.x = 1 self.status = 'right' self.can_move = False self.action = 3 else: self.movement.direction.x = 0 self.movement.move(speed, hitbox, obstacle_sprites, rect) if self.sprite_type == 'player': # Combat Input if button == 4 and not self.attacking: # keys[pygame.K_e] self.attacking = True self.attack_time = pygame.time.get_ticks() self.combat.create_attack_sprite(player) self.combat.weapon_attack_sound.play() self.action = 4 # Magic Input if button == 5: # keys[pygame.K_q]: self.attacking = True self.attack_time = pygame.time.get_ticks() self.combat.magic = list(magic_data.keys())[ self.combat.magic_index] strength = list(magic_data.values())[ self.combat.magic_index]['strength'] + player.stats.magic cost = list(magic_data.values())[ self.combat.magic_index]['cost'] self.combat.create_magic_sprite( player, self.combat.magic, strength, cost) self.action = 5 # Rotating Weapons # keys[pygame.K_LSHIFT] if button == 6 and self.can_rotate_weapon: self.can_rotate_weapon = False self.weapon_rotation_time = pygame.time.get_ticks() if self.combat.weapon_index < len(list(weapon_data.keys())) - 1: self.combat.weapon_index += 1 else: self.combat.weapon_index = 0 self.combat.weapon = list(weapon_data.keys())[ self.combat.weapon_index] self.action = 6 # Swap Spells # keys[pygame.K_LCTRL] : if button == 7 and self.can_swap_magic: self.can_swap_magic = False self.magic_swap_time = pygame.time.get_ticks() if self.combat.magic_index < len(list(magic_data.keys())) - 1: self.combat.magic_index += 1 else: self.combat.magic_index = 0 self.action = 7 def cooldowns(self, vulnerable): current_time = pygame.time.get_ticks() self.vulnerable = vulnerable if self.attacking: if current_time - self.attack_time > self.attack_cooldown + weapon_data[self.combat.weapon]['cooldown']: self.attacking = False if self.combat.current_attack: self.combat.delete_attack_sprite() if not self.can_rotate_weapon: if current_time - self.weapon_rotation_time > self.rotate_attack_cooldown: self.can_rotate_weapon = True if not self.can_swap_magic: if current_time - self.magic_swap_time > self.rotate_attack_cooldown: self.can_swap_magic = True if not vulnerable: if current_time - self.combat.hurt_time >= self.combat.invulnerability_duration: self.combat.vulnerable = True if not self.can_move: if current_time - self.move_time >= self.move_cooldown: self.can_move = True